Walk Through of Surviving Day!

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Created at: 2026-06-14 06:56:51

surviving day walkthrough

Content

# VoxelGame — The Complete Walkthrough
### A Guide in the Style of a Zelda Majora's Mask Prima Handbook

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> *"Every story deserves a song. Even yours."*
> — The Bard, found in any village tavern

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## PREFACE

This is not a tutorial. This is a complete guide — from the moment you open your eyes in a new world to the moment you stand at the head of an Empire, commanding colonies across the land. Read it front to back, or use it as a reference. Every key, every rare block, every system is documented here.

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# PART ONE: AWAKENING
## Starting the Game

When you load a new world you spawn somewhere in the terrain — plains, jungle, tundra, desert, beach — the world is fully procedural and your starting biome is random. Look around. Get your bearings.

Your screen shows:
- **Hotbar** (bottom center) — 9 quick-access slots
- **Health bar** — red hearts, top left
- **XP level ring** — around the health indicator
- **Minimap** — top right corner (press **M** to open the full map)
- **Quest notification area** — top center; yellow text flashes when something important happens

You start with nothing. You need to punch trees.

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## Your First Five Minutes

### Step 1 — Gather Wood
Walk up to any tree and hold **Left Click** to break it. Each log gives you Wood. Collect about 16 logs to be safe.

### Step 2 — Make Planks and a Crafting Table
Open your **inventory** by pressing **T** (bag). In the 2×2 grid on the right side of your inventory, place 1 Wood log to get 4 Planks. Make 8 Planks total.

Then arrange 4 Planks in a 2×2 square in that same grid to craft a **Crafting Table**.

Place the Crafting Table on the ground (select it in your hotbar with **1–9**, then **Right-Click** the ground).

### Step 3 — Open the Crafting Table
Right-click the Crafting Table (or press **E** while looking at it). This opens a full 3×3 crafting grid, giving you access to all basic recipes.

### Step 4 — Make Tools
Using your Planks + Sticks, craft in this order:
1. **Wooden Pickaxe** — dig Stone
2. **Wooden Axe** — cut Wood faster
3. **Wooden Sword** — defend yourself

Then mine Stone and upgrade to Stone tools immediately. Stone tools are 2× faster and last far longer.

### Step 5 — Make a Furnace
8 Cobblestone in a ring (center empty) = **Furnace**. Place it, open with **E**, put Iron Ore in the top and Wood in the fuel slot (bottom). Walk away — it smelts automatically. Return to pick up **Iron Ingots**.

Upgrade to Iron tools. You now have a working base camp.

---

## Shelter and Survival

Build a simple structure before nightfall. Hostile mobs spawn in the dark. A dirt hut works — 3 walls, a door, a roof. Place a **Torch** inside for light.

**Bed** — craft from Wool + Planks. Sleep in it to skip the night and set your spawn point.

**Chest** — 8 Planks in a ring (center empty). Store extra materials so you're not carrying everything.

**Campfire** — place near your base for ambient warmth and light. Does not require fuel; burns indefinitely.

---

# PART TWO: THE WORLD
## Biomes and What They Contain

The world is divided into biomes. Each has unique terrain, materials, and secrets.

| Biome | Notable Materials | Notes |
|---|---|---|
| **Plains** | Grass, Flowers, Oak/Birch trees | Common starting biome; villages spawn here |
| **Desert** | Red Sand, Sandstone, Mesa formations | Natural arches carved by erosion; no water |
| **Tundra** | Snow, Spruce/Fir trees, Tundra Rock | Ice sheets, rare Tundra Flowers |
| **Jungle** | Jungle Planks, Bamboo, dense canopy | Ruins and temples hidden in undergrowth |
| **Beach/Tropical** | Tropical Sand, Coconut Palms | Coastal biome between ocean and land |
| **Swamp** | Swamp Mud, Swamp Water, Willows | Mossy logs, dark atmosphere |
| **Ocean** | OceanMud, Coral, Kelp, Seagrass | Underwater cave systems beneath |
| **Mesa/Canyon** | Red Sandstone, Terracotta, Canyon Rock | Dramatic pillars and arches |
| **Sky Island** | Skyland Stone, Skyland Grass, pillars | Floating islands high above — rare |
| **Magic Forest** | Magic Log, Magic Leaves, Magic Planks | Needed for Spell Forge; rare biome |
| **Volcanic** | Volcanic Rock, Lava Rock, Obsidian | Near lava; fire damage risk |

### Underground
Caves are generated beneath all biomes. As you dig deeper:
- **Coal** — very common, shallow
- **Iron** — common, mid depth
- **Copper** — common, mid depth
- **Gold** — moderate, deeper
- **Mithril** — uncommon, deep
- **Adamantite** — rare, very deep
- **Runite** — extremely rare, near bedrock level
- **Gems** — Diamond, Emerald, Ruby, Sapphire, Amethyst, Opal, Topaz — scattered throughout deep layers

### Cavern Biomes
Deep underground you'll find special biome pockets:

- **Crystal Cavern** — walls covered in **Amethyst Clusters** and **BioMoss** that glows. Harvest Amethyst for high-value gem ore.
- **Mushroom Grotto** — **Giant Mushroom Caps** and Stems towering in the dark. BioMoss carpets the floor.
- **Lava Tubes** — **ObsidianSpike** formations and flowing lava channels. Volcanic-tier materials.
- **Hydrothermal Trench** — found at extreme ocean depth. **HydrothermalVent** blocks emit particle clouds.

