Minecraft-Middle Days

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## Contents

* 1 Introduction
* 2 Making a Nether Portal
* 3 Preparing for The Nether
	+ 3.1 Basic supplies
* 4 Enter The Nether
	+ 4.1 Lag
	+ 4.2 Protecting your Portal
		- 4.2.1 Special cases
		- 4.2.2 If your portal gets blasted
	+ 4.3 Fending off Ghasts
	+ 4.4 Resources found in the Nether
* 5 Exploring The Nether
* 6 Nether Fortresses
	+ 6.1 Closing a blaze spawner
	+ 6.2 Farming a blaze spawner
* 7 The Hazards
	+ 7.1 Lava
	+ 7.2 Zombie Pigman
	+ 7.3 Ghasts
	+ 7.4 Blazes
	+ 7.5 Magma Cubes
	+ 7.6 Wither Skeletons
* 8 Brewing
* 9 Settlement

## The Nether

This is one of the first things introduced to you in your middle days.

## Introduction

The Nether is a dangerous hellscape if you are not careful. It is filled with zombie pigmen, ghasts, and magma cubes. Blazes and wither skeletons hide in wait in their fortresses. So, you are no doubt wondering, why even go to this place? Well, it has no creepers and other hostile, Overworld mobs (except in some cases skeletons, which will frequently play with wither skeletons). The Nether is home to useful and rare potion ingredients, not to mention netherrack (which if lighted, burns forever), soul sand (used in many traps, and to create the Wither), glowstone (a block used for lighting, and cannot be affected by redstone), and nether quartz ore
 (used in advanced redstone components and decorative blocks). It can
also be used for fast travel between far off areas. This guide will aid
you in becoming a successful Nether dweller, and hopefully make it a
much more hospitable land.

## Making a Nether Portal

To make a nether portal, you will need 10 obsidian blocks (you do not need to include corners, but you can if you want to), plus flint and steel.
 Although quite expensive, fire charges can also be used as one use
lighters for portals only! Or you can use lava and two blocks of wood to
 light the portal.

Place the obsidian to make a hollow upright rectangle, four wide by
five high (on the outside) and one block thick. Once you have made the
frame of the portal, use the flint-and-steel to light one of the bottom
pieces of obsidian. The inside of the frame should light up with an
eerie purple glow: Your portal is now active and ready for use.

* If you don't have *quite* enough obsidian, you can leave off

the corner blocks to make it with 10 blocks instead. (You'll probably
need to put "dummy" blocks such as dirt there to complete the frame, but
 you can remove those afterwards.)

* If you don't have *any* obsidian (perhaps not enough diamonds

for a pickaxe?), but you do have iron buckets and available lava (a
small lake or many flows), it is possible to "cast" a gate in place.

* + Note that this process will **not** work if you're already *in*

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the Nether—you'll have plenty of lava, but no water. The only way water

```

 can be in the Nether is by putting it in a cauldron. This process as
shown in the diagram must be done in the side of a mountain, or wall 2
blocks thick, THIS IS NOT ON THE GROUND.

* 1. You will need at least 10 (up to 14) lava source blocks (carried in buckets), and another bucket of water. You don't need all the lava ready at once, but having at least 2 at once will save you some trouble.
	2. Build a mold out of dirt for the bottom: a trench 1 wide and 2 or 4 long.
	3. Fill each block of the trench from a lava bucket, then place your

water on a mold block to flood the lava and turn it into obsidian. (If
it turns into stone or cobblestone instead, you misplaced a source
block. Just mine the cobblestone out and try again.)

* 1. Extend your frame upwards and repeat the process to mold the next

layers: Three levels of two separated pits for the portal sides, then
another trench for the top.

* 1. Dig away the dirt frame, and light your new portal!
	2. If for some reason you need to come back, keep your portal housed in

 a lit building, but DO NOT USE BEDS because beds blow up in the Nether
when you try to sleep in them.

## Preparing for The Nether

First, gather your supplies and tools, remembering that you are
likely to get killed a few times while learning how to survive in the
Nether. *Don't hit the pigman!* You're going to be going through a lot of cobblestone and iron, so make sure you've got plenty of those laid in at home.

### Basic supplies

* Blocks: Start with at least two stacks of cobblestone for shelters and paths, and a stack of gravel for pillar jumping and descending cliffs. A little colored wool or clay may be handy to provide distinctive markers.
* Supplies: At least quarter-stacks of wood and iron ingots for tools, and perhaps some string for bows.
* Food: And plenty of it, favoring bread over heavier stuff. It is

vital to keep your hunger bar filled at all times so that you can
regenerate health (cookies or melon slices may be useful for quickly topping-off your hunger bar.) Mushrooms are fairly abundant in the Nether, but mushroom stew is clumsy, and as with the heavy meats, you won't get full benefit unless you let your hunger get dangerously low.

* Armor and tools:
	+ Don't risk diamond equipment unless you can afford to lose it. In general, you want at least iron all around. Enchantments

 are good, but some enchantments are useless in the Nether (Flame, Fire
Aspect, Aqua Affinity, mostly Respiration). Remember that "generic"
Protection *includes* Fire, Blast, and Projectile Protection. Especially useful: Unbreaking tools, Feather Falling.

* + You really need iron armor for decent protection, and iron's tool

durability cuts down on awkward moments. Remember, there's no
Cobblestone in the Nether except what you bring, and you'll be wanting
that for shelters and paths!

* + - An axe will get little use, but may be helpful recovering wooden stuff that you've placed. Consider skipping it.
		- Bring an iron pickaxe, or even make and use stone pickaxes. Unbreaking is good, but Efficiency is **bad**. Netherrack mines *very*

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quickly: an Efficiency-enchanted pickaxe (especially diamond) can blast

```

 holes through floors and walls, perhaps unleashing lava. However, a
fast pickaxe is still useful for altering your own cobblestone
structures. Fortune or Silk Touch are handy for mining nether quartz.

* + A bow (enchanted if possible) and a full stack of arrows (One arrow if you have the Infinity enchantment), for taking down ghasts.
	+ Be sure to bring a flint and steel, to re-light your Nether Portal if needed.
	+ A full stack of torches.

 While in the Nether, you can sort of see without light sources, but not
 very well, and the torches are good for marking stairways. (Also, you
do see *better* when things are lit.)

* + Jack o'lanterns.

 These are much more durable than torches, and more distinctive at a
distance. Place them facing back along the route to your portal.

