Anemos Sanctum

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More information about Boss Room
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The entrance as seen from the southwest, with Death Mansion to the east

Anemos Sanctum is the Elite Dungeon of Wind. It represents the God Simoon. It requires 4 people to complete, and is very hard to complete as missing most jumps will kill you here. Simoon's Legendary Set can be obtained here.

Dungeon Information
Coordinates: (300, -3600)
Difficulty: 9.3/10
Number of Chests: 20
Dungeon Type: Tier 5 - Elite Dungeon of Air
Zombie Content: Very High
Parkour Content: Unbelievably High
Puzzle/Trap Content: High
Minimum Players: 4
Other Requirements: Bow and Arrows



General Resources
Water bottle.png Water Refill
Crafting table.png Crafting Table
Farm.png Farm
Brewing stand.png Brewing Stand
Dungeon Loot
Gold sword.png Legendary Dispenser
Gold sword.png Elite Dispenser 2
Dungeon Chests
Chain helmet.png Dungeon Common
Iron chestplate.png Dungeon Uncommon
Enchanted Iron Helmet HD.gif Dungeon Rare 20



Loot Chests

  • Loot Hall
    • 20 dungeon_rare

Anemos Sanctum Elite Legendaries

Name Image Notes Drop Chance
Simoon's Song File:iron_sword.png Gives the user Speed I and deals no damage but inflicts a powerful knockback effect on the player hit. The knockback effect is doubled if the player hit is holding a Simoon's Song or is in the air. 33.3%
Simoon's Melody File:bow.png Gives Speed I for 10 seconds to the person shot, at the cost of 3 arrows. 33.3%
Simoon's Sonata File:iron_chestplate.png Gives the wearer Speed I for 5 seconds when hit. 11.1%
Simoon's Tune File:water_bottle.png Gives the user Jump Boost III and Speed III for 30 seconds. 22.2%


Text Walkthrough

Before entering, make sure the redstone lamp outside is lit - as the sign says: "If the light is on, the Boss can be killed!"

First Room (Difficulty: 2/10)

  • To enter, press the button on the pillar behind the door.
  • Have 4 people parkour and stand on the 4 pressure plates, then have a 5th person go into the now open glass door and hold it open for the other 4 people.
    • You can do this with four people, but one person must sprint from the pressure plate to the door, which is risky.

Second Room (Difficulty: 1/10)

  • Jump across the parkour and shoot the button above the door you just came from. This will open the way forwards.

Third Room (Difficulty: 3/10)

  • Jump across the parkour and down into the hole at the opposite side of the room. Make sure to refill your water bottle at the bottom.

First Corridor (Difficulty: 4/10)

  • You can go either way at the bottom, as both ways require you to do a 3 block jump. Be cautious, as the jumps are only marked by black stained glass, making them hard to see. It is advised to sneak if you are not sure where to jump.
  • You will then find another intersection. Going to the left leads you to another 3 block wide gap you must jump over.

First Void Plate Room (Difficulty: 4/10)

  • To open the doorway into the room, you must press a button located near the ceiling by the door.
  • Activate all 3 pressure plates in the room, and make your way to the newly opened pathway.
    • There will be a button to open a second door, but don't press the button until everyone has made it through the first stained glass doorway.

Second Corridor (Difficulty: 4/10)

  • One teammate will need to do 2 3-block jumps and a 1-block jump on the right path, and press a button at the end of the hallway. They can then do the same jumps to get back, or press another button which opens a door to an easier way back, requiring just a 3-block jump to get back.
  • Once the teammate who pressed the button is back, push the button in the first room, opening the door to a 3 block jump. After this jump, fall down into the hole and refill your water bottles at the bottom.
  • Two teammates will need to press buttons at both ends of the hallway at the same time, and run through the door which opens in the middle.
    • If you are pushing the buttons, it is advised to let everyone else waiting on you through first, before going through yourself.

Spire Room (Difficulty: 7/10)

  • Make your way to the top of the room, being careful as you do. There are many tough jumps, and past a certain height all drops are fatal.
  • Once at the top, jump down the hole and land in the water pool at the bottom. Alternatively, you can slowly descend along the sides until you are confident enough to drop into the water.
  • Use the water pool to refill your water, then continue up the piston elevators.

Split Corridors (Difficulty: 1/10)

  • Head left until you get to a room with two routes. Take the rightmost one, as the left one will kill you.
  • Traverse through the side, being wary of holes in the floor. Sneaking is recommended.

Invisible Maze (Difficulty: 1/10)

  • Make your way through the barrier block maze, until you get to the button next to the stained glass doorway.

