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Template:Infobox Gold Rooms are sub-dungeons within Ancient Hunts that are accessed by entering Hunt Doors that do not direct to Ancient Mob arenas. Taking the appearance of Bastion Remnants, these areas always generate in a rectangular layout, with a gated retracted bridge, and act as a source of Gold.
Appearance
The room has black stone bricks and filled with basalt and blackstone. It also resembles a treasure bastion room. Unlike the base game ,it’s floor is coated by a new patterned smooth blackstone.
Description
The player walks along a narrow hallway, away from the Hunt Door of entry, that descends to a corner containing with 2 to 3 regular or large Gold Chests and an acceding branch pathway leading to the upper corners. The upper corners may contain 1 intractable ambush beacon or lever structure per corner that, after activation and overcoming the multi-part ambush, lowers the gates of a connected room containing a varying number of Common Chests, Fancy Chests, Obsidian Chests, regular Gold Chests, and Large Gold Chests. A hidden Fancy Chest can occasionally be located at the upper branch of the top-left corner. The top-left corner connects to a staircase with a Supplies Chest and a intractable button that extends the gated bridge and lowers the bridge barrier gates, providing a shortcut back to the Hunt Door of entry. No more than 10 Gold Chests can appear in a Gold Room at a time.
The initial corridor provides little area to battle the mobs that lurk within them. Players can easily become overwhelmed if the mobs that reside are particularly formidable with enchantments. Gaps and pits are plentiful within Gold Rooms, careless rolling may lead players to fall off the traversable structure and take respawn damage.
Mobs
Due to the nature of Ancient Hunts all mobs, excluding bosses, mini-bosses, Charged Creepers, Pink Slimes, Key Golems, Quick Growing Vines and Poison-Quill Vines spawn along the initial hallway.
The mobs listed below are those spawned by activated ambush beacon or lever structures.
| Mob | Difficulty | ||
|---|---|---|---|
| Default | Adventure | Apocalypse | |
| Hostile | |||
| Blaze | Yes | Yes | Yes |
| Fungus Thrower | Yes | Yes | Yes |
| Wither Skeleton | Yes | Yes | Yes |
| Piglin | Yes | Yes | Yes |
| Piglin Hunter | Yes | Yes | Yes |
| Armored Piglin Hunter | Yes | Yes | Yes |
| Armored Piglin | Yes | Yes | Yes |
| Wither Skeleton Archer | Yes | Yes | Yes |
| Bosses | |||
| Ghast | Sometimes | Sometimes | Sometimes |
Sounds
The specific instructions are: Add ambient sounds/"music" played within the area
History
| Minecraft Dungeons | |||||
|---|---|---|---|---|---|
| 1.8.0.0 | Added Ancient Hunts & Gold Rooms. | ||||
| 1.8.6.0 | Changed Gold room generation. Previously consisted of a single long narrow corridor, stretching in a south-eastern direction containing only Mobs and 2 to 3 Gold Chests. | ||||
| Fixed Gold room bridge opens improperly for both host and clients. | |||||
Trivia
- Internally, the game refers to these rooms as
Gold Dungeonswith subtypesGold_s,Gold_m, andGold_lrespectively referring to small, medium, and large generation styles. - The background "music" played is an assembly of ambient sounds.[more information needed]
Gallery
Concept art depicting a Bastion Remnant appearing interior from Deep Dive: Back to the Nether article


