Start of a transcript of Coloratura by lynnea glasser Identification number: //98B2F638-F1F7-4FD9-93BB-56BC86FB2C07// Interpreter version 2.1.6 / VM 3.1.2 / Library serial number 080126 Standard Rules version 2/090402 by Graham Nelson Editable Stored Actions version 9 by Ron Newcomb >look Singing Room A foray into understand the bliss they will never see themselves. A sample of part of your body is displayed with the freshly-inked label "Internal Crystal Scraping". The bottom level of the outside is back to the west. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >think You recall your time back in the Song. You think upon the patterns, the lattices, the structure and how to best immerse in it again. >w Outside, Bottom Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The consumptive area is to the north, the singing room is sectioned off to the east, and a set of stairs lead up. >e Singing Room A foray into understand the bliss they will never see themselves. A sample of part of your body is displayed with the freshly-inked label "Internal Crystal Scraping". The bottom level of the outside is back to the west. >x sample Small flecks of your body that were stuck to the inside of your Cellarium. They must have been studying you more than you realize. >take sample You touch the droplets, and they reabsorb into your body. You feel slightly more whole. >l Singing Room A foray into understand the bliss they will never see themselves. The bottom level of the outside is back to the west. >e You can't go that way. >w Outside, Bottom Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The consumptive area is to the north, the singing room is sectioned off to the east, and a set of stairs lead up. >s You drop down into the open hatch. Metallic Vesicle The hull ossifies against crushing depths, a control panel waits obediently, and clear spaces allow for outside observation. The hatch is open to the outside. >in You can't go that way. >close hatch It's too large for you to move, but it's. >examine panel A set of yellow focusing buttons, a green cross of levers, a torrent throttle, and a black enclosed switch. >x buttons Buttons to toggle on or off the exterior diving lights. >push button Your body can't push buttons. >x levers Multiple levers used to dynamically control the movement of the exterior manipulator arms. >pull levers Your body can't pull levers. >enter hatch You climb up the ladder to the deck above. Outside, Bottom Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The consumptive area is to the north, the singing room is sectioned off to the east, and a set of stairs lead up. >up Outside, Middle Dark clouds above are dissipating, the remnants of a terrible storm. The ocean gusts are overwhelming with both their strength and their overabundance of emotion. This small deck is dominated by smaller vessels. The smaller vessels are to the south, the closed sturdy hatch is to the east, the unyielding hatch is to the west, the small unexplored room is to the north, and a set of stairs leads up and down. Here, the Mercy pleads through an unyielding door with maddened, self-segregating Medic. The Mercy attempts to establish contact and empathy and a positive connection, while Medic only coldly retreats. >x mercy A Blind One. Possibly a female? Her light violet aura pricks at right angles. The Mercy pauses a moment, streaked in facial saline. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >color mercy indigo Mercy is too difficult to get any influence over right now. Medic abandons Mercy in her moment of desire for connection. >color medic indigo You reach out to color the Medic from outside, and nearly succeed, but it is too difficult with her in the sick bay. Medic walls herself off against the pleadings of the Mercy. >color mercy blue Mercy is too difficult to get any influence over right now. Medic coldly ignores all the arguments and songs from the Mercy. >l Outside, Middle Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The smaller vessels are to the south, the closed sturdy hatch is to the east, the unyielding hatch is to the west, the small unexplored room is to the north, and a set of stairs leads up and down. Medic walls herself off against the pleadings of the Mercy. >n Secretion Room Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. Here, the unwell Captain wracks her body in shivering contortions of a fear-induced sickness. A new Blind One, an Assister, attempts to comfort her with a shield of blue, but Captain is too far gone. You might be able to help, though. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >color captain blue You reach out, caressing Captain's delicate aura, willing it to become blue. Her aura absorbs this new state willingly, as though they were her own emotions. Captain grasps at old memories and strengthens in violet resolve. Her retching ceases, and she turns to the other Blind One, "We need to... get our shit... together and stop whatever is going on. We need to..." Captain is drawn into one last involuntary purge then takes a moment to collect her colors. >x captain A Blind One, a human. You're fairly certain it's female. Her dim violet aura solidifies nobly. The Assister senses her opening for demands, "You-- We can't go on like this. Please, let me get rid of it. I can launch the sub and return it right where it was. Then whatever it is will leave us alone." They are finally doing exactly what you need. >x devices A cleaning device and a flushing device. Captain ices