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Dungeons Clock Mystery & Clock dungeon Rework Concept

Discussion in 'General Suggestions' started by EternalOne, Feb 3, 2026 at 3:07 PM.

?

A good idea

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  1. EternalOne

    EternalOne Well-Known Adventurer

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    Well the clock dungeon/clock mystery has been confirmed to be delayed again and in development hell... Here is how I would rework https://wynncraft.wiki.gg/wiki/Clock_Mystery
    Warning this is a bit over 2000 words long... it took 10 hours to write

    TLDR This is a rework of the clock mystery into a quest and a proper dungeon which uses keys to enter. Its meant to fill the gab between Galleons Graveyard and Fallen factory

    The quest would be level 75-76, (due to the level range of the clock set armor, the areas and the gap between GG and FF) which is a 31-27 level gap.
    The dungeon would be locked behind a quest requirement like FF and EO, which involves finding 8 of 12 clocks. Making a mystery akin to ???
    (I choose 12 because its a clock and 8 to be the requirement so you don't need to get them all, since some people will struggle to find some but not others, and they could get bugged)
    The quest would revolve around first meeting an aspiring clock-maker npc standing at the clocktower wondering why its stopped ticking and remains closed. They explain how no one knows the origin of the clock tower its remained forever pristine, unchanged by time,
    Eventually this became a site where generations of clock makers and timekeepers have visited, to hone their craft, eventually leading the time set by the grand clock to become gavels standard of time. They ask the player to look for clues at the top of the tower.This starts the quest clock mystery.
    At the top of the tower, requiring parkour, (or movement spells) you would find a ghostly npc, who claims to be the former caretaker of the tower. They will provide, cryptic hints, after telling you to search for clocks spread across gavel.

    You only need to find 8/12 clocks
    1. Within the city that will soon start eating there glimmering walls of stone. (Llevigar) [found within a storage unit](Dusty Clock)
    2. Plundered by thieves who built an empire (Karoc Quarry) [within the bandit hideout] (Cracked clock)
    3. An impulsive purchases within a new prosperous town built around a bridge. (Bucie) [Given by an NPC, who regrets impulsively buying it] (Pristine Clock)
    4. Sold by someone in desperate need, deep within the swamp (Olux) [Sold by a desperate NPC] (old clock)
    5. The lost toy of a child who's tribe is misunderstood. (Centerworld Fortress) [Ask one of the children who will trade it for some meat] (Toy clock)
    6. Buried near the manor lost to ruin, (Gelibord) [in a grave near Caritat Mansion] (Clogged clock)
    7. Those who live with nature, without unneeded luxury. (Efilim) (Found under an tree) (Busted clock)
    8. In a place made by those foolish and small. (The Shiar) [talk to a crazy hobbit] (Maddening clock)
    9. Clenched by one burned for heresy. (Lexdale) [Buried at the center of town] (Melted clock)
    10. Forgotten, and defective, unneeded by timeless elves (Aldorei Valley) [in storage] (Defective clock)
    11. A retired craftsman living at the center of where this land is ruled (Cinfras) [found with an old clock maker] (Abandoned clock)
    12. Retrieved after dropping into the great lake. (Lake Gylia) [inside on one of the boats, or in the watch camp) (Rusted clock)

    Overall I have tried to change the clock fetch quest from something you need to do every time to something you only need to do once. (I also added and reworked some clocks to fit more with the current version of gavel since many things have changed and been added since this secret was a thing. (mainly Bucie, and Centerworld fortress)

    Once you have the 8 clocks you can return to the dungeon and talk to the NPC, and by studying the clocks they figure out how to open it. (The quest gets completed) Completing the quest would open the entrance the to clock tower once more.
    The NPC you did the quest with now appears inside and acts as the new dungeon merchant. (they sell the dungeon key)
    Talk to the keeper to start the dungeon. (maybe the ghost of the old caretaker)

    Now for the Dungeon
    TLDR Overall the dungeon would be a hybrid between Timelost Sanctum and the Sundial Sanctum cave.


    The dungeon would have a single centralized room, with 12 paths, each in the direction of a number on a clock.
    In order to clear the dungeon and the boss you will need to clear 8 of the 12 rooms.

    These rooms would be fairly short and simple, taking 30-60 seconds to complete each
    You will be given the option between 2 rooms at a time. (the 2 which the clock hands are facing if possible)
    At the end of each room, there would be a gear that needs to be repaired or unstuck. (this contrasts the crystals you break in Timelost Sanctum)
    After clearing each room the clock in the center will start to move, and the engineering in the room will start to work again. (aka it will start to change like Timelost Sanctum)
    After each one you will get ominous dialogue.
    Once you clear 6 rooms the boss will tell you their name and tell you to leave their domain.
    After clearing the 8 required rooms the clock starts to work again, then the final boss will then spawn in the center of the clock which acts as the dungeons hub.

    Overall Unlike the original clock mystery dungeon, which had 7 minibosses of low quality, and vastly different level ranges. This version would have rooms split into 4 different activity types.

