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???
QuestBook.png
Quest Info
Length Medium
Location Gavel
Province Gavel
Level 80
Starter NPC ???
Reward As follows:

The original ??? quest was reworked in the Gameplay Update. Now, the ??? quest is an official community event that is meant to be solved in an effort from the whole community. Everyone is encouraged to participate in looking for clues and sharing their discoveries. There is a new forum section specifically for this quest: ??? Hunt. For more information, read the official thread.


This quest has multiple sections, some of which require the cooperation of multiple players. A summary is as follows:

- "The Meteors" (starting the quest) -- requires 3 players

- "Yahya's House" (entering Lab N) -- no player requirement

- "Lab N" (the checkpoint) -- requires 4 players

- "Old Meteor" (quest conclusion) -- no player requirement

Segment 1 - Starting the Quest - "The Meteors"[edit | edit source]

This section requires three players in total.

To begin the ??? quest, three players must travel to the Red, Blue, and Yellow meteors and step on the pressure plates within at the same time. This will teleport all players currently standing on the pressure plates to the "Computer Room", which contains the NPC that begins the quest. (Additional players can ride the teleport by standing on the pressure plate as well).

Instructions for entering each meteor are as follows:


Blue Meteor

Starting Location:

 Location   Aldorei Valley Outskirts   X   -754  Y   102  Z   -4416  Wynncraft Map 

Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to Hay Bales Puzzle.
The objective of this puzzle is to orient the hay bales in the field into the correct shape.


Begin by killing the "Crazy Elf Farmer" that spawns in the vicinity to obtain the item "Hay Sickle". When the Hay Sickle is held in the main hand, the player will be able to push the hay bales in the field.

The Crazy Elf Farmer

Push the hay bales into a T-shape outlined by the podzol blocks on the ground. The upper line of the "T" should be two blocks thick.

Solution to the Hay Bales Puzzle

If a reset is needed, the nearby tree has a wooden button by its trunk that will move all hay bales to their original locations.

After the final hay bale is pushed into place, the puzzle will reset with a puff of smoke. Beginning at the tree, a series of floating platforms will appear (visible by the clouds of red dust on each one). Stepping on the base of the tree will give the player a jump boost effect- use this to reach each platform. Note that the platforms are timed and all of them will disappear at the same time after a while.

The platforms will lead up and into the waterfall. When the player reaches the final platform, a 3x3 wall behind the waterfall will break and reveal the next area.


Notes:

- The wall behind the waterfall is triggered by player proximity. The platform parkour can be skipped entirely if the player manages to climb the waterfall fast enough.

- The wall can also be opened from the inside via a stone button by the entrance. If a player has already made it inside and not yet fallen down the hole that leads to the next area, they can open the wall and allow players to skip the hay bales segment and platform parkour entirely.

Spoiler alert: The hidden text contains spoilers relating to Memory Puzzle.
The objective of this puzzle is the correctly recreate each layout of the panel on the ground for a total of five rounds.


Begin the puzzle by pressing the button on top of the emerald block in the ground. This will create a 5x5 panel on the floor.

The puzzle will consist of five rounds. Each round will overlay the panel with colored blocks depending on the current round (which goes in the order of green, yellow, orange, red, and pink). After the display is shown for a few seconds, the panel will be covered in buttons. Pressing a button will change the block below to a colored block, or change the block back to its original state. After editing the panel to match what was shown previously, press the wooden button off to the side labelled "Submit".

If the panel is incorrect, it will reset to the beginning with a metal clang.

If the panel is correct, it will play a level-up jingle and either move on to the next round or (after five rounds have been completed) display green particles and spawn two bridges above the puzzle, which can be reached by climbing the leaves on the wall.


Notes:

- It is possible to screenshot the layout of each round to avoid any mistakes.
Spoiler alert: The hidden text contains spoilers relating to Activating the Teleporter.
The objective of this puzzle is to locate the Blue Wire Piece that spawns within the room, throw the item into the frayed wire near the center of the room, and activate the teleporter.


Upon entering the room, a blue glass-pane chamber sits in the center, a frayed wire segment is to the right of the chamber, and an opening in the wall lies at the upper left of the room. Simply follow the path from the opening of the wall until a metal cell is reached- blue wool named "Blue Wire Piece" will spawn within. Collect at least one, then return to the main room by pressing the button on the wall across the cell. Throw one Blue Wire Piece into the bottom of the frayed wire, and it will repair itself.

