The Restart
The finale: the rite at the Restart Sluice, what changes in the world after it, the Hubstone and its spokes, the finale artifacts and the Repeat of the Hour.
This guide is about the end of the fluxionist's path: what to do with the trophy of the last master of the Stillness, what changes in the world after that, what is made from a Hubstone and how to fight the Order's masters again. Everything below is a spoiler of the finale; if you would rather get there yourself, come back later. The road to this point is the Stillness guide.
The Restart
The Restart is the biggest event of the mod: the Stillness, standing since the day of the Great Stilling, takes a step. You need
the
Heart of the Stilling — the Unmoving's trophy — and a
Restart Sluice (Flux Workbench: a Thaw
Lantern, an Hour Dial, two plates and three blocks of stillmetal). The entry is
The Restart.
- The place. In the Founder's Hall, behind the founder's dais, between the riverbeds of Tide and Gale, there is a low 3 × 3 dais with a brass rim and an empty middle: the sluice's socket. Set the sluice there. Anywhere else in the Stillness the same sluice makes a thaw patch for a guardian's trophy (Stillness guide).
- The riverbeds. Set the Heart in while all four riverbeds of the Springs flow — after the Unmoving falls they flow by themselves.
- The rite lasts about a hundred seconds. The streams of the Springs gather to the Heart around the Wheel, and it beats faster
and faster. The Order will not allow it: at the twentieth, fortieth and sixtieth second the Sentinels at the edge of the Hall step
from their places and put out the riverbeds — light them again with shards of their Springs. At the eightieth second comes the
Restart: a pillar of warm light, the frost on the screen shatters, and the Heart comes out of the sluice warm — a
Restart Heart. - Failure. If all the riverbeds stand for 10 seconds or no one is near (48 blocks) for 30 seconds, the Heart falls out whole: the last master's trophy is not lost to a mistake. While the rite runs, the sluice cannot be broken in survival.
Once for the whole world. The Stillness and its blocks are shared, so there is one Restart — for whoever brings a Heart first. Everyone present at the Restart gets the Codex epilogue and half of their Deep Dissonance back. Someone who comes later sets their own Heart into the sluice that already beats and gets the same — in a small moment of their own.


What the Restart changes
- The Thawed. The land of 5 × 5 chunks around the Founder's Hall is let go forever: water flows, fire burns, you can sleep and set your spawn, rain falls, sheep, rabbits and foxes come, the riverbed is 120, above a river's. The glass waterfalls fall as water, the halted fire burns out, people caught mid-step finish their step; the sun, standing since the Great Stilling, sets for the first time. Beyond it, the Stillness stands as it stood.
- Outside the Stillness the Rounds of the Still no longer come, the gates of the Order's arenas are open for good, and the veil of the Sluice Arch is water rather than rime: the crossing has no freezing and no silence.
- The Pendulum Bob is free: the clock of the Hall's gate runs by itself — use the socket with an empty hand and the bob comes out while the gate stays open.
- The sluice keeps beating after the Restart: a Heart set into it comes out started.
- Flight in the Stillness: read the Restart Sluice by the dais with the Loupe, and the Freshet garb carries you here too
(
Flight in the Stillness). Thaw patch sluices do not give this.
The Hubstone
The
Hubstone is the key to the strongest things of the finale: a knot of six currents, four spokes of the Springs and
two spokes of the Poles. A recipe that needs a spoke breaks that very spoke, and the Hubstone keeps the others; when the last spoke
goes, the Hubstone crumbles. Keep a whole one for the Wheel Conduit and the Wheel Mattock. The entry is
The Hubstone.
| From | Spokes |
|---|---|
| the Unmoving, the Great Pendulum | 5 of 6 |
| the Elder Weirkeeper (the Lees), the Tollfarmer (the Quickstream) | 5 |
| the Mute Bell, the Prior | 3–4 |
| the Auditor (the Meanders) | 2 |
| the vaults of the Flooded Archive, the Great Dam and the Great Lock | 3–4 |
| the Repeat of the Hour | one turn 3–5, two and three a whole one |
A master's Hubstone goes to everyone who dealt at least a tenth of the damage.
The finale artifacts
One for each theme of the mod; all are great Confluences of a heart, a trophy and Hubstone spokes (Confluence guide). Where the heart goes is a choice: a started one into a workshop, an unstarted one into the Watch, a stop to carry with you.