into a weighty ultraviolet, "No. We will do two things: Radio alert all nearby vessels, and jettison that fucking box overboard." You darken, Assister pales. That will not work. You need to be returned properly. Inside of the Cellarium, dropped at the infinite junction. Even worse, they have decided to call for additional Blind Ones. This must be stopped - right now, or else there will be no second chance. The voice-device must be fixed, immediately. >s Outside, Middle Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The smaller vessels are to the south, the closed sturdy hatch is to the east, the unyielding hatch is to the west, the secretion room is to the north, and a set of stairs leads up and down. Medic walls herself off against the pleadings of the Mercy. >n Secretion Room Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. Assister and Captain continue to disagree, each aura perfectly solidifying and distancing itself from the other. Captain steadfasts incredulous, "It's leaking... something. And we definitely don't have time for a dive, just to what - put it back neatly? We need to ditch it and get to shore." You slosh in frustration: soon they will call for help, and then you will never be able to stop them from doing whatever they want to you or your Cellarium. You need to get to the radio before they do. >s Outside, Middle Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The smaller vessels are to the south, the closed sturdy hatch is to the east, the unyielding hatch is to the west, the secretion room is to the north, and a set of stairs leads up and down. Medic walls herself off against the pleadings of the Mercy. >up Outside, Top Dark clouds above are dissipating, the remnants of a terrible storm. The ocean gusts are overwhelming with both their strength and their overabundance of emotion. The unexplored topmost room is to the north, and a set of stairs leads down. >n Braincenter The dead brain of the vessel, all the ship's information that the Blind Ones can't see or hear themselves is chewed and spit out here. Unblinking sonar sensors, a large compass, a glowing marked table, the vessel's controls, and, most prominently, the mechanical voice-box all give the Blind One a shadow-cave-illusion sense of control. A small deck is to the south, and a vent leads down. >x voice box A whole system to artificially transcribe their garish music and rebroadcast it both throughout the ship and beyond to others at a distance. The device has a meshed metal membrane to hear and a coiled magnetic tape to remember. >sing You fold. The music is faint and the song warms you, but you know you cannot truly Sing without being in your Cellarium at the proper place. >x membrane Interwoven wires that vibrate almost as easily as air particles. >x me A physical, gelatenous body, somewhat small. One of the Ancients, the Eternals: The Aqueosity. >enter voice box You start to ooze through the meshed membrane, but don't notice any way to influence the radio from inside there. You push back out instead. >touch membrane Plucking and pushing each wire in a vibrating pattern of perfection, you slowly replicate some semblance of the beauty and majesty of the true song that you recreate from memory. The patterns records itself onto the magnetic tape of machine. When the Blind Ones use this, they will understand and enjoy the infinite of the Ancients. >x voice box Despite being a grey apathetic shell, you can almost feel it quiver jubilant with the harmonic structures contained within. Captain commands into the braincenter. >hide You cram yourself into an unnoticeable position. Captain, still stewing in self-exuded saline, weaves together relief as she takes time to assess the room. She body-pushes towards the voice-device, but as she curiously touches buttons, her confidence crumbles into confusion. >color captain indigo Captain is too strong to be influenced. Suddenly, your copy sings itself from the device. The room is filled, the vessel is filled, and the Universe echoes a soft, nostalgic sigh at the sound. Everything is beautiful. Captain becomes entranced... you almost feel that she's amenible, that she's open... >color captain white Creating pure bliss in someone else is a feat too difficult for you. Captain overthrows the influence. Her hatred and ignorance fuel her with strength. She smashes the device. The music ceases, and its echoes fade. You thought you had her - you thought you made a connection. Faintly, for just a moment, you can feel the harmony coming from another Blind One in the vessel. Someone else is basking in the glory, is malleable. Captain attacks the radio again before darkening the exit in a cloud of furious infrared. >undo Braincenter [Previous turn undone.] >color captain yellow You reach out, caressing Captain's delicate aura, willing it to become yellow. Her aura absorbs this new state willingly, as though they were her own emotions. Captain overthrows the influence. Her hatred and ignorance fuel her with strength. She smashes the device. The music ceases, and its echoes fade. You thought you had her - you thought you made a connection. Faintly, for just a moment, you can feel the harmony coming from another Blind One in the vessel. Someone else is basking in the glory, is malleable. Captain attacks the radio again before darkening the exit in a cloud of furious infrared. >l Braincenter Unblinking sonar sensors, a large compass, a glowing marked table, the vessel's controls, and the broken voice-box clutter