After a few moments, the teleporter will activate and teleport all players inside on top of the Blue Meteor.


Notes:

- It is possible to teleport multiple players to the meteor at once, as long as they are inside the teleporter when it activates.

- Be sure to stand in the center of the teleporter, as it may fail to transport players that are too close to the glass-pane walls.
Spoiler alert: The hidden text contains spoilers relating to Entering the Meteor.
The objective of this puzzle is to enter the inside of the meteor.


Note that the meteor contains two parts: the meteor itself, and a glass "flame" trail. From the teleporter, the player will spawn on top of the meteor.

Begin by collecting a Blue Meteor Shard, which will spawn on top of the meteor (It will be used in the final segment of the quest).

Move towards the flame trail and drop down onto the blocks below. Turning around back towards the direction you came from will allow you to face the rear side of the meteor. Note the water flowing within a portion of the wall- a stone button can be found within the water on the left side. Pressing the button will reveal an short-lived entrance into the meteor. Quickly pass through to get inside the meteor.


Notes:

- The room inside meteor is directly beneath the location that the player spawns at from the teleporter. It is not at the end of the flame trail.

- Falling off the meteor will teleport the player above Lake Gylia, forcing them to re-do all of the puzzles. Be wary of the ice block by the entrance.



Red Meteor

Starting Location:

 Location   Llevigar   X   -2125  Y   80  Z   -4423  Wynncraft Map 

Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to Obtaining the Mechanical Chip.
The objective of this puzzle is to get a minecart into the deepest part of Karoc Quarry to obtain the "Mechanical Chip".


Facing the entrance of Llevigar Bank, the cave on the right side of the city contains wooden scaffolding that can be climbed via ladders to obtain a "Quartz Key" that spawns at the top.

Take a Quartz Key to the cave on the left side of the city, where there is a small room containing a pressure plate and a hopper on the wall towards the left. Throw the Quartz Key into the hopper, which will cause an item frame with an "X" to appear on the front of it. Stand on top of the stone pressure plate until it breaks, then head further into the cave.

Close to the entrance is a raised wooden area accessible via ladder. A minecart will spawn and wait on the tracks. Enter the minecart and roll it down the tracks.


While in the minecart, there are three buttons that must be pressed to change the direction that the cart travels.

- The first will appear on the log wall soon after the beginning and will force the minecart left instead of forward.

- The second is located at the bottom part of the cave, where the minecart will stop and wait until it is pressed.

- The third is outside of the cave, on top of a log with an item frame with redstone dust in it. Pushing the button will cause the minecart to turn right instead of left.


Failure to push the button in time will cause the minecart to travel a little further, then roll backwards to the start point of the latest button, allowing the player to try again.


The track ends at a small house in Karoc Quarry. Position the minecart on top of the red terracotta/clay, then press the stone button inside of the house. This will ignite the TNT around the red terracotta/clay. Board the minecart again and wait as it is blasted upwards and onto another track. Follow this new track until the cart reaches the deepest part of Karoc Quarry, where it will open a door and be removed.

In the room inside, a Mechanical Chip (player head) will spawn. Collect this chip and proceed to the next stage.


Notes:

- As of currently, the Mechanical Chip will break if the holder changes worlds or logs off. Be sure to complete the next stage before the world restarts or the server goes down for maintenance.

- Sometimes, the Mechanical Chip will fail to spawn even if the minecart reaches the end. Current theories include not completing the minecart section fast enough, and failing to press one of the buttons and causing the minecart to backtrack.

- You cannot attack while riding the minecart. Consider killing or trapping some of the hostile mobs within the cave as you proceed.
Spoiler alert: The hidden text contains spoilers relating to Reaching the Yellow Flower.
The objective of this puzzle is to bring the Mechanical Chip across Gavel to a yellow flower located in a mountain behind a Gert camp.


The yellow flower is located at:

 X   16  Y   120  Z   -5634  Wynncraft Map 


Note that you do not need a Gert mask for this section. Simply proceed to:

 X   47  Y   43  Z   -5526  Wynncraft Map 
and climb the mountain towards the wooden telescope at the top.


There are a variety of ways to shorten the time taken travelling across Gavel, including using a Cinfras Scroll, a Forgery Scroll, or even a Detlas Scroll + Calo's Airship.

