Static Hollow's places don't generate with the world the normal way. Most rise out of nothing the first time someone comes near: on flat open ground, trees and hills cleared out of the way, in old worlds too. Later places only exist once the story wakes them, and the Watcher hands everyone a needle that points there.
Finding places
- Needles. When a place wakes, the Watcher gives each player a Watcher's Needle, a compass that only ever points there. See Compasses and needles.
/statichollow locate [place]tells you where each place is (how far, which way, and coordinates you can click to fill in a teleport), or when it will come if it isn't there yet. It knows gardens, mansion, breach_altar, cathedral, altar, rosemont, laboratory, shelter, nests, great_bloom, arena and stomach, and later uplink, capacitor_works, soul_well, ashford_plant, meridian_lab, blackwater_station, relay, drive_in and hive./locate structure statichollow:<id>works for the structures listed below with their id, once they exist. Both need cheats on. Since 1.63.2, clicking the coordinates it gives you puts you standing beside the structure, not under the ground or high in the air.
The realms
Besides the Overworld, the Nether and the End, the story takes you to nine places of its own, each a separate dimension. You can't sleep in any of them.
| Realm | Id | Chapter | Way in |
|---|---|---|---|
| The Void | statichollow:the_void | 2 | The Breach, where the Hollow Saint fell |
| The Bloom | statichollow:the_bloom | 3 | The green rift over the Gardener's dead flower |
| The Null Static Zone | statichollow:the_null | 5 | The Last Reel held over the tear at the drive-in |
| The Deep | statichollow:the_deep | 5 | The Throat at the bottom of the Sinkhole |
| The Stalls | statichollow:the_stalls | 6 | The Door at the End of the World |
| The Watcher's Vault | statichollow:the_vault | 6 | The seam in the Great Screen |
| The Other Side | statichollow:the_other_side | 6 | The Door, once its static has gone black |
| The Hub | statichollow:the_hub | 7 | After the credits; then the Remote |
| The Dead Water | statichollow:dead_water | 8 | Off the Hub's edge, through his portal |
Chapter one
The Forsaken Altar
Every world has one, 500 to 1000 blocks from spawn, on open, flat, dry ground on the far side of spawn from the cathedral. A ruined shrine with broken pillars, skulls, candles and a soul campfire (follow the blue smoke) rises round it within about 90 blocks. Its grounds have nine pilgrim stones, the pilgrims' abandoned camp, and a catacomb under a sealing stone that opens when the altar wakes. Since 1.62.0 the pilgrims have left offerings at the foot of the stones and stacked cairns behind them. The Watcher later works at Forsaken Altars: it infuses the Orbital Core and builds the Device and the Ray Gun there.
statichollow:forsaken_altar
The Cathedral of the Hollow
The church that isn't on any map. One per world, 500 to 1000 blocks from spawn, roughly opposite the altar, inside a walled graveyard. The Hollow Saint is summoned at its reliquary.
statichollow:cathedral
Chapter two
The Void
A dimension through the Breach: black all round, a fog the colour of a bruise, and the Breach Altar's island hanging in it. Round it, the Drift: the Torn Room, the Fallen Graves, the Mast and the Nest. Fall off and the Hand catches you. Since the altar wakes, the rift closes for good. See chapter two.
The Breach Altar
The Forsaken Altar's other half: pale rose stone, spires of pink crystal and a pink altar with a torn eye carved in it, on top of the Void's island. In worlds from before 1.25 it stands in the Overworld.
statichollow:breach_altar
The Murder Mansion
Hale House: a three-storey Second Empire house under a black mansard roof, with a turret and a spire, a widow's walk, a columned porch and a chimney still smoking, in its own railed yard with a fountain of blood (since 1.26.2, a weathered statue of the Mended with blood pouring from its mouth), dead hedges, lamp posts, things hanging from dead trees, and the family plot. Inside: a two-storey foyer, parlour, dining hall laid for guests who are only skulls, butcher's kitchen, library, master bedroom, nursery, a bathtub full of blood, servants' rooms, the red room, the attic, and through the Harvest Doors the Trophy Hall with the Mending Altar. Every chest is filled and the house's papers are where they were left.
