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Echo Parliament

Reflections of home

Nobody here but you, and the House: five Echoes of you who will not let you leave unregistered.

At a glance
Kind of worldReflections of home
Serum in the arrival Box2 ampoules
Native Serum stand-inNone: bring spare Serum
QuestsYes: see your Traveler's Guide
Screenshot comingecho-parliament-arrest
A guard in red armor wearing the player's own face, hand raised, in the grey meadow beside the arrival Box

What happens when you arrive

A quiet grey country of pale grass and still water, under a sky that never moves past noon. You have barely stepped out of the Box when a guard strides up, tells you to put your hands where they can be seen, and arrests you: you have no name in this world's Register, and that is an offense here. The guard is wearing your face.

You are marched into a gilded, domed courthouse a few blocks east of the Box, where five more copies of you sit on five thrones. This is the House, and it has decided that registration is not given. It is earned.

The rule: you can't leave until you're registered

What changes What it means for you
The Box won't take you Until your name is in the Register, every attempt to travel from the Box is refused. The sliding remote won't open a bridge for you either.
Nobody dies before the verdict During a trial, a blow that would kill you is caught by the House instead. You are sent to rest and try that trial again.
Nothing spawns No monsters and no animals. The only enemies are the ones the trials let loose.
The House is protected You can't dig or build in the courthouse or on the trial grounds.
Always noon, beds explode Time never moves, and a bed here explodes like in the Nether.

The land itself is ordinary plains with normal ores, so outside the trials you can gather as at home.

Your quest: Earn Your Registration

The hearing plays as a short scene (crouch to skip a line). After that, the tracker walks you through five trials, one for each member of the House. Each is held on its own ground hanging in the sky, far north of the courthouse.

# Trial Set by Goal
1 Valor The Marshal Kill the Ender Tiger.
2 Memory The Archivist Walk the tiles in the order they sing.
3 Swiftness The Courier Reach the bell before the glass gives out.
4 Endurance The Bulwark Hold the gold circle for a minute.
5 Judgment The Magistrate Find the lying witness in three cases.

The antechamber

Between trials you rest in the antechamber, a pale stone room with a fountain, benches and flowers. You are fully healed and fed when you arrive. You are called to the next trial after 25 seconds, or sooner if you ring the bell by the far wall. Fail a trial and you come here too, then try that same trial again from the start. If you leave the world mid-trial, you return to the antechamber and retry it.

Screenshot comingecho-parliament-courthouse
Inside the domed hall: five Echo members on their thrones around the dock, each in their own regalia

Trial 1: Valor (the Ender Tiger)

A round arena of end stone and purpur behind violet glass. Out of the far side comes the Ender Tiger, a great black cat striped with violet light, with 260 health.

Move What it does Damage
Swipe Rakes with both forepaws. 7
Pounce Crouches, then springs across the arena. 9
Blink Vanishes and strikes you from behind.

At half health it rears and roars: the arena goes dark, everyone near is thrown back, and it returns Unbound, faster, its stripes burning white, with three new moves:

Move What it does Damage
Dash Three charges straight through you in a row. 8 each
Split Two see-through phantom tigers break off and pounce on their own. They are frail (14 health) and fade after 20 seconds.
Meteor Leaps high, hangs while a ring marks the landing spot, then crashes down with a shockwave. 12
Screenshot comingecho-parliament-tiger
The Ender Tiger, Unbound, mid-pounce in its violet arena, stripes burning white

Fighting the tiger

Watch for the crouch before a pounce and side-step it. When the ring appears on the floor, get out of it. Kill the phantoms quickly or ignore them and keep hitting the real tiger; they vanish on their own.

Trial 2: Memory

Nine tiles of coloured glass lie in a three-by-three grid. Some of them light up one by one and each sings its own note. Then you walk the same tiles in the same order. There are four rounds, of 3, 4, 5 and 6 tiles. A wrong tile gets a buzz and a fresh tune of the same length, nothing worse. The same tile never lights twice in a row.

Trial 3: Swiftness

A run of 12 small glass platforms over nothing, from a start pad to a finish pad with a bell, in 75 seconds. Each platform cracks about half a second after you first stand on it and shatters a moment later, so keep moving. A fall, or the clock running out, puts every platform back and you on the start. You can't really fail; you just try again.

Trial 4: Endurance

Stand in the gold circle in the middle of a walled floor and hold it for 60 seconds of standing inside. Four waves of your own Echoes climb over the wall to drag you out: 3, then 4, then 4, then 5. Time only counts while you are in the circle, but stepping out loses nothing you have already held.

Trial 5: Judgment

Three witnesses (in red, blue and green) stand on three stands, each with one statement about the others. Exactly one of them is lying, and every case can be worked out by logic. Right-click a witness to hear it again; strike the one you think is lying. Get three cases right to pass. A wrong accusation is overruled and a new case is heard, at no other cost.

How to solve a case

Try each witness as the liar in turn. If they are the liar, everything they said must be false and everything the other two said must be true. Only one choice works.

Screenshot comingecho-parliament-witnesses
The three hooded witnesses in red, blue and green on their stands, the Magistrate in wig and chain behind

The verdict and the reward

Pass all five and you are brought back to the House for its verdict. Your name goes in the Register, the Box will take you again, and the Magistrate hands you the House's gavel.

Echo Gavel: a heavy hammer (8 attack damage, slow) that never burns. Right-click to call "Order!": every hostile creature within 10 blocks is held in contempt for 5 seconds. It can't move or strike, glows, forgets who it was chasing and is pushed back a step. A boss is held for only 2 seconds. The gavel then rests for 15 seconds. It works in every world.

Playing with friends

The House tries one face only: the first traveler who ever arrives. Anyone who comes after is a visitor. They are not arrested, the Box always takes them, and they watch the trials from a glass gallery booth that hangs beside whichever ground the accused is on and follows them along. A lever at the back of the booth takes a visitor down to the Box at any time.

Serum and getting home

  • The arrival Box's cache holds 2 Serum Ampoules.
  • There is no native Serum ingredient here.
  • Remember: the Box refuses you until you are registered, so make the trials your first job here.

Tips

  • Bring good armour and a strong weapon for the Ender Tiger. It is the hardest of the five.
  • Bring food. The antechamber fills you up, but the Endurance waves hit hard.
  • In Swiftness, never stop on a platform. Look one platform ahead.
  • In Judgment, there is no penalty for a wrong guess beyond a new case, so think, but don't agonize.
  • Read the plaques and the clerks' minutes in the courthouse while you're there.

Birds

Birds you can photograph for your bird log here. Open one to turn it round, watch it move and hear its call.

Everything this world adds

1 blocks and items (click to open)

The traveler's tape

Every arrival Box has a chest by its door holding a cassette: the last traveler reading their journal of this world aloud. This is what they say. It gives a lot away.

Read the journal (spoilers)

I was arrested the moment I stepped out of the Box. No name in the Register, the guard said, as if that were my fault. The House sits in a gilded courthouse east of the Box: five of me, each in robes or armor, each sure they are the real one. Registration is not given here. It is earned, one trial for each of them: the Marshal wants a fight, the Archivist wants me to remember, the Courier wants me fast, the Bulwark wants me to hold, and the Magistrate wants me to judge. Nobody dies before the verdict. That is the one mercy of the court. Pass all five and they write my name down, and the Box is mine again.