the room. A small deck is to the south, and a vent leads down. >down You slide down the vent, slowly tumbling over yourself. You emerge from your hiding spot. Secretion Room Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. >down You slide down the vent, slowly tumbling over yourself. Consumptive Area Tables and chairs are bolted to the ground. The burning room is to the west, and the bottom level of the outside is to the south. A vent leads up and a set of stairs leads down. >down The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >sing You fold. The music is faint and the song warms you, but you know you cannot truly Sing without being in your Cellarium at the proper place. >nw A Sleeping Room Rows upon rows of humans, unmoving on stacked shelves, deeply connected to the Universe, basking in its glory. A single Drifter sings silently with apathy and detachment. The interstitial room is to the southeast. >x drifter A Blind One, a human. Probably male. He breathes incoherent, oozes fleshy secretions, and his odd combination of connections prevents him from either Singing or Walking. His dim grey aura disjointedly statics. >color drifter green You reach out, caressing the Drifter's delicate aura, willing it to become green. His aura absorbs this new state willingly, as though they were his own emotions. The Drifter settles into contentment of enjoying green as happier memories dominate his mind. Then nothing. Grey. Even though the emotional connection is brief, feeling something -anything- seems to bring Drifter some comfort. >se The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >ne A Sleeping Room Rows upon rows of humans, unmoving on stacked shelves, deeply connected to the Universe, basking in its glory. The interstitial room is to the southwest. >x humans Stacks of shelves, slotted with prone humans. They intertwine unique but complementary stanzas, combining into a Song that is beautiful, if somewhat simplistic. >sw The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >e Collection Room Exhibited are geologic readings and stolen samples. Centered in the room is a large metal table which is unsettlingly empty. Your Cellarium has been moved. The interstitial room is to the west. >w The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >w Dredging Room Piles of cloth ooze uncountable emotions. One cold metal prison sits quietly, while a heated prison vibrates to a swelteringly fast pace. The interstitial room is to the east, and a vent leads up. >e The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >sw Silenced Room The gigantic machine fills the room with its silence. The interstitial room is to the northeast. >ne The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >se Pipe Room Silent and cold, the system of pipes, boilers, vats, hoses and water have all been stoppered shut by your intervention. The interstitial room is to the northwest. >nw The Interstitial Room A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship. >up Consumptive Area Tables and chairs are bolted to the ground. The burning room is to the west, and the bottom level of the outside is to the south. A vent leads up and a set of stairs leads down. >up You rely on friction to press yourself up the vent. Secretion Room Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. >s Outside, Middle Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The smaller vessels are to the south, the closed sturdy hatch is to the east, the unyielding hatch is to the west, the secretion room is to the north, and a set of stairs leads up and down. The Mercy has heard the majesty of the Universe. She is awe-struck - she knows and sings and you can feel her willingness to help. But her mind over-immersed, in levels that her physical body could not contain: it wilts from boundary-exceeding heterostasis. Assister abandons the Cellarium, blustering caring forte for the Mercy. But Assister's efforts are having no effect, and you know: The Mercy needs the real expert. But Medic has locked herself away and not coming out. Intolerable. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >x medic You can faintly feel a vague, black outline of Medic. The Mercy's fading body. The Assister desperately attempting to revive her. Her mind cracks. >color medic violet You reach out to color the Medic from outside, and nearly succeed, but it is too difficult with her in the sick bay. Assister attempts to revive the Mercy, holding back chords of dismay and helplessness. >undo Outside, Middle [Previous turn undone.] >undo Outside, Middle [Previous turn undone.] >undo Outside, Middle [Previous turn undone.] >undo Secretion Room [Previous turn undone.] >l Secretion Room Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. >x cabinet While the cabinet is locked, it contains cracks that are large enough for you to slip through, if somewhat slowly. >sw You slowly ooze through small cracks in the cabinet into the unyielding hatch. Recovering Room Anxiety sickens the lymphatic flow of this room. The middle level of the outside is to the east, and the secretion room is through a cabinet to the northeast. From the closed hatch to the outside, you sense the Mercy's body faint and fading, as well as Assister pleading for Medic's help. But here, stagnating, Medic swirls onto herself in fright and indifference, humming a barricade against any influence or Song. Engineer throbs frustrated infrared, unable to move her damaged meat-parts. >color medic red Medic is too solid to offer