recursal/Fanatic-Fandom huggingface dataset:
Multi-cosmic Metamechanisms

An **Omniverse** is a grouping of effectively infinite **multiverses**, themselves groupings of finite numbers of alternate realities. Within any given multiverse there are up to four distinct variations of realities, or **planes**.

The **Entropic Planes**—the most numerous, differing, and fully formed realities—are what most uninitiated would think of as a reality. They are the most realistic, and those few that can be bent by **magicks** or other **arcane**sciences give little leeway in any case.

The **Inner Planes** are the simplest and most fundamental—yet chaotic and wild, and, in conjunction with the inceptions of the dimensions of **Time** and **Space**, **temporally** resolve to become the building blocks of the Entropic Planes. The Inner Planes are:

the **Positive** and **Negative** Planes[5] which form:

the **Active** **Planes**: Water and Earth;

the **Reactive Planes**: Fire and Air;

and the **Substantive Plane: Veur**.
Versellioncourt Wikia

**Versellioncourt Indico**

Firstborn

The Four

Heaven

Hel

Ir'Usko

Limbo

Magic

Mgeka

The Monad

Mortality

Multi-cosmic Metamechanisms

The Negative Plane

No

Old Earth

Orm'Gau

The Outer Planes

Outsiders

Pana

The Panorpheaucism

Planes

The Positive Plane

Ranath

The Reactive Planes

Solëas

Spacetime

Spirit Frequency

Temporal Resolution

Time

The Ulenad

Utopus

Valla

Veur

Vilarcana

Will

Wyrlds

## Gallery

Amarie FathomDonovan "The Sublimator" ArchangelThe Gravensea BibliopolisSlitwristicus BlowmeFawnPrince CynricAzul LineaProteanSilde SkarsgardeSurelockVilarcanaSvartalfarPergatoryPsionicsThe Chronicle of AstoriaJotnarThe SkylandsTomenkiran WarriorTomenkiran WarriorDevilAquilonArchonIshalcorps Druid-KnightMorqpoDaemonCaptain RondesjhQueen LauraPer'RuthoSa-dosaAutumnJaenFluitrohie DruatrirsDemon
Blighted Orb

The Blighted Orb is the off-hand variant of the Blighted set that is dropped by Zakurya. The Blighted Orb has a 1/100 drop rate from Zakurya, making it the most rare item dropped by her. The blighted orb does not degrade unlike every other item in the Blighted set, making it one of the most useful blighted items.

### **Stats**

The Blighted Orb gives more stats than any item currently in Flamecraft. The orb is enchanted with thorns III as well as 6 positive attribute modifiers. It gives +25% max health, movement speed, attack speed, attack damage, knockback resistance, and armor.

### **Dropping Monsters**

 Zakurya | 1%
Players

## Current and Past Players

Listed below is a compiled list of Flamecraft players. Accounts that no longer play Flamecraft but had a page before December 15, 2015 will not be removed, but instead have listed that they no longer are a part of Flamecraft on their page and strike through their name on this page.

### List of players:

Benjatoad

~~BigfootGamer~~

~~Canadianplaya~~

Damronnn

Derek353

Exitor24

Flamingdk

King\_Alumorf

Look1nG4me

Mark1252

~~Melted\_Snowman~~

MoistTowelette

~~Nooticz~~

~~Shelbyyl~~

~~Stewie3~~

SwagLordOmega

Tuice

Wolvenkaas
Reverent Boots

Reverent Boots are an item in the Reverent set that were added during the Flamecraft Mob Wars Event from February 8-13 of 2016. They were dropped by the Freed Soul, which would appear every five minutes and have a small chance of dropping these. Reverent Boots lose durability upon being attacked, and can withstand 65 hits unless they are enchanted with mending or unbreaking.

### **Stats**

Reverent Boots provide no armor bonus at all and low durability, making them greatly inefficient for PvP and PvE. Even though they do not provide armor, they do give the wearer 50% extra movement speed, making them an ideal tool for travelling.
Searching Sarkilar

## Story

After welcoming the player, Kir Laas talks about his concern of the Harpies. But he also has another problem. Another monk, Brother Sarkilar and a few other monks had left the monastery but Kir Laas has not heard from them since they left. He wants the player to find out what happened to him.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Find out what happened to Sarkilar and return to Kir Laas.

### Quest Walkthrough

You need to head back to the mountains and head West to a path the snakes from side to side. At the end of the path is a cave. Hold shift and click to enter it.

Inside you will encounter level 73 Evil monks that use Fire, Freeze and Magic Shield. Be very careful when coming across groups of them as their fireballs can hurt a lot. Go through the doors until you reach the first Evil monk, kill him go south-east. Continue through the rooms to the next fork, go south-east and in the next room go south-west. Continue through the next couple of rooms until you find Sarkilar. Kill him a loot his key and his dice if you want them. Return back up the next fork and go south-east until you enter a large room with six Evil Monks. This room is particularly dangerous due to how many monks there are. You can either fight and kill them all, stay on one side of the room so only three will attack you or run past them all into the door in the center on the other side of the room.

In here is a chest, the key you looted from Sarkilar will open it. Inside is a Note detailing Islena's plans for the Evil Monks to attack Exkordon. Return to Kir Laas and give him the note for your reward.

