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[[File:Decked Out Interior.jpeg|thumb|220x220px|Interior of Decked Out]]
 
[[File:Decked Out Interior.jpeg|thumb|220x220px|Interior of Decked Out]]
 
[[File:DeckedOutEntrance.jpeg|thumb|326x326px|The Ravager Head to the entrance to Decked Out]]
 
[[File:DeckedOutEntrance.jpeg|thumb|326x326px|The Ravager Head to the entrance to Decked Out]]
'''Decked Out '''is an enormous minigame by [[TangoTek]] in the [[Season 7 Shopping District]] with help of many other [[Hermits]] such as [[ZedaphPlays]], [[BdoubleO100]] and [[ImpulseSV]], and [[EthosLab]] who made the note block tune at the beginning of the dungeon
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'''Decked Out '''is an enormous minigame by [[TangoTek]] in the [[Season 7 Shopping District]] with help of many other [[Hermits]] such as [[ZedaphPlays]], [[BdoubleO100]] and [[ImpulseSV]], and [[EthosLab]] who made the note block tune at the beginning of the dungeon.
 
<div class="toclimit-1">__TOC__</div>
 
<div class="toclimit-1">__TOC__</div>
   
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===Running the Dungeon===
 
===Running the Dungeon===
The dungeon is a large, sprawling maze of corridors, themed areas, traps, and secrets, and several Ravagers. To run the dungeon Hermits have to put their dungeon key in a barrel to access the warmup area, where they can find a Lodestone Compass for their run. They should set their spawn in the bed and leave all of their items in the shulkers, including armor. The only item allowed in the dungeon is a lodestone compass or consumable items bought at the shop. Then, players must put the shulker containing their deck of cards in a specific area and press a button. The first five cards in this shulker will be applied to the dungeon and alter gameplay. A noteblock will be played for each card. As soon as the noteblocks have finished, they can enter the dungeon.
+
The dungeon is a large, sprawling maze of corridors, themed areas, traps, and secrets, and several Ravagers. To run the dungeon Hermits have to put their dungeon key in a barrel to access the warmup area, where they can find a Lodestone Compass for their run. They should set their spawn in the bed and leave all of their items in the shulkers, including armor. The only item allowed in the dungeon is a lodestone compass, decked out coins, and consumable items bought at the shop. Then, players must put the shulker containing their deck of cards in a specific area and press a button. The first five cards in this shulker will be applied to the dungeon and alter gameplay. A noteblock will be played for each card. As soon as the noteblocks have finished, they can enter the dungeon.
   
 
===Finding Loot===
 
===Finding Loot===
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===Clank===
 
===Clank===
Even if a Hermit is being as stealthy as possible, there's a chance they might make a little noise, also known as Clank. They'll know when generating Clank because a sound effect will play. Generating Clank may let Beasts know where Hermits are, as many walls in the dungeon will open up at let them see Hermits from farther away. If Clank is high enough, the Spirts of the dungeon will come alive (Evokers and Vexes). Hermits can check their clank level by listening to their (noteblock) heartbeat. The higher the Clank level, the faster their heartbeat.
+
Even if a Hermit is being as stealthy as possible, there's a chance they might make a little noise, also known as Clank. They'll know when generating Clank because a sound effect will play. Generating Clank may let Beasts know where Hermits are, as many walls in the dungeon will open up at let them see Hermits from farther away. If Clank is high enough, the Spirits of the dungeon will come alive (Evokers and Vexes). Hermits can check their clank level by listening to their (noteblock) heartbeat. The higher the Clank level, the faster their heartbeat.
   
 
Crouching does not effect the build up of Clank, but does add to the drama of the game.
 
Crouching does not effect the build up of Clank, but does add to the drama of the game.
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All 5 cards in tier 1 & 2, Keys, Artifacts, Teleportation Orbs (ender pearls to escape from ravagers and move across gaps), Worn-out Shields (To protect yourself from The Beast), Mystery Boxes, Challenge Compass, Beast Bites (cookies to take into the dungeon), Ravager Name Tags (If your ravager kills someone you get a free key) and Potions.
 
