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The Gouffre

At 0, 0 the ground opens into a pit that goes down further than you can see. Something lives in it. Come close and a giant hand climbs out of the dark, looks around, and starts hunting.

Feed it, and the whole server gets paid.

Thirty seconds of it: grabbing a player, catching what it's fed, spitting back what it isn't.

Come stand on the rim

Server IP mc.pablooo.me, and the Discord if you'd rather ask first. The same clip on r/Minecraft, where people are still arguing about what it should be fed, posted by u/RapidoPablo12, who builds the server.

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Within your first minutes in the world (or right after Pixel's tutorial, if you start it first), the camera takes you on a flight around the gouffre and down into it, about fifty seconds that tell you everything on this page. Hold sneak for 3 seconds to skip it. You land right back where you were.

The gouffre seen from above the rim at night, the red Hand reaching out of the shaft under a red sky

The pit​

  • The air around it is red and starless: inside the red zone (about 100 blocks, more or less depending on the rift) you're on the gouffre's own clock, at midnight, whatever time it is everywhere else.
  • Nobody builds there. In a wide circle around the mouth you can't place or break a block, and nothing creeps in either: no explosion, no fire, no piston, no lava, no tree. Buckets and dispensers can't fill or drain it, and Amethyst tools stop at its edge.
  • The Hand won't let you fall. Slip a few blocks into the hole and your fall slows right down. The Hand comes down after you, closes around you, lifts you out and throws you clear of the rim. Deep in the shaft the dark closes in until it has you. No damage, nothing lost, no fall damage when you land.
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The pit keeps everything else. Items you drop in are gone for good, and any animal or monster that falls in doesn't come back.

The hand​

It wakes when someone walks within 40 blocks and sinks back when the rim is empty. While it's up it never holds still:

What it doesWhat it means for you
Looks around, weaves, feels along the rimIt hasn't seen you. Nothing happens.
Holds its open palm over youIt's picked you. Move, or find out.
Dives and pulls back upA feint. It was playing with you.
Closes its fist around youIt lifts you, shakes you, and throws you clear.
Rolls a ball of fire in its palmIt's aimed at you. The ball steers and bounces off walls, so running won't do it. Hit it back: it goes after the player you look at, or back to the Hand, which hits it back at you. See Hand's Fireball.

A small hand is not a safe hand: when you stand at the edge of its reach, it swells until it can get to you, and shrinks back once it's done.

Being grabbed costs you nothing: no damage, no items, no fall damage when you land. Anything else alive that wanders too close, animal, monster or villager, is carried over the mouth and dropped in.

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Pets, named creatures, anything on a lead, a mount with its rider, and bosses are never taken.

Feeding it​

The hand wants ten items at a time: five light ones and five dark ones, and both lists change every cycle. Each side always has at least two quick ones, things anyone can gather by the stack. Throw one into the pit and it's swallowed: you bank the points, the item is destroyed. Throw in something it doesn't want and it spits it straight back onto the rim, so nothing is lost by mistake. It only eats the real thing: a renamed item, or a server item that looks like one (a crate key, a booster, poop), comes straight back too.

Light or dark, every â—† counts the same for your tiers, the server total, the podium and the draw. The side only matters to the rift.

Points are written â—†. They rank you, and that's all: you can't spend them.

It gets full​

The hand eats at most â—† 1,200 from you a day, light and dark together. That's about two hours of gathering. Past it, it spits the rest back onto the rim, part of a stack included, and it's hungry again the next day. The menu shows how much it still takes from you today.

Nothing it wants is sold at /shop, and none of it comes out of a server spawner: points come from playing, not from buying.

The Feed the Hand menu: the two lanterns and the rift on top, tiers, the pact book and rankings below, with the rift tooltip open

See what it wants​

Four panels stand on the rim, one at each compass point. Right click one to open the menu:

TileWhat it opens
Light offerings (lantern)Every light item and what it's worth. This cycle's five come first.
Dark offerings (soul lantern)The same for the dark side.
The rift (eye or pearl)How it leans, when the season ends, when the cycle ends, your â—†, what it still takes from you today.
TiersYour ladder for the cycle, see below.
Make a pactThe pact screen, see Pacts.
RankingsTop feeders and top teams, exactly like /lb.

The panels themselves show the server's total for the cycle, the rift and both countdowns.

One of the rim panels up close, with the pit and the open Hand behind it

What you get​

Your tiers​

Every cycle you climb a ladder of 100 tiers, laid out exactly like /levels: arrows to turn the page, and it opens on the tier you're at. A tier glints when you reach it: click it to collect. The ladder starts again with each cycle.

TiersPointsReward
Every tierâ—† 3 for tier 1, up to â—† 35,000 for tier 100money
Every 5th+ ★
Every 10th◆ 350, 1,400, 3,150 …+ a key: Common, Prime, Crimson, Prime, Gold, Crimson, Gold, Amethyst, Gold, Amethyst

Tier 100 takes a full day's feeding on nearly every day of the cycle.

