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Before Minecraft had ruins to explore, bosses to fight, and hunger to manage, before even the manifold amenities of the Hypixel Server, the good people of Minecraft wanted a challenge. They were tired of the great expanse of Minecraft, tired of building and wandering aimlessly. They looked for a goal to work for, a challenge to be had, and they found the architect of that challenge in a player named Vechs. And what a challenge they found.

Super Hostile is a series of Minecraft custom maps, ranging from challenging to insanely difficult. Each is built with a different theme in mind, a multitude of traps and monsters, and a single goal: Collecting every color of wool and every mineral block.note 

Every wool is found in a chest inside of a brick box, and is bound to be surrounded by traps. Wool boxes are either placed around the landscape or in a dungeon, depending on the map style. The maps are divided into either Open-World gameplay, where wool boxes are scattered around a large area, or Linear-Branching gameplay, where many branching paths with wool boxes are spread out between several intersections, which progress linearly into each other. Lethamyr introduced Continental, a map style focusing on exploration and travelling, featuring realistic-scale biomes.

In May of 2016, the alpha version of Super Hostile Online was made availible to donors. In terms of gameplay, it functions like an Open-World map with parts reshaped to fit a larger focus on the multiplayer aspect.

As you may have guessed by the name and description, these maps are very difficult, some more than others. They provide a heightened challenge from regular Minecraft, because of the traps, density of monsters, and resource management. If you play Minecraft, and are looking for a challenge and a goal, these are the maps for you. All of the maps can be downloaded from their thread on the Minecraft forums, and Super Hostile Online can be played by subscribing for the $5 tier on Vechs' Patreon page. Also worth noting is that the Minecraft Forums thread is the longest and most-viewed thread in the "maps" subsection of the forum.

There are also multiplayer "Race for Wool" and "Capture the Wool" maps with competing teams, Mini-Hostile maps that are short but still as tough, Hostile Trails maps that involves keeping pigs in minecarts alive throughout the map, and Super Docile maps which have similar ideas to the original Super Hostile maps but have a more relaxed feel.

    List of maps 
There are 13 numbered Super Hostile maps:
  1. Sea Of Flame II
  2. Fallen Kingdom
  3. Infernal Sky II
  4. The Kaizo Caverns
  5. Black Desert II
  6. Canopy Carnage
  7. Legendary
  8. Nightmare Realm
  9. Sunburn Islands
  10. Spellbound Caves
  11. Lethamyr
  12. Inferno Mines
  1. Waking Up

There is one unnumbered Super Hostile map:

Super Docile currently has 2 maps:

  1. Hills Of Moo
  2. Canopy Basic

Mini Hostile currently has 2 maps:

  1. Ragequit Holidays
  2. Endless Deep II

Race for Wool currently has 2 maps:

  1. Hostilities Begin
  2. Direct Fire

Capture the Wool currently has 1 map:

  1. Fields of Glory

Hostile Trails currently has 1 map:

  1. Pigget Panic

Super Hostile Online is its own server and doesn't have a name besides, well, Super Hostile Online.

Lastly, there are Legacy maps (Maps that have been rendered obsolete):


These maps provide examples of:

  • Abandoned Mine: In many of the maps. Lots of resources can be found in them.
  • After the End: There are quite a few urban-style locales — that is, clearly defined buildings, rooms, dormitories, etc. — but they are never populated with anything but monsters.
    • Spellbound Caves features the University of Arcane Enchants, a small, Hogwarts-esque underground castle that got evacuated after Hell on Earth came.
    • The entirety of Inferno Mines takes place an unspecified amount of time after Hane's Mining Corporation came and mined away the resources located in the Inner Inferno. And, even before that, an unknown civilization lived in the Outer Inferno, long enough to build a vast field of buildings and Ember Castle, but had to leave, presumably due to the lava starting to burst out through the ground.
    • The Geothermal Plant in Iceolation had fallen into disuse for a long time, up until an SHO Scout-in-training by the name of Tali Ortega came and took residence there for a while before the player visits. Before her, there was also Hane's Mining Corporation, which came to the area for a mining stint for a while.
  • An Interior Designer Is You: Of course, this is Minecraft, so you can decorate any place however you like, with the blocks you like.
  • Anti-Frustration Features: Vechs has stated before that he prefers actual challenge to things just being annoying. His maps may be difficult, but are still convenient for the player when an opportunity presents itself:
    • In the Linear-Branching maps, railways are present to make backtracking quicker. Upon reaching an area, a tunnel with a railway may be present that leads to a previous intersection after a short bit of digging. The majority of the track tends to be finished too, so players don't have to spend an hour just setting up the railway itself.
      • On maps that support Command Blocks, a one-way teleporter system also exists. Granted, you're still going to have to walk back to the VM normally, but the minecart system you probably set up will still work.
    • Zistykins spawn invisible and invulnerable. The invisibility serves no benefit to the pigmen, since their manpance and battlesigns are still visible. However, the duration of invisibility and invincibility is identical, so the invisibility serves to tell observant players when the Zistykin becomes vulnerable.
    • Vechs likes to hold raw resources from the player until a certain point. However, when he does give the player those resources, he gives it to them in higly-visible abundance. No longer do players have to dig for hours on end to find themselves a full set of Iron armor, as a lifetime supply of it is wide out in the open. Take Inferno Mines, for example: raw Iron is completely withheld from the player until about halfway through the map. In the first area where the ore is found though, not only is it in abundance, the ore itself hides a large chunk of pure Iron blocks, eliminating the need to smelt the Iron Ore before use and speeding up ingot collection 9x faster.
      • On a similar note: whenever a large vein of Coal ore is present, expect to find a Power Miner 1000 Note  nearby. You're intended to use the Power Miner to scoop up the large sum of coal quickly, saving you time from mining out the vein normally.
      • There's also getting wooden logs. Whenever you find your first tree, there is usually a chest with some saplings inside of it. This prevents you from being completely screwed over by the RNG if the tree you cut down did not drop any saplings.
    • The final area of Inferno Mines, Eternal Battle, is a giant cavern absolutely full of both enemies and allied mobs. If your computer just cannot handle that however, you can play Minor Conflict instead: there are less monsters, making it easier on the framerate, but the difficulty is approximately the same as the smaller army of monsters has been made stronger.
  • Armor Is Useless:
    • Averted. Though armor chests are quite uncommon in Super Hostile, any armor found will often be enchanted, significantly increasing your chances of survival by soaking up a lot of the damage. Notably, the Flak Vest, which is a chain mail chest-piece enchanted with Projectile Protection III, countering attacks from skeletons.
    • Played straight with the standard craftable armor in comparison to the map armor. Why would you waste your resources on craftable armor when you can find tons of the same stuff (but often times enchanted) contained in loot chests?
  • Ascended Fanboy: Many players, such as Zisteau and ZombieCleo are mentioned in the maps and have worked with Vechs. Zisteau gets a mention in most maps with the Zistonian Battlesign. Later maps such as Inferno Mines even have Zistykins wearing Leather Manpance and wielding Battlesigns.
  • Ascended Glitch: One of the features of the Cleophian Digging Fish and the Cleophian Crate Booper were that these items allowed players to tunnel through terrain really quick, as an unintended effect of the Efficiency enchantment applying to all blocks mined instead of just ones applicable to the tool. It unfortunately got fixed in later versions.
  • Backtracking: The Victory Monument is usually relatively early in the map. Not that bad because Vechs provides generous railways back home. And since teleports are possible in Minecraft in newer versions, the most tedious backtracking is eliminated.