## Map

File:NomadPlains.gifNomad Plains. Created by MartinIronWill

## Notes

* Experience cap for this quest is 1/6th of your experience bar.
* This quest gives an unusually high amount of experience for the level players would typically be able to do the quest but due to the cap it's worth waiting until level 88.
Dashboard Warning Light

**Dashboard Warning Lights** are lights, located above the steering wheel, which convey information about the bus to the driver.

Some dashboard warning lights are common and largely benign, i.e., the braking symbol which appears when using the brakes in an FE, or the Brake Retard warning light which accompanies the retarder in Excels and EDs.

Some warning lights, however, are very serious (such as the stop engine light), and should be handled immediately. Additionally, such lights should not only be reported to base, but also written in the VIR.
The Monks' Request

## Story

While the Monks were sleeping someone had stolen the three key parts that unlock the closed shelf. The monks normally each keep one part of the key.

Johnatan believes the monsters that stole the key parts reside in the old building across the bridge and south-west of of the library. He offers to give you some of the knowledge from the books in the locked shelf as a reward for returning the three key parts.

## Walkthrough

### Quest Objectives

* Retrieve the three key parts and return them to the monks.

### Walkthrough

To get the quest you first need to approach Johan in the library, and he will tell you to speak with Johnatan

After you receive the quest leave the library and head south. Cross the bridge then follow the path south-west. When you pass Thai Pan head south-east, following the branched out path. At the end of the path is a building.

This building has a very simple layout. The first room is occupied by five Skeletons. The second room by five Bandits. The third by five Elder Vampires and the forth by a Skeleton, a Bandit and an Elder Vampire.

The final room is occupied by a Skeleton Lord, a Bandit Lord and a Vampire Lord. Each of these enemies holds a key part. After retrieving them all return them to the monks.

The monks must each be given the correct key. Right-clicking the key parts will tell you who each one belongs to. After giving them all the key parts Johnatan will reward you.
Starcraft-International XLT (International)

The **Starcraft-International XLTs** (otherwise known as **Internationals**) are a class of 40-foot, front-engined, air-brake equipped, Diesel\*-powered buses currently in the shuttles fleet.

## Characteristics

Internationals are characterized by their massive passenger capacity and relatively smooth ride. While in that respect they are similar to LEDs, they also possess devastating tailswing and a total lack of front overhang which makes them more difficult to drive in confined areas.

They are also unique in that they are unable to accept UCSD's on-campus diesel fuel, and must be fueled at a nearby 76 station.

Mechanically, Internationals are notoriously unreliable. Mechanical issues can affect a variety of systems, but slow acceleration, CELs, and general engine instability are by far the most common issues reported. Furthermore, many drivers find the HEST and DPF dashboard warning lights difficult to interpret.

## Locations of Interest

Battery Switch: None

Steering Fluid: ??????????????

Oil Dipstick: Engine compartment

## Locational Compatibility

Sorrento Valley Turnaround: No

Price Center Turnaround: No

Mandeville Turnaround: Yes

Peterson Turnaround: No

## List of Internationals:

* 1149
* 1150
* 1151
* 1152

## Trivia

"1150 has gotten most of its miles coming back from Dion's" -Amanda Aguilar, 2015
The Recipe for Happiness

File:Scroll.PNG

## Story

After giving the Happiness Potion to Guiwynn she will tell you that she has never heard of A Potion of Happiness before, but that it does seem to induce madness in those who drink it.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Find the Recipe for the Potion of Happiness and return it to Guiwynn.

### Quest Walkthrough

Head back in to the Order of the Mages and through the building. There are four keys in the Mad Mages area which are needed to gain access throughout the building and get to the Recipe for Happiness. The first key is in the first corridor you enter. This key is used to access a small area North-East of the Happiness Potion room (where there are the two Mad Mages.) In this small area after the Happiness Potion room there is the second key. When you have looted the second key head back to the Happiness Potion room and through the last door to the South-East. In the courtyard there are two doors, one down to the South-West and another to the North-East. Head in to the South-Western room first, where there is the third key needed. When you have looted the key, head back to the courtyard and through the North-East door. In this corridor is the fourth key necessary to gain access to the Northern most room of the corridor.

When you have the final key head up to the last room on the left hand side of the corridor. In here are four Mad Mages who will use Flash, Lightningball and Fireball on you, so be careful at lower levels.

One of the Mad Mages in this last room will have the Recipe for the Happiness Potion on a note that looks similar to a recall scroll. Loot it and take it back to Guiwynn.

## Map

File:Madmagesmap.pngOrder of the Mages. Created by Luxly

## Notes

* It's worth repeating this quest at least six times.
* Experience cap for this quest is based on half your experience bar. For example, completing this quest at level 7 will give you 847 experience.
* There are a couple random loot chests within the building.
* If you still have the four keys when you have looted the Recipe for the Happiness Potion, you can head back through the building only coming across the Happiness Potion room. You can loot the potion again now if you're planning to repeat Mages Gone Berserk.
Vehicle Inspection Report

The **Vehicle Inspection Report** (otherwise known as a **Pretrip Sheet**, **Posttrip Sheet** or just **Posttrip**) is a daily log of a particular bus's mechanical condition.

The Vehicle Inspection Report acts as a legal document specifying the issues with a given bus, and how those issues are corrected. Each bus carries its own VIR, and a VIR must be started with each new Pretrip Inspection.