---

## Rare World Structures

These generate naturally and are worth exploring:

- **Villages** — clusters of NPCs: Farmers, Merchants, Scholars, Bards, Guards. Always have a well, some buildings, and loot chests. This is where you begin quests.
- **Sky Islands** — rare floating landmasses with Skyland Stone/Grass. Some contain Parthenon ruins with pillars and treasure.
- **Dungeons** — underground stone-brick rooms with traps (arrow dispensers, swinging blades, lava drains, flood plates, pressure-plate puzzles) and loot at the end. Trap Levers on the wall disable all traps per floor.
- **Deep Ruins** — Mesa canyons contain fortress walls, catacomb bricks, and iron bar cages.
- **Ocean Ruins** — coral-covered structures on the seabed with loot chests.
- **Lava Shrine** — obsidian structure in volcanic zones.

---

# PART THREE: THE MAIN QUEST
## How to Find It

The main quest is delivered by NPCs in villages. There is no single static quest — instead, every NPC with a **!** icon above their head has a quest for you. The main story arc chains through multiple villages and NPC types.

### Getting Your First Quest
1. Walk into any village.
2. Look for NPCs with a glowing **!** above them.
3. Press **E** while facing them to open dialogue.
4. Select **[Accept Quest]** when the option appears.
5. Press **L** to open your **Quest Log** and track progress.

Quests have up to 6 steps (each tracked individually in your Quest Log). Steps include:
- Collect X items
- Talk to NPC
- Kill X enemies
- Build/place X structure
- Deliver item to NPC

**Quest-critical items** glow with a bouncing star badge in your inventory — do not throw them away.

### The Quest Arc (General Progression)

**Early Game — The Wanderer**
Your first quests are survival-tier: gather materials, slay nearby monsters, deliver goods between villages. Completing these builds your **Renown** (a 0–1000 score that affects how merchants treat you and whether colonists gift you items).

**Mid Game — The Builder**
As Renown rises, quests scale up. You'll be asked to explore dungeons, retrieve artifacts, deal with corrupted zones (Corrupted Grass/Stone biomes), and investigate the **Dimensional Rift** structures. Warlords and faction leaders give you strategic quests at this stage.

**Late Game — The Sovereign**
Once you control colonies, the arc shifts toward empire management: diplomatic missions, siege warfare, and territorial control. The **Oracle Terminal** (see below) generates unique lore-tied quest hooks drawn from the world's history.

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# PART FOUR: COLONIES
## Founding a Colony

A **Colony Block** (`[397]`) is the cornerstone of your empire. Place one near an existing NPC village to register that settlement as your colony.

**Recipe:** Requires Runite Bars + Iron Blocks + Iron Ingots + Planks — a mid-to-late-game recipe.

**Founding steps:**
1. Craft a Colony Block.
2. Find a village with at least a few NPCs.
3. Select the Colony Block in your hotbar and right-click the ground near the village center.
4. A colony is instantly generated: NPCs become colonists, buildings register, and the colony appears on your map (yellow dot).
5. Right-click the Colony Block (or any colonist) and press **COLONY** in the dialogue to open the **Colony Management Panel**.

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## Colony Management Panel

The panel has **5 tabs**:

### Tab 1 — Overview
- Colony name, population count, treasury balance (gold coins)
- Happiness rating (0–100) and Reputation rating (0–100)
- Current season effects
- Assign a **Mayor** (elected at population 10): Jovial Mayor = food boost, Brave Mayor = tool production, Scholar Mayor = research speed

### Tab 2 — Colonists
- List of all NPCs in the colony with their roles and current task
- Roles: Farmer, Merchant, Scholar, Guard, Blacksmith, Bard, Lord/Lady
- **Lord/Lady** spawns automatically when treasury reaches 50+ gold; they collect daily tithe and boost treasury income

### Tab 3 — Buildings
- List of colony structures and their current status
- Each building provides buffs (see Special Blocks section)
- Build more structures to attract more colonists (displayed as notification when threshold is hit)

### Tab 4 — Orders
- Issue direct orders to colonists: patrol routes, work assignments, raid response stance

### Tab 5 — Diplomacy
- Declare war, offer peace, or propose federation with neighboring colonies
- Become a **Vassal Lord** by having another colony submit to you (achievement unlocked)

---

## Colony Buildings

Place these blocks near your colony to unlock their functions. Right-click or press **E** to manage each:

| Block | Function |
|---|---|
| **Watchtower Block** | Guards patrol and scan 40-block radius; detects raiders early. Right-click to upgrade patrol range. |
| **Bell Block** | Alarm bell; rings during raids and colonists flee to safety automatically |
| **Armory Chest** | During raids, Farmers and Merchants arm themselves from this chest automatically |
| **Town Hall Block** | Enables tax collection from colonists and immigration (colonists from other villages move in) |
| **Notice Board Block** | Post colony charter rules; displays colony status to visitors |
| **Library Block** | Assign a Scholar; they passively research upgrades over time |
| **Well Block** | Colonists visit for thirst/morale buff; raises happiness |
| **Shrine Block** | Religious building; generates alignment bonus for the colony and the player |
| **Lord Manor Block** | Required for Lord/Lady role to spawn; boosts treasury income significantly |
| **Water Mill Block** | Place near river or ocean; passively generates tools |
| **Wind Mill Block** | Place on ridge or high ground; passively generates tools |
| **Gladiator Ring Block** | Hosts player-vs-player or player-vs-mob arena fights with spectator betting |
| **Black Market Block** | Spawns smugglers when colony tax exceeds 30% — can be useful or dangerous |
| **Trade Post** | Guild trade-post; anchors a supply chain node for inter-colony commerce |
| **Ballista / Cannon / Catapult** | Siege weapons; player-manned during raids and wars |

---

## Raids and Defense

When your colony comes under attack:
1. The **Bell Block** rings automatically
2. Guards move to defensive positions
3. Colonists with access to an **Armory Chest** grab weapons
4. You can man a **Cannon Block** or **Catapult Block** for heavy firepower

Between raids, build **Arrow Slits** into your walls — press **E** while facing an Arrow Slit to fire arrows in its facing direction without exposing yourself.