    1. First there would only be 3 rooms with mini-bosses, each based around the aspects of time, The past, The future, and The present.
    A. The past boss, would focus on keeping its distance, while using ranged attacks to attack the player. If the player gets too close it will try and flee elsewhere. (this represents the past always being out of reach, unable to be changed)
    B. The future boss, known for time travel, would be a boss that teleport around and rushes the player. (like using charge and movement spells to reach the player) (this represents the future always coming)
    C. The present boss, would focus on melee attacks, having the most health, while overall straightforward. (Represents the present always being here)

    2. There would be 3 rooms with pardcore, which are focused on the perception of time.
    A. A straight linear, pardcore which the player is given speed and maybe jump boost. (going upwards maybe with slime blocks)
    B. A slow platforming challenge where the player is given slowness, and must make jumps and fall downward. [Like a multistage dropper map]
    C. A timed rhythm based platform challenge, with pistons and blocks, (pardcore with a timing) (maybe a spiral pattern)

    3. There would be 3 rooms with puzzles about repairing/replacing a broken gear (representing maintenance)
    A. A crafting minigame that requires you to create a new gear from components scattered across the room, to replace one that has been broken
    B. A Simon Says minigame, where you repeat the patterns shown, to get the gears to start working. (basically trouble shooting)
    C. A traditional puzzle minigame, where you need putting several scattered gears back into the proper locations/orders.

    4. There would be 3 rooms with mob tokens. (meant to ways of death)
    A. A room full of many small quick enemies, that move very quick but deal little damage, with low health. (basically a swarm, representing death by 1000 cuts)
    B. A room with few but elite, large enemies, that while slow deal a lot of AOE damage. (representing getting hit by a metaphorical train. Representing death by 1 decisive blow)
    C. A room with standard amount of normal speed enemies , which use projectiles, and other means. (meant to represent death by normal means/old age)

    5. The Final boss. Like the original dungeon, the final boss would be Kronos…(Here is how I would rework it)
    The boss Kronos has 2 phases and is supported by the 3 fates. (Clotho, Lachesis, and Atropos) [representing birth, lifespan and death]
    [I have ideas for an original boss but I am trying stay faithful to the original clock mystery and its final boss]

    Also this is Kronos the titan of harvest/seasons, not the personification of time Chronos. They are different entities... Since it says kronos going with the titan.
    (Kronos is known for the passing of cyclical seasons)
    Wont give stats since I don't know the stat scaling at level 75


    Kronos, the titan of the harves
    They would be fairly large, as a titan (about 2-3 times the size of Charon)
    They would have white hair but be a large humanoid, perhaps in Greek garbs, with a giant Sickle and wand.

    The first phase would revolve around the titan leisurely walking around, with 3 attacks. (they are over confident)
    First they would use there large sword to do a swipe attack. (smaller scale than the TCC one)
    Second they would cast meteors at the player, which serve as projectiles from a distance.
    Third they would have a sword slam attack that acts like an AOE attack. (larger scale slam attack like the cow duo boss alter attack)

    The second phase, The boss screams, leading to the clock to shake. (maybe kills the supporting fates.)
    First attack is now preceded by a charge. (so they charge then swipe)
    Second attack remains unchanged
    Third attack is unchanged
    Fourth they now have a continuous charge attack, where they cover the arena.
    Fifth an AOE ice spell around themselves, which slows the player if hit
    Sixth Sickle throw, where they throw their weapon.

    The 3 fates have less health, but provide the boss different buffs and the player different kinds of debuffs. (These are meant to be simple and not complex)
    Overall there appearance would be hunchback and frail old women. (how they are depicted in Greek mythology) (they are sisters so they would share the same model with slightly different textures)

    Clotho the fate of birth, would have 3 actions
    First would be an attack that summons weaker minions/servants that deal some damage... (if not dealt with will eventually overwhelm you)
    Second, it occasionally cast a spell that weakens the player
    Third like the other fates it will occasionally heal Kronos

    Lachesis the fate of life, would only have 3 actions
    First occasionally cast a spell that drains the mana of the player
    Second it would provide Kronos with with speed
    Third like the other fates it will occasionally heal Kronos

    Atropos the fate of death, would have 3 attacks.
    First it would occasionally cast a spell at the player, that would give the player heavy slowness. (slowness 3)
    Second attack is telegraphed. Its a slow charge attack that causes have damage, and covers a very long distance.
    Third like the other fates it will occasionally heal Kronos


    NOTES:

    I have tried to be faithful to the original, but making it more compliant with the current lore/design, while adding some of my own ideas.**

    Reasons I suggest the clock mystery be made a quest instead of how it was before is for the following reasons
    1. The clock mystery was very hard to grind for the clock set historically. (unless you knew you could /class grind it) This is because you needed to both gather all 8 clocks and do pardcore every time you wanted to do it. This made the secret dungeon quite tedious. (which is why I suggest make it a one time quest)
    2. It was very well hidden and most people didn't know about it despite, being a relatively large amount of content back in the day.
    3. I think having another quest like ??? could be neat/fun and add diversity, to the game.

    Reasons I suggest reworking it into a proper dungeon, instead of what it was.
    1. Its historic version was very lacking, just a low quality boss gauntlet, without any real challenge, until the final boss. (which you were often often over-leveled for)
    2. By making it a dungeon it can easily be grinded without the tedium of the historic version.
    3. There is no original dungeon around level 75 and its a 30 level gap between original dungeons. Based upon the old version a reworked version would fit perfectly in this gap.
    4. No original dungeon in gavel.