* + One or two empty buckets, for collecting the odd bit of lava found while digging.
	+ Ladders, up to a stack. Lots of cliffs here!
	+ Various fence-type blocks—your options will change as you explore

the nether, and each has its tradeoffs. Any of these can also be used to
 block lava flows, though wooden fences will burn away.

* + - Your classic wooden fences

 are of course flammable, and fire is all around in the Nether (they're
also fairly vulnerable to Ghast explosions, but not as much as
netherrack!) However, while they last, they do block Ghast vision and
roaming ZPs, and they're pretty cheap. Bring them until you've got
something better. Also remember that you'll likely be using wooden fence gates for all of the below, since they won't attach to doors.

* + - Iron bars

 are fireproof and Ghast-resistant and can even serve for windows.
However, they do not have fences' extra height, so a single row won't
block mobs. Using them a lot can also get expensive.

* + - Cobblestone walls are 1.5 blocks high like fences, but they don't make very good windows. Good for the top row of an otherwise-cobble wall.
		- Nether brick fences are also a viable option, *after* you've

spent some time mining around and collecting dropped netherrack from
ghast craters. These combine all virtues: 1.5 blocks high, fire- and
blast-resistant, and fairly transparent to boot. The issue will be
supply: 3 stacks of netherrack smelt and craft into only 48 units of
fencing.

* + 14 (at least 10) obsidian,

 if at all possible - if your portal emerges somewhere really
unreasonable, you may want to build a return portal somewhere safer.

* + 1 cauldron and a water bucket (if you get set on fire you can place the water in the cauldron)
* Optional items:
	+ Optionally coal and (more) wood, to make more torches as needed.

(Once you find a fortress, wither skeletons will provide scraps of
coal.) While there are no smeltable ores in the Nether, netherrack can
be smelted into nether bricks, which can then be crafted into items.
(Plenty of lava about!)

* + Wooden doors

 are less useful because of their flammability and low blast resistance,
 but they do block mob vision while they last. Use them for the initial
shelter, until you figure out where it's safe to put a switch for an
iron door.

* + Later, an iron door or two will provide more security. Don't forget some stone buttons and/or levers to open them! (pressure plates and tripwires are an option, but may be tripped by wandering mobs.)
	+ A half-stack or so of cobblestone stairs can be helpful to make ramps around your base, or elsewhere.
	+ Perhaps some Dirt :initially as a marker block, eventually for growing plants.
	+ Snow blocks to make snowballs may be useful, especially against blazes, which are damaged by them.
	+ Other marker blocks. Colored wool is conspicuous and cheap, but also fragile and flammable. Stained clay provides a sturdy alternative.

## Enter The Nether

When you first enter the Nether, you may be awestruck by the amazing
structure of it. Don't get too caught up in the scenery, though, as the
Nether is a dangerous place. For your first visit, the main threats will
 be falling, fire, getting lost, and especially ghasts. The falling and fire can be handled in the usual ways, but your most urgent threat will probably be ghasts,
 on account of the other hazards don't move or shoot at you. That said,
don't be careless: sudden drops and holes, can be hard to spot in the
confusing netherrack landscape. (You may want to use a resource pack
 just to replace the eye-hurting default texture for netherrack.) And
fire is rather more dangerous when there's no water to put yourself out
with! You may meet some magma cubes, but those are straightforward to kill. *Don't* mess with the zombie pigmen just yet!

### Lag

With a slower computer, you may find you have massive lag when you
enter the Nether. (If you have bad lag when loading a new game, you'll
have it here too.) The work-around is the same: After you step out of
the portal, turn on the `F3` debug info, then `Esc`
 to pause the game. Note the "Chunks Updated" line—even while paused,
the game is continuing to load chunks and update them. (While you're
here, note down the coordinates of your portal.) You want to wait until
the chunk updates drop to zero, meaning the game has finished loading
the region around you. Then you can unpause the game and resume play.
This trick is also useful when you want to bump up your "chunk render
distance" to scan the distance for nether fortresses (and when you drop
it back down).

### Protecting your Portal

Your *first* order of business is to build a cobblestone shelter around your portal. (Brick, stone, and such will all suffice, but cobblestone
 is cheapest in the Overworld.) Basically, take the quickest possible
look around, just enough to see what kind of ground you're building on,
then start slapping down cobblestone into a wall. Unfortunately, a first
 portal has a disproportionate chance of coming out next to an abyss,
lava lake, or netherrack wall. For the first two especially, start with
the wall that keeps you from falling/being knocked into that. (The
netherrack wall is initially harmless, but a few Ghast fireballs could
turn that into a hazard too.) Another hazard is lava coming down from
above (remember, the source blocks were just created with the Nether).
This may force you to abandon your original portal.

If by ill chance you wound up with a portal floating over lava,
attach the bottom layer to the outside of the ledge blocks, and do just
enough to shelter you while you start a bridge to land where you can
make a return portal. If it's some other impossible situation (lava
coming down over you, top of a thin ridge), go somewhere safer and build
 the shelter first, with a return portal inside.

Digging caves out of netherrack may be *easy*, but then ghast
fireballs can make a real mess of your lair! You will need at least two
or three stacks of cobblestone for the walls and ceiling, and the floor
and other trimmings may well cost another stack. Since you're right next
 to your portal, feel free to go back to the Overworld for more
cobblestone as needed.

Your shelter needs to be at least 5 high, but the portal itself can
be part of the roof. (While it's tempting to do the same with a wall,
it's probably safer to be able to walk around your portal on both
sides.) Use iron bars for windows. Make sure to leave enough space for a crafting table and a chest
 or two. Don't forget the door, either - wood will do until you figure
out where an outside button or lever won't be vulnerable to fireballs.
Note that if you're building against a netherrack wall, you do need a
cobble back wall in front of that. (If you want to dig there, you can
always put a door in.) Once you've got the walls and ceiling up,
likewise cover or replace the floor with cobblestone, extending it to
under the walls (that is, the walls should extend a block below floor
level, and a little further under the doors. That is, you want a few
blocks of cobblestone floor outside the doors, in case a Ghast shoots
you while you're entering or leaving. You should end up with a space
completely enclosed by cobblestone, iron, and a perhaps a bit of
obsidian.