---

## Growing Your Colony

- Build more colony structures ? colonists immigrate automatically
- Raise Happiness (Well + Shrine + fed Farmers) ? population grows faster
- Raise Treasury (taxes + Lord Manor + trade) ? unlocks higher-tier colonist roles
- Assign Scholar to Library ? researches upgrades that appear in the Orders tab

---

# PART FIVE: FEDERATION AND EMPIRE
## Forming a Federation

Once you have multiple colonies, you can federate them:

1. Press **Y** to open the **Empire Panel**
2. Go to the **Diplomacy** tab (Tab 3)
3. Select a colony you own or have befriended
4. Choose **Propose Federation**
5. If accepted, colonies share resources and mutual defense

A federation means raid warnings ping all member colonies and resource pools are accessible via the **Shared Chest** system.

---

## The Empire Panel (Y Key)

Press **Y** at any time (outside menus) to open the Empire Panel. Three tabs:

### Tab 1 — Overview
- Lists all your colonies and their status
- Total empire population, total treasury balance
- Active threats and raid countdowns
- Issue **Royal Decrees** — empire-wide laws that affect all colonists simultaneously (e.g., reduced taxes, military draft, free trade declaration)

### Tab 2 — Orders
- Issue strategic orders to individual colonies or all at once
- Order types: Fortify, Expand, Trade Route, Scout, Mobilize Militia
- Orders are fulfilled over time by colonists autonomously

### Tab 3 — Diplomacy
- View all known kingdoms (player-founded and NPC kingdoms)
- Declare war, sign peace treaties, propose vassalage, form federations
- **Vassal System** — lesser colonies pay tribute to your empire; you provide military protection
- A colony becomes **Imperial** once it has a Lord Manor, 3+ colony buildings, and is federated with at least one other colony

---

## Empirical Ownership

To claim true **empirical ownership** of a territory:

1. Place a **Colony Block** and grow the colony to population 10+
2. Build a **Lord Manor Block** (spawns Lord/Lady)
3. Build a **Territory Obelisk** nearby — right-click and channel for 30 seconds to capture it
4. Place **Territory Gates** on roads into your region — they block non-members from entering
5. Open Empire Panel ? Overview ? your colony now shows "IMPERIAL" status

Once imperial, your map region is color-coded and other players/NPCs respect your territorial claim.

---

# PART SIX: ALIGNMENT SYSTEM
## Order / Chaos and Light / Shadow

Your character has two alignment axes:
- **Order ? Chaos** (tracked as `alignOrder`: -100 to +100)
- **Light ? Shadow** (tracked as `alignLight`: -100 to +100)

These shift based on your actions:
- Helping NPCs, completing quests, donating to Shrines ? Order + Light
- Killing colonists, stealing, using Shadow Strike ? Chaos + Shadow
- Protecting villages ? Order
- Burning crops or inciting raids ? Chaos

### Alignment Abilities (G Key)
When either axis reaches ±90, press **G** to use your alignment ability:

| Alignment | Ability | Effect |
|---|---|---|
| Max Light (+90) | **Holy Smite** | AoE holy burst — heals player, damages nearby hostiles |
| Max Shadow (-90) | **Shadow Strike** | Teleport-stab the nearest enemy with massive bonus damage |
| Max Order (+90) | **Fortify Aura** | 8-second damage reduction shield around the player |
| Max Chaos (-90) | **Chaos Surge** | Wild AoE explosion randomly near clustered enemies |

All four abilities share a cooldown timer. Choose your playstyle and commit to an axis for maximum effect.

---

# PART SEVEN: SKILLS AND PROGRESSION

Press **Q** to open your Skills / Stats panel. Skills level up by use:

| Skill | Levels By | Benefits |
|---|---|---|
| **Mining** | Breaking ore/stone | More ore per break, faster mining speed |
| **Woodcutting** | Chopping logs | Faster chop, rare wood drops |
| **Combat** | Killing enemies | Higher damage output, combo multiplier |
| **Thieving** | Pickpocketing NPCs (F key near NPC) | Higher steal chance, can steal from merchants |
| **Cooking** | Using Furnace for food | Bonus HP from cooked items |
| **Crafting** | Using Crafting Table | Unlock higher-tier recipes |
| **Fishing** | Using fishing rod near water | Better fish catches, rare item finds |
| **Magic** | Using spells, Spell Forge | Spell damage, mana efficiency |
| **Building** | Placing blocks | Construct/Colony bonuses |