you any influential opportunities. Medic swirls in fright, babbling a self-protecting barricade, "... we are being picked off one by one and if I go out there I will be next because that is what happens..." The damaged Engineer is unable to Blind-Sing or Walk, but her aura screams in frustration. She wants to do something, anything, to force Medic into action. >color engineer ultraviolet You reach out, caressing Engineer's delicate aura, willing it to become ultraviolet. Her aura absorbs this new state willingly, as though they were her own emotions. Engineer is desperate to force Medic to save the Mercy. She tries to get up, but pain causes her to lose her self-resolve too quickly. You would not have that problem, if you were controlling Engineer. Medic swirls in fright, babbling a self-protecting barricade, "... can't help her, won't help her, they will just get us anyway, it's useless to go out there..." The damaged Engineer is unable to Blind-Sing or Walk, but her aura screams in frustration. She wants to do something, anything, to force Medic into action. >enter engineer You Sing of aura-joinings, of unity, of perfect cohesion. Out of frustration, Engineer -- the Rosa -- gives you control willingly. As your connnection strengthens, you absorb ambient knowledge about their world, about this place. Slowly, you orient yourself to the flesh's dizzying hum of salt channels, sugar surges, and gas exchanges. At first, you try pulling each limb individually as with the Newsong, but quickly find an easier time by simply puppeting the conductive cells in the spine. You move the body. Its neurons scream of pain from the skin and deeper tissues. You ignore it. You stand the Rosa upright. Medic has not yet noticed you. >talk to medic The Rosa-body is too injured to speak anything but guttural percussions. This is still enough to get the Medic's attention, "Oh god, please don't, I won't... Your bandages, please I will help, just don't hurt me." Medic bursts open the hatch, and you follow to ensure compliance. Medic writhes under the additional dagger-furying curses of Assister. Goaded into helping, Medic touches the Mercy in an intricate breath-sharing dance that restores her body. Rosa's body collapses out of your control, inoperative, just as the Mercy's body gasps into life. Medic glances over, and eye-snares you. Medic tumbles black: forward and back, then expands and contracts. Medic whispers to herself of escape as she flees to the quarterdeck. "Thank you, Sarah," the Mercy buzzes to the long-absconded Medic. There is a distinct change in her timbre: bemusement and detachment towards her old world. She notices your presence, and pretends to address Assister, again in the same tone, "I'm feeling much better, Wenig, and I think that I will do some paperwork. In the lab!" Assister shocks incredulous, but obligates the Rosa with assistance as the Mercy heads down. >d Loading Deck Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >e Wet Lab The Mercy glows as you enter her presence. Her mind still swims with bliss, and her Song is perfectly tuned. "Thank you. I... everything is so beautiful now," she moves her body and picks you up, "I know what you want - to return," you can feel her flesh react where it touches you, "I want to help you, get you back to your home," the flesh now oozes and ashes, "as thanks for the magnificence that you have granted me," her flesh now scalds acidic, but the Mercy continues, "what should I do for you first?" >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >color mercy green You reach out, caressing Mercy's delicate aura, willing it to become green. Her aura absorbs this new state willingly, as though they were her own emotions. The Mercy continues to hold you, completely enraptured, but your body damages her physical. Your alkaline composition eats through her flesh, and your aqueous body sifts through the slits between her finger bones. The Mercy is too connected to the Song to immediately mind, but soon she cries mangled regret, and without her ability to help, you find yourself unable to escape. After Captain captures you, Assister is roused into action. They transport you ashore, where your peace is constantly interrupted by some new Blind Ones tapping at you with scientific grey instruments. One day, in a flurry of bright green excitement, the Blind Ones shove a permanent rod into your body. Then they leave you alone to fold. You are never again interrupted, but the rod always is there, a nagging splinter preventing you from fully embracing the bliss of the Universe. But the Song is still lovely, and you join in as best you can. Off-white. Happiness. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Wet Lab [Previous turn undone.] >mercy, drop me You drop from the Mercy as she continues, oblivious, "Listen, I know what to do. We'll use the sub. But first, please, help me fix Ruvid. He's the uh, the Drifter. I heard him, when I was called. He's split. But I saw how we could fix him." You color her mind in agreeable blue to signal accepting the terms. She brightens, then waits patiently, eager to follow you and your every command. >mercy, follow me She doesn't seem to understand what you are getting at, but smooths white knowing that you have such breadth of wisdom. The Mercy detachedly notices her hands, "Oh, how careless of me. It all feels so... silly." She feels the pain, but distantly. >mercy, wash hands She doesn't seem to understand what you are getting at, but smooths white knowing