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Community documentation for Blister Online, build 1327.

Dungeon 2 of 17 — added v245 · level 175 to enter

The Tolling Vault

A second dungeon, built specifically to ask for the clock instead of the ground

The Barrow of Three Seals closed its own launch by naming exactly what it hadn't done yet: a second dungeon with a different demand, and specifically "a boss whose mechanic is timing rather than position." The Tolling Vault is that dungeon — reusing the same proven sub-world shape as the Barrow (the same physics, the same teardown, the same off-world guards), with only the content of the fight itself actually different.

Five bells, one alive at a time

Five bronze bells stand on a ring around the vault floor. Only one is ever lit at a time — a peal-light walks the ring in a fixed order that never varies, spending 3.4 seconds on each bell for a full 17-second lap. A bell can only be rung while its own light is on it. Ring one that's dark instead, and nothing good happens: it wakes two of the creatures living in the vault and breaks your streak. The sub-goal is therefore a genuine rhythm problem rather than a positioning one — you don't simply walk to the nearest bell, you read the light, predict which bell it's about to reach, and be standing there when it arrives.

Every bell pays the instant it's rung, whether or not the boss is ever fought at all — cash and mining experience, banked immediately. A player who rings two bells and leaves has been paid for two bells. Ringing all five without a single missed window — a clean peal — is rewarded twice: the fifth bell alone hands over three Gold Bars, and a clean peal widens the boss's own open damage window for that fight from 3.6 to 4.4 seconds, described in the game's own source comments as the only reward anywhere in the game for playing a mechanic well rather than merely surviving it.

The Tollbearer: a boss made of timing

The Tollbearer runs an unending two-stroke cycle: 2.4 seconds braced, then 3.6 seconds open, forever. While braced, its health is pinned to whatever value it held when the stroke began — every point of damage landed during that window is undone on the very next frame, and the number on its health bar simply does not move, no matter how hard or how often it's hit. While open, it takes everything thrown at it, with no cap. Crucially, it never heals back past the pinned value either — a player who simply holds the fire button through the whole fight makes real progress, just only during 60% of it, and loses nothing by attacking during the other 40%; they just can't understand why nothing seems to be working half the time.

The actual ask is to stop: watch a two-colour halo above its head, hold your swing through the entire braced stroke, and dump everything into the open one instead. It's a demand about when, with no position on the floor that satisfies it — the deliberate inversion of what The Barrow asks.

Balance

The Tollbearer is the game's existing "gearwarden" clockdesert automaton, its stats overwritten on that one spawned instance so no save's bestiary completion count ever moves. Its damage was deliberately kept below the Barrow Warden's — 725 per hit against the Warden's 1650 — reasoning explicitly recorded in the game's own comments: a boss that demands the player stand still and not attack must not also be able to kill them for waiting. Only its health pool (104,000) is scaled to boss size.

How it's found

Like the Barrow, the Vault claims no function key of its own — the game's entire A-Z row was already spoken for. It's found the same three ways every keyless dungeon in the series is: the cracked bronze bell itself, standing on a fixed deterministic site; a one-time toast the first time a player comes within 500 metres; and a bearing-and-range line on the idle prompt within 900 metres.

Version history

  • v245 — added. Ships as the second dungeon and second boss in the series, delivering exactly what The Barrow's own launch notes had called for: a timing-based boss and sub-goals that pay off even if that boss is never beaten. Its own closing notes named the next open gap in turn — nothing in the game yet asked a player to choose a target under pressure or give something up, an axis claimed two versions later by The Cloven Reliquary (v247).
  • v362 — level requirement lowered from 1,400 to 175, part of the game-wide compression of all seventeen axis dungeon doors into the early game.

Trivia

  • The bell-and-boss timing machinery is deliberately driven by the game's own per-frame delta time rather than the wall clock, specifically because a background browser tab throttles animation frames hard — a wall-clock timer would let strokes jump instantly the moment the tab regained focus, and would be impossible to test deterministically. Feeding it delta time instead means the exact same number of simulated frames always produces the exact same braced/open timing, however long real time actually took to deliver them.
  • Is one of seventeen axis dungeons on Earth. Its own launch explicitly reused the Barrow's tested sub-world shape rather than building a second one from scratch — a pattern every dungeon added after it also followed.