---

# PART EIGHT: ALL KEY BINDINGS

| Key | Function |
|---|---|
| **W A S D** | Move forward / left / backward / right |
| **SPACE** | Jump (hold in water to swim up) |
| **LEFT SHIFT** | Sneak (reduces fall damage, descend in water/fly) |
| **LEFT CTRL** | Sprint |
| **Left Click** | Break block / attack |
| **Right Click** | Place block / interact with block |
| **E** | Interact / use item / open block GUI / eat consumable |
| **F** | Pickpocket nearest NPC (also accepts duel challenges) |
| **G** | Use alignment ability (Holy Smite / Shadow Strike / Fortify Aura / Chaos Surge) |
| **Q** | Open Skills / Stats / Abilities panel |
| **C** | Open Character Sheet — Attributes tab |
| **L** | Open Quest Log |
| **T** | Toggle bag / player inventory |
| **I** | Open Creative inventory (creative/admin only) |
| **O** | Toss selected hotbar item onto ground (Shift+O = toss whole stack) |
| **M** | Toggle full-screen world map |
| **V** | Open Guide — Tutorial tab |
| **X** | Cycle guard formation: None ? Shield Wall ? Surround ? Hold Ground |
| **Y** | Open / close Empire Panel |
| **Z** | Toggle emote wheel |
| **1 – 9** | Select hotbar slot |
| **TAB** | Cycle game mode: Survival ? Creative ? Navigator |
| **ENTER** | Open chat bar |
| **/** | Open command console (all players) |
| **ESC** | Pause menu / close current UI |
| **F1** | Toggle player roster panel |
| **F2** | Screenshot |
| **F3** | Open admin console (server/singleplayer only) |
| **F6** | Set construct capture corner A (your current position) |
| **F7** | Set construct capture corner B (your current position) |
| **F8** | Save marked F6–F7 region to a .vcs construct file |
| **F9** | Toggle in-game Guide panel |
| **F11** | Toggle fullscreen |

### Chat Modes (while chat is open)
Press **TAB** inside the chat bar to cycle: Local ? Shout ? Whisper ? Guild

### In Console (`/` or F3)
Type `/help` to see all available commands. Key ones:
- `/give <item> <count>` — give yourself items
- `/tp <x> <y> <z>` — teleport
- `/empire` — open Empire Panel
- `/time <day|night>` — set time of day
- `/perm region set <group>` — set permission region on F6/F7 cuboid

---

# PART NINE: SPECIAL AND RARE BLOCKS
## Explained One by One

These blocks go beyond basic building materials — each has unique behavior, a special crafting requirement, or is found only in specific conditions.

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### CRAFTING TABLE `[197]`
**How to obtain:** 4 Wood Planks in a 2×2 in your inventory grid.  
**What it does:** Expands your crafting area from 2×2 to 3×3, unlocking the vast majority of recipes. The very first thing you must build. Without it, you cannot make tools, armor, or any workstation.

---

### FURNACE `[198]`
**How to obtain:** 8 Cobblestone in a ring at Crafting Table.  
**What it does:** Smelts raw ores into bars and cooks food. Runs passively — load it up and walk away. Fuel: Wood (2 items), Coal (8 items), Lava Bucket (100 items). Front face glows orange when active. Upgrade to FurnaceFront variants for display aesthetics.

---

### ANVIL `[200]`
**How to obtain:** 3 Iron Blocks + 1 Iron Block + 3 Iron Ingots at Crafting Table.  
**What it does:** Repairs and upgrades equipment. Combine an item with its source material to restore durability. Use gem stones in the secondary slot to reforge or upgrade. Higher-tier materials can be used once you've obtained them.

---

### CAULDRON `[201]`
**How to obtain:** 7 Iron Ingots in a U-shape at Crafting Table.  
**What it does:** Brewing and potion crafting. Place fuel (fire or lava) under it, then drop ingredients on top. Brews potions and — with the Essentials mod — **Fruit Smoothies** (drop tropical fruits in ? +10 HP + 1 seed, "Fruit Smoothie!" title flashes when complete).

---

### CHEST `[185]`
**How to obtain:** 8 Wood Planks in a ring.  
**What it does:** 27-slot storage. Double up side-by-side for 54 slots. The most essential storage block. Keep multiple organized by category near your base.

---

### SPELL FORGE `[341]`
**How to obtain:** Advanced recipe: Runite Bars + Obsidian + Magic Planks + multiple Gem types. Magic Planks come from the rare Magic Forest biome.  
**What it does:** Converts magic wands + gem stones into castable spells. The wand tier determines spell power — Runite Wand spells are dramatically stronger than Iron Wand spells. This is the primary mid-to-late-game magic crafting station. Open with E.  
**Rare factor:** Magic Logs are found only in the Magic Forest biome (uncommon world spawn). You may explore extensively before finding one.

---

### BILLBOARD `[303]`
**How to obtain:** Iron Ingots + Planks + Glass at Crafting Table.  
**What it does:** Large in-world text sign. Write custom text; it renders facing outward in the world. Right-click / E to edit. Supports color codes. Great for labeling colony zones, shop fronts, quest markers, and public notices.

---

### ACTION BLOCK `[304]`
**How to obtain:** Iron + Copper Wire + Trigger Block at Crafting Table.  
**What it does:** Runs a script when a player walks on it or right-clicks it. Supports: say, give, teleport, if/then logic. Can be wired into the Circuitry system (pressure plates, levers, buttons trigger it). Used for custom map events, locked doors, NPC dialogue triggers, and puzzles.

---

### MIDI BLOCK `[409]`
**How to obtain:** Iron + Copper + Gold + Glass (advanced recipe).  
**What it does:** An interactive piano-roll music workstation. Place notes on a grid, set pitch and instrument, press Play to loop your composition in-world. Nearby players and colonists hear it. Notes persist inside the block permanently. Right-click / E to open the MIDI editor grid.