  • Beach Episode: Sunburn Islands in a nutshell.
  • Booby Trap: Large resource veins and some treasure chests will often have proximity bombs near them.
  • Boring Yet Practical: Many of the special non-weapon weapons. Their main upside is that they don't need to be repaired, though at the cost being generally weaker than a powerfully enchanted normal weapon.
    • The Zistonian Battlesign is notable - Battlesigns are often found in the early game, have useful Fire Aspect and Knockback enchantments, and do not break. Very useful, as long as you don't try to block. note 
  • Bowdlerise: Inferno Mines features an area in reference to a cave Zisteau dug out with TNT. Zisteau originally named it "Dumbass Zisteau Cavern", and the area's name has been changed to "Dumb Blast Zisteau Cavern".
  • Bubblegloop Swamp: The Swamp of Despair in Legendary.
  • Carrying the Antidote: Most of the custom monsters. Flamevenom Spiders drop enchanted books of Fire Protection, Boomers (read: stronger Creepers) drop Blast Protection boots, et cetera.
  • Checkpoint Starvation: The entire last Intersection of Legendary is set in the Nether, making it impossible to set up a base.
  • Clothing Damage: Normal for armor in Minecraft.
  • Curb-Stomp Battle: Getting trapped in a tunnel by several monsters and happening upon a chest of goodies can sometimes invoke this.
  • Darker and Edgier: Nightmare Realm. The entire map looks highly reminiscent of a Nether cavern, with several Ghast spawners placed at the very beginning, and a kaizo trap right above the beginning shelter. In addition, it's the first map to employ an additional rule that if you die without a bed to respawn by, you're placed in a "Game Over" room made entirely of bedrock, with no escape and no other choice than to restart the map.
  • Determinator: Often a personality trait required to complete a Super Hostile map.
  • Direct Continuous Levels: With the exception of Nether areas, there are no loading screens, since Minecraft doesn't have that "feature".
  • Disk One Nuke: The easiest way to defuse a spawner and/or kill large amounts of monsters is to pour lava over it from above via tunneling or bridging. In the linear-branching maps, lava is often accessible near the start of the map.
  • Double-Meaning Title:
    • A Snowball's Chance, in Sea of Flame II. It refers to the idiom 'A snowball's chance in hell', referring to how challenging Super Hostile maps are, and the fact that the area itself is just normal Nether terrain, but swapped to be snow, ice, and lapis lazuli blocks.
    • Face of Evil in Legendary is not named for that because you enter it through the mouth of a spider legged human skull, but because the very end of the dungeon has a trollface.
  • Dungeon Bypass: Almost every challenge can be avoided by tunneling through walls or building your own safe bridge. Vechs has started developing counter-strategies to make this more difficult. Deathblooms, Anti-Bridging Bombs, and Proximity Bombs are a few of these strategies.
  • Early Game Hell: A lot of maps give players a minimal amount of wood to start out the game. Often, the player will have about 3-5 logs to use for tools, as well as a few leaf blocks for a chance to be able to grow trees.
    • According to the forum thread, Nightmare Realm "starts out brutal and stays that way".
  • Early-Installment Weirdness:
    • The first three maps, Sea of Flame, Endless Deep and Infernal Sky were originally designed as standard survival maps, to see how long players could last in a harsher than normal landscape, with the Victory Monument only featuring as an optional quest. From Kaizo Caverns onwards, all maps aimed towards the Victory Monument as a primary objective: one of the main reasons why Vechs revised the first three maps into Sea of Flame II, Fallen Kingdom and Infernal Sky II.
    • The earliest maps that started using the Victory Monument didn't have normal fleecy boxes (the ones made out of brick, glass, and glowstone). Instead, there were just normal chests which contained the wool.
  • Easy Exp: Between the heaps of monsters to slay and abundance of EXP bottles, you will gain much more levels than usual, and faster. You will need them.
  • Easy Level Trick: Legendary's Painwater segment is famously challenging, due to requiring the player to swim through tight water corridors surrounded by lava while managing their oxygen meter. A sign on the ceiling designates the location just above the wool however, and bypassing the lava is intended only if a future Minecraft update breaks how the area works; nothing is stopping anyone from doing it anyway, though.
  • Elite Army: Inferno Mines and the yet to be released Super Hostile: Roguelike feature Zistykins as enemies. They are Zombie Pigmen wielding signs and wearing manpance
    • Inferno Mines also features three types of ghosts; Chars (burning, invisible zombies that set people on fire), Wraiths (invisible skeletons with punch bows), and Boomers (invisible, charged creepers with slower movespeed but a higher blast power).
  • Empty Room Psych: In the first Intersection of Legendary you will find a castle filled with mobs. You expect a wool block to be in there, but in reality you'll only find a stick. Zisteau had a hard time believing that, and digged up the entire fortress.