The whole server​

When everyone's donations add up, the hand climbs out and roars, and everyone online gets a key. The milestones never run out: each one is a little further than the last.

Server total this cycleKeys for everyone
â—† 9,000Common Key
â—† 27,000Prime Key
â—† 54,000Crimson Key
â—† 90,000Gold Key
◆ 135,000, 189,000, 252,000 …Amethyst Key, every time
Every 5th of those+ a Gold Key

End of cycle​

A cycle runs 33 days. When it ends:

  • Top three feeders take an Amethyst Key, a Gold Key and a Crimson Key.
  • The top team gets a Gold Key for every member.
  • One name is drawn among everyone who fed at least â—† 1,200, for a Crimson Key.
  • The podium goes up in Discord, and the points start again from zero.

If you're offline when you win, your key is waiting the next time you log in.

The rift​

The gouffre is a rift, and every offering is a vote. Dark offerings pull it open, light ones push it shut. There are no teams: your side is whatever you throw in.

  • The rift keeps one balance for the whole season: three cycles, 99 days.
  • The menu and the panels show how it leans right now, like Open 34% or Sealed 12%. Early in a season it takes a lot to move it. Later, it reads the share of each side: it's fully open when the dark side has fed three times what the light side has, however many players join in.
  • When the balance crosses over, the whole server hears it (at most once an hour) and the hand roars.
  • The countdown floats right under the hand's name: The rift opens in… or The rift seals in…, depending on how it leans right now.
  • You can see it from the rim: the hand grows as the rift opens and shrinks as it closes, and the red sky around the gouffre spreads or pulls back with it, from about 60 to 180 blocks.

When the season ends, the rift gives its verdict and the balance starts again from zero for the next season:

At the end of the seasonVerdict
More dark than lightThe rift opens
More light than darkThe rift is sealed
Exactly evenThe rift is sealed

The verdict is announced in game and in Discord. What waits behind an open rift is still being dug.

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One big donor can tip the rift, but a season is long. If it's leaning the wrong way, there's time to answer.

What it wants​

Each cycle draws five items from each list. An item is worth about the same per hour of gathering: the slower it comes, the more it pays.

Lightâ—†Darkâ—†
Glow Ink Sac2Leaf Litter1
Pearlescent Froglight2Nether Sprouts1
Armadillo Scute3Dead Bush2
Blue Egg4Sculk Vein3
Turtle Egg15Red Nether Bricks6
Amethyst Cluster20Dried Ghast50
Sniffer Egg120Disc Fragment120
Trial Key150Netherite Ingot200
Beacon1,000Ominous Trial Key300
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Farms are fine: the hand's daily limit keeps things fair. Blue eggs come from chickens in cold biomes, and leaf litter also comes out of a furnace from any leaves.

Pacts​

Feed the hand enough in one week and it offers you a pact: a permanent change to your hearts, paid for with a small change to how you move, fight or mine.

Unlocking one​

  • Feed â—† 4,200 to a side within the week to unlock that side. The two sides don't add up. With the hand's daily limit, that's at least four days of play.
  • Feed â—† 4,200 to both and both are open: you pick the pact you want.
  • One pact a week, whatever the side. The week is the same one as the weekly leaderboards.

Open the menu from a rim panel: the Make a pact book shows how much you still need, or glows when a pact is waiting. Click it, pick one of up to three pacts, check what it does on the right, then confirm. Back takes you to the menu without making anything.

You can open it any time, even before a pact is unlocked or after you made this week's: it shows the pacts each side will offer you this week, so you know what to throw in. Click the lantern to look at the other side.

The Choose a pact screen: three dark pacts on the left, the preview of Soft Landing on the right with its cost in hearts

The pacts​

Light pacts give you a heart and take a little. Dark pacts take a heart and give a little. You can hold each one only once.

Light pactHeartCostDark pactHeartGain
Heavy Feet+1Walk speed -5%Swift Feet-1Walk speed +5%
Slow Arm+1Attack speed -8%Hard Blows-1A quarter heart more per hit
Dull Tools+1Mining speed -10%Keen Tools-1Mining speed +10%
Low Leap+1Jump strength -5% (you still clear a block)Long Reach-1Reach blocks 1 further (not players)
Brittle Fall+1Fall damage starts after 2 blocks instead of 3Soft Landing-1Fall damage starts after 5 blocks instead of 3

With every pact of one side you end up between 5 and 15 hearts.

Changing sides​

You never hold light and dark pacts at the same time. If you hold dark pacts and unlock a light one, the only offer is to break your latest dark pact: the heart comes back and its gain goes. The same the other way round. Breaking one uses up your pact for the week, so swinging back takes a week per pact.

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Pacts are for good. They stay through death, logging out, new cycles and new seasons, until the other side breaks them.