---

### HOVER BLOCK `[204]`
**How to obtain:** Craftable via iron/circuitry recipe.  
**What it does:** Floats in place and carries players or NPCs standing on top of it. Used with Speed Pad and Circuitry to build moving platforms, elevators, and contraptions. Rideable.

---

### JUMP PAD `[205]`
**How to obtain:** Craftable.  
**What it does:** Launches the player vertically when stepped on. Used to build parkour courses, escape routes, and vertical transit in colonies.

---

### SPEED PAD `[408]`
**How to obtain:** Craftable.  
**What it does:** A Sonic-style boost pad — launches the player, NPCs, or HoverBlocks in the direction the pad faces when stepped on. Useful for horizontal transit systems and colony transport.

---

### PORTAL A / PORTAL B `[206, 207]`
**How to obtain:** Craftable with Obsidian + special materials.  
**What it does:** Two-way teleporter. Place Portal A at location 1 and Portal B at location 2; walking into either teleports you to the other. Used for fast transit between base camps, colonies, and dungeons.

---

### WARP PORTAL A / B `[215, 216]`
**How to obtain:** Craftable, higher-tier than standard portals.  
**What it does:** Long-range warp portal — functions like the standard portal pair but supports greater distances and can be linked in more complex configurations. Used in late-game empire networks.

---

### GATEWAY BLOCK `[208]`
**How to obtain:** Rare crafting recipe.  
**What it does:** A dimensional gateway marker. Related to the **Dimensional Rift** `[424]` naturally spawning structures found in corrupted biomes. Interacting with a Rift block or Gateway triggers a transition event.

---

### DIMENSIONAL RIFT `[424]`
**How to find:** Generates naturally in corrupted biome zones (near **Corrupted Grass** `[422]` and **Corrupted Stone** `[423]` patches).  
**What it does:** Portal to an alternate dimension — a hostile sub-world with unique enemies and loot. Enter by right-clicking. This is one of the highest-risk, highest-reward areas in the game.

---

### CORRUPTED GRASS / CORRUPTED STONE `[422, 423]`
**How to find:** Generates naturally in certain world zones; can spread from corrupted mobs.  
**What it does:** Biome corruption. It spreads slowly — Corrupted Grass replaces normal Grass at the surface, Corrupted Stone replaces Stone underground. Mobs in corrupted zones are stronger and drop rare corruption-tier loot. You can contain corruption by removing infected blocks.

---

### STRONTIUM ALUMINATE `[342]`
**How to find:** Rare underground ore-type block. Does not drop from common mining — look for a distinctive glowing vein in cave systems.  
**What it does:** A glow-in-the-dark phosphorescent stone that emits warm sun-colored light passively. No power required. One of the best passive light sources in the game and highly decorative. Rare enough that finding a pocket of it is a genuine moment of luck.

---

### RUNITE ORE GLOWING `[381]`
**How to find:** Deep underground, rarer than standard Runite Ore. Emits a distinctive teal glow visible from a distance in dark caves.  
**What it does:** Stronger visual variant of Runite Ore with enhanced emissive glow. Same mining/smelting behavior as standard Runite but dramatically better as a light source and decoration. A sign you've hit deep, rich ore territory.

---

### AMETHYST CLUSTER `[363]`
**How to find:** Crystal Cavern biome, deep underground. Grows on cave walls and ceilings.  
**What it does:** Mined for Amethyst (gem ore). Emits a soft purple glow. Can be harvested with a mid-tier pickaxe. One of the more beautiful cave formations — entire cavern ceilings encrusted in purple crystal clusters.

---

### BIO MOSS `[366]`
**How to find:** Crystal Cavern and Mushroom Grotto biomes.  
**What it does:** Bioluminescent moss — emits a gentle blue-green glow and carpets cave walls. Purely decorative/atmospheric but visually striking. Harvestable and placeable.

---

### OBSIDIAN SPIKE `[367]`
**How to find:** Lava Tube cavern biome.  
**What it does:** Formation block — sharp obsidian spikes erupting from lava tube floors and ceilings. Deals contact damage if you walk into them. Mine with a high-tier pickaxe for Obsidian material.

---

### HOME DEED `[361]`
**How to obtain:** Crafted from planks + paper + gold.  
**What it does:** Player housing claim block. Place at your door to register a home region — this prevents other players from building or breaking blocks inside your defined home area. The registered region is tied to your username and persists across sessions.

---

### COLONY BLOCK `[397]`
**How to obtain:** Runite Bars + Iron Blocks + Iron Ingots + Planks.  
**What it does:** The single most important late-game block. Place near an NPC village to found a colony. Instantly generates the colony management structure, links all nearby NPCs as colonists, and registers the settlement on your world map. Right-click ? COLONY to manage. See Part Four for full details.

---

### TERRITORY OBELISK `[395]`
**How to obtain:** Rare — spawns naturally as a neutral capturable pillar in the world. Also craftable with high-tier materials.  
**What it does:** A capturable territory marker. Right-click and channel for 30 uninterrupted seconds to capture it for your colony/guild. Once captured it displays your colony's color. Capturing multiple obelisks in a region establishes territorial dominance for the Empire Panel.

---

### TERRITORY GATE `[396]`
**How to obtain:** Crafted with Iron Bars + Gate mechanism.  
**What it does:** A guild/colony-placed gate that physically blocks passage to non-members. Place on roads entering your territory. Friendly colonists and party members pass freely; enemies and neutrals are blocked. Useful for chokepoint defense during siege.

