The third main minion of Lord Sassafras, and the third member of the High Sassa Council, Trinovia wants everything in its place. Needless to say, no matter how tough a puzzle might be, Trinovia will unlock the answer, and he can unlock any secret (almost any, except those of his Lord.) You could say that Trinovia is the key to Lord Sassafras's plans.
Overview[]
Trinovia is the third member of the High Sassa Council, the group of Hesperians who form the political body who carries out Lord Sassafras's orders and handle the complaints and requests of the various Sassafras and other Hesperians across the two Realms, much like a legislative body. Trinovia, in particular, is the Gatekeeper to Hesperia, and nothing goes in and out without him knowing. He can unlock any lock with his powers, and some things that aren't locked, including your deepest, darkest secrets. Unfortunately, he has a habit of compulsive hoarding of keys and key-related objects. He also is a brilliant strategist, but his plans tend to be needlessly complicated.
Trinovia spawns in Time's Up as the final boss of the gamemode, which features the gatekeeper facility which monitors all Hesperian and non-Hesperian entries to both Realms.
Design[]
Firstly, Trinovia's arms are made of key rings, on which he hangs his keys (his CoS-based design has them on a ring around his belt.) He has a crown/helmet with a small green diamond-shaped gem on it, two key-shaped horns on his crown, and a large spike jutting up from the middle. Trinovia has one large eye whose pupil is mostly obscured by a rotating triple lens thing he wears. On one of his hands, he has a key-shaped gun with a lock-shaped tattoo on his hand. On the other hand, he has a spawner that spawns Keepers of the Vault of the Lord of the Hesperian League (what a mouthful), Sassafras Minions who, apart from wearing hats with golden stripes, are not different from normal tan hexagon Sassafras Minions in any way. They are Trinovia's assistants, tasked with assisting in the protection of the entryway to the Realm of Sassafras and the IE Energy reserves. The latter is in truth pointless, as the IE energy won't go anywhere if the seal to the vault is broken, and neither the Imperials, Cult of Panzer, nor the Polygons have any use for it whatsoever. Various keys may or may not be hung on his arm loops.
Battling Trinovia[]
Phase 1[]
Trinovia begins attacking as soon as all players have entered the room. He will say his intro, then he steps back. The floor opens, revealing a massive mech that Trinovia jumps into. The mech remotely resembles a giant War Machine, but with two legs and three hands on a latitudinal rotating belt and Trinovia being where the head would be. The three hands are evenly spaced, and Trinovia rotates the midsegment of the egg-shaped body to the correct set of hands to perform an attack. The mech has 40,000 health, and moves quite fast.
Attacks[]
- Kaspulse: Trinovia blasts bullets from one hand in a triple helix formation that increases in speed the farther it travels from the hand. Beware the high damage that results from standing in its 90-degree effective AoE.
- Semper Vulptum: Trinovia extends his legs slightly, and slams the entire body of the mech down on a player (retracting the legs and feet into the body), dealing massive damage and creating a crater in the floor that doesn't go away. Each use of Semper Vulptum after this, whether there are players in that region or not, will target the crater, creating an even bigger dent in the floor each time. Semper Vulptum will be used every 7 attacks, and if it is used 8 times, the floor collapses beneath all players and the boss fight immediately ends as a loss (Trinovia flies into the air, so he's okay).
- Ignition Strike: Trinovia charges into players while spinning his arms wildly, while also laying a dense line of large traps behind him as he goes. At the end of this attack, Trinovia fires off a large bomb that deals massive damage in a large area not targeted at any players in particular.
- Decan Gluph: Trinovia manifests a giant key out of IE Energy in one of his mech's hands, and the key blasts 80 lasers in a 60 degree radius helix pattern, followed by 12 lasers spaced at 5 degree increments in the same arc. He then throws the key into the air and blasts it with another weapon, causing it to fly into the ceiling and fall down on players, dealing medium damage.
- Jingle(ing)
BellsKeys: Trinovia shimmies and shakes the mech, creating an irritating rattling sound that inflicts Stunned on all players for 8 seconds. Afterwards, Trinovia follows up with a stomp that inflicts heavy knockback in a 150 degree arc in front of both of his feet. - Contrapositive: Trinovia releases three broken streams of 40 drones each that latch onto players, pulsing damage until they are destroyed. Each drone has 300 health.