Whenever an issue is discovered with the bus, it should be reported to base and written on the VIR, including a remark and a checkmark in the appropriate boxes.

## Procedure

### Opening

When opening, view the previous day's VIR before your inspection. If there is still a white sheet in the bus, see the section below on Counter Signatures. If, however, the previous day's sheet is a yellow receipt page, start a new white VIR on the next page. Make sure to use the divider.

When starting a new VIR, put the Company (UCSD), Location (your route), and your name. Also include the starting mileage and date of post trip (Note: it is assumed that the date of post-trip will be the same date as the pre-trip, so put the date during your pretrip inspection).

Add COLAS to the lined section in the bottom-right corner of the checkmark area. DO NOT put your brake check information in the "remarks" area.

### Counter Signatures

When opening, if the previous day's VIR still has its white sheet attached, it probably needs a Counter Signature.

In the middle-left of the sheet, there should be a driver's signature, and to the right of it, a designation of either "Above defects corrected" or "above defects need not be corrected for safe operation of the vehicle." Below these, there should be a mechanic's signature. If there is not a mechanic's signature, call base.

You, the opening driver, must then sign and date the "driver's signature" line immediately below. This merely acknowledges receipt of the bus from garage - sign it even if the problem has not been fixed. Then take the white sheet into base, and begin a new VIR as outlined in the previous subsection.

### During Operation

If anything abnormal happens to the bus during operation, note it in the VIR. This includes cosmetic damage to the bus, critical failures, unusual dashboard warning lights, or anything else which is otherwise outside the normal operating parameters for the bus.

### Closing

The white page of the VIR should be torn out and given to the dispatcher at the end of the night.

One exception exists: if the bus is going to garage AND there are remarks, leave the white sheet in the bus after you take it to garage.
Tailswing

Tailswing is when a vehicle's tail moves in an opposite radial direction from the vehicle's nose.

While nearly all roadway vehicles exhibit at least some tailswing, it is usually exacerbated by vehicles with a large rear overhang, where much of the vehicle extends past the rear axle. This phenomenon is of great significance to shuttle drivers, since improperly managed tailswing can destroy nearby cars or injure pedestrians behind the bus.

Tailswing is similar to Front Overhang, but is not considered beneficial.
Diesel Particulate Filter

The **DPF** or **Diesel Particulate Filter** is a feature found on Internationals which may cause a dashboard warning light of the same name.

The DPF serves to collect uncombusted diesel fuel molecules and burn them at an extremely high temperature, converting them into less harmful CO2. However, the bus must be running under certain conditions in order to accomplish this. If the bus cannot achieve these conditions and the DPF goes for too long without being cleaned, the engine can suffer serious performance issues.

Depending on the DPF status, the DPF light may activate on the dashboard. The DPF light can generally be ignored, unless it is flashing and/or accompanied by an audible warning. If the light exhibits either of these symptoms, call base and ask for instructions on how to perform a Parked Regen. This should clear the DPF and return the bus to functionality.

On the Internationals, the DPF light and HEST light are generally concurrent, since the DPF cleaning process produces a high exhaust temperature as a side effect.
In Search of Clara

## Story

Kelly will tell you that she has lost contact with the outpost in the swamp, north of Aston. She would like you to go there and deliver a full report to her when you gets back.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Find Clara in the swamp and return to Kelly.

### Quest Walkthrough

At level 22 and after completing the Underground Park Shrines quest Kelly will talk to you again. She will mention that she has lost contact with the outpost in the swamp and would like you to head there.
Although Kelly says the swamp is north it is actually north-east. Follow the path out of Kelly's building north east, past the palace ruins and the park, and then around the bend. There will be a hole within the walls of Aston around here, with a path leading to the swamp.

When you enter the swamp, head north until you see the path through the swamp heading north-east. Follow this path to the outpost. You will have to fight three level 24 Beast Swamplings along the way.
When you reach the outpost you will see Clara, who will greet you and assume you have been sent from Aston. She tells you that the road is no longer secure and that they have been under attack from beasts emerging from the swamp.
She doesn't recommend sending reinforcements in to the swamp, and wants you to go back to Aston and deliver the report to Kelly.

When you go back to Kelly she will give you your quest reward and tell you that she agrees with Clara's decision, but that the swamp beasts worry her and she will pay you for every swamp beast head she receives.

She then reminds you to report back to Clara.

## Notes

* Swamp Beastling Heads are worth 2.00g

* Brown Swamp Beast Heads are worth 2.75g

* White Swamp Beast Heads are worth 3.50g

* Green Swamp Beast Heads are worth 4.25g

* Swamp Beast King Heads are worth 13.25g
The Third Skull

## Story

After examining the Wood-Skull, Gwendylon concludes that there must be another skull, adorned with a green jewel, but he has no idea where to look for it. If he could acquire the third skull then he would be able to figure out the location of their creator.

Back at Papa Bear's Tavern Terion realises that the skeletons only reside in old ruins, and that Yoakin's house is built on top of some ruins. Terion also mentions that the floor in the back room of Yoakin's house has caved in and he's been having nightmares ever since.

 File:Skele 3 skull.PNG
## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Recover the Skull from the ruins located underneath Yoakin's house and return it to Gwendylon.

### Quest Walkthrough

Leave Gwendylon's Tower and head east to the first building you come across. Yoakin will be in the first room, head past him to the back room and go down the hole.