Later on, you can start to make nice houses and bigger bases in the
Nether, but for now, your cobble vault with the portal, a chest, and a
crafting table, is sufficient. (The chest is important if you don't want
 to lose too many of your items whenever you happen to die.) The only
necessities are iron armor, a pickaxe, sword, and shovel (all iron),
food, bow and arrows, cobblestone for making quick shelters, some dirt
or gravel for pillar-jumping or stopping lava, and your trusty flint and
 steel. The rest of the items or extra supplies can be stored in the
chest. (If you're going any distance, bring enough obsidian to make an
emergency portal.)

To prevent mobs from spawning in your Nether home/base, you can use
transparent items or half-blocks as the floor. However, be warned that
mobs can spawn on the nether portal itself.

The *second* order of business is making the table and a chest,
then stashing most of your supplies, anything you don't want to risk
carrying with you. You may well be able to expand the shelter later, or
dig out a larger living space, but protecting the portal comes first.

#### Special cases

* You may find yourself under fire from ghasts immediately upon

entering the Nether. Don't panic, just concentrate on building a wall
between you and the ghast, bouncing fireballs back when you can.
Re-light your portal if needed, then extend your wall around the portal.

* If your portal emerges floating over a lava lake, you'll get a few

extra blocks of ledge at the bottom, but you'll still want to build that
 out into a platform, then continue building a path to safety. Then
build a shelter there, and a new return portal within it. Deactivate the
 old portal before you use the new one, so that your portal in the
Overworld will link to the new one.

* If you manage to get hit with both of these at once... well, that

seriously sucks, but it's not guaranteed unsurvivable. Try to bounce the
 fireballs back at the ghast in between placing cobblestone as above....

* Should your initial portal spawn *in* a Nether Fortress it may seem cool, but a Nether Fortress is not a safe place for your main portal, *especially*

```
if it came out on a walkway or otherwise in the open. You really should

```

 find a suitable spot outside the Fortress to build a return portal. If
you must have your portal in the fortress, fortify an empty room, with a
 door or fence gate controlling entry... then leave an iron golem in
there to deal with any spawns.

#### If your portal gets blasted

Your first resource should be your handy flint and steel. If for some
 reason you don't have one, all may not be lost. If the portal was
exposed enough to get hit by a ghast fireball, maybe you can convince
that or another ghast to hit it with *another* fireball, which will re-light it.

If you don't have the nerve or armor for that, you can try other
means to get a fire in there. The picture shows one method—it was done
in the Overworld for convenience, but the same idea will work in the
Nether. (It does take a while for the block to catch, and will only
sometimes light the portal when it does burn away). If you *also*
lack a bucket, you may be able to channel lava past the portal, or even
build a trail of wooden blocks (planks are cheap, but wooden slabs
 are cheaper) to the nearest fire. (That last method will be especially
tricky, as fire doesn't always catch. Try making it wider than one
block....) Note that fire spread depends on difficulty—getting it to
spread into the portal will be paradoxically harder on Easy difficulty,
even worse on Peaceful, and rather easier on Hard. In any case, do try
not to torch anything important in your base. Also, before you convert
all your wood to slabs, you might want to make a couple of chests....

If you forgot your flint and steel, but you do happen to have brought
 some iron, perhaps if you were bringing it to build gear in the Nether,
 there's an easier route. Gravel generates commonly in the Nether. Thus, you can repeatedly place and destroy a block of gravel until you get a piece of flint, allowing you to build a flint-and-steel, restart your portal, and escape.

As a last resort, if you have (or can make) a chest or two (they
appear in fortresses, so you might be able to locate one), you can stuff
 all your equipment into the chests (don't forget your armor), then
commit suicide. Assuming you aren't playing on hardcore, you will
respawn in the Overworld, and can re-equip yourself at leisure
(especially your wayward flint-and-steel!). Then go back through the
portal (perhaps creating a new portal frame in the Nether) and collect
your stuff.

Lighting a fire

There is also another fire-starting device whose ingredients can all
be obtained from the Nether, if you don't mind fighting a few monsters.
First you must find a nether fortress, kill a Wither Skeleton for its
coal, find a Blaze and collect its rod. Then slay the Ghast that
deactivated your portal for its gunpowder. Turn the rod into Powder,
then combine the three in the 2×2 crafting grid for a fire charge. This
is basically a flint and steel substitute, and can be used in the same
way. If you have a dispenser, you can shoot it as a fireball to get
revenge on that Ghast! By the way, flint and steel can also sometimes be
 found in nether fortress chests, so keep a lookout for them.

### Fending off Ghasts

Ghasts are one of the hardest mobs to fight in *Minecraft*,
 mainly because of their floating ability and their long-ranged
fireball, which does considerable damage (one direct hit can kill you,
though armor will help). The fireballs are fairly easy to dodge, but
they also tear up the landscape, not to mention setting it afire. The
classic defense is to build a mini-shelter out of cobblestone, 3 blocks
high with a ladder to let you poke your head (and bow) over the top, and
 preferably a 3×3 roof two squares above that.

As mentioned above, the best way to take them out is with a bow and
arrows; however, you can also repel their fireball back at them by
left-clicking on it as it approaches you (if you manage to hit them with
 their own fireball, the ghast will be killed, and you'll get the
"Return to Sender" achievement.)
 Be forewarned that this takes practice, so don't expect to use this
method as your sole defense against ghasts. You can also deflect the
fireball by hitting it with an arrow, a snowball or even an egg.

If they fly low enough you can also hit them with your sword. This
often is a possibility when they fly into shorter areas and isn't all
that hard to do if you luck into a low-flying ghast. However while it
doesn't take much skill to do once the opportunity presents itself the
problem is that GETTING the opportunity to present itself is just a
matter of luck.

### Resources found in the Nether

* Netherrack, soul sand, gravel, lava, glowstone and nether quartz ore

 are all freely available. Note that while you can pillar-jump to mine a
 high glowstone formation, a little exploration will find you more
accessible veins of the stuff. (Look for places with low ceilings.)

* Red and brown mushrooms are likewise found scattered about.
* Ghasts sometimes drop ghast tears and/or gunpowder.
* Magma cubes can drop magma cream.
* Zombie pigman sometimes drop rotten flesh and gold nuggets. They can drop golden swords and gold ingots. However, attacking these is unwise until you're prepared to handle a lot of them - see the monster page for details.
* You can also mine nether quartz, used for advanced redstone components, and decorative purposes as well.
* Obsidian can be farmed with Nether Portals. View the nether portal page

 for more details. (The diamond pickaxes needed to mine these can rarely
 be traded for emeralds by some villagers, making them renewable.)
Once you find a nether fortress, it will contain several other resources:

* Nether bricks, nether brick fences, and nether brick stairs.

