Wild Places
Ten old ruins, firing courts and lonely posts across the wild corners of the world, the Nether and the End included. Eight guard a vault behind an element rune seal: open it with the matching rune magic. Vaults hold a breathing method manual page, runes of that place’s elements, and Wildercord materials: an Aura Shard, a Blank Rune, a Mana Crystal and a Spell Scroll. Each site also has a hall chest that anyone can open, with Torn Pages among its finds. Two additional Emberwood Reach landmarks—the Emberwood Charcoal Yard and the Emberwood Kiln Court—appear in warm border woodlands without a rune seal.
| Site | Where | Seal / Feature | Manual / Focus |
|---|---|---|---|
| Venom Ziggurat | Jungles | Life and Void | Venom |
| Dune Temple | Deserts | Earth and Wind | Dune |
| Rime Monastery | Snowy plains, snowy taiga, ice spikes, groves | Frost and Time | Rime |
| Iron Gatehouse | Badlands, Emberwood Reach | Earth and Storm | Iron |
| Dawn Pavilion | Cherry groves | Arcane and Life | Dawn |
| Echo Post | Deep dark floor | Wind and Void | Echo |
| Ember Outpost | Crimson and warped forests, Nether wastes | Fire and Blood | Ember |
| Void Lantern | End outer islands | Void and Arcane | Hollow |
| Emberwood Charcoal Yard | Emberwood Reach, wooded badlands, forests | Kiln Keeper resident, Cinder Fern ash bed & kiln draft lamp | Emberwood Reach |
| Emberwood Kiln Court | Emberwood Reach, wooded badlands | Optional Kiln Widow heartstone challenge | Kiln Widow |
Venom Ziggurat
A stepped, mossy pyramid in the jungle. Climb the front stair to the shrine on top, where two Bogged with venom spells keep watch. The way to the vault is the tunnel at the back. It has tripwires that fire poison darts from both walls, so step over them or cut them. A witch with venom magic waits beside the seal.
Dune Temple
A domed sandstone temple half buried in the dunes. Husks with mire spells walk the hall. In the middle of the floor is a square of loose sand ringed in carved stone. Dig one block and the whole square drops into a hidden sanctum below. A sandstorm adept guards the seal down there. Brush the suspicious sand in the hall and the sanctum for small finds. A ladder in the sanctum’s corner leads back up under a single block of sand.
Rime Monastery
A broken monastery in the snow, with monks’ cells, a frozen fountain, a chapel with its roof half fallen in and a bell tower you can climb. No one guards it. The stair behind the chapel pews goes down to a crypt, and the seal is in its wall.
Iron Gatehouse
A ruined gate across an old road in the badlands and the Emberwood Reach. The portcullis is down. Skeletons with shackle spells hold the rampart, reached by the ladder in the left tower (its iron door opens with the buttons beside it). The vault is the right tower’s strongroom, opened from inside the hall, and a vindicator adept stands inside it.
Dawn Pavilion
A cherry wood pavilion with a stepped roof. A small white shrine always stands on its east side, facing the sunrise, with a lamp that wakes with daylight. Nothing here fights you. Open the seal to reach the shrine’s chest.
Echo Post
A deepslate listening post on the deep dark floor, with wool floors, sculk sensors and amethyst. There are no shriekers, and these posts never generate near ancient cities. Walk softly anyway. The records are behind the seal at the back.
Ember Outpost
A walled blackstone yard on a Nether cave floor, with a tower whose fire never goes out. Its wart blocks match the forest around it. Wither skeletons with ember spells hold the yard, and the strongroom is the tower’s ground floor.
Void Lantern
A purpur tower on an End island, with a lit cage on the roof. Endermen with bolt, blind and pull spells live inside. Climb the ladder to the second floor, open the seal into the alcove, and climb on to the lantern room at the top, where the vault chest sits.
Emberwood Charcoal Yard and Kiln Court
In the Emberwood Reach, Emberwood Charcoal Yards keep a cooled Cinder Fern ash bed, a kiln draft lamp and lever, Eleven Winters at the Gate, and a resident Emberwood Kiln Keeper. Nearby Emberwood Kiln Courts hold the optional Kiln Widow challenge.
Tips
- The vault walls are protected: you cannot dig around a seal in Survival.
- Each site has its own advancement, all under The Archive:
| Site | Advancement |
|---|---|
| Dawn Pavilion | First Light |
| Dune Temple | Shifting Sands |
| Echo Post | Listening In |
| Ember Outpost | Fire on the Tower |
| Emberwood Charcoal Yard | Keeper of the Charcoal Yard |
| Emberwood Kiln Court | The Cooled Kiln |
| Iron Gatehouse | The Last Gate |
| Rime Monastery | The Cold Bell |
| Venom Ziggurat | Poison Darts |
| Void Lantern | Light at the Edge |
The manual pages belong to these breathing methods: Venom, Dune, Rime, Iron, Dawn, Echo, Ember and Hollow.