Path of Light

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File:Path of Light.jpg
The final room of the dungeon

The Path of Light is a mini-dungeon located underneath Agni Ignis. It is the second dungeon required to be completed to continue the journey to The Library of Axis Mundi.

Dungeon Information
Coordinates: (3640, -3120)
Difficulty: 4.9/10
Number of Chests: 8
Dungeon Type: Tier 3
Zombie Content: High
Parkour Content: High
Puzzle/Trap Content: High
Minimum Players: 1
Other Requirements: None




General Resources
Water bottle.png Water Refill
Crafting table.png Crafting Table
Farm.png Farm
Brewing stand.png Brewing Stand
Campfire.png Cooking Fire ?
Dungeon Loot
Gold sword.png Legendary Items
Water bottle.png Elite Legendary Items
Dungeon Chests
Bow.png Tier 1 ?
Iron sword.png Tier 2 ?
Enchanted Chain Helmet HD.gif Tier 3 ?
Iron axe.png Tier 4 ?
Golden carrot.png Tier 5 ?
Path of the Eclipsed
Bone.png Old Gnawed Bone ?
Map.png Eclipsed Map ?
Eyeofdarkness.png Eye of Darkness ?
Firework Star.png Dusk Fragment
Nether Star.png Dawn Fragment
Stick.png Rod of Reclamation
Map.png Eclipsed Seal ?



Loot Chests

  • Loot Room
    • 8 dungeon_uncommon


Legendary Items

Name Image Notes
Gate Stone File:Gate_stone.png Causes five symbols to appear around a Waygate when thrown out of inventory nearby it. Jumping to one of the symbols and then into the gateway will teleport the player to The Tether. Becomes darker with each use and no longer works after 8 uses. Can be recharged at Asindia Ruins.

Text Walkthrough

Entrance (0/10)

  • Drop your Dusk Fragment from Shrine of the Dusk onto the emerald block in the center of Agni Ignis to be teleported into the Pressure Plate Room.


Pressure Plate Room (Difficulty: 0/10)

  • On each side of the room, there will be a pile of treasure. Hidden in each of these piles is a wooden pressure plate, drop an item on them both to open the door to the next room.


Wave Room (Difficulty: 4/10)

  • At the entrance to this room, there is a button on the left side. This button activates the Wave Room which has 5 waves of Zombies and Zombie Pigmen. The dispensers rarely shoot Splash Potions of Harming and Splash Potions of Poison II.
    • Wait until everyone is in the room, as the door will close upon pressing the button.
  • Once all waves have been cleared, the door will open and you can continue.
    • You can see the progress of the wave room by looking at how many of the redstone lamps are lit up in the ceiling.


Parkour Room (Difficulty: 7/10)

  • This room has timed parkour. Once the button is pressed, a glowstone block will move around the room marking out where the 3x3 platforms will appear for you to jump on.
    • It is recommended to use a Potion of Swiftness II or a Sugar right before you start attempting the parkour. (You will NOT get Slowness II before completing the parkour)
    • If you fall, there is no escape, as there is no way to get back up out of the lava.
  • Once at the the end of the room, step on the pressure plate to be teleported into The Hall of Light.
    • If you get stuck in the wall in front of the pressure plate, have someone press the button at the beginning again.


The Hall of Light (Difficulty: 0/10)

  • In this room you can see the visual representation of Hestril and a Lore Block.

Loot Room

  • Enter the room behind Hestril and step into the purple particles to receive the Dusk Fragment, Dawn Fragment and Gate Stone.
  • Walk into the end portal and you will be teleported west of Agni Ignis.
  • Congratulations!


Travel Advisory/Warnings

  • This location has no use unless you have the Dusk Fragment.
  • Bring a Potion of Swiftness II or a Sugar to increase your chances of completing the parkour room.
  • The next area you need to go to is in Overgrown Tomb.


Trivia

  • The cake in the Pressure Plate Room cannot be eaten.


Lore

  • There is a Lore Block in the Hall of Light. It reads:


Lore Block

Welcome to the hall of light.
This place was the mage's most well kept secret.
Before you is the physical representation of Hestril.
Hestril and Dentril were sealed apart from each other to avoid a possible resurgence.
Hestril's actual place of sealing has been forgotten.
When the forces of Dentril stormed this city, the mages knew they would scour and defile it.
In a final act of defiance, the mages sealed this place, and erased any memories of here.
Ironically, the key to access this sacred place was thrown into the Shrine of the Dusk.