Upon reaching the yellow flower, simply throw the Mechanical Chip on top of it. The wall behind the flower will retract and reveal an entrance to the next stage.


Notes:

- As of currently, the Mechanical Chip will break if the holder switches worlds or logs off. Be sure to complete this stage before the world restarts or the server goes down for maintenance.

Spoiler alert: The hidden text contains spoilers relating to The Blindness Maze.
The objective of this puzzle is to reach the end of the path.


In this stage, the player will be afflicted by blindness as they proceed through a maze. Although it is titled a "maze", it is in reality just a straightforward path with no dead ends. Simply continue following the path, walking in between the fences if necessary and ignoring the ominous item frames with Xs.


Absolutely nothing happens during this stage. There are no monsters to fight nor puzzles to solve.


At the end of the path, the blindness will be removed and the player can continue to the next stage.


Notes:

- As of currently, the blindness may occasionally fail to be removed. This can be resolved by using /class, or casting a class spell that clears debuffs (such as Mage's Heal or Assassin's Spin Attack).
Spoiler alert: The hidden text contains spoilers relating to The Green Puzzle.
The objective of this puzzle is to move the block over every space on the board and color it green.


In the center of the room, a panel with four buttons can be found in between a button labelled "Reset" and another labelled "Undo". Pressing a button on the panel will move the block on the board across the panel in the specified direction. In doing so, the space under the block will be colored green, and the block will no longer be able to move over that space. The exception to this rule are the sea lanterns, which the block may return to.

The following image contains the solution to the puzzle:

pattern to to get all the blocks green.

A text version of the instructions is:

Up Left Up Left Up Left Up Right Right Down Down Right Right Down Down Down Right Up Up Right Right Left Up Down Down Down Down Down Up Right Right Right Up Left Right Up Right Up Up Left Left Left Up Left Left Up Left Right Right Right Right Right Right Right Right Down Left Left Down Right Down Right Down Down Left Down Right Down Down Left Up Left Down Left Left Up Down Left Left Left Up Left Down Left Left Left Left Up Right Up Down Right Up Right Up Left Left Left Up Up Right Down
Spoiler alert: The hidden text contains spoilers relating to Activating the Teleporter.
The objective of this puzzle is to locate the Red Wire Piece that spawns within the room, throw the item into the frayed wire near the center of the room, and activate the teleporter.


Upon entering the room, a frayed red wire can be found in the front, and a red glass-pane chamber towards the back. Red wool named "Red Wire Piece" spawn in a hole located at the top of the left wall. The hole can be reached by climbing the falling water next to the glass-pane chamber and walking over the red wire.

Throwing a Red Wire Piece at the base of the frayed wire will cause the wire to repair itself and open the teleporter after a few seconds. Entering the teleporter will transport the player to the top of the Red Meteor.


Notes:

- It is possible to teleport multiple players to the meteor at once, as long as they are inside the teleporter when it activates.

- Be sure to stand in the center of the teleporter, as it may fail to transport players that are too close to the glass-pane walls.
Spoiler alert: The hidden text contains spoilers relating to Entering the Meteor.
The objective of this puzzle is to enter the inside of the meteor.


Note that the meteor contains two parts: the meteor itself, and a glass "flame" trail. From the teleporter, the player will spawn on top of the meteor.

Begin by collecting a Red Meteor Shard, which will spawn on top of the meteor (It will be used in the final segment of the quest).

Move towards the flame trail and drop down onto the blocks below. Turning around back towards the direction you came from will allow you to face the rear side of the meteor. A segment of the meteor wall will repeatedly disappear and reappear. If the player is caught while the wall is reappearing, they will be moved back a few blocks where they can try again. Use a class mobility spell or simply time your entry (given that you have enough walk speed) to enter the meteor.


Notes:

- The room inside meteor is directly beneath the location that the player spawns at from the teleporter. It is not at the end of the flame trail.

- Falling off the meteor will teleport the player above Lake Gylia, forcing them to re-do all of the puzzles.

- As of currently, the Red Meteor Shard is bugged and will not be visible when it spawns. It can still be attacked, however, so throwing out AOE spells or swinging your weapon randomly on top of the meteor can help with locating and obtaining it.



Yellow Meteor

Starting Location:

 Location   Dark Forest Cave   X   -1357  Y   47  Z   -5575  Wynncraft Map 

Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to The Cave of Pots.
The objective of this puzzle is to break all eight pots within the cave, then throw an emerald into the map inside the tent to open the door to the next stage.