 These are ghast-resistant building materials. (Now they can be crafted
from netherrack: smelt it and put four of those in your 2×2 crafting
table.)

* Nether wart, which you can grow on soul sand. You can also grow it back in the Overworld, provided you brought back some soul sand.
* Blazes drop blaze rods, and are the only source of them.
* Wither skeletons occasionally drop their skulls, which can eventually be used to summon the wither. They also provide coal, and bones (bone meal for plants).

## Exploring The Nether

When exploring the Nether, there are a few things to remember:

* Hostile mobs are common, and can spawn anywhere there is space.

Luckily, what are perhaps the two most dangerous Nether mobs - ghasts
and blazes - have special spawning needs. Ghasts require a 4\*4\*4 space to spawn, free of transparent blocks and slabs. Blazes spawn only in nether fortresses, and only below light level 12. Zombie pigman
 are common as well—while they start out neutral, they can easily get in
 your way so that you accidentally attack them (say, with your pick).

* Be generous about laying down cobblestone paths and putting up ghast shelters preemptively. If you need more cobblestone, go back to the overworld and get more.
* If you die in the Nether, you will respawn back in the Overworld (beds in the Nether explode when you try to sleep in them). As long as you stay in the Overworld, *Nether time is frozen*.

 In particular, you can take all the time you want to re-equip yourself
and plan; when you do go back, if you can get from the portal to your
death site within 5 minutes, you may well be able to retrieve anything
not lost to fire, lava, explosions and (your own) cacti. **If you're playing in multiplayer, this may not apply** - if there are *other*

```
players nearby in the Nether, they can keep the chunk loaded and the

```

clock running. Also, they might save and/or steal your items!

* Navigation is tough. Where the in-game methods below fail, the debug screen may be helpful, as it provides your coordinates and direction.
	+ Compasses and clocks will spin wildly, (although the day/night cycle continues while in the Nether), and maps made in the overworld don't work either.
	+ You can activate a blank map *in* the Nether, and use a crafting table to zoom it out a bit. However, such a map will only show the bedrock

 "roof", and the direction indicator spins randomly, so it's not nearly
as useful as an overworld map. On the other hand, it does give some idea
 of where you've explored, and the marker *is* in the correct *location*

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on the map. While maps are no longer centered exactly at their

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creation, you can put framed clones of the map on your portals, and
those green markers will also be in the correct locations.

* + When exploring, try to keep going in one direction until you reach

an impassable obstacle (wall, cliff, lava lake), and leave a trail of
markers along the path from your base, so you can easily find your way
back. Dirt and torches are recognizable, but jack o'lanterns let you point the *direction*

```
to your base (all the above are vulnerable to ghast fireballs, but

```

unlike torches, Jack o'lanterns will remain if the netherrack supporting
 them is blown away.) Cobblestone arches (as well as any paths you've
made) also work well as they resist Ghast fireballs, are easily
distinguishable from surrounding Netherrack, and can be positioned so
that passing through them orients you to the direction you came.

* + Tunneling through Netherrack: Making a 1×2 tunnel is a sure way to

get killed by lava. Instead dig a 2-wide tunnel with the floor of the
left side one block lower than the right, or vice-versa. This makes a
trench for the lava, and if you're standing on the high ground, the lava
 will miss you. Staircases are trickier: When digging down, lava will
appear below or in front of you, and can be bucketed or blocked off.
However, be wary in case you dig down into a void! When digging up, dig
2-wide, and regularly put 2-long areas with a one-block pit in front of
the next step. This gives you someplace to dodge flowing lava, and the
pits will capture the flow. Also watch out for lava "drips" when mining
upward. Ladders or signs can also help block lava until you have a
chance to do something about it.

* + The debug screen provides your coordinates and facing—this is also helpful for choosing where to place a new gate back to the overworld.
* This cannot be restated enough: be sure to build a base. This way,

if you accidentally attack a mob of zombie pigman or have a ghast on
your trail, you won't run back to your base only to realize that it
consists of an exposed Nether Portal and nothing else. Again, as ghast
fireballs can blow large holes in Netherrack walls, you should construct
 your base out of cobblestone, stone, or, for a decorative look, stone bricks. Not only do these blocks have the necessary blast resistance
 to withstand a ghast fireball, they also are not found naturally in the
 Nether. This makes it much easier to identify your base from a
distance.

## Nether Fortresses

One of your main objectives in the Nether will be to locate a nether fortress. To see all the features of the Nether fortresses visually, try this video here.
 Basically, their straight walkways and tall pillars are unmistakable,
but may be dimmed by distance. Be sure to look carefully into the abyss
beyond the edges of the areas you explore; if you're not using Far render distance
 already, you can occasionally switch to it so as to see farther. Even
after spotting one, you may well need to find a way to get to it, or
even build a bridge to it. (Suggestion: three-wide cobblestone, with
two-high iron bars
 or nether brick fences for railings, and a roof. Those ghasts get
really annoying when you're out on a bridge… you might even put in a
couple of turrets for sniping at them, too.)

Once you do find one, it is a good idea to make sure you have the
necessary supplies to gather its many resources. So, head back to your
base, or even back to the Overworld, and get, at a minimum, a stone pickaxe, an iron sword and lots and lots of food. An enchanted golden apple
 will be very handy when it's time to take on a blaze spawner, but you
may want to stash that nearby and go back for it when you actually find
the spawner. Lots of iron bars, cobblestone walls, and/or nether brick
fences will be handy too: safety railings on the walkways are really
nice when a Ghast starts taking potshots at you, and blocking off unused
 areas and broken bridges will cut down on fights.

There are a few things that are of the utmost importance when exploring a nether fortress:

* Explore the nether fortress thoroughly. You might not find much, but every once in a while there will be a nether wart plantation, or a blaze spawner. These are your key prizes, as the *only* place you can find these is in the fortress. Details on nether wart farms can be found on the nether wart farming page.
* Wither skeletons are scary, but slow… and they can't go through a 2-block high passage.
* When exploring a nether fortress, always place torches to your right

 - that way when you want to get out you just make sure that the torches
 are on your left. Jack o'lanterns make this even simpler — always face
them toward the exit (or where you need to go to *reach* said exit).