Timed Parkour (Difficulty: 9/10)

  • Pressing the button will reveal a set of parkour over a void teleport. This parkour is timed, giving you around 10-15 seconds to complete it before it disappears.
    • The toughest jump here is a 3 block 1 up 1 to the side jump. Consuming sugar or a speed potion right before this jump can make it easier to do.
  • After completing the parkour, continue going forwards, being wary of holes in the ground.
    • A jump shortly after completing the timed parkour requires you to do a 3 block 1 to the side jump. Time it right.
  • Your team should eventually make it to another button, revealing a 4 block jump for a short time. Complete this jump, and wait for your team on the other side.
    • If you find this jump hard, it is recommended to gather momentum by doing a jump beforehand from the wall.

Splash Potion Parkour (Difficulty: 7/10)

  • During this room, splash potions of harming will be constantly firing from dispensers, at a rate of every 5 seconds.
  • There are a few safe spots, so make sure to time your jumps well. Observing the potions firing a few times before you attempt it can help you figure out the safe spots, and how much time you have between each firing.
    • If you don't time your jumps well you risk being hit off, or taking a large amount of damage. Make sure you are as close to full health as possible before jumping from safe spots.
  • Drop down into the hole at the end of the corridor and refill your water bottles, as this is the last water refill.

Third Corridor (Difficulty: 2/10)

  • Run through the sandstone hallway, being wary of the zombie spawners. Make the jump at the end and you will be safe.
  • Continue along the barrier blocks, being wary of a 3 block jump you will have to make.

Second Void Plate Room (Difficulty: 6/10)

  • You will need at least 2 other teammates for this room (3 in total), as zombies will not activate the command blocks.
  • Be careful of the platforms with red stained clay above them. These have barrier blocks above them, making you unable to jump to them even though they look safe.
    • If you are unsure which you can always try shooting at the space above the platform using a bow, and if the arrow sticks there are barrier blocks there.
  • Have your friends step on a pressure plate each, with you getting the last one.
  • Once all are stepped on at the same time, proceed through the now open glass door and regroup.

Wave Room (Difficulty: 9/10)

  • Once you have regrouped and prepared, press the stone button and be prepared to fight a large amount of zombies.
  • There are five waves of increasing zombie and pigmen count, with a Giant spawning in between the second and third wave.
  • Killing all of the zombies and the Giant will open the door in the middle of the east wall. Go inside and get ready for the boss room.

Boss Room (Difficulty: 10/10)

  • The boss is a Wither, fought on a 4x3 grid of platforms over the void. The boss has 9 lives. To remove one of these lives, you must shoot the 6 sea lanterns located inside its eyes. When the boss loses a life, every row will have a zombie spawned on it.
    • There is no chance for zombie pigmen to spawn.
  • Every 10-15 seconds, lingering splash potions of harming will be spawned onto every row except for the row with lit redstone lamps on the sides of it.
  • Every 20-30 seconds two zombies will be dropped onto every row except for the row with lit redstone lamps on the sides of it.
    • Zombies on the platform you are jumping to will be unable to knock you off of it while you are jumping to it, use this to your advantage and kill them with a high-leveled Smite sword.

Loot Halls (Difficulty: 0/10)

  • After the boss has been defeated, doors will open in between each set of platforms.
  • Get to the loot by pressing the button at the end of the hallway, and to the legendaries by pressing another button in the loot room
  • Congratulations, you beat Anemos Sanctum!

Travel Advisory/Warnings

  • When you fall down large tubes, the water that prevents fall damage can be used as a water source.
  • The boss requires a combination of parkour and fighting to beat.
  • If you are bad at parkour, it is best to steer clear of this dungeon.
  • Due to the high amount of arrows needed for the boss, it is highly recommended to bring an Infinity I bow.
  • Due to the height of lots of jumps in the Spire Room, it is recommended to bring Feather Falling IV boots.

Trivia

  • This is the crumbling temple to the Wind God, Simoon.
  • Anemos Sanctum used to have the symbols of the four elements, but now it's only the Wind Symbol.
  • Anemos Sanctum means Sanctuary of Wind. Anemos is Greek for "Wind" and Sanctum is Latin for "Sanctuary".
  • MineZ's Anemos Sanctum was based off of a dungeon by the same name in the game Golden Sun. This is supported by the fact that some of the rooms found in the dungeon were completely identical to the Anemos Inner Sanctum in Golden Sun (Most notably, the First Plate Room). The old version had a stronger resemblance than the current one.
    • The color of the four Gods were also taken from the Elemental Stars found in Golden Sun.
    • The new version of this dungeon was actually a build submission done by Mosh_Von_Void (Link). Only the boss room part of this rebuild was added and the rest of it was added later on.
  • There used to be depictions of various Magic: the Gathering symbols inside the temple. They could only be seen from the MineZ Map using Underground view.

Lore

  • There is a Lore Block here, outside the dungeon. It reads:
Before you lies the ancient temple of the god Simoon.

Now it is but rubble. In times of old, this place would have been filled with magic and tools of times long gone.


Gallery