- Incant Blast: Trinovia lauches a clusterbomb into the air from one of his hands, and it explodes, marking 20 relatively small areas on the ground with the Hesperian League seal. Players standing in these areas after 2 seconds receive medium-high area damage.
- Clashing Steel: Trinovia smashes the mech's hands together in a clap, dealing medium shockwave damage and Paralyzing all players for 2.5 seconds.
- IE Manifest: Trinovia uses IE Energy to perform any attack in Lord Sassafras's Phase 1 attack select. Used right before every Semper Vulptum attack.
- Critical Lock: Trinovia zaps 7-9 players with a yellow beam that puts a padlock symbol on them and locks their character, preventing them from moving, turning, or attacking whatsoever for 10 seconds.
- Bind Protocol: Trinovia slashes at a player before picking a different player up, holding them hostage and using them as a living shield for 30 seconds. All damage that Trinovia receives for that 30 seconds will be redirected to the player.
- Dot Laser: Trinovia rockets into the air and hovers over players, shooting lasers from his mech's feet before stomping back down, dealing scaled area damage in a large area.
Phase 2[]
"You're spicy, I'll give you that. But this ends now!"
Once Trinovia's mech is destroyed, he enters Phase 2. The arena floor is refreshed by IE Energy, as invincible Sassafras Minions with janitor hats and uniforms come in and sweep it clean.
Attacks[]
- Magnificence: Trinovia switches his rotary lens to its 50x magnification, and several mirrors around the room appear out of nowhere, manifested in by IE Energy. Trinovia focuses the sun from the skylight above into his other two lens, and turns the 50x lens into a mirror as the sunrays bounce from mirror to mirror, increasing in contact damage each time it passes through a magnification lens. When the sunbeam reaches the last lens on Trinovia's eye, he bounces it right off and targets a single player for massive damage if they are within 30 tiles of him. To avoid this, players must move out of range; if there is no player within range, Trinovia will sweep the laser from left to right, dealing medium damage.
- Rotary Laser: Trinovia fires lasers from his eye, spinning his rotary lens to alternate between damage-boosted lasers and normal lasers. Boosted lasers deal 150% to 300% more damage.
- Gatling Laser: Rotary Laser, but with 3-4 smaller and less accurate lasers instead of just one per alternation of damage.
- Hesperian Helpers: Trinovia summons 7-10 Keepers of the Vault Sassafras Minions with 1000 health each, but otherwise having their usual stats.
- Keyhole Blast: Trinovia fires a series of fast-moving sniper bullets from his keygun.
- Flash Blind: Trinovia shines a medium-sized blindingly white cone of light from his spawner, dealing low damage and inflicting Blinded for 12 seconds.
- Surge Laser: Trinovia charges up a vortex in his Keygun, and releases an energized projectile that latches onto a player, dealing medium-high damage to them and spreading out electricity through the ground in a 15 tile radius for even more area damage. Additionally, it inflicts Paralyzed for 3 seconds on all players damaged.
- Slide To Unlock: Trinovia sidesteps as a trapdoor opens in the wall behind him, revealing a Sassafras Supreme who jumps into the battle. When Trinovia does this, he also grabs his keygun and sticks it into the keyhole on his left hand. He gains 25% increased attack speed and 10% increased damage for the remainder of the battle. Only used if Phase 2 drags on for more than 12 minutes.
- Clashing Blast: Trinovia vibrates his key horns on his helmet like tuning forks, inflicting low damage on all players within 100 tiles and Panic for 12 seconds.
- Combination Zero: Trinovia fires three lasers from his rotary lens that merges into one at the center, but instead of firing it, the ball of light continually gets bigger until it's twice as big as himself. When Trinovia releases it, the energy ball travels forward at medium speed, instantly killing any players who come in contact with it. When it crashes into the other wall, a Sassafras can be seen using IE Energy to patch up the wall.
- Lightning Rod: Trinovia charges up his crown's spires with electricity and zaps players with a chain lightning attack that jumps on up to 10 players, decreasing in damage by 5% each jump, starting at high damage.
