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.
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.
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 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.
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 does | What it means for you |
|---|---|
| Looks around, weaves, feels along the rim | It hasn't seen you. Nothing happens. |
| Holds its open palm over you | It's picked you. Move, or find out. |
| Dives and pulls back up | A feint. It was playing with you. |
| Closes its fist around you | It lifts you, shakes you, and throws you clear. |
| Rolls a ball of fire in its palm | It'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.
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.

See what it wants​
Four panels stand on the rim, one at each compass point. Right click one to open the menu:
| Tile | What 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. |
| Tiers | Your ladder for the cycle, see below. |
| Make a pact | The pact screen, see Pacts. |
| Rankings | Top feeders and top teams, exactly like /lb. |
The panels themselves show the server's total for the cycle, the rift and both countdowns.

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.
| Tiers | Points | Reward |
|---|---|---|
| Every tier | â—† 3 for tier 1, up to â—† 35,000 for tier 100 | money |
| 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 cycle | Keys for everyone |
|---|---|
| â—† 9,000 | Common Key |
| â—† 27,000 | Prime Key |
| â—† 54,000 | Crimson Key |
| â—† 90,000 | Gold 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%orSealed 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 season | Verdict |
|---|---|
| More dark than light | The rift opens |
| More light than dark | The rift is sealed |
| Exactly even | The rift is sealed |
The verdict is announced in game and in Discord. What waits behind an open rift is still being dug.
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.
| Light | â—† | Dark | â—† |
|---|---|---|---|
| Glow Ink Sac | 2 | Leaf Litter | 1 |
| Pearlescent Froglight | 2 | Nether Sprouts | 1 |
| Armadillo Scute | 3 | Dead Bush | 2 |
| Blue Egg | 4 | Sculk Vein | 3 |
| Turtle Egg | 15 | Red Nether Bricks | 6 |
| Amethyst Cluster | 20 | Dried Ghast | 50 |
| Sniffer Egg | 120 | Disc Fragment | 120 |
| Trial Key | 150 | Netherite Ingot | 200 |
| Beacon | 1,000 | Ominous Trial Key | 300 |
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 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 pact | Heart | Cost | Dark pact | Heart | Gain |
|---|---|---|---|---|---|
| Heavy Feet | +1 | Walk speed -5% | Swift Feet | -1 | Walk speed +5% |
| Slow Arm | +1 | Attack speed -8% | Hard Blows | -1 | A quarter heart more per hit |
| Dull Tools | +1 | Mining speed -10% | Keen Tools | -1 | Mining speed +10% |
| Low Leap | +1 | Jump strength -5% (you still clear a block) | Long Reach | -1 | Reach blocks 1 further (not players) |
| Brittle Fall | +1 | Fall damage starts after 2 blocks instead of 3 | Soft Landing | -1 | Fall 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.
Pacts are for good. They stay through death, logging out, new cycles and new seasons, until the other side breaks them.