* If you come across a nether wart

 plantation, collect as many (if not all) of them as you can, then
replant the plot (you'll have plenty left over). Then go back to your
base and create a nether wart farm by planting it on soul sand. You must be less than 150 blocks away (chunk radius) in the same dimension for it to grow, but that's the *only*

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condition — nether wart doesn't care about light or water. Nether wart

```

grows in the Overworld and The End, so you can take the farm back to
your overworld base. Note that you don't *use* all that much, so four to six blocks of soul sand will support a brewery and then some.

* You may well want to build a portal leading back to the overworld

from the fortress. Having an Overworld base handy will provide all the
supplies you need.

* When you find a blaze spawner, you have a choice: turn it off, or

farm it. There will usually be at least two blaze spawners per fortress,
 and if several fortresses have joined together there may be more. So,
don't assume the first one you find is your only option, but you will
need to fight blazes at least once "the hard way" (enchanted golden
apple notwithstanding). That first fight may be fairly tough, but
together with the nether wart, it will give you the means to make potions... including potions of fire resistance. *Those* will make return engagements much easier.

### Closing a blaze spawner

While a blaze spawner can be destroyed as usual with a pickaxe, you
probably shouldn't do that unless you're absolutely sure you'll never,
ever, want to hunt there. Blazes can spawn up to light level 11, up to 4
 blocks away from the spawner (and a block above or below it), so simply
 placing torches on the spawner won't stop them from spawning—you'll
need to plaster the area with a mix of jack-o-lanterns (or glowstone)
and torches.

### Farming a blaze spawner

There are many hints for fighting blazes on their page. Here are some useful ideas:

* For your first fight, try to bring an enchanted golden apple, which

gives you 5 minutes of total fire resistance, which will make you immune
 to their missile attack. Once you've got your first few blaze rods, you
 can make potions of fire resistance, which are much cheaper than the
apple. (A splash potion can be shared with an iron golem, too.)

* If you haven't brought out the enchanted armor, now's the time. Fire Protection and Protection are both helpful.
* An iron golem may be helpful, especially once you've got the spawner

 contained. However, you will need to deal the killing blow to a blaze
to get their blaze rod(s). One big disadvantage is the golem's huge
knockback, which can throw Blazes and their drops out of reach. The
golem's distractability is also an issue — between spawnings, they're
liable to wander off after zombie pigman and wither skeletons. The
pigman won't mob you or the golem for the golem's attacks, but the
repeated fights will wear down the golem. (A splash potion of
regeneration can help with that.)

* A creative option is to mine under their platform to make a bolthole

 with a narrow opening up to their platform, perhaps 1×3. As they
descend into the hole to reach you, you'll be able to get in several
hits before they can respond. Fortress stairways (the narrow sort, not
like the one leading to the Blazes) can provide a similar bolthole.

* A fishing rod can be useful for pulling blazes into melee range so their drops aren't lost.
* Create a "ceiling" above the spawner-this will keep blazes from flying out of reach & making it easier to obtain their rods
* It takes 7 snowballs to kill a Blaze. Water can't be used in the

Nether, as it will just fizz & vanish. You can try making a Snow
Golem, but they'll quickly "melt" due to the Nether heat. (Again, splash
 potions of fire resistance can help.)

* With fire resistance assured, you may want to seal yourself in the

spawner room, so that wither skeletons, magma cubes, or other Blazes
can't ambush you from behind.

## The Hazards

### Lava

Lava
is --common-- in the Nether, and is in huge lakes (a sea of lava is near
 the bottom) rivers, and falls from the ceiling. You must be very
careful around lava as water buckets will **not**
 work in the Nether, and ice will disappear instead of melting into
water. Also, lava spreads much farther in the Nether (7 blocks from the
source) than in the Overworld (3 blocks) Two good ways of crossing lava
are to make a potion
 of Fire Resistance or eat an enchanted golden apple; while this effect
is active, you will be able to swim through lava without taking damage.

If you can find and reach a lava-flow's source block, you can bucket
it just like in the Overworld. Unfortunately, that's a rare case in the
Nether, as most of the lava is pouring down from great heights.
Normally, use cobblestone, or iron bars to contain lava, or direct it
away from you. (Netherrack will also work, but a ghast fireball can undo
 your work in a moment!) As always, if you mine upwards, then watch for
dripping red (if you have particles turned on). The drip itself will not
 damage you, but if you mine a dripping block, lava *will* come
down. If you wish to get rid of lava flowing from the ceiling (in your
way, or immediate hazard), you will have to block jump up to the source
(or simply aim at the ceiling), and cover the hole with any
non-flammmable block. (If it's flowing straight down from a flat
ceiling, you may need an extra block next to the flow to place the dam.)
 One must be extremely careful about the placement of the block,
however—if misplaced, the block can just spread the lava wider.

### Zombie Pigman

*See Zombie Pigman*

Zombie pigmen are very common in the Nether and roam in packs of
4-10. They are neutral mobs, meaning that they won't attack unless you
attack them. However, if you attack one zombie pigman in a group, like
wolves, the whole group (and any others in the vicinity) will swarm you,
 which will easily kill any unprepared player. When a Zombie Pigman is
attacked, all others within a radius of 67×67×21 to 111×111×21 blocks
will become hostile, and will give chase if you are within 40 blocks of
them. They will do this unless the pigman you attack is killed in one
blow. Do this by using an enchanted diamond sword and a critical hit.
Note that they can only *see* you in a 40-block radius — any pigman
 between those distances will be turned hostile, but will not move
toward you (instead wandering as normal) until you come into sight. This
 can be a nasty gotcha: When you defend yourself, any Pigman within a *new*
 67 to 111-block radius will be enraged. As of version 1.8, Zombie
Pigmen will now forgive you over time if you leave them alone for 20 to
39.95 seconds, though if you are still within their 40 block pursuit
radius, they will continue to attack.

It is usually better to leave these creatures alone, but if you want gold nuggets,
 or to increase your level (killing many zombie pigman will give you a
lot of experience), you can attack the pigman in various, safe ways.
Also, if you have to fight zombie pigman, make sure there isn't much (or
 even better, no) lava or fire surrounding you. You will probably have
to move around a lot to fight all of them at once, and distractions will
 only make it worse. (Also, you may need to collect your stuff after
