Fluxionwiki

Ruins and Dungeons

What stands in the Overworld: Reckoner ruins, the Scriptorium, the Flooded Archive, Tollkeeper posts, Sunken shrines, homes of fluxionists long gone.

The Overworld holds buildings of three ages: ruins of the Reckoners, who measured the flux, places of the cults of their schism — the Tollkeepers and the Sunken — and homes of fluxionists who lived here before you and left. The hoards here are not the game's chests but the mod's things: shards, quickdust, opaline, Records for the Codex. Reckoner coffers are opened with an empty hand, and quickdust unseals them one item more generously (Reckoners in the world).

What to look for, and where

StructureWhereWhat is there
Gauge Stone, Fallen Gauge Stoneforests, taiga, savannas, hills, plains, meadowsa Channel Record; the fallen one has a coffer, jars and ruin stone for a post
Gauge Ringplains, meadows, forests, cherry groves, savannas; rarea Woven Record; a condition of the Stillness entry
Reckoner Lockon a river banka water puzzle, a storeroom with coffers and jars
Flooded Archiveunder a riverbed; rarea great dungeon, the Master Gauge Stone, a guardian
Reckoner Scriptorium, Copyist's LodgeInkpine Forest onlyRecords, resin and scrollbark, the reading room's seal
Reckoners' WellFlowstone Grottoes onlya Channel Record, pearls, Spring shards
Dismantled WeirRustling Fens onlya coffer under water, a Tally Tablet
Clockmakers' Observatory, Fluxionist's HomesteadHoneyfall Grove onlythe Armillary Sphere, journals, workshop parts
Herbalist's HutSanguine Weald onlyheartsap, tonics, aspen saplings
Halted CaravanHourless Wood onlygoods, Halted Drops and Frozen Thoughts, Still Grains
Toll Postsavannas, plains, meadowsa Toll Tap, reliquaries, the Toll Cleaver
Tollkeepers' Kiln CampSmolderwood onlyreliquaries, Smolder Coal, the Toll Charter
Mire Shrineswamps, rivers, Stagnant Backwatera Mire Idol, a Sunken Lament
Sunken Sanctumswamps and Stagnant Backwater; rarea dungeon on stilts, a guardian
Snagling campsWeeping Floodplain, Rustling Fensthe Catch Heap — The Snaglings

Gauge Stones, the ring, the lock and the well are in the guide Reckoners in the world. Where the places themselves are — The Overworld.

Maps
You do not have to wander blindly. A level-five gauger sells a map to the Flooded Archive (14 emeralds and a compass), the Snagling peddler sells maps to ruins, the archive's Master Gauge Stone gives a map to a Gauge Ring, the Loupe on a Mire Idol shows the direction of the Sunken Sanctum, and on a Toll Tap — the direction of the archive.

Reckoner Scriptorium

The Reckoners' library deep in the Inkpine Forest: a hall of inkstone masonry with a pale band of tile, a rose window of scrollbark over the entrance, a bell tower with an inkwell lamp. Inside are the copyists' long table, niches of scroll shelves under a gallery, and on the gallery a banded coffer and the "Copyist register"; in the collapsed wing is a bindery with vats of ink. The shelves hold paper, cord, Tally Tablets, now and then a Woven Record, resin and scrollbark.

The reading room behind the north wall is locked by a seal: four rune plates lie before it out of order, and above four niches in the walls are rune signs. The lectern at the entrance tells how to read the order: "a copy is made bay by bay, from the door to the reading room". Step on the plates in the order of the niches. The reading room holds a sealed coffer, a chest and a barrel of Records: Woven Records, Drive Drawings, Opaline Inclusions, Lattice and Fray shards.

By the path through the forest stands the Copyist's Lodge — an inkpine cabin with an ink press: its barrel holds resin, scrollbark, an early Tally Tablet, a Ruling Pen and saplings.

The Reckoner Scriptorium: inkstone masonry, a pale band of tile, lamps by the door
The Reckoner Scriptorium: inkstone masonry, a pale band of tile, lamps by the door

The Flooded Archive

The Reckoners kept their ledgers under a riverbed; in the Great Stopping the river was dammed, the water went into the archive and stands there still. It is a great dungeon: above the water you see only the intake tower with belts of glowing marks — at night it is girded with runes, and a beacon lantern burns on its roof.

  • The tower is a well down to the bottom of the riverbed and below, a spiral ramp around a gauge column.
  • Stacks and a reading room, sunken shelves under water and walkways; the barrels of the dead ends hold paper, Records, cord, quickdust.
  • The counting room is a mezzanine with rune plates: the order is the signs on the west wall from left to right; behind a niche's seal is a banded coffer.
  • The drain pit is 5 × 5, five layers of water and two valves — the same puzzle as the lock, but reversed: the mark is at the bottom.
  • The counting hall is a nave with galleries and a measuring pool with valves on a dais: water at the mark raises the vault's gate. The guardian sleeps here too.
  • The vault holds the Master Gauge Stone, two sealed coffers and a chest: chapter Records, Opaline Inclusions, fluxsteel, antimony, shards of all six currents. It is held both by the pool's valves and by the guardian: the vault opens when the water is solved and the guardian is down. The vault's walls are cast — no digging in.
Spoiler: this reveals part of the walkthrough.
Spoiler: this is about the finale — the Restart and what comes after it.

The archive's guardian

Spoiler: this describes a guardian and its moves.

