The Gate's third piece, now in Carl's hands — a humming wooden box that winds the two watches, or banishes an entire region into the void.
Carl takes the Winding Box from Ghazi's leather satchel, completing his set toward the Gate of the Feral Gods (only Henrik's watch still outstanding). It's a thick, old dark-wood case with a glass window, humidor- or music-box-like, heavier than it looks, holding two knobs and two round cutouts — one for each watch; placing and activating the watches winds them ready. Its darker power is confirmed by the Council letter: it can banish the user and 'the entirety of the necropolis' into The Nothing — the council's instruction to Ghazi to prevent Psamathe from resurrecting via the ghost Quetzalcoatlus.
Ghazi cracked how to half-activate it without the watches, so Carl, wary of triggering it, simply pockets it, now grasping the whole Gate artifact can be turned into a weapon against a floor boss.
A thick, old dark-wood case with a glass window and two knobs, two round watch-cutouts inside; hums with arcane power and feels heavier than it looks.
The Gate's completed third piece — key to the watches and a region-banishing doomsday weapon.