Underground you will find yourself in a corridor with five rooms. Each room has five level 5 skeletons. The third room contains the Skeleton that has the Skull.
Once you have recovered the Skull, return it to Gwendylon for your reward.

## Map

File:Skellie3map2.pngSkellie III. Created by Luxly

## Notes

* It's worth repeating this quest at least six times.
* There is a door in the area which gives access to a level 65+ area for the Werewolves quest. It is inaccessible at lower levels.
* Experience cap for this quest is based on a whole experience bar for your level. For example, completing this quest at level 3, will give you 175 experience.
* There are 20 level 5 Skellies, a strike gives you 45 exp. This is worth doing every time you do the quest as it does not take too long to get a strike.
Arriba

**Arriba/Nobel** (otherwise known as just **Arriba** or **City**) is a route.

## Purpose

The Arriba shuttle serves to act as a compliment to MTS's own 201/202 superloop, taking people from campus into the residential areas of University City.

## Scheduling

The only timestops on Arriba/Nobel are at Gilman and Myers, and Lebon and Nobel. Shuttles run every ?? minutes.

## 15x4

Due to high passenger volume, Arriba has a unique system known as 15x4.

Every morning, once passenger volume reaches a critical level, the Route Captain will announce that "fifteen times four is in effect." This indicates that each bus should only pick up 15 passengers at each of the four off-campus stops, ensuring that passengers at each stop get picked up.

## ID Checks

Arriba is the only route with mandatory ID checks.

## Stops

* Gilman and Myers
* Regents and Nobel
* Arriba St.
* Lebon and Palmilla
* Nobel and Lebon
Check Engine Light

(Not to be confused with a Stop Engine Light)

A **Check Engine Light** is a dashboard warning light.

Check Engine Lights occur for a variety of reasons including (but not limited to) high engine temp, low oil pressure, low voltage, or reasons which may not be immediately apparent to the driver (i.e., sensor malfunctions).

They are generally considered non-critical, and usually do not require immediate action.

## In the event of a check engine light

1. Check your gauges and see if anything is abnormal
2. Call base and report the check engine light
3. Write up the Check Engine Light (and issue, if one was discovered) in the VIR. Make sure to check the appropriate boxes. When leaving a remark, be as specific as possible - does the CEL only show up in certain places? At certain times? Under certain conditions? Include this information.
4. Continue on route
5. Inform your relief
El Dorado Axxess 40 (LED)

The **El Dorado Axxess 40** (more commonly known as **LED**s, or **Long El Dorados**), are a class of 40-foot, rear-engined, air-brake equipped, CNG-powered buses currently in the shuttles fleet.

## Characteristics

LEDs are characterized by their immense passenger capacity, reasonably high fuel capacity, and formidable tailswing and front overhang.

Despite the LEDs' name they are, in fact, longer than forty feet. Sizing regulations dictate that a bus's front and rear bumper may exceed the quoted length of the vehicle. Therefore, LEDs are closer to 41 feet long, not counting the bike rack, making them the longest vehicles in the shuttles fleet.

Mechanically, the LEDs are comparatively reliable, but they sometimes experience issues with their air conditioners blowing warm air.

They are the flagship buses of the Arriba Route, and are also prominent on CMC.

## Locations of Interest

Battery Switch: Rear, driver-side compartment, next to batteries

Steering Fluid: Rear, door-side panel, in engine compartment, below air conditioner compressor

Oil Dipstick: Engine compartment, between engine block and air conditioner compressor

## Routes Utilizing LEDs

* ARR (Flagship)
* CMC (Common)

## Locational Compatibility

Sorrento Valley Turnaround: No

Price Center Turnaround: Unknown

Mandeville Turnaround: Yes

Peterson Turnaround: No
Front Overhang

**Front Overhang** is a unique property of buses which allows for greater maneuverability.

In many buses, the driver actually sits forward of the front wheels. Furthermore, buses usually have greater ground clearance than cars. Combined, these factors give buses the ability to sweep the area in front of the front wheels over curbs, bumps, and other low surfaces, in a practice known as "dragging the bumper."

As an example of this, though LEDs are actually slightly longer than Internationals, the LEDs are similarly maneuverable due to their ability to "drag their bumpers" over curbs or areas that the wheels might otherwise hit. Because Internationals have little front overhang, they cannot do this without running over curbs with their front wheels.

Dragging the bumper can often be a disconcerting experience for new drivers who are unaccustomed to driving *over* curbs.

The analogue of Front Overhang for the rear of the bus is known as Tailswing, and is generally a negative trait rather than a positive one.
Pretrip Inspection

A Pretrip Inspection is an inspection which must be performed before a vehicle can go on route. Performing a pre-trip inspection is generally the first step in opening a vehicle.

## Vehicle Inspection Report

Before the inspection begins, a new VIR must be started. If any problems are discovered with the bus, they must be noted in the remarks section of the VIR, and the appropriate "Prt" box must be checked. If the problem is severe enough, the "RR" or "Requires Repair" box should also be checked. Generally, if an issue requires repair, inform base - the bus may not be able to go on route.

When determining which issues Require Repair, use common sense to determine the severity of an issue. Always ask base if you are unsure about the severity of an issue.

