
MINECRAFT JUST ADDED A SECRET WARDEN EXPLOIT + NERFED ANCIENT CITIES…
Audio Summary
AI Summary
Big Red introduces a new method for tackling the Ancient City in Minecraft, claiming it's so simple a novice could manage it. He begins by discussing the upcoming Sculk update and the complexity of the Sculk creature, noting its potential for mini-games like Sculk Ball, though lamenting the removal of PPE.
The core of the experiment revolves around the Sculk Cube's properties. When a block is placed inside it, the Sculk Cube becomes immune to most forms of damage, only moving when hit. However, it can be damaged by fire and, as the experiment progresses, by explosions and other mob damage.
A sponsorship break from El Dorado.gg, a marketplace for virtual goods like Minecoins, is included. El Dorado is highlighted for its safety, 24/7 live support, and money-back guarantee. A discount code, "waddles," is offered for 5% off.
Returning to the experiment, Big Red focuses on the Sculk Sensor, which detects movement and player interactions. He tests if the Sculk Sensor can detect the Sculk Cube's movement. By isolating the sensor with wool, he finds that if the Sculk Cube moves too quickly, the sensor doesn't register it. A workaround is to hit the cube softer or use a block that moves less, like stone.
The general rule established is that if a Sculk Sensor can detect it, the Warden likely can too. The Warden's interaction with the Sculk Cube is then explored. While the cube doesn't feel pain, the Warden will naturally attack it. The distance from the Warden is crucial, and the Sculk Cube's movement is directly related to the damage it receives. Hitting the cube with increasing force, from fists to a diamond sword with knockback and enchantments, causes it to move farther. A punch enchantment can even send it flying off-screen.
The main theory is to use the Sculk Cube as a distraction for the Warden. The idea is to drop a Sculk Cube in the Ancient City, hit it to make it move, and lure the Warden away from the player. Different Sculk Cube archetypes are considered, with a preference for less bouncy or more resistant types, or even a damaging one.
The experiment then involves summoning a Warden and deploying a Sculk Cube. Initial attempts show the Warden hitting the cube and chasing it, sometimes causing it to explode, which is undesirable. Heavier Sculk Cubes are tested, but the Warden's strength still causes them to move too far.
The breakthrough comes with the Soul Sand Sculk Cube, which moves the least with each hit. When the Warden attacks this type of cube, it barely moves, keeping the Warden occupied without sending it too far away. This allows the player to escape or continue looting. The Warden remains engaged with the Soul Sand Sculk Cube, effectively becoming a distraction.
The strategy is further refined: players can carry a Sculk Cube in a bucket for easy deployment. By intentionally triggering a Sculk Shrieker to summon a Warden, players can then drop and activate the Sculk Cube, making their escape. The Warden, attracted to the cube, becomes fixated on it.
In one instance, the Warden gets stuck on a block while attacking the Sculk Cube, providing a prolonged distraction. The player can then explore the Ancient City at their leisure, reassured by the background noise of the Warden being occupied. The experiment suggests that even multiple Wardens can be managed with this method. The Soul Sand Sculk Cube is identified as the Warden's biggest weakness, acting as an effective "cheat code" for navigating the Ancient City. The video concludes with a reminder to like and subscribe, and a final thanks to the sponsor.