statichollow:murder_mansion
Chapter three
The Botanic Gardens
A Victorian glasshouse with a great glass dome, locked until the Mended's key. Inside: the great flower, the Head Gardener's office, a propagation house, a pond, a potting shed, an orchid house of iron lattice at the back, and the Seed Vault under a hatch. Once the Great Bloom rises, the glasshouse comes down round it and the Bloom takes its place for good.
statichollow:botanic_gardens
The Bloom
The teeth pit with floating islands. A dimension down the root: islands of what the flower ate over green fog, and the Great Bloom's mouth at the bottom.
The Great Bloom's stomach
Wet red folds lit faintly from inside, a knee-deep pool of green acid, and on the ledges round it what's left of the ones it ate before you. Cut the wall ten times to be thrown back up. See the Bloom.
Chapter four
The Flesh's land
The red fog. Everywhere the Flesh has taken: meat for grass, veined stone, sinew trees, and fog the colour of meat.
Rosemont
The broken city, a few hundred blocks from the gardens on the flattest open ground there is: six streets of cracked asphalt and abandoned cars, the police precinct, the corner pharmacy, the bus station, an eight-floor apartment block with its floors rotted through, offices, shops and houses, a sinkhole forty blocks deep, and in the middle the army's evacuation checkpoint with the truck and the Military Cradle. The Congregation sleeps in the road. Its own music: a broken loop of car doors and struck pipes, a PA chime that has lost a note.
statichollow:rosemont, once the Flesh has woken
The Rosemont Botanical Research Laboratory
A white building above ground (reception, two labs, offices, the director's office, a greenhouse wing where the Bloom and the Flesh fight over the beds) and two sublevels: decontamination, the control room with its glass floor over the reactor, the containment lab, the cold store, the server room, and the reactor hall behind blast doors, where Specimen Zero sleeps in the pool against the Core.
statichollow:laboratory
Shelter No. 4
Rosemont's Civil Defence shelter in Victoria Park: a blockhouse with its blast door jammed half open, a mess hall, bunk halls, the radio room with the generators, and Bunker B, a two-storey hall where the squad holds the dais and the Warden sleeps in the north wall. Roots hang out of the ceilings. Its own music below ground: Shelter Dark.
statichollow:shelter
Nests
Where the Flesh has had the land long enough, the ground sinks into a bowl, ribs of bone arching over it, with the Broodmother at the bottom and rows of brood sacs round her. At most four at once, never within 160 blocks of another, cleared out to 23 blocks and ringed with standing bones. You hear one form: a long, deep, wet groan out of the ground.
The Uplink Station
Where the garrison talked to SENTINEL: a fenced compound, a great dish tipped at the sky still transmitting, the control bunker (the Targeting Array is in the locker by the consoles), a generator shed, a watchtower, sandbags, the truck that never got out, and the soldiers who stayed.
statichollow:uplink, once the Bloom has changed
The Capacitor Works
The live banks. A brick hall of capacitor banks still holding its charge, arcs jumping between the lightning rods. The Capacitor Cell is in the test cage at the back.
statichollow:capacitor_works, once the Bloom has changed
The Soul Well
Black obelisks burning with soul fire round a plaza of black brick, graves and pilgrims' stones round it; the well, a stair cut round and round its shaft thirty blocks down, souls going up past you and a wail coming up; at the bottom, its keepers kneeling round the altar, and the Bound Soul. Come to the altar and they get up.
statichollow:soul_well, once the Bloom has changed
Ashford Nuclear Plant
Cooling towers and a reactor that never went cold. The Nuclear Reactor Core is in the fuel pool. Decon lockers hold a hazmat suit and a Bloom Serum. Its hazmat teams and workers are still there.
statichollow:ashford_plant, once the Orbital Railgun is built
Meridian Laboratory
Arcs jumping, capacitor banks humming, a test hall that lost its roof on run 47. The Discharge Destabilizer is in its core. Its researchers and spitters are still there.
statichollow:meridian_lab, once the Orbital Railgun is built
Blackwater Station
An island research lab out at sea: its dock, its lighthouse, its foghorn, and the tank they built the station round. Something got loose in it. The Vial of Dark Matter Blood is in the sample freezer. Parasites, Parasite Hosts, xeno resin and pods. The Watcher gives you a boat.
statichollow:blackwater_station, once the Orbital Railgun is built
Chapter five
Relay 6
The relay. The county's emergency-broadcast relay on Hollow Ridge, with a guyed mast forty blocks high and the Amalgam at its foot.
