Sig's Vault

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Sig's Vault[edit]

Description: Wranglers will cause a chaotic disaster zone when mutating the Spectacled Hate Fish, which results in the discovery of Sig's Vault. The storage room is fully-stocked with stronger chemical compounds that will be used in mutating seven new fish.

Sig's Vault is the second location within the Sig's Underwater Lab levels and continues with the same style of gameplay.

(To see what the island looks like behind the shadows, click here!)

Unlocking Sig's Vault[edit]

Once you have 550,000 Goodness or Evilness points you will be able to unlock the Spectacled Hate Fish resource mix in Sig's Lair. When you are able to catch the nearly blind fish, the resultant wrestle will see it fight back and break down a wall, revealing the location of the Vault:

"Unlocked Sig's Vault! As I wrangled the nearly blind fish, it fought back and broke down a wall to the new location!"

What to Catch[edit]

Seven new mutated fish can be found in the Vault, and as with fishing in Sig's Lair, you will be able to catch the regular versions of those fish until you have unlocked the mutant varieties.


Fish Min. Pole Population Status Min. Points Min. Gold Min. Skill Chum Preference


There are a total of 11 fish that can be caught at any one time (again, not including the ultra-rare Red Lust Prize Fish,) but don't expect to catch too many of the possibly extinct Octo Octo Fish, Kingdom Crab Fish or Electropian Lobsta Fish while fishing there!

Full descriptions of each Sig's Vault fish can be found in The Fish of Sig's Vault.

What to Buy[edit]

Seven new addons are available to purchase in Sig's Vault - one for each of the new fish, plus the addons that were previously available in Sigs Lair (should you be leveling up the other pole).


Type Item Cost Min. requirements

How to Play[edit]

Like all trilogies, Sig's Vault is the filler between Sig's Lair and Sig's Wasteland with no new gameplay elements introduced in this level. Mixing is still required in order to unlock the new fish and each new fish unlocked reveals another add-on to purchase.

Mixing[edit]

The mixes in Sig's Vault increase in complexity with 3 vials to choose from now and possibilities to choose between. The details of each resource mixture in terms of cost, time and the complexity of the mix (the number of different resources in the number of vials) are listed below.


Fish Req. Pole level # Vials # Resources Cost to analyse Time to analyse Auto-analyse Cost Auto-analyse Time
Eyeball Ray Fish Level 21 3 3 4,500 5 minutes 200,000 18 hours
Woolly Squid Fish Level 25 3 4 4,800 6 minutes 225,000 21 hours
Octo Octo Fish Level 29 3 5 5,100 7 minutes 275,000 24 hours
Mutahnt Fish Level 33 3 6 5,400 8 minutes 325,000 30 hours
Winged Ray Fish Level 37 3 7 5,700 9 minutes 350,000 34 hours
Kingdom Crab Fish Level 41 3 8 5,900 10 minutes 400,000 40 hours
Electropian Lobsta Fish Level 45 3 8 6,300 11 minutes 450,000 44 hours


NOTE: This is only listing those fish new to Sig's Vault. If you repeat the Sig's Underwater Levels with the other pole (Algaenite or Planktonite as appropriate) and visit Sig's Vault early, you will be required to repeat the mixes for the Great Diablo Shark Fish, ShoGun Fish, Reeko Suave Fish and Spectacled Hate Fish. Please see Mixing in Sig's Lair for the mix details for those fish.

Traveling[edit]

As per Sig's Lair, it is only possible to reach Sig's Vault via the Alcatraz Cruiser, Hybrid Cruiser and Toxic Cruiser. However traveling to the Vault directly from Sans Culpra (the quickest place to reach the Lair from) is not the optimal solution. Wranglers are advised to head to the Lair from Sans Culpra first and then locally travel to the Vault from the Lair. As much as 15 minutes could be saved by opting to choose this route. A table of all travel times to/from Sig's from every other location can be found in the Boats page.

Like, Sig's Lair, leaving Sig's Vault to reach Farovia can be undertaken in the Mini Cruiser with significantly shorter times observed. Approximate times can be seen below.

Traveling To Approx. Time
WaterPort 2 mins
Fishertonville 2 mins
Blue Crescent 4 mins
Magma Reef 0.17 mins
Sans Culpra 0.17 mins

Note that these are only approximate times - weather conditions and that old factor called 'randomness' will play a part in the actual time experienced.

Moving on[edit]

Once you have 750,000 Goodness or Evilness points you will be able to unlock the Electropian Lobsta Fish resource mix. When you are able to catch this rare fish, catching one will open up the path towards the final level in Sig's Underwater Lab; Sig's Wasteland.

Navigation[edit]

Farovian Geography
Farovian Sea
Public Sea Waterport Fishertonville Blue Crescent Magma Reef Sans Culpra
Stealth Sea WaterPier Fishertonburg Blue Caldera Culpriana
Wahwahvia Wahwahport Wahwahville Wahwah Crescent Wahwah Reef
Wahwahvia Stealth Wahwahpier
Sig's Underwater
Laboratory
Sig's Lair Sig's Vault Sig's Wasteland
Farovian North
Geminisles Poseidon's Ring Misty Cliffs Bottomless Depths
Icelantica Glacier Bay San Digloo Lake Freezberg Snowpeak River Snowpeak Summit
Icelantican-Fariana
Polar Circle
Polar Island
Deep Sea (East) Fariana Trench
Parribea Devil's Cove Deadwater Pass Krakken Rocks
The Ten-Year Storm Doom Island Stormy Straight Eye Of The Storm
Shipwreck Explorer SS Whiskey SS Minefield SS Graveyard
Lucidia Preserve Guardians' Gate Coral Lobby Heart Land
Big Love Islands Red Love Bay Lovers' Lake Heartbreak Falls Rakkaus Tarn
Big Love (East) Breakfast Bay Claustro Cave
Olympic Cove Olympic Cove
Farovian Far East Lost Temple
Eldritch Islands Innsmouth Island Yuggoth Cave Pleateau Of Leng Roof Of The World