  • Everything Is Trying to Kill You: The monsters in the dungeons aren't the only things trying to kill you. Vechs is very resourceful with game mechanics to create terrain that seems peaceful, but is actually a deadly trap.
  • Floating Continent: Hazardous Training Environment, Infernal Skies I and II, and Nightmare Realm.
  • Foil: Several.
    • Sea of Flame to the Endless Deep, contrasting the risk of burning to death in a sea of lava, to risk of drowning to death in a sea of water.
    • Infernal Sky to Kaizo Caverns. Infernal Sky is a very wide-open map, high above any type of ground, whereas Kaizo Caverns is very closed-in, claustrophobic and linear, all taking place in a cave deep, deep underground.
    • Black Desert to Canopy Carnage. The Black Desert is literally a very dark desert, where very little life exists, and it never rains. Canopy Carnage starts off in the middle of a thunderstorm, and features several large trees and foliage.
    • Additionally, the Super Hostile maps to the Super Docile maps. Super Hostile is specifically designed to give as hard of a challenge as possible to the player, enforcing the rule of "No dyes for the Victory Monument". The Super Docile maps still provide some challenge, but in completely optional areas, and are overall very calm settings, converting the previous rule to "You may use dyes".
  • Grave Robbing: It's generally a good idea to dig out any graves you see, there might be treasure beneath them.
  • Harder Than Hard: The Mastery Monument in the earlier versions of Kaizo Caverns. It featured as an optional goal to the Victory Monument. It required a grass block. Unlike the Victory Monument, where all the requirements can be found in chests or crafted, there is no chest containing a grass block, and the only grass block in the map would drop dirt if mined. The solution? An incredibly long trail of dirt leading from the sole grass block, to the Mastery Monument, with sufficient light and a lot of idling will allow the grass to grow from block to block. Sounds tedious enough, right? Wrong. The grass block is located at the very end of the map, whereas the Mastery Monument is towards the very beginning. Luckily, there's a shortcut between the penultimate area and one of the earlier areas, but it's still horribly tedious. The Mastery Monument was removed when the Silk Touch enchantment became available, where people could just mine the grass and take it with them.
    • The Head monument in Inferno Mines made you fight three boss monsters (Kamyu the Hidden, Codewarrior the Instigator, and Dinnerbone the Destroyer. All of the bosses were named as a tribute to Kamyu, Codewarrior, and Dinnerbone respectively). Codewarrior and Dinnerbone's areas are large and fairly easy to find. Simply finding Kamyu's without using a guide is a challenge in itself, due to the fact that Kamyu's area is hidden in a wall in Mellow Cavern. The wall that you have to dig is made of sand, which is very difficult to see when the whole map uses smooth sandstone.
  • Hero of Another Story: In Iceolation, Tali Ortega, a Scout from Super Hostile Online who had previously occupied the area as part of a mastery test.
  • High-Altitude Battle: Infernal Sky II is set way up in the sky, void is your main enemy.
  • Home Base: The Victory Monument functions as this, a player will have to return here a few times if they want to win, and they are generally in places where it's safe to build a house.
  • Healing Spring: Upcoming maps will have healing potion spawners at the Victory Monument.
  • Heroes Prefer Swords: Zig-Zagged, while swords are generally the weapon to go with, there are alternative weapons like enchanted axes, bows or even enchanted signs.
    • Heck, quite a few weapons aren't even close to swords. Paper, Bows (hitting someone with a bow instead of firing arrows), and Boots have been weapons at one point or another.
  • Hope Spot: A horrid one in Legendary. There's a dungeon in which a maze of water exists. Completely covered by lava, meaning that you have to take at most 2.5 hearts of damage to regularly prevent drowning. After all this brutality, there's a chest towards the end of the maze, with TNT that'll blow up when the chest is opened.
  • In-Game Novel: Waking Up features the book Waking Up by Andi Buchanan
  • Jerk with a Heart of Gold: Vechs makes Super Hostile maps to the point where some dungeons are almost overwhelming. Thankfully, he leaves plenty of chests in each dungeon, so that you're never under-geared.
  • Lawful Evil: This is what Vechs claims is his alignment as a mapmaker, when he talks to the players via signs. No lies, but will twist the words to suit his needs. invoked
  • Lethal Lava Land: Sea of Flame might as well have been a rebuilt version of the trope namer. Also, one of Legendary's areas is Merciless Magma Zone, a Shout-Out to the trope namer.
  • Level Ate: One of Legendary's areas is "Tacos", which takes place on... well, a giant taco in hell. Sandstone is the taco shell, dirt is meat, mossy cobblestone is lettuce, molten lava is cheese, and monster spawners are spice.
  • Level Goal: The Victory Monument where you place the wool you get at the end of the dungeons.
