Rifts
What a rift is, where one opens, and how to close it by bringing down its anchor.
Holes of the Cascade still open, and the big ones lead into worlds the war ruined. Go in, loot, close it. The short version is in "Rifts and bosses" on the Dark Zone page on the site.
What a rift is
Most holes of the Cascade live for a moment and are the size of a fist. Sometimes one opens wide enough to walk into: a rift, leading to one of the worlds the Wormhole War left in ruins.
Where they open
When a rift opens you will be told — in which layer, and roughly where. Most open past Wall Sina; one on this side of it is news for the whole server.
Why go in
For the loot: the best in this world is on the other side. The armouries of dead armies, gear nobody on Earth can make, what those worlds hold and ours does not.
Close it, because an open rift grows. Every rift opens for a set time — hours, rarely days. One whose time runs out turns the other way: it throws out whoever is still inside, and the first time anybody stands near its frame, what is left over there comes through — onto outposts, onto oil fields, up to the wall.
The anchor
A rift is closed only from the far side. Its anchor, the place where the hole holds on to that world, is held by the strongest thing in it. Bring that down and the anchor falls, the hole collapses, and everybody inside is thrown back to the frame they walked in by, with whatever they carried.
The register cries the name of everybody who was inside when the anchor fell: not as a law but as a memory, so everybody can see who keeps the east.
A small hole that pours out waves is closed by whoever stands until the last wave.