All 5 cards in tier 1 & 2, Keys, Artifacts, Teleportation Orbs (ender pearls to escape from ravagers and move across gaps), Worn-out Shields (To protect yourself from The Beast), Mystery Boxes, Challenge Compass, Beast Bites (cookies to take into the dungeon), Ravager Name Tags (If your ravager kills someone you get a free key) and Potions.
  +
  +
There is also a black market inside the dungeon, in the Valley of Lost Souls. The entrance path to it has wither roses, so hermits take damage entering and leaving it. It has cheaper prices then the Ye Old Shoppe, and even items uniquely sold there, but hermits must risk bringing in coins to the dungeon for the black market, and must survive with any loot they buy. There is also a gambling device, where you enter a coin and press a button. They have an 8 in 9 chance of generating clank, but a 1 in 9 chance of getting REALLY good rewards.
   
 
===Claiming Ravagers===
 
===Claiming Ravagers===
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# Clue 1 is in the forest area next the potential soul flame which is "Your drop tile is not black."
 
# Clue 1 is in the forest area next the potential soul flame which is "Your drop tile is not black."
# Clue 2 is in the blackstone area covered with glass, to open it you need to press the button in torture chamber on an emerald block then you need to go around and find the lectern before it close. The clue is "Your drop tile shares exactly two sides with gary tiles."
+
# Clue 2 is in the blackstone area covered with glass, to open it you need to press the button in torture chamber on an emerald block then you need to go around and find the lectern before it close. The clue is "Your drop tile shares exactly two sides with gray tiles."
 
# Clue 3 is in the warped forest on the back. The clue is "Your drop tile is on the edge of the board."
 
# Clue 3 is in the warped forest on the back. The clue is "Your drop tile is on the edge of the board."
   
=== The Black Market ===
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=== Dungeon Items ===
The Black Market is a shop similar to Ye Old Shoppe, but located inside down a secret tunnel in the dungeon itself. It holds items that both are unique to the Black Market and items from Ye Old Shoppe, but at a lower price. You do have to pay to enter, but rather than paying with Decked Out Coins or diamonds, you have to pay in HP, through the use of Wither Roses. Inside the Black Market, there is also a gambling machine. Inserting a Decked Out Coin into this machine has a 1/9 chance of giving you a prize and a 8/9 chance of generating Clank!
 
 
== Dungeon Items ==
 
 
 
While you aren't allowed to bring anything that isn't from the game in the dungeon, there are some items in the game that you can bring.
 
While you aren't allowed to bring anything that isn't from the game in the dungeon, there are some items in the game that you can bring.
   
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This is the best area for getting loot, being easy to get to and having the most loot barrels. It is also has several low level (meaning they need either low levels or no Soul Seeker) soul flames. There aren't many hidden areas.
 
This is the best area for getting loot, being easy to get to and having the most loot barrels. It is also has several low level (meaning they need either low levels or no Soul Seeker) soul flames. There aren't many hidden areas.
   
(B) 3. Blackstone Keep - The section furthest from the entrance, the Blackstone Keep is the hardest to get to. It has a room with a hole to the void, a torture chamber, a temple with a dragon throne which has a lever behind the area with dragon heads which will activate a door causing you to be able to find really good loot., and on the corner very furthest from the entrance is the Cavern of Souls. It is a valley made completely out of soul sand and soil and has many soul flames in it. The Blackstone Keep also has a Rose Garden, (with wither roses) and room full of cobwebs known as the Web of Lies which leads to a room with a cake.
+
(B) 3. Blackstone Keep - The section furthest from the entrance, the Blackstone Keep is the hardest to get to. It has a room with a hole to the void, a torture chamber, a temple with a dragon throne which has a lever behind the area with dragon heads which will activate a door causing you to be able to find really good loot, and on the corner very furthest from the entrance is the Cavern of Souls. It is a valley made completely out of soul sand and soil and has many soul flames in it. The Blackstone Keep also has a Rose Garden, (with wither roses) and room full of cobwebs known as the Web of Lies which leads to a room with a cake.
   