## Brakes

### Air Brakes

For air-brake equipped vehicles, an air brake check must be performed using COLAS.

### Hydraulic Brakes

For vehicles without air brakes, simply apply pressure to the brake pedal. Ensure that the response is smooth and that there is no roughness or unusual noise.

## Exterior

All exterior windows, body panels, mouldings, mirrors, lights, wrappings and other elements should be inspected for functionality and integrity.

### Wheels

It is especially important to inspect the wheels of a bus during a pretrip.

* The wheel hub should not be wet or leaking.
* Rims should be free of cracks, dents, or welds.
* Tires should be free of rips, tears, or bulges.
* All bolt flags should be pointing in the same direction - flags pointing in the wrong direction may indicate loose wheel bolts.
* Front tires must have at least 4/32" of tread, and cannot have retreads.
* Rear tires must have at least 2/32" of tread, and may have retreads.
* Tires must be adequately inflated.
* For rear tires, ensure that there is a gap between duals - use the lift crank to probe the gap between tires.

## Interior

All interior rails, seats, flooring, roof hatches, stop request systems, and other elements should be inspected for integrity and functionality.

### Safety Equipment

Our buses contain several pieces of safety equipment. While most of these objects are only necessary in an emergency, they should be located and inspected during a pretrip.

The **Fire Extinguisher** must have been inspected within the past year, and the gauge needle should be in the green zone.

Reflective **Triangles** should be in good condition.

**Fuses** have become largely unnecessary, since most of our buses use circuit breakers instead. Ask base about where to find fuses if necessary.

Additionally, most vehicles come equipped with a **Strap Cutter**. This device is used for cutting belts if an emergency occurs while an individual is secured using securement straps. Note that the location of the strap cutter may vary significantly between bus models.

## Driver Area

While in the driver area, the driver *must* inspect the

* Horn
* Defrosters
* Driver Dome Light
* Steering Wheel Play

but should also inspect any other controls which may be important to the function of the bus, such as the interior lights.
Route

**Routes** are the paths which shuttles take in order to transport passengers. Each route has its own scheduling, and passenger log.

While some stops may be unique to a route, other stops may have multiple routes using them, such as Gilman and Myers.

## List of Routes

* Arriba
* CMC (AM)
* CMC (PM)
* Coaster East
* Coaster West
* Regents
* Loop (Clockwise)
* Loop (Counterclockwise)
* Sanford
* SIO
Stop Engine Light

(Not to be confused with a Check Engine Light)

A **Stop Engine Light** is a dashboard warning light.

Stop Engine Lights usually occur due to seriously low oil pressure, extremely high temperatures, or other sources of catastrophic engine failure.

Stop Engine Lights are usually colored red and are accompanied by audible warnings. They are considered both very serious and time-critical. Ignoring a stop-engine light can lead to serious damage to the engine and/or bus.

## In the event of a stop engine light

1. Pull over as soon as is safely possible
2. If the engine fails before you can reach safety, use the Stop Engine Override switch. Press and HOLD DOWN the override switch to keep the engine running until you have reached safety.
3. Once safe, turn the engine off immediately
4. Call base
5. Do not turn the bus back on unless explicitly told to do so in person by a supervisor or garage technician
6. Write it up in the VIR. Make sure to check the appropriate boxes. When leaving a remark, be as specific as possible - were there strange noises shortly before the light came on? Were there performance issues? Other dashboard warnings?
7. Await further instructions
Supervisor

**Supervisors** are full-time staff who oversee the operation of shuttles. They are authorized to violate pre-established shuttles policy. Instructions issued from supervisors should be carried out immediately, unless conducive to imminent danger to drivers or passengers.

Identities and Handles:

* Mobile 11: Raymond Wampler
* Mobile 14: Chuck Quisenberry
* Mobile 15: Don Riddle
* Mobile 20: Danny Alvarado
* Lead 1: Rudy Mitchell
* Lead 2: Calvin Jackson
El Dorado Axxess 35 (ED)

The **El Dorado Axxess 35** (otherwise known simply as **EDs** or **El Dorados**) are a class of 35-foot, rear-engined, air-brake equipped, CNG-powered buses currently in the shuttles fleet.

## Characteristics

EDs are characterized by their sizable front and rear overhang, good turning radiuses, and advanced electronic systems.

EDs are comparatively reliable, but service-related issues are largely unpredictable and may affect a variety of different systems. Also, EDs have leaky windshield seals and squirrely steering at speeds above ~55mph, traits generally not shared by their longer counterparts.

They are the flagship buses of the Mesa and Regents routes.

## Locations of Interest

Battery Switch: Rear (but not rearmost), driver-side compartment (not the radiator compartment), next to batteries

Steering Fluid: Rear, door-side panel, in engine compartment, below air conditioner compressor

Oil Dipstick: Engine compartment, between engine block and air conditioner compressor

## Routes Utilizing EDs

* Mesa (Flagship)
* Regents (Flagship)
* CSV-E (Common)
* CSV-W (Intermittent)
* Loop (Rare)
* Sanford (Once)

## Locational Compatibility

Sorrento Valley Turnaround: Yes

Price Center Turnaround: Yes

Mandeville Turnaround: Yes

Peterson Turnaround: Yes
Greenbus

The **Greenbus** is a one-off, rear-engine, air-brake equipped bus currently in the shuttles fleet.

