Talk:Not All Who Wander Are Lost

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I don't really feel this is a mini dungeon, it strikes me more as landmark. - Doodleplex 01:14, 23 August 2017 (UTC)

To me, landmarks are easily accessible, whereas a mini-dungeon would require some sort of puzzle-solving to reach (such as the torches, in this case). —Ventriloquist 10:26, 23 August 2017 (UTC)
I was looking at Ebon Vanguard Badge which linked to this page, but it didn't exist yet and I saw no walkthrough anywhere else, so I thought I'd create the page. Considering the other mini dungeons I don't think it's wrong to classify this as one too, I mean Bad Neighborhood is one too and that's just a room with a chest. Goff's Loot isn't much more either. But unless ANet makes a daily we don't really know what they consider mini dungeons and what not. Oranisagu (talk) 21:12, 23 August 2017 (UTC)
My reason for calling it not a mini-dungeon is that the area itself actually is accessible via Melandru's Flourish(or at least it was a few weeks ago? I was trying to get an unbound magic orb and found they were connected when I failed to get one) and the puzzle of finding and figuring out the torches, is geared towards completing the "Not all who Wander" achievement. I know Anet isn't the most consistent with stuff, but currently all chests found at the end of a mini-dungeons that we've labeled as mini-dungeons can be opened if you mange to teleport there/leave somebody in the mini-dungeon to re-loot the chest, however in this case you can't actually open the chest until the Priestess gets there. I tried and it didn't work, so I think they probably set it up that way on purpose to make sure people did the achievement. I was thinking though, since the content here is helpful for the achievement, that perhaps this could be turned into a page for that instead? The landmark part by the way is all of the tombs and tombstones, the area feels like a hidden cemetery created during the war with the White Mantle. - Doodleplex 22:28, 23 August 2017 (UTC)
that's not quite correct, I just tested it to be sure, and Forsaken Fortune has a chest that only spawns after the puzzles have been solved and the boss defeated. As for the area being accessible (I haven't found another way in, but I don't doubt it may be possible with clever gliding), many mini-dungeons (as defined by ANet when they pop up in dailies) are in the open world and have no puzzles at all, the chest can be looted as long as you can get through, so I'm not sure if the distinction between mini-dungeon and other areas can be made so easily by comparing the technical implementation. To me, Melandru's Refuge feels a lot like Tears of Itlaocol, it's primarily a puzzle (first the gong, then the tears, here it's the stick, the forge, being night and then lighting the torches) to reach a chest, with some optional mobs (Hylek vs Oakhearts), ended by rewarding the player with a chest for successful completion of the puzzle. I fully agree that ANet is very inconsistent with these kinds of things, so it's hard to reach a conclusion. On the flipside though, I don't think I remember any kind of other area/chest that's closed off by a puzzle which isn't labeled a mini-dungeon. Areas with only mobs and a chest are a lot harder to label in my opinion, some things like Bad Neighborhood I would've never labeled a mini-dungeon, if ANet hadn't made it as a possible daily. since I'm relatively new to the wiki, how do you reach a consensus on topics like these? I doubt there is a 'correct' answer, unless ANet labels it somehow. Oranisagu (talk) 19:01, 24 August 2017 (UTC)

first torch location missing in the picture

Yeah, I would add the real first point, but I can't figure out how to edit the map right now. --RoyHarmon (talk) 18:32, 8 September 2019 (UTC)