---

### ORACLE TERMINAL `[343]`
**How to obtain:** Advanced recipe — Copper + Iron + Glass + Gold at Crafting Table.  
**What it does:** Connects to a local language model oracle that responds with prophecies, quest hooks, and lore relevant to your world. Type a question; it answers in-character. The oracle's signal strength (and thus response quality) is boosted by adjacent blocks:
- **Server Rack** `[344]` — +1 tier boost within 12 blocks
- **Satellite Uplink** `[362]` — ×3 boost (tall antenna dish, must be placed nearby)
- **Satellite Receiver** `[252]` — external signal source
- **Vacuum Tube** `[350]` — analogue amplifier for signal over distance

Press ESC to close the Oracle Terminal.

---

### SERVER RACK `[344]`
**How to obtain:** Iron + Copper + advanced components.  
**What it does:** Boosts Oracle Terminal signal strength within a 12-block radius. Place multiple for stacking effect. Also part of the Circuitry/computer network — works alongside Computer Block `[192]` and Script Terminal.

---

### SCRIPT TERMINAL `[345]`
**How to obtain:** High-tier crafting recipe with Copper, Iron, Glass, Gold.  
**What it does:** An in-world IDE — a fully functional text editor where you write and run **ScriptVM programs** directly inside the game. Programs can control blocks, output text to linked Televisions, trigger events, control Circuitry, and automate colony actions.

Open with **E**. Write your script (a simplified assembly/bytecode language). Press Run. Output goes to any linked Television block in range.

---

### TELEVISION `[346]`
**How to obtain:** Copper + Glass + Iron at Crafting Table.  
**What it does:** Displays text output from a linked **Script Terminal** program. Place multiple TVs side by side — they form a grid that scales the display area proportionally. Can also be linked to an **Arcade Cabinet** to mirror its pixel output (the TV shows what the arcade is displaying). Right-click to view current output.

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### ARCADE CABINET `[348]`
**How to obtain:** Copper + Iron + Glass + GameCartridge (recipe at Crafting Table).  
**What it does:** A fully playable arcade machine running built-in ROM games via the ScriptVM engine. Press **E** to sit down and play. Insert a **Game Cartridge** `[349]` adjacent to the cabinet to load a specific game ROM. Press **ESC** or **E** again to exit. Arrow keys / WASD control the game; Space is the action button. Output can be mirrored to adjacent Televisions.

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### GAME CARTRIDGE `[349]`
**How to obtain:** Crafted or found in dungeon loot.  
**What it does:** A ROM cartridge block. Place it adjacent to an Arcade Cabinet to load that ROM's game. Different cartridges contain different games. Rare cartridges with unique games can be found in dungeon chests and sky island ruins.

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### EXHIBIT DIORAMA `[347]`
**How to obtain:** Iron + Glass + Copper at Crafting Table.  
**What it does:** A museum diorama block. Right-click / E to open the caption editor. The diorama records a snapshot of nearby NPCs and replays them as translucent ghosts — a "living" exhibit showing what was happening at the moment of capture. Used for colony museums, memorials, and story-telling installations.

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### VACUUM TUBE `[350]`
**How to obtain:** Copper + Glass (analogue components recipe).  
**What it does:** An analogue amplifier that extends ScriptVM signal range and boosts Oracle Terminal signal over distance. Place between a Script Terminal and distant Televisions to maintain signal fidelity over long cable runs.

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### MECHANICAL RELAY `[351] / RELAY ON `[354]`
**How to obtain:** Iron + Copper Wire at Crafting Table.  
**What it does:** A latching switch in the Circuitry system. Receives a pulse ? toggles between ON and OFF states and holds that state. Unlike a Button (momentary) or Lever (manual), the Relay auto-latches from programmatic signals. Used to build memory cells, flip-flops, and multi-step automation sequences.

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### WIRELESS TRANSMITTER `[352]`
**How to obtain:** Copper + Gold + Antenna component.  
**What it does:** Broadcasts a Circuitry signal wirelessly (no wire needed) to any paired **Wireless Receiver** within range. Set the channel by right-clicking. Multiple transmitters on the same channel all fire any receivers on that channel simultaneously.

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### WIRELESS RECEIVER `[353]`
**How to obtain:** Copper + Gold + Antenna component.  
**What it does:** Receives a wireless broadcast on its set channel and re-fires the signal into the local wire network. Pair with a Wireless Transmitter to build wireless trigger systems, remote doors, alarm networks, and city-wide Circuitry without running cable across the map.

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### DISPLAY CASE `[355]`
**How to obtain:** Glass + Iron at Crafting Table.  
**What it does:** A glass display case that shows whatever item or block is placed inside. Right-click to set the displayed item. Adjacent **Guild Chests** auto-populate Display Cases in range with their contents — useful for guild shops and museums. Purely decorative but extremely useful for galleries and collections.

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### FISH TANK `[391]`
**How to obtain:** Glass + Iron at Crafting Table.  
**What it does:** A living aquarium block that displays caught fish species. Right-click to add a fish from your inventory; the tank renders a miniature of that species swimming inside. Each tank holds one species type. Stack multiple for a full aquarium wall display.