getting killed....)

NOTE, Zombie Pigman wield and carry golden swords, but they usually only drop rotten flesh and gold nuggets, and rarely, gold ingots
 and their swords). Their swords can sometimes be enchanted, with the
level of the enchantment varying depending on the difficulty.

1. **Build a killing ground**- Near a large group, fence/wall off a

controlled area, and set up gates, one-way doors, and suchlike so that
you can limit them to approaching one or two at a time, and block them
off altogether when needed. Don't forget an escape route! Note that this
 can be much more difficult as of 1.8 as they now have path-finding AI.

1. **Bow and arrows**- Using a bow, you can pick off zombie pigman one at a time at a safe distance.
2. **Separation**- Isolate the pigman and kill them, but make sure

they are far away from any other pigman, or else they will attack you.
Time consuming, but safer than the bow-method. This is no longer as
effective as of 1.8 since their anger radius has been vastly increased,
though if you stay away long enough they will forgive you.

1. * **Nether Portal** -- Mobs can travel through portals. So, if you

can push or lead them into a portal, you can follow and deal with one or
 two at a time in the Overworld.

1. **Diamond sword, diamond (or iron) armor, and full hunger bar**-

If you have a diamond sword (preferably enchanted with something like
Knockback, which will help for fighting groups), a full set of diamond
or iron armor, and you are regenerating, you may be able to beat the
whole group. NOTE, this is not recommended as, if you die, you could
lose a diamond sword, and a full set of armor. It helps if you staged
the fight somewhere away from lava and close to your spawn portal....

1. **Healing splash potions** - Saw a large group of pigman? Feel lucky? Throw some potions in the crowd! One splash potion can heal you for 6 () HP, and also damage the Zombie Pigman by the same amount. So you need 3 potions to reduce them to 2 () HP, or 4 potions to kill them.
2. **Cacti**- It is possible to create a cacti fence in the nether

by placing some sand and cacti blocks. You can then bump into zombie
pigman to push them into the cacti until they die and drop items. If you
 are careful not to actually attack them (no clicking!), the nearby
pigman will stay neutral.

1. **Iron Golems**- When an iron golem attacks a pigman, that pigman

 will not strike back. Also, they kill the pigman in 2-3 hits, and
usually aren't hurt at all. This tactic works better if you have a lead.
 If your Overworld portal is in a village, then you can very easliy drag
 golems into the Nether when need be.

### Ghasts

*See Ghast*

As said before, they shoot deadly fireballs at you when you're in
their sight of 100 blocks, so you will need to stay alert for incoming
fire any time you're in the open, or exposed to open space. Their sounds
 can give some warning, but travel even farther than their fireballs, so
 sound isn't a reliable warning. Cobblestone will resist the fireballs,
which is why you brought so much. But sometimes, ghasts can give you
trouble while with zombie pigmen around! Their fire charge may provoke
them (you didn't hit them, I know) and the next thing is the group and
the ghast will destroy you in less than 3 seconds. Never be careless
around because zombie pigmans aren't there, There may be just hiding
somewhere around and the ghast's blast WILL react them.Pro tip: when the
 fireball is within Steve's reach, aim at the ghast and punch. As long
as the fireball is in your FOV you can hit the ghast. NOTE: If
surrounded by multiple ghasts, constantly hitting attack whilst aiming
at a Ghast will throw all fireballs in that direction, regardless of
which direction they are coming from (they still need to be within
reach).

### Blazes

*See Blaze*

Although they cannot be found in the "general" Nether, blazes can
spawn in nether fortresses, both naturally and through spawners. For
your first blaze run, you may want to craft an enchanted golden apple —
this is expensive, but it will give you 5 minutes of fire resistance.
After that first run, your first blaze rod or few will let you brew
potions of fire resistance—much cheaper, and with a bit of redstone they
 last even longer. Fire resistance will make you immune to the blaze
fireballs, and if you keep a block or so distance, you can avoid their
melee attack.

Once you've gotten more comfortable with the blazes, you can build
one of the spawners into a farm, by casing over the spawner area with
Nether Brick Fence, and digging a hole underneath for the blazes to
slowly descend into.

### Magma Cubes

*See Magma Cube*

Magma cubes are cube-like mobs that spawn in the Nether, generally
near lava (hence the name magma cube). They look like burnt slimes with
yellow eyes, and seem to have springs under them (they jump fairly high
and the "springing" is visible). Their properties are much like slimes,
as killing a large one results in 4 medium-sized ones, once killed yield
 4 small ones. The small Magma cubes drop magma cream
 and experience when killed. You can actually prevent magma cubes from
spawning in your base by making the floor out of transparent blocks.

### Wither Skeletons

*See Wither skeleton*

Wither skeletons are tall, darkened skeletons, wielding stone swords.
 They can inflict the wither effect briefly with a hit. However, they
are almost as slow as zombies and can't pass through a two-block-high
space, which makes them fairly easy to deal with. They drop bones, coal,
 and rarely a wither skeleton skull and/or a stone sword. These types of
 skeletons are only found in nether fortresses.

## Brewing

*See Brewing*

Many resources in the Nether are essential for brewing potions:

* Blaze rods, from killing blazes, are the key element in a brewing stand where all potions are brewed.
* Nether wart can be found in nether fortresses and is used to create an awkward potion, the base for most potions.
* Blaze rods are also crafted into blaze powder, for strength potions.
* Magma cream (fire resistance) is dropped from killed Magma Cubes, and can also be crafted from Blaze Powder and slime balls.
* Gold nuggets, dropped by Zombie Pigman (*in lieu* of gold mined in the Overworld), are used to make glistering melons (healing) and golden carrots (night vision, invisibility).
* Ghast tears (regeneration) drop from killed ghasts.
* Glowstone is mined in the nether, and used to increase potion potency (*e.g.*, from poison to poison II).
* Gunpowder used for creating splash potions.

## Settlement

Turns out it wasn't enough for you to explore the Nether. You've
decided it looks like a nice place to live. (Or if you're in a
multiplayer world, perhaps you seek strategic control of the
rapid-travel capability.) So, what do you need to survive here?

You can start by importing some dirt to grow plants. You can even use a hoe to till it into farmland, but there's a catch: With no water available, you need to till the ground, then plant your seed *immediately*,
 before the farmland reverts to dirt. Likewise when harvesting wheat,
replant immediately, and keep the hoe on your hotbar. This will work for