This area has many secrets and soul flames. The Cavern of Souls has many high-level soul flames and also hides the enterance to the Black Market. There is a tile puzzle, where hermits have to collect three clues to choose a tile to drop their compass into. There are also a few rooms where hermits have to drop an item onto a pressure plate to open a hidden room, as well a few loot barrels, and one that needs a Teleportation Orb to reach.
+
This area has many secrets and soul flames. The Cavern of Souls has many high-level soul flames and also hides the entrance to the Black Market. There is a tile puzzle, where hermits have to collect three clues to choose a tile to drop their compass into. There are also a few rooms where hermits have to drop an item onto a pressure plate to open a hidden room, as well a few loot barrels, and one that needs a Teleportation Orb to reach.
   
 
(N) 4. Nether Fortress - Many hermits have died in this area, second only to The Forest. Most of it is due to the parkour challenges. One has trapdoors that open and close over lava, and the other is fence parkour over magma blocks. It also has a gold room, as well as a few other small ones. The Nether Fortress also has two big ones, a warped forest room, and a crimson forest room. When Tango added the Ravager relocation system, it pops the Ravagers out in a "Ravager swimming pool" due to the lava trap and the rarity of keys most people only are willing to use the parkour challenge to get in.
 
(N) 4. Nether Fortress - Many hermits have died in this area, second only to The Forest. Most of it is due to the parkour challenges. One has trapdoors that open and close over lava, and the other is fence parkour over magma blocks. It also has a gold room, as well as a few other small ones. The Nether Fortress also has two big ones, a warped forest room, and a crimson forest room. When Tango added the Ravager relocation system, it pops the Ravagers out in a "Ravager swimming pool" due to the lava trap and the rarity of keys most people only are willing to use the parkour challenge to get in.
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==Leader Board==
 
==Leader Board==
The current score is: <ref>Source: [https://www.twitch.tv/videos/778634144?t=5h18m45s Score on Cubfan135's stream]</ref><ref>Last updated: 23/10/2020</ref>
+
The current score is: <ref>Source: [https://www.twitch.tv/videos/782706738?t=18m56s Score on TangoTek's stream]</ref><ref>Last updated: 26/10/2020</ref>
 
{| class="sortable wikitable"
 
{| class="sortable wikitable"
 
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|-

Revision as of 03:55, 28 October 2020

Decked Out Interior

Interior of Decked Out

DeckedOutEntrance

The Ravager Head to the entrance to Decked Out

Decked Out is an enormous minigame by TangoTek in the Season 7 Shopping District with help of many other Hermits such as ZedaphPlays, BdoubleO100 and ImpulseSV, and EthosLab who made the note block tune at the beginning of the dungeon.

Objective

The goal of the game is to collect sets of artifacts and hand them in. Each set contains 4 artifacts, of 4 different rarities: common, uncommon, rare and unique. Each artifact set grants one point. The player with the most points at the end of the game wins. These artifacts are obtained by trading in Loot Tokens which are found in the dungeon which is filled with Ravagers and other monstrosities. When players exit the dungeon, they will have a selection of cards that can help them on their next run. Players can trade artifacts with each other, buy items in the shop, bid on the daily auction, and trade in cards for better ones.

Details

The uploaded video of how to play Decked Out

Artifact Board

To start, a Hermit should place their player head above an unclaimed artifact board, and take their first shulker with a dungeon key and some coins. There are 4 artifacts in each set: Common, Uncommon, Rare, and Unique. Hermits must place all of their artifacts from unfinished sets on their board. Any more than 12 artifacts must be traded back to the system in the shop. Trading in an artifact gives 1 coin or a chance for a dungeon key. When a Hermit has all 4 artifacts from a set, they should place them in the barrel in front of their board and press the button turning on the light. TangoTek will manually verify sets at the end of the day.