that you have such breadth of wisdom. You toy with controlling the Mercy's body. Your chords block together, as her movements and emotions perfectly follow your direction. >n You can't go that way. In a brief, rebellious solo, she contemplates release, but then rapidly stabilizes into her final bliss, complacent in her unity. >e You can't go that way. >w Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >n Messdeck (Controlling Mercy) Tables and chairs are bolted to the ground. The galley is to the west, and the loading deck is to the south. A vent leads up and a set of stairs leads down. >s Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >up Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. >n Lavatory (Controlling Mercy) Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The quarterdeck is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. >wash hands That's not a verb I recognise. >use sink You can't see any such thing. >x devices A cleaning device and a flushing device. The Mercy seems uninterested in them. >use cleaning device You will have to specify a way that you would like to use the cleaning device. >turn on cleaning device That's not something you can switch. >s Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. >d Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >d You drop down into the open hatch. The Mercy climbs down the hatch after you. DSV-2 (Controlling Mercy) The hull ossifies against crushing depths, a control panel waits obediently, and clear spaces allow for outside observation. The hatch is open to the outside. >up You climb up the ladder to the deck above. The Mercy climbs out the hatch after you. Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >n Messdeck (Controlling Mercy) Tables and chairs are bolted to the ground. The galley is to the west, and the loading deck is to the south. A vent leads up and a set of stairs leads down. >d Lower Passageway (Controlling Mercy) A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The survey storage is to the east, and the laundry room is to the west. The engine room is to the southwest, and the open boiler room is to the southeast. A set of stairs leads up to the rest of the ship. >nw Berthing, Port (Controlling Mercy) Rows upon rows of humans, unmoving on stacked shelves, deeply connected to the Universe, basking in its glory. A single Drifter sings silently with apathy and detachment. The lower passageway is to the southeast. The Mercy push-sings to the Drifter. She calls out to him, reaches through the physical and pulls at his severed ties, coloring them into this world. The Mercy sings for your assistance: she needs you to finish connecting him. >colrs That's not a verb I recognise. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >enter drifter He has so little will over his body, you feel it would be easy to push him out and control the flesh. But upon severing his connections, he lost his link to the other world. There is nowhere to push him to, and he'd remain in steadfast control of his body. You sing of unity, cohesion and singlehood. His connections ribbon into a strange modal function, looping unnecessarily back and forth between the physical and the other. Slowly, it resumes its baseline level of dim awareness. He sees the Mercy, and understands his return. The Mercy bubbles satisfied, waiting for his response. >undo Berthing, Port (Controlling Mercy) [Previous turn undone.] >color drifter yellow You don't feel comfortable risking manipulating him while others are around. The Mercy continues to hold the tethers. With determination, she sings to you connect the Drifter's ties. >color drifter green You don't feel comfortable risking manipulating him while others are around. The Mercy continues to hold the tethers. With determination, she sings to you connect the Drifter's ties. >sing While controlling Mercy, you cannot join in the Song. The Mercy continues to hold the tethers. Again, she sings for you to connect the drifter's ties. >harmonize drifter You sing of unity, cohesion and singlehood. His connections ribbon into a strange modal function, looping unnecessarily back and forth between the physical and the other. Slowly, it resumes its baseline level of dim awareness. He sees the Mercy, and understands his return. The Mercy bubbles satisfied, waiting for his response. >z Time passes. Drifter groggs his mind into vengeful purpose, "You bitch!" he lurches at the Mercy, "That thing'll kill us!" The Mercy lags disbelief as he heavily commands, "I won't let it. I won't let you - !" Drifter presses infrared destruction against the Mercy's neck. The Mercy sings for your help. >color drifter blue You reach out, caressing Drifter's delicate aura, willing it to become blue. His aura absorbs this new state willingly, as though they were his own emotions. Drifter surges with blue memories of the Mercy; his grip falters and he falls back. The Mercy grabs a nearby human object and pushes it against Drifter multiple times in a way that damages, then disconnects his ties and cohesion. The Mercy quivers disbelieving orange, "We can't... why. I don't..." but she solaces in the Song's knowledge, "He was wrong. He was Blind. We should've never tried." She steadies. Indigo. Assurance. She reaches out for you, and begs you to control her once more. >x drifter You gave him a chance, you fixed him. He should not have reacted as he did: full of violence and malice. Now his disjointed, umoving meat screams black. >control mercy You take