The Greenbus (a modified BlueBird RE) was originally designed to serve as a biodiesel test platform, but currently runs on regular Diesel fuel.

## Characteristics:

Greenbus is known for bearing an unusual mixture of Excel and FE characteristics. It has the steering column and mirror controls of an Excel, but has the battery location and seat of an FE.

The Greenbus has a custom air conditioner, large tires, and very soft suspension. This, combined with an adjustable retarder, makes the Greenbus one of the smoothest-riding buses in the fleet.

Mechanically, Greenbus has exhibited a variety of issues, including the inability to upshift, stop engine lights, and turbocharger instability.

## Locations of Interest

Battery Switch: Rear, door-side panel, in engine compartment, near steering fluid

Steering Fluid: Rear, door-side panel, in engine compartment, below air conditioner compressor

Oil Dipstick: Engine compartment, between engine block and air conditioner compressor

## Routes utilizing Greenbus

* ARR (Rarely)
* CSV-E (Intermittently)
* East/RE (Intermittently)

## Locational Compatibility

Sorrento Valley Turnaround: Yes

Price Center Turnaround: Yes

Mandeville Turnaround: Yes

Peterson Turnaround: Unknown
Praying Mantis Stew

## Story

William tells the player that the Imp has done him a favor and comments on how nice that is of you.
He makes a request of the player, asking that they bring him a Praying Mantis so he can cook a stew.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Acquire a Mantis' Body and give it to William.

### Quest Walkthrough

To find a Mantis' Body all you have to do is find a Praying Mantis and loot it from it's corpse. Praying Mantis' can be found at the far top of the map. From William head east, then north before you reach the area with the bears and before reaching Exkordon head north-west. Head in this direction until you encounter a Praying Mantis, kill it and loot it's corpse then take the body back to William for your reward.

If you have been to Exkordon then it is quicker to teleport there, walk to the forest and head north-west.

## Notes

* This quest is capped at 25% of your experience bar.
Knightly Troubles

File:Scroll.PNG

## Story

After you complete The Recipe for Happiness, Logain will ask for a moment of your time. He will tell you that he used to train the young students at the Brotherhood of Knights, but when he went there the other day they had begun to act strangely. He assumed they had taken a strength potion to increase their abilities, possibly poisoned, and went to inquire, but they became aggressive, so he left. He returned only to be attacked on sight.
As he is old and unable to win a fight against many young men, he would like you to head in to the Brotherhood of Knights and find out where they got the poisoned strength potions.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Loot the Note from a Mad Knight and return it to Logain.

### Quest Walkthrough

Head South-East to the same area as the Order of the Mages but head North-East instead. There will be another door, head through to enter the Brotherhood of Knights. In the entrance room are two doors, head through the North-East door to enter a corridor with five more doors. In the rooms behind the four doors on the two sides is a key. After you have found the key, head through the fifth door (on the wall opposite the door you came in through). In here will be two level 9 Mad Knights and a level 10 Mad Knight. Kill them, then head to the door on the left hand side (North-West door). In this room is six Mad Knights, five at level 9 and one at level 10. Kill them and loot the level 10 for a key. Head back and through the other door, where there will be another level 10 Mad Knight. Kill him, loot the note and head back to Logain.

## Map

File:Madknightsmap.pngBrotherhood of Knights. Created by Luxly

## Notes

* It's worth repeating this quest at least six times.
* Experience cap for this quest is based on half your experience bar. For example, completing this quest at level 7 will give you 847 experience.
The Jewels of Brannington

60k xp ,
125 g ,

## Storyline

The prestigious Brannington family was recently robbed by three thief mages of their most valuable jewelry.

## Walkthrough

This quest can be a little frustrating because of the keys and the aggressive animals you will find in the forest.

### Quest Objectives

To complete this quest, the player must:

* Collect the Key Parts.
* Assemble the three keys.
* Retrieve the three jewels.
* Return the jewels the the Count.
Route Captain

**Route Captain** is an honorary title given to Leonard James in celebration of his dedication to the Arriba route.

For functional purposes, if Leonard is not present, the responsibilities of the route captain fall to the most senior driver on the Arriba route. This includes calling 15x4 and advising other drivers if scheduling issues arise.
Six Wheel Wikia

## Welcome to the Six Wheel Wikia

This is the unofficial, driver-run wikia for UCSD Shuttles! Here you'll find information related to UCSD shuttle schedules, stops, and also driver-related internal procedures.

## Our Mission

UCSD's Shuttle system provides service to nearly three million people per year! With a staff of nearly one hundred student drivers, eight career drivers, and seven full-time staff, we take responsibility for the safe transportation of UCSD's staff, students, faculty, patients, and guests.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
BlueBird Excel (Excel)

The **BlueBird 102 Xcels** (More commonly known simply as **Excels**) are a group of 36-foot, rear-engine, air-brake equipped buses currently in the shuttles fleet. Excels are the only vehicles in shuttles which come in both Diesel and CNG varieties.

## Characteristics:

Excels are known for being the greatest "jack of all trades" buses, due to their moderate length, manageable tailswing, good front overhang, and a good compromise between capacity and locational compatibility. However, they exhibit a variety of service-related issues and are prone to leaks, suspension instabilities, and brake problems. CNG Excels specifically are known to have exhaust sensor issues, leading to CELs and loss of acceleration.