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### FISH CONTEST BOARD `[394]`
**How to obtain:** Planks + Iron at Crafting Table.  
**What it does:** Right-click to start a 60-second fishing contest minigame. Players nearby compete for the biggest catch within the time limit. A **Leaderboard Dock** `[392]` placed nearby records the top 5 anglers. A **Trophy Block** `[393]` placed adjacent shows a personalized plaque for the tournament winner.

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### GUILD TABLE `[327]`
**How to obtain:** Craftable with Planks + Iron.  
**What it does:** Guild headquarters table/map block. Members can view active quests, trade routes, and territory maps from it. Belongs in the guild headquarters building alongside the Guild Chest.

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### GUILD CHEST `[326]`
**How to obtain:** Planks + Iron + Gold.  
**What it does:** Guild headquarters storage — accessible only by guild members. Right-click ? deposit/withdraw. Auto-populates adjacent Display Cases with stored items for passive guild shop display.

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### SHARED CHEST `[356]`
**How to obtain:** Planks + Iron at Crafting Table.  
**What it does:** Co-op party chest. Any party member can deposit and withdraw freely — no permission required. Ideal for shared colony resource pools and co-op base storage.

---

### SHOP CHEST `[294]`
**How to obtain:** Planks + Iron + Gold at Crafting Table.  
**What it does:** Merchant chest. Right-click to set a price and an item for sale. Any player walking up can right-click and buy from it — coins transfer automatically. The foundation of a player-run shop. Place multiple for a full storefront.

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### BANK `[268]`
**How to find:** Generates naturally in larger villages.  
**What it does:** Secure permanent storage tied to your account. Unlike chests, Bank storage is not in the world — it persists even if the building is destroyed. Right-click the Bank block to open your Bank panel. Essential for keeping valuables safe in multiplayer.

---

### GRAND EXCHANGE `[269]`
**How to find:** Generates naturally in major cities.  
**What it does:** Server-wide auction house. Post items for sale or buy items posted by other players. Prices are set by sellers and update in real time. The closest thing to a global market — check it before buying materials from shops.

---

### CANNON BLOCK `[384]`
**How to obtain:** Iron Blocks + Gunpowder + Crafting Table.  
**What it does:** Player-manned heavy cannon. Sit in it with **E** and aim with the mouse. Left-click fires a heavy cannonball projectile that deals massive area damage. Limited ammo per load — reload with cannonball items. Used for colony raids and siege defense.

---

### CATAPULT BLOCK `[385]`
**How to obtain:** Wood + Iron + Rope component.  
**What it does:** Player-manned catapult. Fires a gravity-arc boulder that travels in a parabolic path — useful for hitting targets behind walls. Aim with mouse, Left-click to fire. Greater range than Cannon but slower reload and indirect fire.

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### ARROW SLIT `[386]`
**How to obtain:** Stonebricks + Iron at Crafting Table.  
**What it does:** Wall-mounted firing embrasure. Press **E** while facing it to fire an arrow in its facing direction without exposing yourself. Essential for castle/colony wall defense — build them into your walls at regular intervals.

---

### MIRROR BLOCK `[388]`
**How to obtain:** Glass + Iron + Copper at Crafting Table.  
**What it does:** Reflects a laser beam 90°. Used with **Beam Emitters** `[389]` and **Beam Targets** `[390]` to build dungeon-style beam puzzle locks. Place in the beam's path to redirect it toward the target. Found as dungeon puzzle fixtures and buildable for custom puzzle maps.

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### BEAM EMITTER `[389]`
**How to obtain:** Copper + Glass at Crafting Table / found in dungeons.  
**What it does:** Wall-mounted fixture that fires a laser beam in the direction it faces. Power it with Circuitry (or it may be always-on). Combine with Mirror Blocks to route the beam around corners. The puzzle is complete when the beam hits every required Beam Target.

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### BEAM TARGET `[390]`
**How to obtain:** Copper + Iron / found in dungeons.  
**What it does:** Dungeon receptor block. When all active Beam Emitters are simultaneously aligned to hit their corresponding Beam Targets, an output signal fires — typically opening a Portcullis door or triggering a chest spawn. The core mechanic of dungeon beam puzzles.

---

### PRESSURE PLATE `[357] / DOWN `[358]`
**How to obtain:** Stone at Crafting Table; also found in dungeons.  
**What it does:** Step-pad that triggers connected Circuitry. When a player steps on it, it fires a pulse to any connected wire/relay/action. The Down variant is the depressed visual state. In dungeons, these are wired to traps — **Arrow Dispenser Blocks** `[371]`, **Vent Grate Blocks** `[372]`, **Lava Drain Blocks** `[376]`, **Swinging Blade Blocks** `[375]`, and **Flood Trigger Plates** `[387]`.

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### TRAP LEVER `[373]`
**How to find:** Wall-mounted lever inside dungeons. One exists per dungeon floor.  
**What it does:** Disables all traps on its floor when pulled. Finding the Trap Lever before charging through a pressure-plate gauntlet is the smart play. It looks like a standard lever but has a distinctive texture.

---

### PORTCULLIS / PORTCULLIS OPEN `[359, 360]`
**How to find:** Dungeon puzzle gates; also craftable.  
**What it does:** Iron bars gate. Closed state blocks passage entirely. Opens when connected Beam Targets are all hit or a controlling Lever is triggered. The Open state is air-like — fully walkable. Used in dungeon puzzles and colony gate systems.

---

### FOUNDATION `[374]`
**How to obtain:** Stone + Iron at Crafting Table.  
**What it does:** A craftable stone plate that anchors blocks above it, preventing structural collapse in buildings with the physics system active. Place as a base layer for towers, overhangs, and bridges. Without Foundation support, certain block configurations may be flagged as unsupported.

