- Way in
- The Door at the End of the World, out in the End
- Way out
- The Door behind you: home to your bed, or the world's spawn
- Sleep
- No: "Not here. Not with them watching."
- Who's here
- Forty of the Audience in the seats, four Ushers in the aisles
- Music
- The Stalls; the Crowd's fight has its own
- The screen
- Sixty-four blocks across, about two hundred feet
The seal on the End
After signing off, the Watcher shut the End: anyone who goes through an End portal in survival is sent straight back out to their bed or the world's spawn. He can't keep you out if you carry the Last Voice in, the one voice the Chorus couldn't swallow (since 1.60.1 it works however you came by it). It speaks:
"...hold me up. here. he made this seal with his own hands. i can open it..."
Something cracks, all the way across the End's sky - and stays cracked. The seal he put on it is broken.
"...there. out past the obsidian. a door. go through it. i'll be quiet now..."
And the Watcher says one word: "...don't." From then on the End is open to everyone, as it was. This earns The Door at the End of the World. (The dragon you'll meet there is the Infested Ender Dragon.)
The Door at the End of the World
Out past the obsidian platform you arrive on, a causeway of seal-stone runs east over the void. Seal-stone is black with the Watcher's glyphs cut in it, and posts along the causeway each carry one of his glyphs, still faintly lit. At its end an island of the same stone hangs in nothing, with a long root of it going down underneath. On the island, facing back the way you came, stands the Door: a frame of seal-stone nine blocks wide and thirteen high, his glyphs cut all round it, and in its opening nothing but static, upright, crawling and humming. Walk into it.
The Door stands about 28 blocks east of the obsidian, at the End's 128, 49, 0. Since 1.60.2 the End's island ground is cleared off it, with a way along the causeway and a bowl round the island so the Door stands in the open. The first time anyone is in the End, the ground over the obsidian also gives way into a shaft open to the sky, so you don't arrive shut in end stone.
Later the Door changes. Once the Watcher has run his first reel in the Vault, its static goes black: the dark on the far side of it, looking out. It hums, the air is drawn into it, and walking in takes you to the Other Side. After the last show it's static again.
The Stalls
"Rows and rows of seats in the dark, every one of them facing a screen. Some of them are taken." It's a picture house with no walls and no roof, going on further than you can see. The floor is black Stalls Asphalt, and on it row after row of Picture House Seats curve round in long arcs to face the screen, with two aisles running down through them. Black sky, dark fog, dust and ash in the air, its own air and its own music. Arriving earns Take Your Seat.
Behind the last row are the cars of every drive-in that ever closed, wrecked, still facing the screen, with speaker posts among them. Behind those is the projection booth, up on its tower, with its beam going out over everything. And behind that is the way you came in: a Door of seal-stone, its opening full of static. Step back through it and you're home.
The Great Screen
At the front stands the Great Screen, sixty-four blocks across in a black proscenium, its red curtains drawn back to either side and a low stage at its foot. Its picture flickers: static, and between the static the story so far, frame after frame, grey and grainy. The altar, the cathedral, the glasshouse, the Bloom, the city, the drive-in, the hive, the Deep.
The Audience in the seats
Forty of the seats are taken by the Audience: grey people in grey clothes, faces turned up to the screen, a ticket in one hand in their laps. They don't look round, but they hear you. A step near them, a block broken or a door, and they get up slowly with a finger to their lips, come for you and hold you where you are. Sneak and they don't hear you walk. Lose them and they go back and sit down. Some of them carry a Ticket Stub.
Four Ushers walk the aisles with their lamps. Sneaking doesn't help against a lamp: it sees, it doesn't hear. If one finds you ("The Usher's lamp is on you."), the SHHH goes through the house and everyone sat near you gets up. Show an Usher a Ticket Stub and it looks away for a minute. All three of them are on the Crowd's page.
The front aisle
Between the stage and the front row runs the front aisle. Step out onto it and "The picture on the screen is you." Every one of the Audience gets up and comes down to the front, and they go into a heap that stands up as the Crowd. It doesn't leave the front.
The front row
One seat in the front row, straight back from the middle of the screen, is always taken. When the Crowd has come apart and the screen has gone dark, you see who's in it (the cutscene Front Row). He tears the screen open and goes through, and it closes up behind him to a seam of light down the middle of the screen: "There's a seam of light down the middle of the screen where he went through. It won't stay shut forever."
The Crowd leaves the Last Ticket behind. Hold it up to the seam and it tears in two in your hand, and the seam opens wide, light pouring out of it down to the stage. It stays open for everyone. That's the way into the Watcher's Vault. Coming back out of the Vault puts you on the stage in front of the screen.
Its blocks
- Seal-Stone and Seal-Stone Glyph: the Door, its frame and the causeway
- The Door's Static: the Door's opening
- Stalls Asphalt, Picture House Seat, Screen Cloth and The Great Screen
Advancements here
- The Door at the End of the World: Carry the Last Voice into the End, and break his seal
- Take Your Seat: Go through the Door into the Stalls
- Quiet, Please: Keep perfectly still through the Crowd's Hush
- Standing Ovation: Bring the Crowd down
- Front Row: See who was sitting in the front row
- Admit One: Hold the Last Ticket up to the seam in the screen