Recently, excels have served largely as spares, and are not flagship buses for any routes.

Excels are the only vehicle in shuttles which come in both Diesel and CNG varieties.

## Locations of Interest

Battery Switch: Rear, door-side panel, in engine compartment, near steering fluid

Steering Fluid: Rear, door-side panel, in engine compartment, below air conditioner compressor

Oil Dipstick: Engine compartment, between engine block and air conditioner compressor

## Routes utilizing Excels

* ARR (Intermittently)
* CMC (Intermittently)
* CSV-E (Intermittently)

## Locational Compatibility

Sorrento Valley Turnaround: Yes

Price Center Turnaround: Yes

Mandeville Turnaround: Yes

Peterson Turnaround: Unknown

## List of CNG Excels in Fleet

* 0702
* 0703

## List of Diesel Excels in Fleet

* 1239
* 0140
The Book Eater

## Story

A large bookeater has occupied the basement located in the hidden back-room in the south-west part of the library and it is chewing up Tracy's most precious novels. The teleport systen in the basement is enough to keep out the small book eaters but the large one appears to be smarter than the other and is able to navigate them.

Tracy would like you to go down into the basement and kill the large bookeater to protect her novels.

## Walkthrough

### Walkthrough

After receiving the quest head into the secret back-room located in the south-east part of the library. Go down the hole in the corner to the basement.

This area is occupied by Baby Bookeaters. At the end of the corridor is a fake wall. Proceed through it into the next room.

In here are some teleporters. You need to find the correct one to progress to the Huge Bookeater. The correct teleports can be identified by checking their descriptions via holding shift and right-clicking on them. The correct ones have a lower case t for teleport in the description and the incorrect ones have a capitol t.

After passing through four correct teleports you will be in the room with the Huge Bookeater. The Huge Bookeater is very strong defensively and weak offensively so it can be a long fight. Once you have beaten him you will receive a confirmation message in your chat box.

Use the teleport in this room to take you back to the first set of teleports and then go back through the fake wall in the northern part of the room. Now leave the basement and return to Tracy for your rewards.

## Trivia

* In Old World the Huge Bookeater is both a master Light Warrior and a master Dark Warrior.
The Mysterious Language

## Story

Johnatan is attempting to translate a book that he believes was written in the Frawd's language. He thinks they are related to the dwarfs and needs someone of dwarven blood to help him to translate the book. He wants the player to seek out a dwarf for him.

### Quest Objectives

To complete this quest, the player must:

* Find a Dwarf and acquire a Dictionary.

### Quest Walkthrough

After Johnatan gives you the quest you need to go to Caligar to find Corby. Corby is located a little bit south-west of the library. When you find him he will offer a dictionary to you for 10,000 gold. Say "pay 10000g" to pay and receive the dictionary.

After you have received the dictionary return to Johnatan and give it to him. He will give you 3,000 gold and 15,000 exp.

Now you need to visit Krenach. Krenach can be found in a hole in the ground a little way west from the entrance to Arkhata from Brannington. On entering from Brannington you can simply hold shift and click towards the left of your screen and your character will find a route there. Once you've found Krenach he will talk to you and you'll receive 60,000 exp and 5,000 gold.

## Notes

* After completing this quest you end up with a loss of 2,000g. This equals 37.5 experience per gold spent.
The Blue Harpy

## Story

The Hunter has been attempting to hunt down a Blue Harpy but he has been unable to find it. He offers you a reward if you slay it and bring him it's skin in return for allowing him the fame for killing it.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Kill the Blue Harpy and give it's Skin to the Hunter.

### Walkthrough

There is only one Blue Harpy in Arkhata. After you have located and killed it, take it's Skin back to the Hunter for your reward.

The Blue Harpy spawns near the Hunter but can wander very far from it's spawn point potentially making it difficult to find. It can still usually be found near the Hunter.

## Notes

* If you encounter and kill the Blue Harpy before you reach level 58, you can keep it's skin until you are able to hand it in.
Cold Water Diving

Gerrard can be found west of Minoa. From the outpost with the museum head west across the river. Now head north until you reach a bridge. Gerrard is found on the bridge. At co-ordinates 111,108.

## Story

Gerrard has lost his ring in the river by the bridge. He wants you to fetch it for him because he can't get it due to the beasts in there.

He also mentions that there may be some other treasures down there.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Kill the Kraken and loot his key.
* Use the key to access the chest and find Gerrards Ring.
* Return Gerrards Ring to Gerrard.

### Quest Walkthrough

At the bridge you can use the side of the bridge to access the water. This underwater area is similar to Labyrinth 4 so you start drowning when you enter it. Once you enter it you will be in an open area with Bottom Dwellers wandering around. The Bottom Dwellers all carry potions that allow you to breath temporarily underwater.

Obtain a few potions and head north to an underwater structure. In here are some Lurkers along with a Kraken at the end of the building. The Kraken has a Underwater Key. In the building there aren't any Bottom Dwellers so you will need to make sure you have enough potions to allow you breath while you're there. Four-six should be sufficient.

Once you have the Underwater Key leave the building and head West. You will come across a small area blocked by a locked door. The Underwater Key will give you access. Inside is a locked chest that the key will also unlock. Inside the chest is Gerrards Ring.

Once you have the ring return to Gerrard to complete the quest.