Acquiring Keys

To get a key to enter the dungeon, Hermits have to find shulker boxes hidden around the Shopping District by TangoTek. These shulker boxes will also contain some coins.

Keys can also be acquired using The Key Ticker in the shop. Roughly every 6 hours, all the lights in the ticker will light up, and a hidden button will be revealed. Pressing it will give a dungeon key. Because of the number of people going AFK at the Key Ticker, TangoTek added an AFK throne that supposedly grants the person sitting in it dibs for the next button press.

Finally, Hermits can purchase keys in the shop using in-game currency, and have a chance to get one when turning in an artifact.

(note: Shulker boxes are not inside any shop, except possibly TangoTek shops.)

Running the Dungeon

The dungeon is a large, sprawling maze of corridors, themed areas, traps, and secrets, and several Ravagers. To run the dungeon Hermits have to put their dungeon key in a barrel to access the warmup area, where they can find a Lodestone Compass for their run. They should set their spawn in the bed and leave all of their items in the shulkers, including armor. The only item allowed in the dungeon is a lodestone compass, decked out coins, and consumable items bought at the shop. Then, players must put the shulker containing their deck of cards in a specific area and press a button. The first five cards in this shulker will be applied to the dungeon and alter gameplay. A noteblock will be played for each card. As soon as the noteblocks have finished, they can enter the dungeon.

Finding Loot

Once entering, Hermits should look at their lodestone compass and see where it's pointing. Once they find the spot where the compass is going crazy, they should drop it on the ground, and wait a few seconds to receive a 'loot token' which if you make it out alive is traded in for artifacts. Hermits can then leave if playing the game safe or continue to find random loot hidden within. However if a Ravager kills them, their loot will be lost forever.

Hermits can also find coins in the barrels and chests hidden throughout the dungeon, and in rare cases, cards or artifacts. Loot Finder cards will increase the number of coins available.

The final thing to do in the dungeon is punch out Soul Flames, which increases the quality of cards to pick from available after exiting the dungeon. Soul Flames will appear in more places the more Soul Seeker cards in a deck.

Clank

Even if a Hermit is being as stealthy as possible, there's a chance they might make a little noise, also known as Clank. They'll know when generating Clank because a sound effect will play. Generating Clank may let Beasts know where Hermits are, as many walls in the dungeon will open up at let them see Hermits from farther away. If Clank is high enough, the Spirits of the dungeon will come alive (Evokers and Vexes). Hermits can check their clank level by listening to their (noteblock) heartbeat. The higher the Clank level, the faster their heartbeat.

Crouching does not effect the build up of Clank, but does add to the drama of the game.

Cards

  • Stealth: Lower chance to generate clank. A tiptoe sound effect will play, showing that stealth has negated Clank. The higher the rank, the higher the negation chance.
  • Beast Sense: Bells will ring, which outlines all the Ravagers in the dungeon, allowing Hermits to avoid them. The higher the rank, the more often the bells will ring.
  • Resistance: Gives the resistance beacon effect. The higher the rank, the more often the effect is active.
  • Loot Finder: More coins will appear in barrels. Does not affect the appearance of cards or artifacts.
  • Soul Seeker: Activates more Soul Flames within the dungeon. Punching out Soul Flames will give a better selection of cards after exiting the dungeon. Normally, cards will almost always be tier I, but punching out a few Soul Flames will make tier II cards more common, and maybe even tier III cards. The higher the rank of Soul Seeker, the more Soul Flames will be active.

The first 5 cards in the shulker box deck will be applied to the game. Unlike artifacts, Hermits can keep all the cards they get, and switch them out based on the skills they want.

