Halls Of Wind And Blood
Halls Of Wind And Blood is one of the five wool dungeons found in the first region, King's Valley. It is the first Wool Dungeon the player will encounter. To unlock the teleporter to the Dungeon from Sierhaven the player must use the teleporter in the lobby. Upon completion, players will receive the White Wool and a Skill Point (first completion).
Lore
"Even Gods need a home. The ancient Tlaxan priests built this massive temple as a sanctuary for the great Feathered Serpent, the Lord of Wind, Bearer of Knowledge. Quetzalcoatl. But the building alone was not enough. Once the final stones were placed, a grand ritual began. Hundreds upon hundreds of people, from holy priests to deadly warriors to commoners walked up the staircase of the temple and sacrificed their blood and lives to consecrate and bless it. Their spirits still dwell here, sworn to serve, worship, and protect their God. They have had centuries to build traps and hone their skills, and will zealously fight anyone who enters..."
Layout
Main article: Guide: Halls of Wind and Blood
The dungeon is divided into three sections: the Soul Ruins (name not official), the Cave of Winds, and the Inner Chamber.
Soul Ruins
Upon entry, players will reach a large, circular, open area. It branches out into a maze-like structure. Traps are plentiful in this area.
The player needs to find in this area three levers that needs to be activated in order to continue to the second part, the Cave of Winds.
The door opened by those levers is located after a room where a snake figure can be seen.
Cave of Winds
The second part of the dungeon is a cave made of quartz and prismarine. The player has two options; he/she can either activate two totems to turn on a fan which will propel them up into the next area, or they may build up to the next area, while under attack from skeletons shooting from various pre-existing balconies.
Inner Chamber
The final part of this dungeon starts by giving you three paths; one is the path toward the White Wool, while two of the paths have buttons that spawn potion spawners in the final room. This then continues to the final room itself, a massive chamber containing a large snake statue hanging above lava. (The entrance to the final room is at -1406 118 -944.) The player must traverse the length of this statue. The head of the statue contains the wool teleporter.Dungeon Specific Items
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Mobs
Mob | Spawner Count |
---|---|
Wind Creeper | 104 |
Crispy Creeper | |
Jaguar Spirit | 45 |
Hawk Spirit | 47 |
Forgotten Remains | 5 |
Lost Soul | 41 |
Wind Spider | 16 |
Flaming Soul | 33 |
Venomous Wind Spider | 3 |
Restless Guardian | 7 |
Drifting Spirit | 16 |
Serpensia Lord | 39 |
Archaic Guardian | 0 (see Trivia) |
Quetzal Priest | 37 |
Enflamed Quetzal Priest | ?? |
Lord of Wind (Mini-Boss) | 1 |
Trivia
The final lever to open the Cave of Winds spawns two Ancient Guardians nearby, but no spawners exist. This will happen near the third lever the player activates, regardless of activation order.
Guide
Main article: Guide: Halls of Wind and Blood