Twin Suns¶
Light
Two suns, no night. Stay in the shade.
| Kind of world | Light |
|---|---|
| Serum in the arrival Box | 3 ampoules |
| Native Serum stand-in | None: bring spare Serum |
| Quests | None |
twin-suns-arrivalWhat happens when you arrive¶
Two suns hang over a scorched country of red sand and banded stone, and neither of them ever sets. You cast two shadows, and neither ever lengthens. Step out into the open and the heat comes down like a hand. Shade is life here.
The rule: the heat of two suns¶
It is always noon. Under the open sky, the heat takes hold:
| Danger | What it does | How to deal with it |
|---|---|---|
| Heatstroke | 1 damage every 3 seconds while you stand under the open sky. | Get into shade: an overhang, a cave, the lee of a dune, the canopy of a dead tree. Or wear a |
| Thirst | Every one of those bites also gives you Hunger II for 5 seconds, draining your food bar. | Same as above, and bring plenty of food. |
| Boiling water | Water poured from a bucket boils away, as in the Nether. The seas the land was made with stay. | Don't count on placing water. |
| Beds | Explode. There's no night to sleep through anyway. | Don't sleep here. |
| Husks | Walk the open ground without a care, in groups of up to three. Every zombie here is a husk. | They don't burn in the sun: fight them in the shade. |
| Spiders | The only other monster. | The usual. |
There are no phantoms, and the only animals are a few rabbits in the shade of the dunes.
Get a Sun Hood¶
The hood is the answer to the heat. Wear it on your head or hold it and the suns can't touch you. Each bite of heat it catches wears it a little: it lasts 240 bites (about 12 minutes in full sun).
Sunstone¶
Sunstone Ore glows like a coal in the banded terracotta and red sandstone a few blocks under the sand,
between Y 60 and Y 160. It needs an iron pickaxe or better, and drops
Sunstone Shards (Fortune gives more; Silk
Touch keeps the ore).
A Sunstone Shard keeps the heat of two suns: it burns like a blaze rod in a furnace and in the Synthesizer.
twin-suns-sunstoneWhat to bring home¶
| Find | Where | Why it's worth it |
|---|---|---|
| Sunstone Ore in the terracotta bands. | Top-quality fuel for the lab. Sun Hoods. | |
| Terracotta and red sand | Everywhere. | Badlands building blocks in every band colour. |
| Gold | Extra gold veins, like the badlands at home. | Gold. |
| Fossils | Buried in the stone. | Bone blocks. |
Serum and getting home¶
- The arrival Box's cache holds 3 Serum Ampoules, one more than most worlds.
- There is no native Serum ingredient, but Sunstone Shards fuel the Synthesizer.
Tips¶
- Dig in. A one-block trench with a roof is shade, and so is any tunnel.
- Craft a hood before you wander: two shards, three white wool and a leather. Bring the wool and leather from home.
- Eat often. The thirst drains your hunger even when the heat doesn't kill you.
- Travel underground between dig sites. The terrain is Overworld-shaped underneath, caves and all.
Birds¶
Birds you can photograph for your bird log here. Open one to turn it round, watch it move and hear its call.
- Parasol Plover: common
- Sunstone Hoopoe: rare
Everything this world adds¶
15 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)
Two suns, and they never set; I counted my days by sleeps that would not come and gave up at nine. Out in the open the heat comes down like a hand, it burns and it dries you out, and the only cure is shade: an overhang, a cave, the lee of a dune. In the banded stone under the red sand there is an ore that glows like a coal and burns like a blaze rod, and two of its shards sewn into a brim of wool make a hood that keeps the heat off. The husks walk the open ground without a care, which tells you whose world this is. Keep to the shadows on the way back to the weathered Box, keep the Serum in you, and shut the door.