The location of the eight pots are as follows:

1. On top of the well in the center.

2. Behind the waterfall on the left side of the entrance.

3. Inside the wooden structure embedded in the left wall.

4. In between the crates outside of the tent.

5 & 6. Inside the tent.

7. On top of the tent.

8. On an overhang on the right wall, upwards past the leaves.


After breaking all eight pots, quickly throw any item into the map located inside the tent. If all pots are broken, a metal clang will be heard and the door outside will open. Otherwise, the map will change to display an item frame with a pot.

Once complete, head to the doorway outside the cave at:

 X   -1341  Y   59  Z   -5603  Wynncraft Map 
which is indicated by two torches, and proceed to the next stage.
Spoiler alert: The hidden text contains spoilers relating to Wynntron, the Unbeatable AI.
The objective of this puzzle is to move all of the cubes to the left.


Begin by pressing the button labelled "Reset" at the base of the panel. This will spawn a total of four cubes onto the panel, two red and 2 blue in the order of red-blue-red-blue, and a line of buttons to connect the cubes.

Pressing a button will move the nearest blue cube to that location. After that, the AI will move a red cube in an attempt to force the cubes to the right.


The trick to solving this puzzle is to count the number of buttons between each red-blue pair, and lowering the numbers to be equal to each other.


For example, given the following state of the board:

[Red Cube] < 4 buttons > [Blue Cube] < 2 buttons > [Red Cube] < 5 buttons > [Blue Cube] < 3 buttons >

The red-blue pair of cubes on the left have 4 buttons in between them. The red-blue pair of cubes on the right have 5 buttons in between them. The solution states that these two numbers should be decreased to become equal- from 4-5 to 4-4. Thus, the correct button to press would be the one directly left to the blue cube on the right, resulting in the following state:

[Red Cube] < 4 buttons > [Blue Cube] < 2 buttons > [Red Cube] < 4 buttons > [Blue Cube] < 4 buttons >


Another example, given the following board state:

[Red Cube] < 6 buttons > [Blue Cube] < 4 buttons > [Red Cube] [Blue Cube] < 6 buttons >

The red-blue pair on the left have 6 buttons in between them. The red-blue pair on the right have 0 buttons between them. As per the solution, 6-0 should be decreased and become equal: 0-0. Therefore, the correct button to press would be the one directly right of the red cube on the left, yielding:

[Red Cube] [Blue Cube] < 10 buttons > [Red Cube] [Blue Cube] < 6 buttons >



After the puzzle is completed, the AI will explode to reveal an entrance to the next stage.


Notes:

- Pressing an incorrect button will cause the AI to press forward its advantage, making it impossible to win. It is recommended to hit the reset button and start over.

- After beating the AI, all players in the vicinity will be teleported to the center of the room. As of currently, this includes players inside the Cave of Pots. This can be used to quickly jump to this stage without having to clear the previous one.
Spoiler alert: The hidden text contains spoilers relating to Activating the Teleporter.
The objective of this puzzle is to locate the Yellow Wire Piece that spawns within the room, throw the item into the frayed wire near the center of the room, and activate the teleporter.


Upon entering the room, a yellow glass-pane chamber and a frayed wire can be found at the second floor of the room. Next to the entrance on the left side, there is a large hollow quartz structure- inside, yellow wool named "Yellow Wire Piece" spawn. Players can parkour inside from the top of the structure by jumping on ledges starting from the right side of the entrance.

Throwing a Yellow Wire Piece at the base of the frayed wire will cause the wire to repair itself and open the teleporter after a few seconds. Entering the teleporter will transport the player to the top of the Yellow Meteor.


Notes:

- It is possible to teleport multiple players to the meteor at once, as long as they are inside the teleporter when it activates.

- Be sure to stand in the center of the teleporter, as it may fail to transport players that are too close to the glass-pane walls.
Spoiler alert: The hidden text contains spoilers relating to Entering the Meteor.
The objective of this puzzle is to enter the inside of the meteor.


Note that the meteor contains two parts: the meteor itself, and a glass "flame" trail. From the teleporter, the player will spawn on top of the meteor.

Begin by collecting a Yellow Meteor Shard, which will spawn on top of the meteor (It will be used in the final segment of the quest).

