Davy Jones's Locker
Davy Jones's Locker as it was in the Flash client (2012): the hold of a sunken ghost ship, its cabins shut behind purple, green, red and yellow doors. Each key lies behind the doors of the one before it; touching one opens its colour's doors for everyone. Lil' Ghost Pirates and Violent Spirits haunt the hold without end. Davy Jones waits, unseen, in his cabin among eight Ghost Lanterns: he cannot be hurt until every lantern burns, and then only for a few seconds before he puts them out. The portal drops from every Ghost Ship in the realm.
Getting in
- Portal:
Davy Jones's Locker Portal - Key:
Davy's Key — type /key davy'sin chat to get one, use it, walk in. - The portal drops from
Ghost Ship (100%)
How Davy Jones's Locker plays
The hold of a sunken ghost ship, opened by sinking a
Ghost Ship in the realm (its portal always drops). Bring a level 20 character with some defense; the hold's ghosts keep coming back.
The keys
The cabins off the long hold are shut behind purple, green, red and yellow doors. A key lies in one cabin of each colour before it: the purple key in one of the two open cabins, the green key behind a purple door, the red key behind a green door, the yellow key behind a red door. Walk onto a key and it is taken for everyone: the chat says who found it, and every door of its colour opens at once. The yellow doors also close Davy's cabin, at the end of the hold.
The ship's dead
Lil' Ghost Pirates and
Violent Spirits rise round you wherever you walk the hold, and never stop rising. Keep moving rather than clearing them.
Zombie Pirate Jrs shamble at you in crews led by a
Zombie Pirate Sr, who keeps back and lobs fast muck.- The
Ghost of Roger aims great blasts across the cabin and calls
Lost Souls, which dart at you and burst. - Invisible maggot sacks split open when you come near and
Maggots crawl out; their touch makes you Sick.
School of Ghostfish swim round pools of ghost water, and Ghost Ship Rats stun with their tails.
Davy Jones
He is not there until you step into his cabin. Eight Ghost Lanterns stand round him.
1. While every lantern is dark he hunts you and cannot be hurt. A dark lantern left alone mends itself quickly. 2. Shoot a lantern until it bursts into flame. Once one burns he keeps to the middle of the cabin, slashing, and once he is hurt he whirls boomerang blades about. His Ghost Pirates never leave him. 3. When all eight burn he stands dazed; after a second he can be hurt, for about three seconds. 4. Then he roars, every lantern goes out with a ring of paralysing blasts, and the hunt starts again. Don't stand on a lantern when it goes out.
Spread out and light the lanterns together; piercing shots light two at once.
Boss: Davy Jones
| HP | 8,000 (+30% per other player here) |
|---|---|
| Defense | 35 |
| Hits up to | 140 |
| XP multiplier | 1.75 |
| Immune to | stasis |
The captain of the dead, unseen until you come into his cabin. While his eight Ghost Lanterns are dark he hunts you, untouchable, slashing with three, five, then seven bleeding blades as he weakens. Light one and he keeps to the middle of his cabin, slashing and, once hurt, whirling boomerang blades about. Light them all and he stands dazed: after a second he can be hurt, for three. Then he roars, every lantern goes out in a ring of paralysing blasts, and the hunt begins again. His crew of Ghost Pirates never leaves him (they fade while he stands dazed).
Phases
unseenrisefighthuntlitexposeddazedopen
out
Lines
Avast! Who dares board me ship?
Ye'll be joinin' me crew soon enough!
Be gone with ye!!!
Avast, ye filthy mongrel!
On your knees ye slimy sea slurp!
Drops
| Loot | Chance | Bag |
|---|---|---|
| 4% | own bag, each player with 2% of the damage | |
| 4% | own bag, each player with 2% of the damage | |
| 2% | own bag, each player with 2% of the damage | |
| T10 weapon | 5% | own bag, each player with 2% of the damage |
| T10 armor | 5% | own bag, each player with 2% of the damage |
| T9 armor | 20% | own bag, each player with 2% of the damage |
| T9 weapon | 15% | own bag, each player with 2% of the damage |
| T8 weapon | 25% | own bag, each player with 2% of the damage |
| T5 ability | 5% | own bag, each player with 2% of the damage |
| T4 ability | 20% | own bag, each player with 2% of the damage |
| T4 ring | 15% | own bag, each player with 2% of the damage |
| 100% | shared bag | |
| 100% | shared bag | |
| 50% | own bag, each player with 2% of the damage | |
| 50% | own bag, each player with 2% of the damage | |
| 30% | own bag, each player with 2% of the damage | |
| 2% | own bag, each player with 2% of the damage | |
| 1% | own bag, each player with 2% of the damage |
Chance per kill. A shared bag is one roll for everyone. An own bag is rolled separately for every player who did at least that share of the damage, and only they see it: soulbound items and everything that comes in a cyan or better bag drop this way. A tier row splits its chance over every item of that tier. Loot rules
Unique drops
Enemies
| Enemy | HP | DEF | Hits up to | On map | Notes |
|---|---|---|---|---|---|
| 8,000 | 35 | 140 | 4 | The captain of the dead, unseen until you come into his cabin. While his eight Ghost Lanterns are dark he hunts you, untouchable, slashing with three, five, then seven bleeding blades as he weakens. Light one and he keeps to the middle of his cabin, slashing and, once hurt, whirling boomerang blades about. Light them all and he stands dazed: after a second he can be hurt, for three. Then he roars, every lantern goes out in a ring of paralysing blasts, and the hunt begins again. His crew of Ghost Pirates never leaves him (they fade while he stands dazed). | |
| 2,300 | 50 | 110 | 15 | The ghost of a pirate captain: aims great blasts at you from across the cabin and sprays skulls up close, and calls Lost Souls about it, up to four. | |
| 2,200 | 0 | – | 56 | ||
| 2,000 | 2 | – | 32 | An unlit lantern. Shot to nothing it bursts into flame (a lit lantern takes its place); left alone while Davy hunts, it closes up again (80 every 0.4 s). | |
| 1,700 | 15 | 80 | summoned | Davy's crew: drift after you with blasts of three slashes. He keeps three or four about him. | |
| 1,600 | 3 | 50 | 6 | Swims round its pool of ghost water, letting off rings of fish. | |
| 1,200 | 17 | 66 | 21 | Keeps its distance and throws two fast globs of muck at you. | |
| 700 | 11 | 50 | 79 | Shambles after you with wide, slow spreads of green muck. | |
| 650 | 5 | 45 | 11 | Scurries at you and whips you with its tail; it stuns. | |
| 500 | 30 | 40 | summoned | Darts at you and bursts into a ring of spirit bolts that pass through whoever they hit. | |
| Maggot Sack | 200 | 0 | – | 12 | Unseen sacks in the bilge: when a player comes near they split and maggots crawl out, twice. |
| 200 | 2 | 30 | summoned | Crawls onto you; its touch makes you sick. |