control of the Mercy. You both revel in the bliss of perfect harmonic unity. >undo Berthing, Port [Previous turn undone.] >harmonize mercy You're having trouble combining that (Mercy) into a better state. The Mercy Sings in the sleepers' bliss. >enter mercy You Sing of aura-joinings, of unity, of perfect cohesion. You take control of the Mercy. You both revel in the bliss of perfect harmonic unity. >s You can't go that way. Mercy straightens herself into resolve, "We'll take the sub. Wenig, the Assister, she'll help." You shudder unease. What if she resists as well? Mercy contemplates on your concern. >se Lower Passageway (Controlling Mercy) A long metallic hallway that spans the length of the vessel. The drifting auras of humans call from the to the northwest and to the northeast. The survey storage is to the east, and the laundry room is to the west. The engine room is to the southwest, and the open boiler room is to the southeast. A set of stairs leads up to the rest of the ship. "I won't mention you; I'll keep her in the dark. She just wants things back to normal." Mercy finally solidifies white again, and you realize with relief that your plan to be returned is going to be realized. >up Messdeck (Controlling Mercy) Tables and chairs are bolted to the ground. The galley is to the west, and the loading deck is to the south. A vent leads up and a set of stairs leads down. >s Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >enter cellarium The Mercy pales slightly orange and yellow at the separation, "I feel more my old self. Perhaps I should go speak to Wenig, like this? She might trust me, without your influence." The Mercy spirals away in hope. Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. The Mercy leaves in a cloud of inspired greens. She must have a plan, with the Assister. You wait for awhile, but feel no movement. The Mercy must need your help. >enter mercy You can't see any such thing. >out Loading Deck Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium rests here. >up Quarterdeck Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. Freed from your musically perfect direction, faults return to the Mercy's voice as she pleads with Assister, "Please, Wenig, I know scary things are going on, but I really think working together is the way to put things right. Please, I mean, just come out and help me prepare the stupid sub." Assister hesitates, hears the truth, hears the Mercy's true voice, she falters, she wants to believe, but she continues to stall, "I... I'm not sure." The Mercy elates ovoid green at the progress. >x assister You can faintly feel a vague, violet outline of Assister. The Mercy wheedles Assister, who half-rebuffs in contemplation, "I need to think about this." >color assister indigo You reach out to color the Assister from outside, and nearly succeed, but it is too difficult from this distance. The Mercy wheedles Assister, who half-rebuffs in contemplation, "I'm thinking." >w The Mercy crumples darkness at you leaving her, but consoles herself that you must have a reason. (first opening the sick bay hatch) It is much too heavy for you to open. The Mercy wheedles Assister, who half-rebuffs in contemplation, "Please, don't rush me on this." >e The Mercy crumples darkness at you leaving her, but consoles herself that you must have a reason. (first opening the captain's hatch) The hatch is too large for you to move. It will have to stay closed. The Mercy wheedles Assister, who half-rebuffs in contemplation, "I don't want to rush into a decision." >n The Mercy crumples darkness at you leaving her, but consoles herself that you must have a reason. Lavatory Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The quarterdeck is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. >sw You slowly ooze through small cracks in the cabinet into the sick bay. Sick Bay Anxiety sickens this room. The quarterdeck is to the east, and the lavatory is through a cabinet to the northeast. Assister wrings uncertainty. She wants so desperately to trust the Mercy. Rosa drifts in unconsciousness. >colors Infrared: Anger, hate. Red: Panic, horror. Orange: Revulsion, unease. Yellow: Curiosity, intrigue. Green: enjoyment, engagement. Blue: Love, fondness. Indigo: Trust, confidence. Violet: Protection, nobility. Ultraviolet: Commanding, dominating. White: Bliss, perfection. Grey: Apathy, indifference. Black: Madness. >color assister indigo You reach out, caressing Assister's delicate aura, willing it to become indigo. Her aura absorbs this new state willingly, as though they were her own emotions. Assister settles indigo trusting and relieved. She opens the hatch, embraces the Mercy in a muddled mess of bare aura. The Mercy straightens and strengthens her. Assister echoes herself, "I thought, I thought you were, I thought it was... what happened to your hands?!" But the Mercy reassures her, "Oh don't worry about me. Listen, I can understand why you were scared, and I don't blame you..." her dulcet notes trail off as they both move towards the loading deck. >e Quarterdeck Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. Now that the Assister has left, you can hear another voice, very faint, coming from the captain's quarters. You just barely hear snatches, and only when you strain to listen. >listen You can faintly hear the Captain's tumultuous self-fight for control of her own colors, "...have to fight it..." >d Loading Deck Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium sits open in the sub's