Riftscope
How to find a rift in the void of the End and tear open its seam.
Riftscope is the instrument of the dark road. It works only in the End, under the open sky and with
four Eyes of Ender in the sockets of its deck.
Assembly
The riftscope is a multiblock: a five-by-five deck, sockets in the middle of each side, a two-block column. The journal shows the layout. An eye goes in by using it on the socket itself — like an End portal frame. When dismantled, the eyes drop.
Hands-on
| What to do | How |
|---|---|
| Start observing | right-click the riftscope |
| Find a rift | follow the void sparks: they spiral toward the rift from all over the sky |
| Tell that it is close | right at the rift the crosshair catches ripples and you hear knocking |
| Tear the seam | up close a seam shows — a broken line. Trace it with the crosshair while holding the button, segment by segment, from either end |
| If you slip | the last segment heals — take hold of any untouched part again |
| Zoom | mouse wheel |
A seam torn to the end opens into a rift, and the journal counts the find. All rifts are searched at once, in any order.
Void shards and the call
Instead of shooting stars, little cracks flash in the End sky — catch them to get void shards. Shards pay for a call (the hint key, H by default): for three shards it briefly shows the nearest unfound rift and drives all the sparks toward it, and while it sounds an arrow at the edge of the screen shows which way to turn. A found rift brings four shards — enough for the next call.
Beyond the rifts lie the four worlds of the dark road, reached by the shuttle. See “The roads”.
What next
- The worlds beyond the rifts have their own “Peoples and tasks”, “Dungeons and world masters” and “Gates”.
- A ship of the dark road goes out into the Interrift: “Ships and space” and “Places of the Interrift” (behind spoilers).
- How the road ends — “End of the Dark Road” (behind spoilers).