## Map

File:Cold Water Diving map.pngMinoa. Cold Water Diving map.

## Notes

* The experience for this quest is capped at 1/6th of your experience bar.
* This quest is unlocked during the quest One Small Task, not by completing it.
* The potions allow you to breath underwater for 60 seconds.
Reverent Orb

The Reverent Orb is the off-hand variant of the Reverent set. It was released as a reward from the Flamecraft Mob Wars on January 30, 2016. The Reverent Orb is one of the lesser used off-hand items, due to the fact that it lowers attack damage.

### **Stats**

Although the Reverent Orb lowers the wearer's attack damage by 2, it provides the wearer with +6 max health, +50% knockback resistance, and +10 armor, making it the best off-hand item defensive-wise, and the worst offensive-wise.
Cameron

## Description

Cameron is the starting area for new players. It features a settlement, a forest and access to Aston.

## Related Quests

* Lydia's Potion
* Bear Hunt
* A Fool's Request
* Find the Magic Item
* The Second Skull
* The Third Skull
* Kill the Foul Magician
* Mages Gone Berserk
* The Recipe for Happiness
* Knightly Troubles
* The Unwanted Tenants
* Werewolves

## NPCs

### Merchants

* Fred
* Egbert
* Dolf

### Quest Givers

* Lydia
* Gwendylon
* Nook
* Yoakin
* Guiwynn
* Logain
* Reskin

### Others

* Greeter
* James
* Trader
* Terion
* Assistant
* Clan Tutor

## Clan Spawners

### New World

Level 5 spawner located directly behind the Cameron transporter. Can also be found near the back of Skellie IV.

## Exploration Poles

There are three level 5 exploration poles that can be found throughout Cameron.
Lydia's Potion

This is the first quest in the game.

When you come across James he will refer you to Lydia who can found in Gwendylon's Tower, the building North of The Fortress (where you started the game on the blue square) and in the room to the left of Nook.

## Story

Lydia is feeling hungover and needs a hangover cure which has been stolen by thieves.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Recover Lydia's Cure Minor Disease and return it to her.

### Quest Walkthrough

 File:Quest potion.PNG  Exit Gwendylon's Tower and head West a short distance to a building occupied by thieves. As you enter the building go into the first room on the left, there will be a thief, kill him and loot the key from his body.

Continue through the building until you come across a locked chest, retrieve the hangover cure from the chest and return it to Lydia for your reward.

## Map

File:Thieves map2.pngThieves House. Created by Luxly

## Notes

* There are 6 level 2 robbers here, getting a strike gives you 5 exp

## Glitches

* When completing the quest, if you leave and re-open the quest before she finishes talking the next time you return with the Cure minor Disease potion she may not accept it.
Obelisk Hunt

## Story

Glori has received a report stating that there is a dungeon inhabited by Zombies under a traders shop. She assumes there are also dungeons with Skeletons and Vampires. She wants the player to investigate them and report back to her.

## Walkthrough

### Quest Objectives

To complete this quest, the player must:

* Find the dungeons of Flesh, Bone and Blood and loot the Obelisks.

### Quest Walkthrough

You need to find each of the dungeons, kill the boss in each one and loot their Obelisks. Some of these areas are particularly dangerous and it's recommended to make sure you have some potions and a recall scroll with you at all times, especially in New World.

#### Dungeon of Flesh

The dungeon is Flesh is located in the back room of Seth's shop which is south-east from the library and past the monsters training areas. Once inside you need to go into the next room where there are eleven level 61 Zombies. Only one of them has the key of proceed into the next room. Once you have the key and can be a good idea to leave through the way you came back in to regenerate and when you back in to just run straight through the Zombies to the locked door.

In the locked room are two Zombies and a level 64 Grendom Apprentice. The Grendom Apprentice uses Magic Shield and Fire. The apprentice also has the Obelisk of Flesh that you need to loot.

#### Dungeon of Blood

The Dungeon of Blood is located in the back room of Andie's tavern which is south-west of the library. Once inside you need to go into the next room where there are seven level 59 Vampires. in this room you need to move the Weights onto the pressure plates to open the door. Be careful not to get the weights stuck up against the walls.

Once you've unlocked the door proceed into the next room where there are two Vampires and a level 64 Rovin Animation. The Rovin Animation uses Magic Shield, Lightning and Freeze. He also has the Obelisk of Blood that you need to loot.

#### Dungeon of Bone

The Dungeon of Bone is located behind the Caligar Palace which is south from the library and next to Andie's tavern. Once inside you need to head into the next room where there are six level 61 Skeletons. This room is a invisible maze. You need to find the Skeleton with the key and loot it and proceed to the next room. To get through the maze easily just click on the door.

Once you've gone into the next room you'll encounter two Skeletons and a level 64 Argen Animation. The Argen Animation uses Magic Shield, Lightning and Freeze. he also has the Obelisk of Bone that you need to loot.

After you have looted the three Obelisks return to Glori for your reward.
Ice Underground

## Notes

* Ring of Reflect Fireball minimum level 35 is found by Teleporter 4
* Ring of Light drop from demons at random, This ring can be used to provide light for those that use two handed weapons but are much more valuable for storing orbs. These rings can be orbed with up to 3 stats to a max of +20, When the ring is clicked it'll reproduce one orb. When orbed, the minimum level of these rings becomes 200. (Old World)