  • Mooks, but no Bosses: None of the older maps contain boss fights. The more recent maps, on the other hand... In Black Desert II, the wool is obtainable only by killing monsters that are carrying the wool. Later monsters are incredibly difficult. Inferno Mines has "fleecy mob boss rooms" for a couple of wools, and also the three head boss mobs.
  • Multi-Mook Melee: The final area of Legendary, Face of Evil throws waves of monsters at you. The longer you idle, the more will appear. This area is basically impossible to finish by fighting them.
  • Mythology Gag:
    • Inferno Mines features multiple little side areas courtesy of the beta testers.
    • Sea of Flame 2 features an underground room full of cobwebs and a stone Victory Monument that has succumed to disuse and disrepair, placed in the location the original Victory Monument was in from the original Sea of Flame.
  • Names to Run Away from Really Fast: Any dungeon with the word "Citadel" in it. Vechs lampshades this in Waking Up's Legion Halls area: he basically jokes about wanting someone to make a dungeon name generator.
    • Two words: Nightmare Realm. The map is probably the only one that can bear this trope as its name.
    • Rageshadow Citadel from Sea of Flame II. Its courtyard alone consists of several spawners under the floor and in the pillars, as well as a bedrock roof, to keep the area permanently untouched by sunlight. Furthermore, this area leads to three wools: one obvious one wool having creeper spawners under the floor, one in the central bedrock pillar with spawners that create falling creepers, and the final one being under ground, with several areas hiding groups of nine under-the-floor spawners altogether. Yikes.
    • The final area of Kaizo Caverns, Citadel of Demons, which features several pillars, each containing four Zombie spawners and four Skeleton spawners, a huge diamond mine and a final showdown: a bedrock castle that floats above the void, with several Ghast, Blaze and Skeleton spawners.
    • Also, the final area of Sunburn Islands, Netherstrom Citadel: a complete bedrock fortress, featuring several spawners for the four normal mobs, plus regularly spawning Nether mobs. There's also a chest containing 16 diamond and several stacks of unbreakable bedrock. There's even a warning for anyone silly enough to play with the bedrock .
    • The Black Heart Citadel from Spellbound Caves.
    • Waking Up's Deathshallow Ruins. Inventory Wipe Horror Festival seemingly parodies it, but the dungeon itself lives up to its name quite well.
  • Nonstandard Game Over: If you die in Minecraft you can just respawn. Nightmare Realm instead puts you in a Game Over area if you die without having a bed spawn set. Playing Versions A, B, C or D of Lethamyr will force you to delete the world upon death, since they're all set to Hardcore difficulty.
  • Nostalgia Level:
    • Two in Inferno Mines: Flame Warp, which references Planar Warp in Kaizo Caverns, and The Blackened Archive, which references The Blackened Library in Spellbound Caves.
    • Merciless Magma Zone in Legendary is, essentially, a rehashed version of the previous Sea of Flame, even having an island similar to the original's.
    • Race for Wool map Direct Fire features Request for Pain, a direct reference to Painwater in Legendary.
    • In Super Hostile Online, multiple player housing areas (such as the Legendary district or the Infernal Sky district) directly reference previous Super Hostile maps. The areas leading up to them are also reminiscent of areas in the maps that the districts reference.
  • Oh, Crap!: For first time players, this applies for the entire map. For veterans, it only applies to the dungeon containing the Red Wool.
  • Only Smart People May Pass: Some areas feature almost impossible combat that requires alternate strategies to finish.
  • Oxygenated Underwater Bubbles: We all Float in Waking Up features these. They contain Creeper Spawners.
  • Perpetually Static: Online averts this. With every update, Vechs plans on altering the map to reflect the actions of the community.
  • Player Versus Environment: This is the premise of all Super Hostile maps.
  • Player Versus Player: Vechs also created a multiplayer version of Super Hostile, Race for Wool, and a second one called Capture the Wool.
  • Poison Is Evil: So much. Even Vechs thinks it's a little too evil since he thinks it lasts too long.
  • Public Domain Soundtrack: Some of the maps are packaged with a small soundtrack of songs that can be played during game-play to enhance atmosphere, selected by Vechs. These same songs are completely safe for YouTube too, allowing some LP'ers to play the music in the background of their Super Hostile Let's Plays.
  • Random Event: Certain traps may never go off since they are based on proximity bombs that are semi-random (they WILL go off if you stay around long enough).
  • Recurring Element: Battlesigns, fortresses, rectangular area with pillars of doom.
  • Retcon: The Endless Deep originally held the position of the second Super Hostile map. It's now being moved as the second Mini Hostile, whilst Fallen Kingdom replaces it.
  • RPG Elements: While most of the Super Hostile series functions like default Minecraft except with an objective, Super Hostile Online adds mechanics one would find from a typical MMO-RPG like a universal currency, leveling, and player class specialization.
  • Running Gag:
    • "I hate you, die in a fire."
