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Jun 25th, 2019
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  1. (go to wynncraft app 2 for items and mob cave)
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  7. Tower Guardian: (Level 55)
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  9. Fire and Earth Weak, Air Damage
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  11. HP: 1550
  12. Movement Speed: .24
  13. Damage: 400
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  15. Spells: Pull, Flamethrower
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  17. These enemies would spawn in a tower inside of Gavel (Around Olux Swamp or deep in to Llevigar Fields)
  18. The tower would hold a nice loot chest for the player to hunt down, but on the way, parkouring up the floors of the tower, there would be tower guardians. They offer a pull spell, so this could be horrible or beneficial, depending on how you use it, as it's an upwards climb and the Guardians still alive would most likely be above you. Their flame thrower exists to damage players below them, and keep climbers on their toes ready to climb up fast. They will not spawn in bulk, due to flame thrower spam and pull spam, perhaps 1 per floor of the tower. Their high HP and Damage are a result of their scarcity and slow movement.
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  20. Mob Design: https://imgur.com/a/nxZx4xC
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  22. "Artifact of Lies" (Level 22)
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  24. The quest begins with you stumbling on to a small camp in a cave, full of Bandits. The catch here is that all of the Bandits are liars, and that you do not know these are bandits. (Their name or design would not imply they are bandits, rather just odd cave dwellers in their camp.) You speak to Leon, who begins the quest for you, stressing that they had set up this camp because of an Artifact hidden behind a locked door. He then tells you that his crew always tells the opposite from the solution, and that if they were to give up any information about the code to the locked door, they would tell the opposite about it, instead of directly giving it up. He finally tasks you with trying to figure out the code to the door, but warns you that if you enter the wrong code, the entire facility would blow up. This is of course a lie, and on entering the wrong code, just nothing happens. Around the fairly large cave camp, you'll find 6 NPCs that do not progress story, but they just give hints, 6 separate hints for a 4 digit combination on a 9 number code lock. Four of the hints are numbers, and 2 of them are the arrangements of the numbers.
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  26. Hints:
  27. 1. "Combination lock you say? I don't recall any locked doors... Maybe someone left a paper about it on that desk over there to the east" (This is of course a lie, and instead it's on a desk to the west.) The paper reads "4"
  28. 2. "Hol' on, what do ya need? Were you speakin' to Leon about the combination lock? If ya' need, I have the order for the numbers, but it's a sure shame that I forgot what the numbers were. The first number in the order would be the lowest in value... I forgot what the other three were..." (This tells you the first in the combination will be the greatest in value.)
  29. 3. "Can I help you? Oh, the artifact behind the door. I've been studying it quite a bit... There is a hole to the left of the door you can peer through, and you can see some of the interesting mechanics used inside the door. I remember solving what the third number in the combination would be, but I forgot it... You wouldn't mind just figuring it out yourself, would you?" On inspection of the hole in the door on the left, you find a red herring number, in the form of a sign, but if you inspect the one on the right, you find a small puzzle. This contains a grid such as the one the combination lock is on, and a redstone line leading from where you would find the number 7, to a redstone lamp, in in the third column, indicating combination number 3. There would be other redstone around, but not connected to anything to deter you from the true answer. This would take place in a dark room you get tped to when you get near the hole on the right side of the door. This tells you the 3rd number is 7.
  30. 4. "Oh, you need a number for the combination? Well I found out from an old resident of here that one of the numbers is 6. I pray this helps you." Knowing that the bandits always tell you the opposite from Leon, the player should figure out that 9 is 6 upside down, as in the opposite of 6.
  31. 5. "You came for the combination? Well I don't know the numbers, but after some research I've learned that the second number is an odd number, I don't know how you'll use this. Let's hope you don't blow us up!"
  32. This tells you that the second number will be an even number.
  33. 6. "A stranger, how interesting. Nice to meet you, I am a scholar studying this ancient door housing the artifact. I have figured out one of the numbers in the combination to open it through extensive research, though I don't know how to use it, and I'm terrified of blowing it up. On the ground, you should see an arrow made out of dirt, subtle I know, but this should be pointing to my tent." On inspection of the arrow, you see it points to a phony tent, but the tent behind the arrow is the correct one, holding a piece of paper that says "1".
  34. Hints end. (Do note that the hints can be learned in any order after speaking to leon.
  35. With this newfound knowledge, you enter the combination you hopefully put together. (9, 4, 7, 1) (1 being the last due to process of elimination.)
  36. Going through the door, it seals behind you, and ahead is a mini-dungeon, with enemies and a puzzle.
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  38. Puzzle:
  39. You find a sign that reads "The exit is North." This will keep the player monitoring their direction, and in front of the sign is a room with 4 paths. When you enter the room, it secretly teleports you to an identical copy, but the exit being where you came from. The spin cycle would end with you facing north, but if you remember, all of what the bandits say were the opposite, so the true exit would be behind you, south, where you came from.
  40. Puzzle end.
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  42. Ending:
  43. Reaching the exit would lead, and you see Leon say, "Well I told you, Mr. Ragni Knight, everyone here tells the exact opposite of the truth." You enter the final chamber, with a boss fight with Leon, in the room where the actual artifact is. He claims this was what he was expecting all along, and then fights. His gimmick is that he will announce a part of the room that will collapse, (which deals a lot of damage) but the opposite side is where it happens. Defeating him results in the quest ending.
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  45. Leon: "Why hello there boy, a Ragni knight are ya? If that's the case, you MUST help me, I beg!"
  46. Leon: "You see, me and my crew were uncovering an ancient Artifact, that is assumed to be a weapon the very Bob himself once held."
  47. Leon: "This would make us a fortune, and all I need you to do is figure out the combination. All my crew have been studying, perhaps they know certain clues to it?"
  48. Leon: "There is one problem, everyone in this cave speaks in the opposite of truth. They will not just easily give up the answer, you'll have to solve it out of them."
  49. Leon: "Good luck, also one last thing. Entering the wrong combination will blow the place up. Anyway, if you get it right, I'll reward you!!!"
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  51. 1. Speak to Leon in the cave at [308,-1731]
  52. 2. Speak to the crew and solve the code.
  53. 3. Find your way out of the dungeon.
  54. 4. Defeat Leon.
  55. 5. Exit the dungeon.
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  57. Emeralds: 640
  58. XP: 2,500 EXP
  59. Fake Bob’s Mythic Spear
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