User:JamesOfJames/Notes
104 21 -1853 skellies 55 26 -1839 zombies 1517 80 -1529 = 190 80 -191
Traps/rooms for Wizard's Guild initiation
HERE THERE BE SPOILERS
Rooms
- A tree farm or two (wood will likely be needed to make some tools)
 
Puzzles
- Lava lock
 - Figure out the right input to move a cart from booster to detector rail, detector unlocks iron door.
 Minecart hidden underneath pool of lava, hop in to pass through lava & continue on.- Cactus maze
 - Tangled minecart track under glass floor - set the switches to get the cart to the end & unlock a door
 - Complete a circuit with one piece of redstone b/w torches hidden behind walls/under floor.
 - Ocarina puzzle
 - Cup swappy puzzle
 - Water flowing through branching flipfloppy thing
 - Who's your favorite rapper? + other stuff = dispenser-> shoot a droppy sand block or something, complete circuit
 
Traps
- Long drop into a soulsand-floored room, dark and probably monsterful (could be a repo'd mob spawner, the way out would be illuminated with torches)
 A "maintenance access" room fitted with a Furnace trap- A long drop minecart trap
 - Signs saying "congratulations, you made it, council chambers are just ahead" -> Art gallery with proximity mine.
 - Teleporter -> dark spawney room
 - Standard Indiana Jones dispenser-pressure plate floor
 - Pitfall -> fire pit -> soulsand-bottomed 2-deep pool = drownytimes
 - Trap TP on a chunkedge.