- Lockout: Trinovia encases himself in a giant padlock-shaped energy field that absorbs 85% of the damage he takes, then channels the absorbed damage into health that heals him for 300% of the actual damage taken. Used often, so be careful not to damage Trinovia too much during this phase.
Phase 3[]
"How could you... I have met creatures with more resilience to IE Energy! Oh, even if you defeat me, I will come back to life and crush you! Or, I could go back and fulfill my role for my Lord and just simply let you through, heh heh... BUT I'M THE GATEKEEPER, AND NO ONE'S GOING THROUGH ME UNTIL THEY'VE BESTED ME!"
At 42,000 health, Trinovia uses powered-up versions of his Phase 2 attacks to the end of the battle.
Attacks[]
- Magnificence II: Trinovia switches his rotary lens to its 50x magnification, and several mirrors around the room appear out of nowhere, manifested in by IE Energy. Trinovia focuses the sun from the skylight above into his other two lens and turns the 50x lens into a mirror as the sunrays bounce from mirror to mirror, increasing in contact damage each time it passes through a magnification lens. When the sunbeam reaches the last lens on Trinovia's eye, he bounces it right off and targets a single player for massive damage if they are within 50 tiles of him. To avoid this, players must move out of range; if there is no player within range, Trinovia will sweep the laser from left to right, dealing medium damage. He will also perform this attack with three beams instead of one.
- Rotary Laser II: Trinovia fires lasers from his eye, spinning his rotary lens to alternate between damage-boosted lasers and normal lasers. Boosted lasers deal 200% to 350% more damage.
- Gatling Laser II: Rotary Laser, but with 5-8 smaller lasers instead of just one per alternation of damage. The lasers are as accurate as Rotary Laser's lasers.
- Hesperian Helpers II: Trinovia summons 8-12 Keepers of the Vault Sassafras Minions with 1400 health each, and a 10% increase in all their stats.
- Keyhole Blast II: Trinovia fires a series of fast-moving Ranger bullets from his keygun that inflict Paralyzed for 2 seconds on hit.
- Flash Blind II: Trinovia shines a medium-sized blindingly white cone of light from his spawner, dealing medium-low damage and inflicting Blinded for 15 seconds.
- Surge Laser II: Trinovia charges up a vortex in his Keygun, and releases an energized projectile that latches onto a player, dealing medium-high damage to them and spreading out electricity through the ground in a 20 tile radius for even more area damage. Additionally, it inflicts Paralyzed for 5 seconds on all players damaged. He repeats this attack one more time after it has been completed.
- Clashing Blast II: Trinovia vibrates his key horns on his helmet like tuning forks, inflicting medium-low damage on all players fighting him and Panic for 15 seconds.
- Combination Three: Trinovia fires three lasers from his rotary lens that merges into one at the center, but instead of firing it, the ball of light continually gets bigger until it's twice as big as himself. When Trinovia releases it, the energy ball travels forward at a medium speed, instantly killing any players who come in contact with it. When it crashes into the other wall, a Sassafras can be seen using IE Energy to patch up the wall. However, he repeats this attack again, now breaking up the energy ball into three equally sized balls that travel to the left, right, and front of him with the same mechanics.
- Lightning Rod II: Trinovia charges up his crown's spires with electricity and zaps players with a chain lightning attack that jumps on up to 15 players, decreasing in damage by 3% each jump, starting at high damage.
- Lockout II: Trinovia encases himself in a giant padlock-shaped energy field that absorbs 90% of the damage he takes, then channels the absorbed damage into health that heals him for 350% of the actual damage taken. Used often, so be careful not to damage Trinovia too much during this phase.
"Death" Animation[]
When Trinovia reaches 0 health, he explodes in a poof of IE Energy, but recombines mere seconds later behind a window in a viewing room above the battlefield's north wall.
"Okay, fine. I'm a Hesperian of his word, so here's what you came here for."
Trinovia presses a button, and a trapdoor below opens, revealing several massive tanks of liquid IE Energy. The gamemode fades to black as players' characters are seen carting the IE Energy out of the facility with Trinovia's blessing.
Quotes[]
Rewards[]
Trivia[]
- He's constantly paranoid someone will steal some of his keys, which does happen quite often with Sassafras Minions, hence his compulsive hoarding of keys, most of which don't even belong to him.
- Trinovia is just a nickname. His real name is Mitch Vras.