Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You might be able to change the maptile to something the monsters won't spawn on though. Which monsters spawn depends on map tile, so you'll get Slimes and Mauluscs on the moss tiles and things like the Hands on muddy water tiles.
A maptile is 8x8 square but its a little difficult to find the corners without trial an error - you have to watch your minimap for the change. If you turned such an area into a brick tile I think they'd stop spawning there. The game sees brick tiles as places where buildings exist and don't spawn random monsters there. Most wooden blocks create brown brick tiles so should be feasible at Furrowfield.
In post-game you get an item that can stop all monster spawns at Isle of Awakening but I don't think it works on the story islands like Furrowfield.
Also, in case you’re wondering, trying to spawn monsters using the ant hills or the slime spawners doesn’t work on Buildertopia either to get monsters. You can still transfer your friendly monsters there. The Ward of Edrick also prevents the ant hills and slime spawners from spawning.
It will also stop shadow monsters spawning when using the Forbidden Altar at IOA. Most people aren't aware monsters can spawn by that mechanism, too. Its not 100% of the time though.
For 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.
It also doesn’t stop monsters from spawning in a different area while you’re standing in the area where you prevented spawning.
For 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.
These are both examples that I personally experienced in my testing of the power of the Ward of Edrick. I thus have light boxes lining the floor in the cave to the Cerulean Steps from the Green Gardens to keep the ghosts out.
ESPECIALLY SINCE MY ANIMALS ARE IN THE CERULEAN STEPS AND I DON’T WANT THEM TO CRIT MY CHICKEN AGAIN!!!!
My chickens have gone through enough hell. First, I lost one and thought he died. 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. 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!
B) If you place a single Ward of Erdrick on the beach or Mountaintop Temple areas (and likely anywhere else outside of the three habitable areas) it provides coverage to entire island.
As for the Ward of Erdrick; placed in a non-community area prevents all mob spawn on the Isle of Beginnings. Placing it in a community area such as where the Furrowfield settlers stay will prevent mob spawns in that area but not outside or even on the rim as the area has a set area.
I have made that area completely and utterly devoid of monsters. it can and does happen, specially if you have enough water covering the floor to stop the lava from breaking the blocks.
Unless you spread water around in the cave areas, too - that might do it. (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.
Perhaps can relocate them though process of elimination.
Did you place one or several?
If you placed one and monsters do not spawn anywhere on Isle of Awakening, that would limit your search to the Mountaintop Temple area and the beach area. A Ward in these areas protects the entire island.
But if you placed several you might have to eliminate those two areas first and then check each of the three habitable areas for monsters and if none are spawning in one of them, then you must have a Ward there, too. A Ward in one of the three habitable areas only protects that area.
Hopefully it/they are just placed on the ground somewhere and easy to find. But if you buried it and forgot where, good luck finding it again.
Consider the underground areas before you start Golemizing everything. There's the Teleportal Cave and the Shabby Shack you built your first day on the beach, and the Mountaintop Temple has the Hidden Workshop directly underneath, the Summoning Chamber very far under the mountain (accessible from an underwater cave on the southwestern side), and the hole you made to rescue the Hairy Hermit. You might well have put your Wards in one or more of these locations and simply overlooked them. The sinkhole in Green Gardens a bit southeast of the green tablet might be another easily overlooked spot. Other than those locations there's no where else I could advise to check. You'd certainly want to make a save before you start Golemizing, so you can reload once you've found each one and recover any buildings or terrain you'd needlessly destroyed attempting to find it.