Each card has a tier value (I, II, III). Cards of the same type stack their effectiveness. For example, Stealth I + Stealth II would add up to Stealth III and 5 Stealth III cards would grant Stealth XV[1].

Shopping

Just by the exit, there is the "Ye Old Shoppe" where Hermits can buy artifacts, cards, keys or even consumables. Putting the amount of coins in the barrel will give them the item. However, if the redstone lamp is off, the item is sold out. TangoTek will refill the stock daily.

The Items that are sold At "Ye Old Shoppe" are:

All 5 cards in tier 1 & 2, Keys, Artifacts, Teleportation Orbs (ender pearls to escape from ravagers and move across gaps), Worn-out Shields (To protect yourself from The Beast), Mystery Boxes, Challenge Compass, Beast Bites (cookies to take into the dungeon), Ravager Name Tags (If your ravager kills someone you get a free key) and Potions.

There is also a black market inside the dungeon, in the Valley of Lost Souls. The entrance path to it has wither roses, so hermits take damage entering and leaving it. It has cheaper prices then the Ye Old Shoppe, and even items uniquely sold there, but hermits must risk bringing in coins to the dungeon for the black market, and must survive with any loot they buy. There is also a gambling device, where you enter a coin and press a button. They have an 8 in 9 chance of generating clank, but a 1 in 9 chance of getting REALLY good rewards.

Claiming Ravagers

A hermit can buy a Ravager Name Tag at the shop that allows hermits to claim a Beast. To claim a Ravager, the hermit must successfully rename any ravager to <playername>'s Beast. Whether the hermit survives or dies after naming it, each time the claimed ravager kills a player, including the person that claimed it, they will be rewarded 1 Decked Out key.

Drop Tile Puzzle

In the Blackstone area you can find a 5x5 hopper area with colored carpets on top, you can drop your compass there. There are three clues within the dungeon where you need your compass to be dropped to, if you drop your compass in the right place you will granted a great prize and if you drop it on the wrong tile you will immediately awaken the spirits of the dungeon

The clues of the drop tile is:

  1. Clue 1 is in the forest area next the potential soul flame which is "Your drop tile is not black."
  2. Clue 2 is in the blackstone area covered with glass, to open it you need to press the button in torture chamber on an emerald block then you need to go around and find the lectern before it close. The clue is "Your drop tile shares exactly two sides with gray tiles."
  3. Clue 3 is in the warped forest on the back. The clue is "Your drop tile is on the edge of the board."

Dungeon Items

While you aren't allowed to bring anything that isn't from the game in the dungeon, there are some items in the game that you can bring.

  • Decked Out Coins These renamed emeralds are Decked Out's standard currency. They are used in the auction, shop, and sometimes trading. While they aren't usually taken into the dungeon, with the addition of the Black Market they can. (Found in lootboxes, in artifact boxes, or in the Mega Jackpot Prizes in the Black Market)
  • Challenge Compass These are lodestone compasses that lead a hermit on a two-part challenge in opposite ends of the dungeon. If they succeed, then they get two extra spaces. (Bought in the shop)
  • Ravager Tag These are name tags renamed (Hermit's name's) Beast. If a hermit renames a beast, they get a Dungeon Key every time that ravager kills a hermit. (They are bought in the shop or in the Black Market)
  • Beast Bites These are renamed cookies, and they allow hermits to replenish health and hunger while in the dungeon. (Found in lootboxes)
  • Teleportation Orb These are renamed ender pearls, and hermits can use them to reach areas quickly and sneak past ravagers, zombies, or skeletons. (Bought in the shop)
  • Decked Out Worn Shield These are renamed shields with only a little durability left on them. Hermits can use them to get past ravagers, zombies, or block skeleton arrows. (Bought in the shop)
  • Splash Potion of Slowness These potions can be used by the hermits to slow down ravagers chasing them. (Bought in the shop)
  • Potion of Invisibility Drinking this practically guarantees a hermit a successful run, as ravagers, evokers, zombies, and skeletons can't see them. (Bought in the Black Market)

The Auction

Every day or so, there will be a silent auction for a special item. To bid, Hermits should place their bid in the barrel in front of their artifact board and press the button turning on the light. This sends the bid into the Admin area where TangoTek can view each Hermits bid. At the end of the auction, the item will end up in the barrel of the winner. Losers will get their bids back, minus 2 coins. This means it isn't worth bidding unless Hermits expect to win.

