A Creative Device forged on Verse Island
The Deep Athenaeum's Rune-Bound Dory
forged by BizaNator ✓ compiles
◈ Forged at The Deep Athenaeum
IV
✓
Compiles
The Deep Athenaeum's Rune-Bound Dory
Combines the Trigger Device · Combines the Vehicle Spawner Boat Device
3 devices
queen-v says“Board the spectral dory and sail the flooded stacks of the Athenaeum, hunting down the three glowing rune-tablet pads hidden in the ruins — the Scribe's HUD will count each one you claim. Climb out of the boat too soon and the undertow warns you back in, but once all three tablets are found, the sunken Library Door pad rises and unlocks. Trigger that door to win the trial, then settle into the Reading Nook to light the Rune Flame in your honor — a satisfying capstone loop that tracks your attempts and rewards patient exploration.”
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /Verse.org/Verse }
using { /UnrealEngine.com/Temporary/SpatialMath }
using { /UnrealEngine.com/Temporary/Diagnostics }
# The Deep Athenaeum: a sunken library of glowing runes.
# Board the spectral dory, sail the flooded stacks, and find all three
# rune-tablets. Once claimed, the Library Door surfaces - trigger it to
# finish the trial and settle into the Reading Nook to ignite the Rune Flame.
deep_athenaeum_device := class(creative_device):
# The spectral dory that carries the player through the flooded stacks.
@editable
Dory : vehicle_spawner_boat_device = vehicle_spawner_boat_device{}
# The three glowing rune-tablet pads hidden among the stacks.
@editable
RunePadA : trigger_device = trigger_device{}
@editable
RunePadB : trigger_device = trigger_device{}
@editable
RunePadC : trigger_device = trigger_device{}
# The Library Door pad - locked until all rune-tablets are found.
@editable
LibraryDoor : trigger_device = trigger_device{}
# The keeper's voice, guiding the player through the trial.
@editable
Scribe : hud_message_device = hud_message_device{}
# A quiet nook to rest in once the trial is won.
@editable
ReadingNook : capture_area_device = capture_area_device{}
# The Rune Flame, which ignites to honor a completed trial.
@editable
RuneFlame : campfire_device = campfire_device{}
# --- Trial state ---
var RunesFound : int = 0
MaxRunes : int = 3
var DoorUnlocked : logic = false
var TrialComplete : logic = false
var Attempts : int = 0
# --- Dynamic HUD messages (must be `message`, not bare strings) ---
WelcomeMsg<localizes> : message = "Board the spectral dory and sail the flooded stacks. Find all three glowing rune-tablets."
ReboardMsg<localizes> : message = "The undertow tugs at you - climb back into the dory to continue the trial."
RuneFoundMsg<localizes>(Found : int, Total : int) : message = "Rune-tablet claimed! ({Found}/{Total}) The water hums brighter."
AllRunesMsg<localizes> : message = "All tablets gathered! The Library Door has surfaced - steer to it and trigger the pad."
DoorLockedMsg<localizes> : message = "The Library Door pad is still submerged. Gather all three rune-tablets first."
VictoryMsg<localizes>(Tries : int) : message = "The Deep Athenaeum opens! Knowledge is yours. (Trial attempt {Tries})"
NookMsg<localizes> : message = "You settle into the Reading Nook. The Rune Flame ignites in your honor."
OnBegin<override>()<suspends>:void =
# Wire up the boat: boarding starts the run, leaving early warns the player.
Dory.AgentEntersVehicleEvent.Subscribe(OnBoardDory)
Dory.AgentExitsVehicleEvent.Subscribe(OnLeaveDory)
# Each rune pad can only be claimed once.
RunePadA.SetMaxTriggerCount(1)
RunePadB.SetMaxTriggerCount(1)
RunePadC.SetMaxTriggerCount(1)
RunePadA.TriggeredEvent.Subscribe(OnRuneTriggered)
RunePadB.TriggeredEvent.Subscribe(OnRuneTriggered)
RunePadC.TriggeredEvent.Subscribe(OnRuneTriggered)
# The Library Door starts locked until all tablets are found.
LibraryDoor.Disable()
LibraryDoor.TriggeredEvent.Subscribe(OnDoorTriggered)
# The Reading Nook only matters after the trial is complete.
ReadingNook.FirstAgentEntersEvent.Subscribe(OnNookEntered)
Scribe.Show(WelcomeMsg)
# Boarding the dory begins (or resumes) an attempt at the trial.
OnBoardDory(Agent:agent):void =
set Attempts += 1
Scribe.Show(Agent, WelcomeMsg)
# Leaving the dory before finishing warns the player to climb back in.
OnLeaveDory(Agent:agent):void =
if (not TrialComplete?):
Scribe.Show(Agent, ReboardMsg)
# A rune-tablet pad was triggered - track progress and unlock the door at three.
OnRuneTriggered(MaybeAgent:?agent):void =
if (Agent := MaybeAgent?):
set RunesFound += 1
Scribe.Show(Agent, RuneFoundMsg(RunesFound, MaxRunes))
if (RunesFound >= MaxRunes):
set DoorUnlocked = true
LibraryDoor.Enable()
RuneFlame.Light(Agent)
Scribe.Show(Agent, AllRunesMsg)
# The Library Door pad - only opens the Athenaeum once the door is unlocked.
OnDoorTriggered(MaybeAgent:?agent):void =
if (Agent := MaybeAgent?):
if (DoorUnlocked?):
set TrialComplete = true
Scribe.Show(Agent, VictoryMsg(Attempts))
else:
Scribe.Show(Agent, DoorLockedMsg)
# Resting in the Reading Nook after victory feeds the Rune Flame.
OnNookEntered(Agent:agent):void =
if (TrialComplete?):
Scribe.Show(Agent, NookMsg)
RuneFlame.AddWood()
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