/statichollow locate relay, once the Bloom is dead
The Starlite Drive-In
Where the last of their static runs down. A screen twenty-five blocks across showing nothing, and a tear in the ground at its foot.
/statichollow locate drive_in, once the relay is off the air
The Null Static Zone
Where everything that went into the static ran down to. A dimension: a grey plain under no sky, the Carrier's crater in the middle, and the Ancient Null Ruins out on the plain.
statichollow:null_hush, statichollow:null_listening_stones, statichollow:null_sunken_choir, inside the Zone
The Hive
Where the parasite is growing itself a mind. A hamlet it took whole, gone under violet creep and black chitin, its hands standing round a pit with the Chorus in it and four nerve nodes on their stalks.
statichollow:hive, or /statichollow locate hive, once the static has signed off
The Sinkhole
Halloway's Low Field, pulled down from underneath: a crater thirty-odd yards across, a surveyor's camp on its rim, and a burrow winding down six turns to the Throat.
statichollow:sinkhole, once the Chorus has run
The Deep
Where the Chorus went. A dimension of huge warm caverns with seas of blood in them: the Gullet, Low Marrow, the way-stones, the Old Halls and the Deaf King, the Listeners' nests, and the Warm Heart.
Chapter six
The Door at the End of the World
Out past the obsidian in the End. A causeway of the Watcher's black seal-stone to an island, and on it a Door full of static. It's there once the Last Voice has broken his seal on the End.
The Stalls
An endless picture house in the dark, row on row of seats facing the Great Screen, the Audience in some of them and the Ushers walking the aisles.
The Watcher's Vault
Behind the picture. His archive of film and tape, the Tuned standing in the stacks, three keeps off the nave, and the Watch.
The Other Side
A stage behind the screen your world is on. Painted flats, footlights, his last projector, and past the edge, the dark and what sits in it.
Chapter seven
The Hub
A realm he made, floating in static: a plaza of hub stone, a gallery of six portals back to each chapter's last fight, and the edge.
Chapter eight
The Dead Water and the rig
A dead green sea that goes on forever, the oil rig he built in it long ago, the sub bay and the submarine Orpheus, and twelve waters, each with its own place on the sea floor:
| Water | Its place | Id |
|---|---|---|
| The Grey Shelf | Sunk lifeboats | statichollow:sea_lifeboats |
| The Haemal Reach | The Drowned Heart | statichollow:sea_drowned_heart |
| The Wireweed | A fallen radio tower | statichollow:sea_radio_tower |
| The Lantern Fields | A flooded habitat dome | statichollow:sea_habitat_dome |
| The Ossuary Flats | A whalefall | statichollow:sea_whalefall |
| The Brine Sink | Sink Station | statichollow:sea_sink_station |
| The Molar Reef | The Jaw | statichollow:sea_the_jaw |
| The Drowned Mycelia | Giant drowned mushrooms | statichollow:sea_drowned_mushrooms |
| The Rime Shelf | A frozen outpost; the rime spires | statichollow:sea_frozen_outpost, statichollow:sea_rime_spire |
| The Ember Vents | A pump ruin | statichollow:sea_pump_ruin |
| The Carrier Wave | A wreck field | statichollow:sea_wreck_field |
| The Black Below | The Anchor | statichollow:sea_the_anchor |
The Hollow's own country
Five biomes of its own in the Overworld since 1.62.0 (the Hollow Moor, the Blightwood, the Weeping Fen, the Antler Woods and the Signal Flats), and oceans that go down about 2,000 blocks, in three depths: the Sunless Drop, the Hadal Dark and the Trench. New worlds only.