Move towards the flame trail and drop down onto the blocks below. Turning around back towards the direction you came from will allow you to face the rear side of the meteor. Note the lava embedded in the wall of the meteor. By right-clicking through the lava, the player will be moved inside the meteor. Alternatively, the player can simply just walk through the lava (at the cost of some health).


Notes:

- The room inside meteor is directly beneath the location that the player spawns at from the teleporter. It is not at the end of the flame trail.

- Falling off the meteor will teleport the player above Lake Gylia, forcing them to re-do all of the puzzles.



After entering the meteors:

Once all three players are inside their meteors, locate the pressure plate on the floor that causes a 3x3 wall to open with a "pop" and a cloud of purple particles. Entering the room beyond this wall will throw the player back out on top of the meteor- it is NOT involved in teleporting the player to the next segment of the quest. In order to be teleported to the "Computer Room", the player must be standing on top of the pressure plate when all three plates are triggered. Moving off of the plate will result in a failure to teleport that player.

After the transport, talk to the Computer NPC in the room. After some dialogue, the quest book will be updated and the quest will be officially started.

Make sure that everyone in your group starts the quest before leaving the room, otherwise they will have to re-do this segment.





Segment 2 - Getting to the Lab - "Yahya's House"[edit | edit source]

This section does not require any additional players.

NOTE: If you have already reached Lab N / completed the quest, you do not need to repeat this segment to get back into the Lab. Instead, you can throw a Mysterious Feather onto a yellow carpet in Nohno's basement at Rooster Island to return there, or have a party member already in the Lab open the Rooster Island door from the inside.


Once the quest has been started, players must retrieve three items and bring them to Yahya's house. The three items are a "Black Spoon", a "Small Mushroom", and a "Painting".

Note: In previous versions, these items (particularly the Painting) would no longer work after a world change or relog. As of currently, this is no longer the case.


Information on the location of these items are below:

Spoiler alert: The hidden text contains spoilers relating to Location of the Black Spoon.
The Black Spoon can be obtained as part of the quest Memory Paranoia. Head to Caritat Mansion and enter the building. After the initial warp, head to the library on the left. After the second warp into the ruined library, climb the back wall above the fireplace to the charred hole- this will trigger a cutscene before transporting the player to the memory-filled ruins of the library. The Black Spoon will spawn in the fireplace.


The mansion can be exited quickly via a teleport scroll or /kill.
Spoiler alert: The hidden text contains spoilers relating to Location of the Small Mushroom.
The Small Mushroom can be found within the quest, The Bigger Picture. Head to the Mushroom Village and shrink yourself via the Subtraxerim Utilium. Then go to
 X   -305  Y   91  Z   -7705  Wynncraft Map 
to obtain the Small Mushroom.


You can quickly exit the area via a teleport scroll or /kill.
Spoiler alert: The hidden text contains spoilers relating to Location of the Painting.
The Painting can be obtained in a hidden room at Skiens Island. Head to the roof of the fortress and inside one of the towers at:
 X   388  Y   87  Z   -3529  Wynncraft Map 
Go down the ladder and press against the oddly pale wall on the right- there is a secret hole through the center. The Painting will spawn at the very end of the room.


You can quickly exit the area via a teleport scroll, using /kill, or jumping off the tower and going to the Seaskipper.



Once the items are acquired:

Head to Yahya's house, which is located at:

 Location   Yahya's House   X   -282  Y   69  Z   -1694  Wynncraft Map 

Throw the three items onto the carpet at the base of the bookshelves in the main room. This will cause the spruce planks in the flooring to break and reveal a hole into a secret basement. Note that this 1x1 hole closes quickly, and players that have not started or completed the quest are not able to fall through this hole.

After that, two puzzles must be solved in order to complete this segment and reach Lab N:


Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to Red & Brown Mushroom Lights-Out Puzzle.
The objective of this puzzle is to turn all of the brown mushroom blocks into red mushroom blocks.


A grid of buttons and mushroom blocks is placed on the floor. Pressing a button will turn the block underneath and all adjacent blocks into the opposite type of mushroom (i.e. from brown to red, and vice-versa).

A picture of a solution order is below:

solution of the brown/red Mushroom Puzzle.

A text version of the solution is as follows:

Starting from the second layer from the bottom (the long edge), press any button on that row. Then press buttons along the row until the short edge is reached. Press two more buttons up until the second layer from the top is reached, then progress towards the other short edge. Return down two buttons and continue until the original start point is reached.