The Crown of the Wheel is made first: the strongest boon to a Confluence of all the gear. Slowness, fatigue, the Numb Hand, Under the
Bell, the circles of Halt Stones and another's Watch of the Unmoving slide off it (the Order's masters break through it by half). With
the Gaze key the wearer sees the flow of the world: streams along the ground from a full chunk to an empty one, murk as a dark haze,
Skeins and Snarls as marks through walls. It is made on a Stillweave Hood with the Prior's Seal, a Hubstone (the Pole spokes), opaline,
gold and a
Still Sky Shard. The entry is
The Crown of the Wheel.
The Watch of the Unmoving takes an unstarted Heart in place of its works: time around you stops for 8 blocks and 4 seconds, and blows
on what is frozen build up and land all at once. Masters only slow down, and the Unmoving himself is not touched. Then it winds for two
minutes from the flux where you stand; each stop costs Ripple 3. The entry is
Watch of the Unmoving.
The Restart Heart is a workshop that cannot run dry: wherever it stands outside the Stillness, the 5 × 5 chunks keep a riverbed of
at least 120, and what you drink refills three times faster. Cleanliness is the condition: murk in its chunk above a third of the
riverbed makes it stumble. Two hearts closer than four chunks do not beat together. A comparator catches every beat — a clock for
redstone. The entry is
The Restart Heart.
The Rewind Weight is made from the Pendulum Bob: it remembers the blows of five seconds and, when they add up to two fifths of your
health and you still live, gives that damage back as health and strikes everyone nearby with its swing; then it rests a minute and a
half. The entry is
The Rewind Weight.
The Wheel Conduit is a whole Hubstone in the Conduit's socket: four lenses on the rim, one per Spring; in the Wheel mode they strike
at once, and opposite Springs clash at the target without murk — as blinding steam or as rubble. It needs a
Great Lens Blank — which means two Hubstones: one gives the blank its Lattice spoke, the other goes whole into the
Wheel. The entry is
The Wheel Conduit; lenses: The Conduit and Lenses.
The Wheel Mattock is a whole Hubstone on an ash haft: a pickaxe, a shovel and an axe at once, tougher and faster than netherite.
Whichever spoke faces forward, that current does the digging: Tide — Panning (an extra raw piece), Strata — a 3 × 3 Sweep, Fray — the
whole vein at once, Ember — Smelting, Gale — a man-high tunnel five blocks deep, Lattice — blocks drop whole. The entry is
Wheel Mattock.


The Repeat of the Hour
The Order answers the Restart: its hour can be wound again — and you can fight the Unmoving and the Great Pendulum again, harder and for
greater rewards. The
Winding Key (Flux Workbench: a stillmetal ingot, the Rule of the Still Hour and four Hour Marks)
goes into the founder's dais — the Unmoving comes out, and while he lives the riverbeds of the Hall stand as glass again; into the Dead
Dial of the Clock Tower — the Great Pendulum. Sneak with the key to turn it once, twice or three times. Only after the Restart. The entry
is
The Repeat of the Hour.
| Turns | The master | Reward |
|---|---|---|
| 1 | health ×1.5, blows +25%, rests between moves ×0.9 | a trophy and a Hubstone of 3–5 spokes |
| 2 | health ×2, blows +50%, rests ×0.8; calls for help in the first phase already, and one more | a trophy, a whole Hubstone, a ¼ chance of a second trophy |
| 3 | health ×2, blows +75%, rests ×0.7, damage to him ×0.6, the Sentinels come out at once; "the Hour holds": every half minute a Still Ring runs out from him — jump it or stand still | two trophies, a whole Hubstone, the first time also a |
The reward goes to everyone who dealt a tenth of the damage. The master's health grows by another half for every player in the arena beyond the first. So the game has work after the finale, and the artifacts have somewhere to come from.
Why the Heart
This is the answer to the question the fluxionist's path began with: can the Stillness be made to flow again. The founder of the Order
gave his Tempo to the Great Stilling: his heart stopped first, and the Stillness holds on that unhappened beat, while the Great Pendulum
holds the hour. The Heart of the Stilling is that very heart, which is why only it can start the Stillness: set into the Restart Sluice
where the four riverbeds of the Springs meet, it beats again, and the beat finally happens. The entry
A key to the finale tells of
this; its trace is in the Sanguine Weald too.
What next
- The Stillness — thaw patches for a home in the Stillness, and the Order's fights you can repeat.
- Gear and Gear Charge — where the finale artifacts are worn and how their training grows.
- Confluence — the altar the artifacts are made on.
- Guides — every mechanic of the mod.