 all the farmland crops: wheat, melons, pumpkins, carrots and potatoes. Melons would be the most reliable as after the stem is fully grown, hydration does not affect the rate at which melons grow. Wither Skeletons can provide bones for bone meal to speed this process. Cocoa plants are farmable on jungle logs as usual, so that gives you cookies too. While you're at it, you can lay out a few blocks of soul sand for a nether wart farm.

It is also possible to build an 8 by 8 platform, plant mushrooms
 on two opposite edges, and then use bone meal. This can provide you
with a steady source of Mushroom Stew, and you can put torches or
saplings in the other corners.

Once you've gotten used to nether dangers, you can invade and repair a
 nether fortress, as it provides many Nether commodities, such as blazes
 and nether wart. However, falling is a real danger, as there is always a
 lava ocean below you. If you're in survival, and you've found multiple
nether fortresses (not connected, but nearby) you can loot nether brick
to repair your favorite fortress. You can smelt netherrack into
individual nether bricks, then craft your own walls, stairs, and fences.

You'll want wood for tools and torches (and perhaps to smelt into
charcoal), so make a tree farm as well. Wood will also provide charcoal
for torches and smelting. Oak trees will also provide the occasional
apple for gilding, but that's not really a food supply.

Another catch: Trees need space to grow - and ghasts need space to
spawn. Happily, (contrary to popular belief), ghasts do spawn on blocks,
 and they need a 5×5 space free of transparent blocks and slabs. You can
 scatter slabs, glass and glowstone around the floor of your tree farm.
You can plant saplings with glowstone adjacent, and slabs on top of the
diagonal blocks. You can do this in rows for max efficiency. If you're
low on glowstone, jack o'lanterns and torches will do. You also need at
least 4 blocks of air above the sapling. Using this method of tree
farming, you can have a large enclosure for mass wood farming without
ghasts! If not too densely lit, your tree farm will also serve for
bone-meal assisted huge mushrooms,
 useful for brewing as well as soup. The most basic way to safely farm
trees is to have a 5×5×7 room with a floor made out of glowstone or
glass (if you are using glass, make sure to put torches next to the
sapling) and have 1 dirt in the middle of the floor.

Chickens can also be farmed in the Nether (by bringing in eggs), but likewise take space, and warrant anti-ghast measures. (*Don't*
 let your chickens run loose, as if they bump into a Ghast, they can
trigger a bug that will start the ghast machine-gunning you through
walls, which will probably kill you.) There is gravel around for flint,
so with the chickens for feathers, you can make arrows.

Cows, pigs and sheep can be brought through the portal, which can
provide you with wool, leather, and a variety of meats. Sheep will
require special measures: You'll need to get a grass block
 with a Silk touch tool, and use that to start grass on a well-lit dirt
floor, so they can regrow their wool. Actually, grass isn't necessary;
you can just breed the sheep until you have a lot, and then shear some
of them and kill the sheared ones. (Without grass, the sheep will not
re-grow their wool.)

Some things can't be produced in the Nether, and need to be brought in from the Overworld: There are no ores, besides nether quartz, so no iron or diamond. (You *can* make a furnace and smelt wood into charcoal, or kill wither skeletons for coal). *No cobblestone* to be found -- nether brick
 may be acceptable for building, but you can't make tools out of it.
Paper and sugar need sugarcane, which can't grow without water. No
string for bows or fishing rods, either. The same applies to some
ingredients for brewing: Besides sugar, there's no spider eyes, nor
redstone. Gold can be obtained from zombie pigman, but mining it in the
Overworld is arguably easier. And of course, *water* for brewing must be brought in from the Overworld, and stocked in buckets and cauldrons.

## Strongholds

You may also go here during your middle days.

 Consists of
 First appearances

**Strongholds** are structures that occur naturally underground, and are primarily important because they house end portals. Strongholds can be located using eyes of ender.

Becomes: Eye of ender

Kill endermen to get ender pearls.

Kill blazes to get blaze powder.

## Contents

* 1 Generation
* 2 Structure
	+ 2.1 Rooms
	+ 2.2 Libraries
	+ 2.3 Blocks
* 3 Loot
	+ 3.1 Store rooms
	+ 3.2 Slab altars
	+ 3.3 Libraries
* 4 Video
* 5 History
* 6 Issues
* 7 Trivia
* 8 Gallery
	+ 8.1 Overview
	+ 8.2 Rooms
	+ 8.3 Intersections
	+ 8.4 Other
* 9 External Links
* 10 References

## Generation

Stronghold with End Portal block and a silverfish spawner. Note that one of the End Portal Blocks already has an eye of ender in it.

There is a limit of three strongholds per world (1 per world in
console versions). All strongholds are located at random positions in a
radius between 640 and 1152 blocks from the point at x = 0, z = 0 (not
the world spawn, which may be a couple hundred blocks away. Strongholds
also may extend further in or out of that area). The three strongholds
are spawned at roughly equal angles from the center point of the world
(that is, each stronghold is in the region of 120 degrees from the
others, measured from the origin). The game will not generate a
stronghold partially above-ground: any portion above the ground layer
will be replaced with air blocks, leaving a cutaway. Strongholds may
generate at bedrock level, cutting the bedrock.

## Structure

Strongholds vary in size. They contain several doors and rooms made mostly of stone brick, mossy stone brick, and cracked stone brick. Strongholds are lit by enough torches to provide visibility in most areas, though not enough to suppress mob spawns.

Each Stronghold contains several dispersed chests containing a variety of loot.

Strongholds are primarily generated underground, usually unexposed to
 the surface and only visible within caves, possibly even underwater caves. Strongholds contain silverfish that are created when someone either mines one of the blocks within, or finds the End Portal room, which contains a silverfish spawner.

### Rooms

Strongholds feature various types of main rooms. Each room has an
entrance, which is either a plain 3×3 opening, a wall with a wooden
door, a wall with an iron door (with buttons), or a 3×3 opening with a
grate of iron bars leaving a 1×2 opening, and may have exits to other
room pieces or dead-end "exits" into stone. Additional "passages"
between rooms may exist if their generation overlaps or if the
stronghold intersects a cave, mineshaft, or other structure.

Stronghold generation begins with a spiral staircase room with a
5-way crossing at the bottom, with additional rooms being randomly
generated from the exits of previous rooms up to a maximum distance of
50 rooms and 112 blocks horizontally. If a portal room is not generated,
 generation is redone.

* End portal room: Contains an unactivated End portal and a silverfish spawner. There are two pools of lava in the front sides of the room and a bigger lava pool below the End Portal. There are 16 iron bar

 windows in the room, and the entrance is always a grate. One per
stronghold, and never within 5 rooms of the starting staircase.

