Anomaly Containment Hall¶
The hall is the answer to a base too hot to work in. It holds its field up to all of Singularity and pulls anomaly down, and only anomaly, so a deliberately hot field keeps its flux. Its cell can also hold the Veiled.

Structure¶
Five blocks tall:
- a 3×3 ring of
Quantum Foundry Plinth with the
Anomaly Containment Hall
controller in the middle; - three layers of
Quantum Attuned Glass around a hollow 1×1×3 cell; - a 3×3 plinth cap;
- one to four attunement arms, the same as the Foundry's.
The cell must stay clear: a formed hall breaks anything solid inside it each second.

What the arms buy¶
tested More arms, more field:
| Arms | FE/t | Holds all of | Capacity | Field | Anomaly pulled a second | Capture reach | Capture time |
|---|---|---|---|---|---|---|---|
| 1 | 180 | High | 10,000 | 3×3 | 600 | 17 blocks | 7 s |
| 2 | 240 | Critical | 100,000 | 3×3 | 1,200 | 22 blocks | 5.75 s |
| 3 | 300 | Critical | 100,000 | 5×5 | 1,800 | 27 blocks | 4.5 s |
| 4 | 360 | Singularity | 1,000,000 | 5×5 | 2,400 | 32 blocks | 3.25 s |
Its capacity covers its field and fades sharply past it: the 5×5 hall is nearly full to its sides, two thirds at its corners, and half three chunks out (see containment). Its screen shows the load on its chunk. Draw is 120 + 60 per arm; the pull is 600 a second per arm from its whole field, a fifth of it from the hall's own chunk on a 3×3. Stores 400,000 FE, taking up to 4,000 FE/t.
Holding the Veiled¶
A formed, powered hall with room takes hold of a worn-down Veiled in its reach (see Ending a fight). Once held:
- tested it burns 1
Rift Residue every 5 min
while holding (and only then), whatever the arm count; - tested residue goes in by hand, or by hopper or pipe into any claimed arm block. The hall keeps up to 16, which is 80 minutes of holding;
- tested a bound Tesseract in the residue slot draws residue from the linked inventory instead. Point it at a Rift Anchor and the hall runs off a rift;
- tested a hall with no residue cannot take hold of anything.
tested Its screen says what state its cell is in: waiting (it can take one), taken, dark (unformed or unpowered), armless or hungry (no residue); hover it for more. If a pinned Veiled gets away beside a hall that couldn't take it, the lancer is told why: "It slips away. The hall nearby is hungry: it had no Rift Residue to hold it with.", or that it was just out of the hall's reach.
What holding one buys:
- tested A stronger field. An occupied hall drains anomaly 1.5× as fast: a four-arm hall pulls 3,600 anomaly a second instead of 2,400.
- tested Peace in the area. No rift within 128 blocks releases another Veiled, and any free one inside that radius comes apart where it stands and is gone. A fight with it ends there.
tested Running out starts a 30 s grace: the field stutters, the occupant presses against the glass, and an alarm sounds every 2 seconds. Feed it in time and nothing happens; otherwise it walks out, feeding on the hall.
tested Losing power does the same, after 10 seconds. Breaking the controller lets it out at once.
Veil Thread¶
Laser light in the mirror, with a Pickup lens, can draw
Veil Thread out of the Veiled a hall
holds, through the middle of any wall of glass (see Into the mirror).
A
Rift Lens right against the glass seats onto it with a studded collar. One draw to a hall at
a time.