The Tollkeepers: posts and camps

The Tollkeepers are former lock keepers: they draw flux right out of the ground, and in a fight also the charge of your gear (The Tollkeepers).

  • A Toll Post is an old Gauge Stone with a brass Toll Tap driven into its side and an awning with a counting table and scales. The ground around is drunk dry. While a player is near, the tap drains its 3 × 3 chunks to the bottom, and the neighbors' flux flows off toward them: a workshop a few chunks from the post suddenly stands half empty — the Loupe and the mod's notice tell you a tap is drinking the flux and where it is. Break the tap — what it drank goes back to the land. Two Toll Collectors and a Bursar guard the post. Its barrel holds Toll Reliquaries, Spring shards, copper, cord and the Toll Cleaver.
  • The Tollkeepers' Kiln Camp in the Smolderwood is domed kilns of fired brick, a toll arch by the path and a reliquary rack; Toll Collectors and a Bailiff guard it. The chests hold Brazier Briquettes, Smolder Coal, Ember shards, reliquaries and now and then a Toll Charter — it leads to the Flooded Archive.

A Toll Reliquary can be smashed on the ground: what was drunk pours into the chunk — that is how a dry workshop is raised at once. Reliquaries also pay the Sluice Arch's toll to the Quickstream.

The Tollkeepers' Kiln Camp at night: domed kilns among smoldering brands
The Tollkeepers' Kiln Camp at night: domed kilns among smoldering brands

The Sunken: shrines and the sanctum

The Sunken are former weir keepers who feed the mire and call it the Mother Below (The Sunken).

  • A Mire Shrine stands by swamps and quiet rivers: a ring of stakes wound with mire threads around a Mire Idol. The shrine's chunk is always in mire — you can see it from afar by the flakes of murk. The idol feeds murk to its chunk and the four neighboring ones until it is broken. The shrine is guarded by Sodden — they rise out of the water next to you — and a Keener whose song takes away your air: get out of her sight or knock her down mid-song. The chest holds silt, candles and a Sunken Lament.
  • The Sunken Sanctum is a Reckoner lock the Sunken took for a temple: a half-flooded dungeon on stilts in a swamp or the Stagnant Backwater. A porch and a spiral ramp lead down into flooded halls with Sodden (13 blocks below the surface); the halls hold a chest with the Drowned Keystone. Next come the rune plates of the "drowned litany" (the order is on the lectern) and the descent to the lower lock: the gate behind the socket's seal is opened by the Drowned Keystone. Another 10 blocks down is the guardian's lake, and beyond it the treasury: diamonds, emeralds, gold, opaline, fluxsteel, Tide crystals.

The sanctum's guardian

Spoiler: this describes a guardian and its moves.

Homes of those who left

Fluxionists and clockmakers lived in quiet places long before you — their homes stand empty, and the journals on the lecterns hint at what to gather there.

  • The Clockmakers' Observatory (Honeyfall Grove) is a round tower of umber masonry under a green copper dome, with a sundial in the yard; its northeast side has collapsed. In the hall stands the Armillary Sphere (reading it opens the entry The Clockmakers), and on the gallery a Reckoner coffer, a clockmaker's journal and a barrel: honey resin, a Channel Record, Hour Marks, a Lattice shard. Leafwights lie in the litter beyond the wall.
  • The Fluxionist's Homestead (Honeyfall Grove) is a two-story half-timbered house with a garden by a stream; in the lean-to is a workshop where the Flux Workbench never woke: copper, fluxsteel, Speculum Blend, a Small Lens Blank, regulus.
  • The Herbalist's Hut (Sanguine Weald) is a cabin on the roots of an old aspen, four blocks above the leafmold; a ladder up the trunk leads to the hatch. The herbalist tapped the trunk from inside the room: the chest holds heartsap, Bloom Tonics, aspen saplings, candlecaps, now and then a Reckoner Record; the barrel holds dried herbs.
The Clockmakers' Observatory at sunset: an umber tower and a copper dome
The Clockmakers' Observatory at sunset: an umber tower and a copper dome
The Fluxionist's Homestead: half-timbering, amber windows, a garden behind a wattle fence
The Fluxionist's Homestead: half-timbering, amber windows, a garden behind a wattle fence
The Herbalist's Hut in the fork of a sanguine aspen
The Herbalist's Hut in the fork of a sanguine aspen
Spoiler: this is about the finale — the Restart and what comes after it.

The Dismantled Weir

The Reckoners measured the fens with weirs, and the Snaglings took them apart stone by stone: across a channel lies a row of hewn stone with gaps, a toppled Gauge Stone, and under the water a Reckoner coffer. On the bank stands a Snagling marker of the same stones with a wicker lantern and a barrel: paper, cord, a Tally Tablet, quickdust, silt, rods, a Tide shard.

The Halted Caravan

On an old road in the Hourless Wood stands a caravan stopped mid-step when the Stillness tore away from the world: the front cart under its canopy with a horse mid-step, a wheel and a fallen crate hanging in the air, and along the road stand Laggards — they stand, then lunge to catch up. The front cart's chest holds grain, wool, leather, bread, a Halted Drop, a Frozen Thought, now and then a Still Grain and the Rule of the Still Hour; the crates hold goods.

The Halted Caravan on an old road among glass birches
The Halted Caravan on an old road among glass birches

The Chapel of the Still

Spoiler: this describes a place reached late in the game.

What next

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