Silverfish Dungeon

This dungeon has been reworked in the Gameplay Update and is now called Sand-Swept Tomb.

Overview
This dungeon was the hardest dungeon in the Wynncraft world. The minimal recommended level to try to beat this dungeon was 36, however, the player should not have attempted to solo the dungeon until they were at least level 50. The dungeon was deadly because of its battle/puzzle combination; Level 35 Tomb Silverfish spawned in huge amounts, and would constantly damage even the highest level players.

''This tomb, saturated with silverfishes and spiders, is very likely to drive you crazy with it's traps and puzzle. Be sure to come well equipped when entering this dungeon.'' - Wynncraft Help Guide

Phase 1
The first phase combined battle and puzzle. Tomb Silverfish would constantly spawn right from the beginning. To the left of the room was a set of parkour, to the right two mysterious snakes which you can climb into, straight ahead is the closed door to the next stage. To open the door you had to weigh three pressure plates. To weight them, you simply dropped any item on them. The first pressure plate was located at the end of the parkour to the left. In order to reveal the second one, the player had to swim into the mouths of the snakes to the right and drop an emerald in each of the holes. A door would open in the room leading to the last two pressure plates. After they were weighed, the door to the next stage would open

Phase 2
The second phase was parkour. There were three routes of parkour the player could take, all leading to the next stage, however, the left side was distinctly easier than the others. If the player failed the parkour a utility spell could be used to get back on a jump, or the player could just wait to be teleported to the beginning.

Phase 3
The third phase was a difficult battle. A long and wide pathway, spawning Tomb Silverfish and level 35 Tomb Guardians, would lead to a staircase. Climbing the stairs lead to another pathway with more mobs and arrows falling from the sky. The fourth phase was just across this pathway. It should have been noted that running through everything or riding a horse was the easiest tactic for this.

Phase 4
The fourth phase was a very simple puzzle. Upon reaching the end of the path, the player was faced with two corridors, however invisible blocks prevented the player from continuing through them. Instead the player had to trigger a tripwire hook which opens a drop in the ground. The player had to drop down through either one of them. Afterwards, the player was faced with a short room with a closed door at the end. To open it a button at the other side had to be pressed, then the player had to sprint for the door as huge swarms of mobs would be released. The door the player would just have opened, would lead to the boss room.

Boss Phase
The last phase was the boss fight. The dungeon's boss was a level 45 Sand Witch with 6500 points of health. She could occasionally spawn Tomb Silverfish to fight for her and her main attack was a fire charge that could damage the player. It should have been noted, however, that the fire charge could be deflected. The witch could also use an ability that temporarily blinded the player and dealt damage. The witch would also constantly heal 200-400 of its health, so you should not have stopped hitting it. Unless you had very powerful gear, it was recommended not to solo this boss.