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### STRONTIUM ALUMINATE `[342]` *(repeated for emphasis)*
**How to find:** Rare glowing cave formation. Look for a warm-yellow glow in dark cave systems.  
**What it does:** Phosphorescent stone that emits warm sun-colored light with zero power requirement. The best passive underground light source in the game. Extremely decorative — entire room linings in Strontium Aluminate create a cozy sun-drenched atmosphere underground.

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### GRAVITY BLOCKS — HoverBlock `[204]`, JumpPad `[205]`, SpeedPad `[408]`, WindBlock `[404]`, JetPad `[274]`
These five blocks form the **movement modifier** family:
- **HoverBlock** — floating platform; carries passengers
- **JumpPad** — vertical launch
- **SpeedPad** — horizontal boost in facing direction
- **WindBlock** — right-click to cycle push/pull force and direction; affects players and NPCs in range
- **JetPad** — advanced version of JumpPad with greater thrust; used for colony fast-travel points

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### CAMPFIRE `[339]`
**How to obtain:** Planks + Stone + Kindling at Crafting Table.  
**What it does:** Decorative campfire that burns indefinitely without fuel. Emits warm orange-red light. Colonists and NPCs will gather around one if placed in the village square. Does not cook food directly — use a Furnace for that.

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### KINDLING `[272]`
**How to obtain:** Harvested from dry/dead plant matter.  
**What it does:** A tinder block that can be **ignited with a Flint and Steel** item. Starts a Fire `[300]` block that spreads to adjacent flammable materials. Used intentionally for fire-spreading mechanics, controlled burns, or (dangerously) as an offensive tool in siege/colony warfare.

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### GRAVE MARKER `[340]`
**How to find:** Spawns automatically at your death location.  
**What it does:** Marks where you died. Right-click it to retrieve your dropped items (server-configurable whether items are held at the grave or fully lost). Serves as a navigation waypoint so you can find your way back after a difficult fight.

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### SKY VAULT BLOCK `[425]`
**How to find:** Generates in rare Sky Island structures — locked floating rooms in the highest sky layers.  
**What it does:** A locked vault block — can only be opened with a matching Sky Key item. Sky Vault contents are high-tier: rare gems, unique equipment, and sometimes Game Cartridges. Finding a Sky Island with a vault and locating its key (often in a dungeon below) is a major mid-game goal.

---

### GLADIATOR RING BLOCK `[429]`
**How to obtain:** Stone + Iron + Gold at Crafting Table.  
**What it does:** Colony arena block. Right-click to open the arena management panel. Host **player-vs-player** or **player-vs-mob** fights with colonist spectator betting. Colonists gather to watch, place bets, and cheer. Winning fighters earn coins from the pot. One of the highest-morale buildings you can put in a colony.

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### LOOM `(via Crafting Table)`
**How to obtain:** Planks + Sticks at Crafting Table.  
**What it does:** Converts raw Cotton (from Cotton Plant `[402]`) into Wool blocks of various colors. Place Cotton + dye material to produce colored Wool. Required for making colored banners, decorative wool builds, and bed variants.

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### TRADE POST `[383]`
**How to obtain:** High-tier recipe with Iron + Gold + planks.  
**What it does:** Guild trade-post block that anchors a supply chain node. Place in your colony to establish an inter-colony trade route. Multiple Trade Posts linked between colonies create an economic network — goods flow automatically along the route, feeding resources between settlements.

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## A Note on Animal Egg Blocks

You'll find these in dungeon loot, special chests, and rare drops:

**EggDragon `[238]`** — The rarest egg. Hatches a tamed dragon companion that can fly and fight alongside you. One of the most powerful companions in the game.

**EggHorse `[243]`** — Hatches a rideable horse. Mount it for faster overland travel.

**EggBear `[226]` / EggBearCub `[227]`** — Adult bear companion (strong fighter) or cub (grows over time).

**EggShark `[247]`** — Underwater companion; useful for ocean exploration.

All egg blocks: place on the ground and right-click to hatch. The resulting animal companion follows you, assists in combat at appropriate tiers, and can be renamed with the rename companion panel (open via hotbar selection near the companion).

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# PART TEN: ENDGAME AND MASTERY

Once you have:
- Multiple colonies running
- An Empire with 3+ federated settlements
- Territory Obelisks captured in key zones
- A Spell Forge producing high-tier spells
- Max alignment on at least one axis
- A Gladiator Ring operational
- Oracle Terminal active with Server Rack + Satellite Uplink

...you have reached what the game considers full late-game. There is no credits sequence — the world continues. The endgame loop is:

1. **Expand your empire** — find new villages, place Colony Blocks, federate
2. **Defend your territory** — raids scale with your empire size
3. **Pursue rare blocks** — Dragon Egg, Sky Vault loot, Dimensional Rift dimension
4. **Max all skills** — especially Fishing (tournament trophies), Thieving (pickpocket chain), and Magic (full spell library)
5. **Build monuments** — Diorama blocks recording your history, MIDI compositions, Arcade games

The Oracle Terminal in late game shifts from giving you quests to reflecting on your empire's history — it knows what colonies you founded, what wars you won, and what you've built. Ask it about your world. It will answer.

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*"The tower stands tall, the well runs deep..."*
*— The Bard*

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**END OF WALKTHROUGH**

*VoxelGame — Complete Guide v1.0*

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