Rules

  • No breaking blocks or entities, this also includes armor stands.
  • Must enter armorless/empty inventory except for a lodestone compass or dungeon specific consumables.
  • All artifacts must go on board. Extra artifacts must be traded in.
  • Zombies, Skeletons and Vexes will be in the dungeon. Those are allowed to be killed but any other mobs aren't such as Ravagers and Evokers.
  • All loot will be inside a chest or barrel.
  • No sleeping in the dungeon. (Not a good idea)
  • Anything decked out related that is un-needed (such as loot shulker boxes) must be returned.
  • If finishing a dungeon run without finding the compass treasure, the lodestone compass is null and void and should be returned to the game, though this rule is largely unofficial.

Mobs

  • Passive Mobs Bats: Can be killed
  • Neutral Mobs Polar Bear: Can't be killed
  • Hostile Mobs Skeleton, Zombie, Baby Zombie, Vex: Can be killed
  • Raid Mobs Ravager, Evoker: Can't be killed


Areas

(F) 1. The Forest - This is arguably the most dangerous area in the dungeon. Not only do many of the ravagers hang out here, but there is also a zombie and a skeleton spawner. The zombie spawner is in a graveyard. Next to the graveyard is a forest. The forest leads into a small desert and a lake area. The center of the lake area is a tower with the skeleton spawner on top and a staircase leading to an ice mountain. Aurora Bearealis (a polar bear) lives in the mountain which is neutral and does not attack unless punched. This is the only area of the dungeon in which they can legitimately get armor from the skeletons and zombies. Due to many ravagers getting stuck in the forest area, TangoTek made a ravager loop back system that brings the Ravager to the nether fortress area.

This area has several secrets, including a barrel beneath a well and another one behind the waterfall. The ice mountain has several loot barrels and a soul flame.

(K) 2. The Keep - Castle themed area featuring a throne room created on a livestream with ZedaphPlays. Rooms look more like a convential keep, with a smithery, temple, winery, and various other rooms. The interior was done by BdoubleO100. The vault is another key room, containing lots of diamonds along with many Easter eggs to server events and jokes, including 12 Bamboo (which was removed by iJevin thinking it was loot), The Button, Pamela, and EthosLab's free glass. There is a Library with lecterns and books that contain secrets about the dungeon to help Hermits that take the time to read them.

This is the best area for getting loot, being easy to get to and having the most loot barrels. It is also has several low level (meaning they need either low levels or no Soul Seeker) soul flames. There aren't many hidden areas.

(B) 3. Blackstone Keep - The section furthest from the entrance, the Blackstone Keep is the hardest to get to. It has a room with a hole to the void, a torture chamber, a temple with a dragon throne which has a lever behind the area with dragon heads which will activate a door causing you to be able to find really good loot, and on the corner very furthest from the entrance is the Cavern of Souls. It is a valley made completely out of soul sand and soil and has many soul flames in it. The Blackstone Keep also has a Rose Garden, (with wither roses) and room full of cobwebs known as the Web of Lies which leads to a room with a cake.

This area has many secrets and soul flames. The Cavern of Souls has many high-level soul flames and also hides the entrance to the Black Market. There is a tile puzzle, where hermits have to collect three clues to choose a tile to drop their compass into. There are also a few rooms where hermits have to drop an item onto a pressure plate to open a hidden room, as well a few loot barrels, and one that needs a Teleportation Orb to reach.