Spoiler alert: The hidden text contains spoilers relating to QR Code Password Puzzle.
The objective of this puzzle is to step on the pressure plates in the correct order.


The room contains four pressure plates (stone, wood, gold, and iron), one in each corner of the room. The correct order in which they must be pressed can be found by decoding the QR code that makes up the floor:

QR Code

When decoded, it yields the following image:

Decoded QR Code


The order to step on the pressure plates is:

1. Stone

2. Gold

3. Wood

4. Gold

5. Iron

6. Stone

7. Wood

8: Iron


Upon stepping on the last plate, all players in the room will be teleported to Lab N.


Notes:

- Stepping on the plates in the wrong order will open up a room in the back. Entering this room will teleport the player outside of Yahya's house, forcing them to have to gather the three items again and re-do the segment.



After solving the puzzles:

All players in the QR code room will be teleported to Lab N.





Segment 3 - Lab N - "The Checkpoint"[edit | edit source]

This section requires four players in total.

NOTE: If you have already reached Lab N / completed the quest, you do not need to repeat the previous segment to get back into the Lab. Instead, you can throw a Mysterious Feather onto a yellow carpet in Nohno's basement at Rooster Island to return here, or have a party member already in the Lab open the Rooster Island door from the inside.


After reaching Lab N, there are two puzzles that need to be solved. Both puzzles require four players to complete.


Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to Color Maze.
The objective of this puzzle is to get all four players through the final door at the end.


In this puzzle, there are a total of seven rooms, each with at least one pressure plate outlined with a colored block. Stepping on a pressure plate will "lock" that plate by surrounding it with invisible barriers. A plate can be unlocked by jumping- this will play a metallic clinking sound and remove the barriers.

For a layout of the rooms, refer to the following GIF:

ColorMaze.gif

Specific instructions for the solution are listed below. Some context:

- The "main room" is the very first room entered, which contains three red plates and one orange plate.

- The "upper room" is the room past the red door, it contains a light blue plate, a cyan plate, a dark blue plate, and a purple plate.

- The "final room" is past the upper room, and contains a yellow plate.

- The "lower left room" contains a green plate, and is located to the left of the main room.

- The "lower right room" contains a green plate, and is located to the right of the main room.

- The "upper left room" contains two pink plates and a cyan plate.

- The "upper right room" contains a cyan plate, a brown plate, and a light blue plate.


Instructions:

1. All four players enter the main room.

2. Players A, B, and C step on the red plates. Player D enters through the red door in the center and into the upper room.

3. Player D steps on the dark blue plate (lower left of the upper room). Player C in the main room enters the lower right room and steps on the green plate within.

4. Player D steps on the purple plate (lower right of the upper room). Players A and B enter the lower left room.

5. Player B steps on the green plate in the lower left room, opening the green door in the same room. Player A goes through the door into the upper left room, stepping on a pink plate.

6. Once Player A is on a pink plate, Player B returns to the main room and steps on orange.

7. Player D goes through the now-open orange door to join Player A in the upper left room. Player D steps on the unoccupied pink plate.

8. Once Players A and D are both on pink, the pink door in the lower right room opens. Player C goes through this door into the upper right room and steps on the light blue plate.

9. After Player C enter the upper right room, Players A and D return to the upper room and step on the cyan and light blue plates respectively.

10. With Players C and D on the light blue plates, the door connecting the main room and the upper left room opens. Player B enters the upper left room and steps on the cyan plate.

11. Once Player B enters the upper left room, Player C moves from the light blue plate to the cyan plate- this opens a door in the upper room.

12. Player A enters the final room and steps on the yellow plate within. Players C and D return to the light blue plates.

13. Player B returns to the main room through the light blue door.

14. Once Player B is back in the main room, Player C steps on the brown plate.

15. Player B joins Player C in the upper right room, and all players go through the open doors to join Player A in the final room.


For more specific instructions (useful for guiding a party through the puzzle), expand the following spoiler:

Spoiler alert: The hidden text contains spoilers relating to Explicit Instructions.

