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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.

Type to find a guide, rune or recipe.