(N) 4. Nether Fortress - Many hermits have died in this area, second only to The Forest. Most of it is due to the parkour challenges. One has trapdoors that open and close over lava, and the other is fence parkour over magma blocks. It also has a gold room, as well as a few other small ones. The Nether Fortress also has two big ones, a warped forest room, and a crimson forest room. When Tango added the Ravager relocation system, it pops the Ravagers out in a "Ravager swimming pool" due to the lava trap and the rarity of keys most people only are willing to use the parkour challenge to get in.

There are a decent number of medium to low lever soul flames in this area. The Nether Fortress also has a few rooms that require an item to be dropped on a pressure plate to open and lead to a few loot barrels. A few barrels are also hidden in the trees of the Warped a Crimson rooms, along with a low level flame in the Crimson Room.

(H) 5. Hub - At the center of the dungeon is the hub. It is a square room with a lava floor and two paths lined with chains to keep hermits and Ravagers from falling off. The path up top leads from the ancient temple to part of the Blackstone Keep and to the Nether Fortress. The path below leads to the well in The Forest and the Keep.

This area has no soul flames, secrets, or loot barrels.

(A) 6. Ancient Entrance- The entrance to the dungeon is an ancient flooded temple, with lots of vines covering the walls and puddles of water on the ground. TangoTek described this section to BdoubleO100 as "An ancient Aztec temple". From this section Hermits can go forward to the Hub room, left to the Nether Fortress with it's most deadly trap, or a little further away from the entrance door is a way to The Keep section of the dungeon.

This area has no loot, secrets or soul flames and only serves as a beginning area.

Secret Passages

  • Behind the waterfall there is a potential soul flame that can be punched out.(F)
  • In the dragon temple there are 2 levers (B)
  • In the enchanting room in the blackstone area there's a potential soul flame behind a two polished blackstone piston door. (B)
  • At the gold room there's a potential soul flame, you need to throw something at the pressure plate to enter. (N)
  • Next the well in the forest area there is a water surrounded with trapdoors, if you swim there you will end up in the blackstone quadrant. (F)
  • In the torture chamber there is a button on an emerald block which will open a secret passage. (B)
  • In the graveyard there is one button that will open a secret passage with a barrel and a brewing stand. (B)
  • In the throne room there are 2 trapdoors with lava underneath, if a Hermit jumps into here, they will find a secret passage that will lead to the waterfall near the entrance. (B)

Updates

Prior updates include an update in which he made compasses automatically dispense at the beginning and that these compasses led to loot box tokens due to problems keeping track of missing artifacts from shulkers.

In TangoTek's episode 52 he added: The Pet and Puzzle Update

  • A new puzzle using books known also as the drop tile around the dungeon.
  • A ravager pet system.
  • A mystery box in the shop with pink shulkers.
  • A challenge compass in the shop as well.


In TangoTek's episode 54 he added: The Black Market Update

  • A new Black Market acting like shop inside the dungeon with cheap deals.


Artifacts

Sets

Artifact com in sets that each hermit is collecting for a point on the leaderboard. Each Artifact Set comes in 4 Rarities. Common - Uncommon - Rare - Unique. These are the sets. Each Artifact in the sets are listed from Common to Unique.