1. Everyone in.

2. A, B, C on red.

3. D into upper room.

4. D on dark blue.

5. C into lower right room.

6. C on green.

7. D on purple.

8. A, B into lower left room.

9. B on green.

10. A into upper left room.

11. A on pink.

12. B into main room.

13. B on orange.

14. D into upper left room.

15. D on pink.

16. C into upper right room.

17. C on light blue.

18. A, D, into upper room.

19. A on light blue.

20. D on cyan.

21. B into upper left room.

22. B on cyan.

23. C on cyan.

24. A into final room.

25. A on yellow.

26. C on light blue.

27. D on light blue.

28. B into main room.

29. C on brown.

30. B into upper right room.

31. B, C, D joins A in the final room.

For a gallery version of the instructions, expand the following spoiler:

Spoiler alert: The hidden text contains spoilers relating to Picture Form Description.


Notes:

- Stepping on a plate when there is not exactly four players inside the puzzle will teleport everyone back to the first room of the Lab.

- As of currently, there is a bug that causes the players to be punted back to the first room of the Lab upon stepping on a plate- even if there are exactly four players within the puzzle. This is affectionately known as a "boot" (because it is as though the puzzle is booting up like a computer, and because the players are booted out from the puzzle and back into the first room). As the name suggests, a "boot" will occur on the first time entering the puzzle. Upon the second entry, if there are exactly four players in the puzzle, a "boot" will not occur.

However, if too many or too few players enter and are transported out by stepping on a plate, another "boot" will trigger on the next entry.

It is recommended that after the first boot, all players wait to re-open the door- otherwise, accidentally leaving a player behind will force the puzzle to require another "boot".

- Please remember your "please"s and "thank you"s. While you may be issuing instructions, be aware that some players may not particularly enjoy being ordered around (even if it's necessary). Be patient and lenient if someone doesn't move right away.
Spoiler alert: The hidden text contains spoilers relating to 4-Color Flow.
The objective of this puzzle is to draw the colored wires on the white circle such that each player is able to reach their destination.


Begin the puzzle by having each player stand on a pressure plate. This will inflict all players with a slowness effect. Then, move over the quartz blocks in the floor to change the block underneath into a colored block matching the color of the previous block.

The puzzle is complete when all four players connect to and stand on top of the colored terracotta/clay.

Jumping will reset the puzzle back to a blank board, and will require the players to return to the pressure plates on the edges to start again.

The solution can be seen in the image below:

LinkColors.png


Notes:

- Blue and Red are mirrors of each other, as are Green and Yellow.

- For players that do not know the solution, waiting is the best option. Once a player has reached their destination, it is possible to give instructions such as "hug the green line" or "follow next to the blue line" that are easier to follow.



After solving the puzzles:

The final room contains a Rusted Laboratory Key, and a teleporter with four plates. After getting a Rusted Laboratory Key, have each player stand on a plate to update the quest book for the final segment. The teleporter will transport all players within the chamber to Nohno's basement in Rooster Island (in the cell next to the one that can shortcut back to Lab N).

Note that it is not strictly necessary for all players have a Rusted Laboratory Key. The key will not be consumed in the final segment- the game will only check if it is in a player's inventory.

Sometimes, the teleporter will fail to transport a player. It is possible to activate the teleporter using a horse and/or stepping on all of the remaining plates in quick succession.





Segment 4 - Finishing the Quest - "Old Meteor"[edit | edit source]

This section does not require any additional players.

After clearing Lab N, head to the Old Meteor that lies east of Cinfras at:

 Location   Old ??? Meteor   X   7  Y   42  Z   -5018  Wynncraft Map 

Throw one of each type of meteor shard (Red, Blue, and Yellow) gathered in Segment 1 ("The Meteors") onto the brown carpet. This will open a door into the white meteor (note that it closes fairly quickly).

Once inside the old meteor, head to the upper right of the lower room and press the wooden button. This will scan your inventory for a Rusted Laboratory Key- if it is found, a door next to the button will open.

In the following hallway, step into the glass-pane chamber in the center to be teleported to Mehme's room. Talking to Mehme will finish the quest.


You can exit the Old Meteor by going back to the room you entered from, then heading towards the blue glass-pane chamber in the upper left. It will open if a player comes within proximity, and teleport you outside of the meteor.





Bonus Segment - Additional Secret Lore[edit | edit source]

Note: This section is not part of the quest.

In the hallway with Mehme's teleporter, it is possible to reach a hidden room containing some additional lore.


Puzzles and Solutions:

Spoiler alert: The hidden text contains spoilers relating to Activating the Door.
The objective of this puzzle is to activate the two pressure plates at the ends of both corridors, then press buttons beneath each meteor replica in the order of "Red, Green, Yellow, Blue".


