Description
A drowned boy remembers every meeting. Follow eerie clues to his riverside home and help him find peace.
Mod Wiki
The Boy Who Stayed
Quickstart
- In the Overworld, roam and watch for a boy appearing nearby. Walk within a few blocks of him to trigger a meeting; no attack or button press is needed.
- Meet him twice. On the second meeting, he points you toward a riverside house and gives you its coordinates in chat. Travel to that location and explore the house.
- Finding the house’s story clue grants the Stillwater Locket. If your inventory is full, look on the ground nearby.
- Meet the boy at least four times in total and find the house. Then stand beside water, select the locket, and use it.
In Creative, you can summon the boy in the Overworld with /summon com_the_boy_who_stayed_rbd5gmwn:the_boy. The Purgatorial Wraith and Drowned Judgment also have spawn eggs in the Creative inventory.
Overview
The Boy Who Stayed is a supernatural story about a drowned boy who remembers each meeting. Follow his changing messages to a riverside home, discover what happened there, and use the locket to help him find peace. The story progresses through encounters and exploration rather than crafting or combat.
What It Adds
| Content | What to expect |
|---|---|
| The Boy Who Stayed | A harmless, unharmed-by-attacks apparition who appears near you from time to time. |
| Riverside house | A story location placed in the Overworld after your second meeting with the boy. |
| Stillwater Locket | A keepsake found through the house clue. Use it to reach the story’s conclusion. |
| Purgatorial Wraith | A hostile, eerie creature that advances when you aren’t looking at it. An initial spawn can bring three more wraiths with it. |
| Drowned Judgment | A hostile drowned hunter that pauses before beginning its pursuit. |
How To Use
Follow the boy’s memories
Approach the boy to count a meeting. He vanishes when you get close, and his words change as the encounters accumulate. If you leave him alone too long, the riverbank becomes empty; you can meet him again later.
After the second meeting, use the coordinates shown in chat to find the house. Approaching its marked area reveals a message scratched into a flooded window and grants the locket.
Finish the story
You need to have found the house and met the boy at least four times before the locket is ready. Go to water, select the locket in your hotbar, and use it. Once the story is complete, using the locket again only gives a quiet message.
Crafting And Obtaining
There are no crafting recipes for this mod’s story items. The Stillwater Locket is granted when you discover the riverside house’s clue; it is not made at a crafting table.
The Wraith and Drowned Judgment can be spawned with their Creative spawn eggs. The boy can be summoned with the command in Quickstart; his story encounters take place in the Overworld.
Abilities And Mechanics
- Purgatorial Wraiths: They move toward you when you look away and can hurt you at close range. Keep them in view while you make space. They do not drop loot.
- Drowned Judgment: It can appear in very dark surface areas and begins hunting after a short delay. Its attacks are dangerous: three hits from the same hunter within about a minute are fatal. Listen for its scream when the pursuit starts.
- The boy’s appearances: He appears near you periodically in the Overworld. Stay alert, approach him, and follow the coordinates and clues he gives rather than trying to fight him.
How to install
Download the mod and follow the step-by-step installation guide.
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This mod is licensed under the CreativeMode Mods License.


