Perhaps can relocate them though process of elimination. Originally posted by lilisaur:There is no easy way. (Not sure why you'd want to though, as the Grillerpillars there are your best source of Cotton at this point in the game.) The story event at the Sinister Shrine should also not be impacted and specific monsters should still spawn for that battle. Unless you spread water around in the cave areas, too - that might do it. Including the cave areas? Should still have Grillerpillars, Dancing Flames, and Hoodlums spawning in the caves areas (Earth-type map tiles) regardless of whether or not you remove all the Lava from Lava tiles, which would primarily only stop the flying, laser-shooting Lunaticks from spawning. it can and does happen, specially if you have enough water covering the floor to stop the lava from breaking the blocks. I have made that area completely and utterly devoid of monsters. It has to be an entire map tile! And monsters can wander in from off area onto it. It If there is not enough lava to create a map tile, it will not spawn that kind of monster. Originally posted by shoobers:Krumbledum lava lake area WILL stop spawning monsters if you remove ALL THE LAVA. I was thinking of naming Sol for Sole Survivor, but then one of those Mean Spirits/Sekerelton came along and CRIT MY CHICKEN!!! HE WAS STANDING ON A TORCH! AND YES THE TORCH WAS LIT! Then when the other died to a random spawn of the waves (this can happen anywhere, but that’s another topic entirely.) I found the one. My chickens have gone through enough hell. I thus have light boxes lining the floor in the cave to the Cerulean Steps from the Green Gardens to keep the ghosts out.ĮSPECIALLY SINCE MY ANIMALS ARE IN THE CERULEAN STEPS AND I DON’T WANT THEM TO CRIT MY CHICKEN AGAIN!!!! These are both examples that I personally experienced in my testing of the power of the Ward of Edrick. It also doesn’t stop monsters from spawning in a different area while you’re standing in the area where you prevented spawning.įor example: if you’re standing in the Cerulean Steps with the Ward of Edrick in the Cerulean Steps and you’re close enough to the Green Gardens, monsters can spawn in the Green Gardens if you don’t have the Ward of Edrick in the Green Gardens or on an unclassified area. It doesn’t stop monsters from wandering or following you into other areas.įor example: if you’re running from/ignoring one of the ghost based monsters that spawned in the Green Gardens and you run to the Cerulean Steps where a Ward of Edrick is, the ghost can follow you. On top of that, if you’re wondering, it only stops spawning in that particular area. The only option I can give you to at least slow the monsters down on other islands is to put an ungodly amount of spike traps down. Place it outside the tablet areas to prevent monsters anywhere. Place it within one of the tablet areas to prevent monsters in that tablet area. There’s an item post game called the Seal of Edrick. On the Island of Awakening, you can stop monsters. Even building a room (they prevent spawning on the Island of Awakening) does nothing to them. Those islands spawn enemies based off of where you are. I replaced all the sand in a particular area in Malhalla with iron. I removed all the poison liquid in the Explorer’s Shores. There’s still monkeys burping sleeping gas. I removed all the snow and snow layers on Moonbrooke’s Moonhan. I flooded lava lake with water, I’m still being shot at by those annoying stormtrooper wannabes. I removed the entire bog and made it grassy. It doesn’t matter what you change things to. If this spot wants monsters, it has monsters. Let me help! Furrowfield, Khrumbul Dun, Moonbrooke, the Explorer’s Shores, and even Malhalla (if you really want to know) all use the same mechanic.
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