Upon entering the hallway, there are two corridors extending to the left and right. At the end of each of these is an iron pressure plate at the far wall. Drop an item onto the plates- this will cause buttons to appear underneath the meteor replicas that can be accessed by the start of the corridors.

Then, press the buttons that are underneath the appropriately colored meteor replicas in the following order:

1. Red

2. Green

3. Yellow

4. Blue


Completing this step will cause purple particles to emanate from each corridor into the teleporter to Mehme, then to the farthest room. Head to the farthest room (with a glass sphere in the center) to move on to the next stage.
Spoiler alert: The hidden text contains spoilers relating to Invisible Parkour.
The objective of this puzzle is to reach the door on the top wall of the farthest room.


After completing the previous step, invisible barrier blocks will spawn in the farthest room. Their locations are hinted at by the beacon blocks underneath the floor. Parkour around the glass sphere in the center to reach the door at the top wall.

Once everyone has made it to the door, step on the pressure plate to open it.


Notes:

- Stepping on the pressure plate for the door will remove the barrier blocks and the pressure plate. The previous stage must be repeated in order to spawn the parkour again. Therefore, it is recommended to avoid touching the pressure plate until everyone has made it to the door.

- It is possible to skip the invisible parkour using class mobility spells.

Archers can simply cast Escape Spell and land on the overhang.

Assassins can look directly upwards and cast Vanish while jumping to launch themselves up onto the overhang.

Mages can teleport onto the overhang by aiming towards one of the corners, then jumping and casting Teleport at an angle.

Shamans can throw a totem directly onto the overhang and cast Haul, but this tends to be tricky. It is suggested to first throw the totem onto the glass sphere, then jump onto the final barrier block of the parkour and then onto the overhang.

Warriors can begin a duel with another player, then use Uppercut to launch both their target and themselves onto the overhang. It is also possible to make it to the door by rapidly casting Charge from the entrance of the room.

- If skipping the parkour directly proves to be too difficult, it can be made easier by jumping on the first few barrier blocks before using a class mobility spell, or getting on top of the glass sphere before aiming for the door.

Spoiler alert: The hidden text contains spoilers relating to Clipboard Instructions.
The objective of this puzzle is to drop the clipboard (map item) onto the bloody spikes on the floor to open a door to the next area.


Going down the stairs, there is a large room on the left and a smaller room on the right. Go down the left room until a door with a button on it is reached. Press the button to spawn a map with an image of a clipboard. Return to the small room on the right and drop the map onto the bloody spikes on the floor. This will cause an explosion that opens a path to the next room.


Notes:

- The wall that breaks upon dropping the map can also be opened from the inside, if a player is already within.

- The image on the map reads "Emerald --> Diamond", which refers to the solution of the next stage.

Spoiler alert: The hidden text contains spoilers relating to Emerald to Diamond.
The objective of this puzzle is to move the emerald blocks in each contraption onto the corresponding diamond block in the floor.


In this room, there are two contraptions made of quartz blocks and pistons. By pressing buttons, it is possible to use the pistons to push the emerald block in each contraption around.

Note that some of the pistons are actually Sticky Pistons, and some may need to be pressed first before pushing the emerald block into the head of the piston (so that when the first piston retracts, it pulls the emerald block with it).

When a contraption is completed, a note block sound will play. When both machines are finished, stepping on the iron pressure plate in the center of the room will open a door to the final area.


A video solution to the smaller contraption:

A video solution to the bigger contraption:



A video showcase of the secret area can be watched here:

Spoiler alert: The hidden text contains spoilers relating to ??? Secret Lore Showcase.

Gallery[edit | edit source]

Tips[edit | edit source]

  • While in Lab N, you can grab some Mysterious Feathers. They are used to return to Lab N without needing a Black Spoon, Small Mushroom, and a Painting. Simply throw the feather into the yellow carpet in Nohno's basement at Rooster Island to open a door that leads to Lab N.
  • If you choose to help other players after completing the quest, you can stock up on the three Yahya items and leave them in the bank for future groups. You can also do this with meteor shards in case a player drops out midway through the quest, or loses their shard.
  • It is highly recommended to unlock Calo's Airship before going through this quest, as it reduces the travel expenses and time for going between Wynn and Gavel.

Trivia[edit | edit source]

  • It took over 100 hours for the puzzles in this quest to be thought of and made.
  • If you fall off of any of the meteors, you will be teleported into Lake Gylia.