* Libraries: Maximum two per stronghold, and never within 4 rooms of the starting staircase.
* Large rooms: A room with three exits (four counting the entrance).

The center of the room may have various decorations. Maximum six per
stronghold.

* + Empty rooms: Has no decoration.
	+ Stone Pillar rooms: Has a stone brick pillar with torches on it.
	+ Fountain rooms: Contain a fountain in the center, which consists of a

 stone brick ring and pillar with a water source block on top of the
pillar.

* + Store rooms: Dual-level rooms, each 2 blocks high, with a cobblestone center structure joining the two. A lone torch

 is housed within the structure. A ladder runs up the side wall for
access to the second floor, which is made of wood planks and contains a
Chest.

* Five-way crossing: Has up to five exits (six counting the entrance):

 one across from the entrance down a short stairway made of stone slabs
and stone brick blocks, one each to the left and right of the entrance,
and one on an upper level reached by a short stairway made of stone
slabs and stone brick blocks, and one on the upper level across a bridge
 of stone slabs and double stone slabs over the downward stair. A single
 torch is on the side of the bridge. Maximum five per stronghold.

* Empty prison cells: A corridor with one wall partially made of iron

bars and with two iron doors (in an "open" position, with no buttons).
Beyond each iron door are cells with an iron bar wall between them. An
exit is opposite the entrance. Maximum five per stronghold.

* Spiral staircase: A 3×3 spiral stair made of stone brick blocks and

stone slabs, leading down, with an exit at the bottom. Maximum six per
stronghold.

* Straight staircase: A 3 block wide staircase of cobblestone stairs

leading downwards, with an exit at the bottom of the stairs. There is
also an empty alcove under the stairs. Maximum five per stronghold.

* Corridor: A bare corridor with up to 3 exits: one straight ahead, and optional exits to the left and right.
* Chest corridor: A corridor with a small altar made of stone slabs,

with a chest on the altar. One exit, opposite the entrance. Maximum four
 per stronghold.

* Corridor turn: A bare corridor with one exit, left or right. May

resemble a small room if both the entrance and the next room's entrance
have doors.

* Dead-end corridor: A bare corridor with no exits, although it is

likely to intersect other rooms. This room type never has a door or
grate at the entrance.

### Libraries

A library inside a stronghold.

Libraries occur in two sizes: Small single-level libraries, and larger duplex libraries. All libraries contain bookshelves, wooden planks, chest(s) and cobwebs dispersed randomly.

Large libraries contain a second level consisting of a surrounding balcony with fences as railings, and fences/torches arranged in a chandelier formation over the center of the room. The two levels are connected by ladders on the wall furthest from the entrance.

Chests are found on the corner of one bookshelf in each library, with an additional chest in the corner of the top floor in duplex libraries.

## Loot

### Store rooms

Chests found in store rooms contain 1-4 stacks of items, chosen from
the following list. Chance listed is per stack, not for the chest as a
whole.

### Slab altars

Chests found on slab altars in corridors contain 2-3 stacks of items,
 chosen from the following list. Chance listed is per stack, not for the
 chest as a whole.

### Libraries

Chests found in libraries contain 1-4 stacks of items, except that
each enchanted book is in a separate slot even when a "stack" of more
than one would generate. Chance listed is per stack, not for the chest
as a whole.

per stack
Book

Paper

Empty Map

Compass

Enchanted Book[note 1]

1. Enchanted

books in the same chest will have the same enchantments. Enchantment
probabilities are the same as a level-30 enchantment on an enchantment table, but the chance of multiple enchantments is not reduced.

To continue your journey, go to Minecraft-COMPLETE THE WHOLE GAME!!!

## History

 They are vacant except for regular mobs that spawn under normal
conditions. In early screenshots, they were at surface level; this is
 pre2
 1.0.0
 Beta 1.9-pre3
start (aka Main entrance) and second for the portal room on top of them,
 extending from the top of the map to the stone bricks. This was because
 Beta 1.9-pre4
 1.4.2
 0.9.0
 0.9.2
 TU5

## Issues

Issues relating to "Stronghold" are maintained on the issue tracker. Report issues there.

## Trivia

* Of all the stone brick

 blocks in a stronghold, approximately 45% are regular stone brick, 30%
are mossy stone brick, 20% are cracked stone brick, and 5% are actually monster egg blocks.

* Strongholds usually spawn underwater, meaning reaching them is

difficult, and whole rooms can be flooded if the stronghold is
intersected by a mineshaft or ravine.

* + Very rarely, floating End portal rooms can be found in the ocean. Reaching those is also a challenge.
* There is also on average one room with cobblestone stairs in every stronghold.
* Portal rooms (and other parts of the stronghold) can be overwritten

by ravines, caves, abandoned mineshafts, dungeons, or parts of the
stronghold itself, forcing a player to find one of the other two
strongholds.

* There are exactly 233 bookshelves in one large Library Room, which,

if mined with a non-Silk Touch axe, will yield exactly 699 books.

## Gallery

### Overview

* The first image of a stronghold that Notch posted.
* The side view of an uncovered stronghold.
* Overhead view of an uncovered stronghold.
* Top view of an uncovered stronghold.
* A stronghold generated on Superflat using Customization GUI in 12w40a/b
* An underground view of the top of a stronghold
* A stronghold that generated with one room above the surface on top of an ocean.
* An underwater end portal room with no other rooms
* An underground view of the bottom of a stronghold

### Rooms

* A stronghold with a fountain.
* A Pillar Room inside a stronghold.
* A large library.
* A small library.
* A zombie dungeon. Though not technically part of the stronghold, strongholds often intersect dungeons.
* A chest in a stronghold.
* A floating torch in an empty fountain.
* A floating torch in a library.
* The End Portal room.
* Finished End Portal.

### Intersections

* A dungeon intersecting a stronghold.
* Underground ravine cutting through a stronghold.
* A stronghold intersecting with an abandoned mine-shaft.
* A floating library generated in a ravine over a lava lake.
* A stronghold intersecting a ravine.
* An abandoned mine shaft generated inside a stronghold library.
* An abandoned mine shaft running through an end portal.
* A stronghold and an abandoned mine shaft intersection.
* A dungeon, stronghold and an abandoned mine shaft in one area.
* A stronghold and a cave system. This causes the doors to float.
* A skeleton dungeon that generated in a stronghold
* A dungeon generated in a library.

### Other

* Four silverfish chasing the player in a stronghold.
* Mushrooms growing in a cell made of iron bars.
* A chest containing three items; an apple, iron pickaxe, and iron boots.
* A Staircase Leading to bedrock.
* A glitch where the ladders of a stronghold library can appear floating.
* Stronghold libraries can sometimes be set ablaze by naturally-occurring lava.