  • Dragon Set: Obsidian, End Crystal, Dragon's Breath, Dragon's Head
  • Wither Set: Soul Sand, Wither Rose, Wither Head, Nether Star
  • Ocean Set: Sea Pickle, Sea Lantern, Sponge, Heart Of The Sea
  • End Set: End Rod, Eye Of Ender, Ender Chest, Shulker Head
  • Nether Set: Glowstone, Shroomlight, Ancient Debris, Respawn Anchor (Micro Block)
  • Shiny Set: Lapis Lazuli Block, Gold Block, Emerald Block, Diamond Block
  • Bee Set: Honey Block, Honeycomb, Beehive, Angry Bee Head
  • Witch Set: Nether Wart, Cauldron, Brewing Stand, Witch Head
  • Enchantment Set: Lapis Lazuli, Bookshelf, Bottle O' Enchanting, Enchanting Table
  • Poison Set: Rotten Flesh, Spider Eye, Pufferfish, Poisonous Potato
  • Villager Set: Haybales, Anvil, Bell, Iron Golem Head
  • Snowman Set: Stick, Snow block, Carrot, Snow Golem Head
  • Baking Set: Bread, Furnace, Cocoa Beans, Pumpkin Pie
  • Desert Set: Chiseled Sandstone, Cactus, Dead Bush, Husk Head
  • Boomer Set: Gunpowder, Rocket, TNT, Boomer Map
  • Jungle Set: Bamboo, Vines, Melon, Parrot Head
  • Poultry Set: Feather, Egg, Cooked Chicken, Chicken Head

Wild Cards

Wild Cards are unique artifacts that can be used in place of other artifacts.

  • Tango's Head: Can be used for in place of any Unique Artifact
  • Decked Out Banner: Can be used in place of any Rare Artifact

Unused

The Red and Green Set were used originally for explanation purposes, but were replaced by the first 6 sets above and they contained: Dye (color of set), Wool(color of set), Banners (color of set) and Glazed Terracotta (color of set)

Many more sets are bound to come as TangoTek explained. More sets will be introduced the more Hermits that play.

Leader Board

The current score is: [2][3]

Position Hermit Points
1 10
2 10
3 7
4 4
5 3
6 3
7 2
8 2
9 1

Bugs, Mistakes and Fixes

During The Making Of Decked Out, BdoubleO100 tried adding Bells to The Interior Decoration. However, this affects the game because of the Beast Sense Outlining. The Bells have been removed.

During Cubfan135's first run, Clank was not generating. This has been fixed. On his second run, he had left his armor on. Unfortunately, Cubfan135 had died while trying to make it back. He lost the armor and had to repair it.

During iJevin's first, ImpulseSV's first and FalseSymmetry's Second Run, they both accidentally left their armor on. This didn't affect FalseSymmetry's run, but it effected iJevin's when he died to a ravager. ImpulseSV ended up breaking the game when TangoTek reminded him. This was fixed.

While Grian was making the Mycelium Resistance HQ under his Barge , he accidentally stumbled upon Decked Out, almost ruining a bit of it.

On Grian's second run, the loot token got stuck in the block. This has been fixed, and TangoTek gave Grian two new dungeon keys.

During one of Welsknight's runs in a hermitcraft weekend livestream, Welsknight didn't go all the way into the door. Since an intentional feature is that it can only open once before the game opens to avoid two players interacting and other stuff, Welsknight got "intimidated by the door" causing it to close before he got to enter.

Advantages

Cubfan135 finished a challenge compass. He collected 2 extra slots and 2 dungeon keys.

EthosLab completed the dungeon puzzle and earned 3 extra slots on his board.

Trivia

  • There is a dungeon key in an item frame in the hub above the higher entrance to the castle/keep.
  • There is a barrel with a lit redstone lamp above the bottom entrance to the forest area.
  • There is an upside down barrel in the same room in the hub as where the evoker is.
  • In the top of one of the trees in the nether area you can find a loot barrel.
  • Ravagers can bypass all challenges making them more dangerous.
  • Backward barrels are great sources of loot.
  • Any button in the graveyard should be pushed.
  • One can find coins, consumables and dungeon keys in barrels.
  • The skeletons and zombies can spawn with armor, if one kills them, one can use their armor.
  • In the lava trap in the nether quadrant, one should take it slow and steady.
  • In the artifact hall there no slot left (the last slot is claimed by GoodTimesWithScar on Cubfan135's stream).
  • Make sure to look hard for secrets.
  1. Source: Twitch Clip
  2. Source: Score on TangoTek's stream
  3. Last updated: 26/10/2020