      • Played with, in Legendary. It's possible to find an Easter Egg sign that reads "I guess I can tell you the truth up here. I don't hate you. I hope you like the map. I worked really hard on it."
    • "Tacos are delicious."
    • There are quite a few chests which each contain a single stick, usually called a "Diamond Sword Hilt".
  • Run or Die: Vechs was the first to create a stable proximity bomb in Minecraft. If you hear a hiss, you better run.
  • Scratch Damage: You may feel overpowered or invincible, but there are always ways to kill you. Especially when you feel overpowered or invincible.
    • Full Diamond Armor in a regular Minecraft world makes you basically unkillable, but with the high density of Elite Mooks and traps featured in certain areas of a Super Hostile map, you can still die incredibly easily, especially to Elite Mooks such as Zistykins.
  • Serial Escalation: The first few maps were just about surviving in a hostile environment. As the maps progressed, things started to pile on - the Victory Monument, powerful traps, unique enchanted weapons, Elite Mooks, Fleecy Boss monsters, and entirely new game mechanics.
  • Shout-Out:
    • Plenty of named chests reference Minecraft youtubers who play Vechs' maps; the Zistonian Battlesign (Zisteau), the Cleophian Mining Feesh (ZombieCleo), and the Hillian Monument Supply Chest JoeHills
      • Zisteau gets one of the most common chests in the maps dedicated to him: the Zistonian Battlesign, in reference to his decision to break off a sign in Kaizo Caverns and use it as a weapon. These chests also contain manpance. There's also the Dumb Blast Zisteau Cavern and Zistonian Warcry in Inferno Mines.
    • Vechs makes fun of Millbee's Welsh accent in Legendary, referring to his pronunciation of "tacos" in Sea of Flame.
    • Inferno Mines is full of references to the playthroughs of the beta testers.
    • Infernal Sky II features an area named You Have To Burn The Wood.
    • In Sea of Flame II, there's a lava-themed area called Vrinstar.
    • Plenty in Iceolation:
      • There's an area called "The Melting Dead", complete with a sign that reads "Don't Dead Open Inside".
      • Tali's Companion Cube Jack-O-Lantern she keeps in the kitchen has the moniker of "Nosliw", backwards for "Wilson".
      • The Castle Age Town is pretty much an extended reference to Age of Empires, down to the style of buildings present.
      • In the Central Station area, the Spiders apologize on a sign near the end, professing that they just wanted to play "Team Fort 2" and "Potal". They're guarding the orange box of parts, or rather, an Orange Box.
  • Suspicious Videogame Generosity: Near the end of most of his maps, Vechs gives the player huge loads of useful things, such as a massive cave filled with diamonds. Immediately following it is the hardest dungeon in the map.
  • Strictly Formula: Linear-Branching maps will have around 3 or 4 intersections, each leading to completely seperate dungeons: some lead to the next intersection, some will feature small detours. Open-World maps will drop the player into a large hub-type area, where a bit of exploration is required to find the dungeons. The first dungeon/beginning area will contain the White Wool, the hardest area in the game (not strictly the final area) will contain the Red Wool, and the area containing the Brown Wool will either be incredibly easy and/or a joke area. Lastly, the Victory Monument has the same requirements for each map.
    • In the case of the Victory Monument, averted in Black Desert II, Waking Up, earlier versions of Kaizo Caverns, and Inferno Mines. The Victory Monument for Black Desert II and Waking Up also requires a Redstone Ore block, which was used to give extra challenge to speed-runners, and can only be obtained by using a Silk Touch enchanted pickaxe in one of the final areas. Waking Up also had the Chapter Monument, which needed all 20 chapters of the book Waking Up, sealed away in random areas of the map. In the earlier versions of Kaizo Caverns, there was also the Mastery Monument. Inferno Mines had the Head monument, which required three heads (obtained from special boss monsters) and also three Eyes of Ender (to connect the pedestal to the head).
  • The Very Definitely Final Dungeon:
    • Spellbound Caves has Black Heart Citadel: a giant castle built around a tall tower, at the top of which lies an obsidian heart, its black veins sprawling in every direction.
  • The War Sequence: The final area of Inferno Mines. At first, it looks no more than a small room with a button. Pushing the button drops you in the true final area, Eternal Battle, which is a giant, Nether-themed cave with spawners surrounding the small fence base you're given. Thankfully, Vechs was kind enough to put Iron Golem and Snow Golem spawners in the base to fend off monsters while you comprehend what just happened.
    • For people who have a weaker computer, they can choose to play Minor Conflict instead, which features less spawners (with stronger monsters), making it more framerate-friendly.
  • When All Else Fails, Go Right: The green wool in Waking Up is hidden in a maze that is hard, but not impossible to tunnel through. The wool is about 20 blocks in the right wall.


I hate you, die in a fire.

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