Static Hollow official wiki

Chapter two

The Breach

it was never only about the saint

On this page
  1. The Breach
  2. The Void
  3. The Breach Altar
  4. The killers and the things from the woods
  5. The Murder Mansion
  6. The Mended
  7. What you can make
  8. What comes next

When the Hollow Saint falls, the floor where it fell tears open. The creepypastas were keeping something in; now there's a hole, and it's been widening ever since.

you didn't think that was the end of it, did you.

when the saint fell it left a hole. it's been widening ever since.

??? after the Saint falls

The Breach

A red wound stands up out of the ground: black inside, its edges burning, red lightning crawling off it, ash drifting round it and the air pulling in. In a world where the Saint already fell before this was added, one tears open near you soon after you play. Walk into it.

The Void

Since 1.25 the Breach lets out into its own dimension: black all round, no ground and no sky, a fog the colour of a bruise, ash and embers drifting, a drone that never stops, and things moving out in the dark. Now and then, far out, two great red eyes open and look at you. You can't sleep out here.

You come out on one torn-off island: pale dead moss over an upturned crag of earth and rose stone, crystals and roots hanging off it, dead trees leaning over the edge, and the Breach Altar's shrine on top. Four more pieces of the Hollow hang in the dark round it, the Drift, each with a chest and a page, all reachable on foot:

  • The Torn Room (east, over a sagging rope bridge): the corner of a house ripped off at the floor, the bed unmade, a table laid for two, a music box playing somewhere.
  • The Fallen Graves (west, over stepping stones): a lump of graveyard and a little mausoleum, its coffins sticking out of the earth underneath.
  • The Mast (south): the Broadcast's radio mast, a red aviation light blinking on top that you can see from all over the Void, and a shed with a TV still on.
  • The Nest (north): the carcass of something huge, a ring of standing stones round a black pool, sculk over everything. The lampreys come up out of the pool.

If you fall, your fall slows as if the dark thickened, and a hand bigger than a man comes up out of it, closes round you (it hurts), and sets you back down on the island you fell from. Out here you'll also meet Driftlights, harmless jellyfish of pale flesh that light the islands, and Lampreys, eyeless eels with a glowing lure that bite and try to drag you out over the dark.

careful. there's no ground out here but this.

this is where they came up from. the breach tore this bit off with it.

and don't look too long at the dark. it looks back.

??? in the Void

The Breach Altar

The Breach Altar is the Forsaken Altar's other half: a platform of pale rose stone, spires of pink crystal, pink candles round a pink altar with a torn eye carved in it. Wake it with an empty hand and everything turns purple: every crystal, every flame, every vein in the stone.

Every creepypasta in the world is dragged back down where it came from, each one sinking into a red portal, fighting. The old haunting stops. The Watcher comes to stand behind the altar and tells you what comes up in their place, in its own way:

a rabbit with an axe. a hook on the roof of your car. a butcher in a pig's face. a doll that moves when nobody looks. a scarecrow that wasn't there yesterday. red eyes on a bridge. the thirteenth child. something on two legs that should be on four. a tall glowing thing in the hills.

??? at the Breach Altar (paraphrased from the README)

Once the altar is awake and you come back through, the rift turns, shudders and zips itself shut behind you for good. Anyone still out in the Void is brought home.

The killers and the things from the woods

The new nine are five killers and four cryptids. Like the creepypastas they stalk first, at the treeline, across the water, overhead, and only come for you once they've watched long enough or you hit them. Each drops its own item and its head (always on the first kill, then 10% plus Looting). The Watcher has something to say the first time you kill each.

CreatureHow it huntsDrops
The BunnymanA tall man in a filthy rabbit suit with a fire axe. Catch him watching and he waves. Chops through wooden doors. Anywhere in the dark, most of all near water.Bloodied Stuffing
The HookmanFlings a meat hook on a chain and reels you in; pulls riders off horses, boats and carts.Rusted Hook
The HogsheadA butcher in a rotting pig's head. Charges; sidestep and he stuns himself on the wall. 90 health.Flayed Hide
The Porcelain ManOnly moves while nobody is looking. Can only be hurt from behind.Porcelain Shards
The HarvestmanA scarecrow on a post in a field at night. Look away for long and the post is empty.Blighted Straw
MothmanRed eyes circling in the night sky. Screeches, dives, and sometimes carries you up and lets go. Bring a bow.Moth Scales
The Jersey DevilScreams, springs into the air and glides down onto you. Pine forests and woods at night.Devil's Horn
DogmanRuns on all fours, stands up to howl (it roots you), pounces and mauls.Dogman's Fang
The Flatwoods MonsterGlides at you in a spade-shaped hood with a glowing red face, leaving a burning mist.Braxton Residue

The Murder Mansion

The Watcher tells you where they live. The Murder Mansion is a three-storey Second Empire house under a black mansard roof, with a turret, a widow's walk and a chimney still smoking, in its own railed yard: a fountain of blood, dead hedges, things hanging from dead trees, the family plot. Inside are a foyer with twin staircases, a dining hall laid for guests who are only skulls now, a butcher's kitchen, a nursery, a bathtub full of blood, the red room and the attic.

The house's papers are where they were left. Read them in order and you learn what the Hale family did: the housekeeper's accounts, the butcher's order book, a letter never sent, a nursery rhyme that counts the nine, the guest list, a surveyor's notes, a note from the glasshouse, the red room's instructions, and the Watcher's own pages on the mending, open on the library desk. They're all on the lore page.

Through the Harvest Doors is the Trophy Hall: chains and hooks out of the dark, trophies on every wall, and the Mending Altar inside a horseshoe of nine trophy pedestals.

The Mended

Put one head from each of the new nine on the trophy pedestals and right-click the Mending Altar with an empty hand. The Watcher comes down from the ceiling and sews. It takes about thirty seconds, and nothing can hurt the result until it stands and roars with all nine voices.

The Mended is four blocks tall, 750 health, with three phases: Agony, Aggression and Iron Will. When it dies it comes apart and the nine go up out of it. It leaves the Mended Heart and the Rusted Garden Key, with iron, chains and one of each of the nine's drops.

What you can make

  • Six weapons: the Bunnyman's Fire Axe (Bridge Toll), Hook and Chain (Reel), the Hogshead's Tenderizer (Tenderize), the Porcelain Needle (Unseen), the Devil's Glaive (Hellfire) and the Rending Claws (Frenzy).
  • Three armour sets: Butcher's Garb (Slaughterhouse), Mothwing (Night Flight) and Braxton Shell (Braxton Mist).

Recipes and powers are on the items page.

What comes next

The Mended's key fits the gate of the Botanic Gardens, a Victorian glasshouse that has been locked and sealed the whole time, with the jungle inside pressed up against the glass and something glowing in the middle of it. When the Mended dies, the Watcher has something to say about the glass house. Chapter three.