basket. Assister and the Mercy touch-correct various parts of the exterior of the submersible. They've already moved your Cellarium to the basket, making sure to leave it open. The Mercy noticeably brightens in ecstatic relief as you come near. She addresses Assister, "Wenig, let's do the pre-launch check of the internal controls." Assister broadens in agreeable blues and greens as they climb together into the submersible. >enter cellarium Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. You can hear partially through your connection with the Mercy. She senses your placement, and rolls white in shared bliss as she climbs out of the sub. The Mercy closes the lid above you, radiating, You'll be home soon, don't worry. You stroke her aura as Assister re-emerges. Assister directs the Mercy back inside, as Assister herself remains outside to continue the more demanding preparations. Soon, you will be home. You feel anxious to once again Sing. >sing You immerse, content in the Song's pattern. Spread, subduct, spread, subduct. The Universe joins, but in a way that feels improper. Then, you recognize why: the element echoing you is not earth, but air. And air is too fragile to support such a Song as yours. It tears itself into powerfully fast columns and drafts. Assister looks on in fright as a heating, swirling, impossible storm forms overhead, threatening unending destruction. You stop. It slows. Then you notice the other tempest. In a lashing mess of reds, oranges, and infrareds, Captain writhes out determined from the vessel proper. She screams of endings, of finality. You molt in fear: the Mercy needs you. >control mercy The distance makes it difficult, but you both stretch, and the shared need strengthens your bond. You take a moment to acclimate to her location... DSV-2 (Controlling Mercy) The Mercy scrambles panicked to the control panel, skimming it over: A set of searchlight buttons, arm manipulator levers, a propeller throttle, and an emergency surface switch. Captain advances slowly, wrathfully. Assister remains oblivious to the distant Captain. >close hatch You save the Mercy from Captain's attack, but Captain is still able to focus on you. She manages to hoist your Cellarium overboard to follow. You float down and land far from your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the seafloor so that eventually, after many millennia, you will once again enjoy perfect harmony. *** You are happy enough *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo DSV-2 (Controlling Mercy) [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >control assister Assister is somewhat distant from in here: you can't quite reach her. Captain takes advantage of Mercy and Assister's pre-occupation. She launches a flaring, gibbering ball at Assister, who falls in a confused, black tangle. Captain similarly dispatches Mercy when she comes out. Captain drags your Cellarium out and over the side of the ship. You float down and land far from your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the seafloor so that eventually, after many millennia, you will once again enjoy perfect harmony. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Inside the Cellarium [Previous turn undone.] >harmonize captain Captain is too distant to do anything meaningful. Captain takes advantage of Mercy and Assister's pre-occupation. She launches a flaring, gibbering ball at Assister, who falls in a confused, black tangle. Captain similarly dispatches Mercy when she comes out. Captain drags your Cellarium out and over the side of the ship. You float down and land far from your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the seafloor so that eventually, after many millennia, you will once again enjoy perfect harmony. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Loading Deck [Previous turn undone.] >l Loading Deck Dark clouds dissipate above, while the wind pushes and pulls everything. A metallic vesicle is secured at the south end of the deck. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your Cellarium sits open in the sub's basket. >enter cellarium Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. You can hear partially through your connection with the Mercy. She senses your placement, and rolls white in shared bliss as she climbs out of the sub. The Mercy closes the lid above you, radiating, You'll be home soon, don't worry. You stroke her aura as Assister re-emerges. Assister directs the Mercy back inside, as Assister herself remains outside to continue the more demanding preparations. Soon, you will be home. You feel anxious to once again Sing. >z Time passes. Mercy hums exalted, while even Assister cascades into green contentment and hope. >z Time passes. >z Time passes. Assister continues to touch what you assume to be significant parts of the sub's hull. It's all quite mundane, and you'd rather be Singing. >z Time passes. >z Time passes. Assister human-touches parts of the hull. >z Time passes. >z Time passes. Mercy tumults in bliss at the thought of you being so close to Singing in your real home again. >z Time passes. Suddenly, you curdle in fear at a the appearance of a terrible, ferocious tempest. In a lashing mess of reds, oranges, and infrareds, Captain writhes out determined from the vessel proper. She screams of endings, of finality. You molt in fear: the Mercy needs you. >enter captain Captain is too distant to do anything meaningful. >control assister Assister is somewhat distant from in here: you can't quite reach her. Captain takes advantage of Mercy and Assister's pre-occupation. She launches a flaring, gibbering ball at Assister, who falls in a confused, black tangle. Captain similarly dispatches Mercy when she comes out. Captain drags your Cellarium out and over the side of the ship. You float down and land far from your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the seafloor so that eventually, after many millennia, you will once again enjoy perfect harmony. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >out Assister notices as you ooze out, and tumults in fear. She locks herself back up in a room in the vessel. Assister's color solidifies, and she will not be coaxed again. Forgoing her help, together you and the Mercy fumble with the machine's controls, ultimately crashing nowhere near your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the sea floor so that eventually, after many millenna, you will once again enjoy perfect harmony. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo Inside the Cellarium [Previous turn undone.] >undo [You cannot "undo" any further.] >l Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. Mercy hums exalted, while even Assister cascades into green contentment and hope. >save Ok. >sing You immerse, content in the Song's pattern. Spread, subduct, spread, subduct. The Universe joins, but in a way that feels improper. Then, you recognize why: the element echoing you is not earth, but air. And air is too fragile to support such a Song as yours. It tears itself into powerfully fast columns and drafts. Assister looks on in fright as a heating, swirling, impossible storm forms overhead, threatening unending destruction. You stop. It slows. Then you notice the other tempest. In a lashing mess of reds, oranges, and infrareds, Captain writhes out determined from the vessel proper. She screams of endings, of finality. You molt in fear: the Mercy needs you. >enter mercy You Sing of aura-joinings, of unity, of perfect cohesion. The distance makes it difficult, but you both stretch, and the shared need strengthens your bond. You take a moment to acclimate to her location... DSV-2 (Controlling Mercy) The Mercy scrambles panicked to the control panel, skimming it over: A set of searchlight buttons, arm manipulator levers, a propeller throttle, and an emergency surface switch. Captain advances slowly, wrathfully. Assister remains oblivious to the distant Captain. >out Outside the sub, Mercy is vulnerable, and Captain easily overpowers Mercy. Captain triumphs over your captured form, and waits for other Blind Ones to rescue her. They transport you ashore, where your peace is constantly interrupted by some new Blind Ones tapping at you with scientific grey instruments. One day, in a flurry of bright green excitement, the Blind Ones shove a permanent rod into your body. Then they leave you alone to fold. You are never again interrupted, but the rod always is there, a nagging splinter preventing you from fully embracing the bliss of the Universe. But the Song is still lovely, and you join in as best you can. Off-white. Happiness. *** You are happy enough. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo DSV-2 (Controlling Mercy) [Previous turn undone.] >pull levers You move the arms, but they do nothing to dissuade Captain. Captain steadies herself and channels her tentacled, stabbing fury, aiming a human device at the oblivious Assister. >undo DSV-2 (Controlling Mercy) [Previous turn undone.] >push throttle The Mercy follows your directions. The propellers whorl furiously, but affect nothing else. Captain steadies herself and channels her tentacled, stabbing fury, aiming a human device at the oblivious Assister. >undo DSV-2 (Controlling Mercy) [Previous turn undone.] >push button The lights flash brilliantly, surprising Captain, just as she launches a flaming, gibbering ball at Assister. Her trajectory is slightly altered by your surprise, and Assister merely crumples into hushed agony instead of complete silence. Captain discards her launcher, and in crescendoing fury turns her attention to you - your Cellarium helpless in the forward basket. She searches for the lid. >pull levers The arms move slowly, but with ferocious weight. Captain tries to dodge their area of command and pull your heavy Cellarium out, but you manage to percuss Captain in a ringing orange din, coloring her fury brighter. Captain decides to directly address the vessel, the Mercy. She claws up the side of the hatch in a scrabbling, grabbing flurry. The Mercy blanks in anxiety. >flip switch The cabin portion of the sub uncouples, propels itself upward, then smashes col pugno against its more weighted side: the side Captain was climbing. Her song ends instantly. In the chaotic apoptosis, your control over the Mercy breaks, and your consciousness snaps to the Cellarium. Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. You can feel the Mercy outside trembling, alone and afraid. >undo DSV-2 (Controlling Mercy) [Previous turn undone.] >close hatch You save the Mercy from Captain's attack, but Captain is still able to focus on you. She manages to hoist your Cellarium overboard to follow. You float down and land far from your appointed place. You Sing, and re-join the Universe, but slightly off-key. You settle in, reshaping the seafloor so that eventually, after many millennia, you will once again enjoy perfect harmony. *** You are happy enough *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo DSV-2 (Controlling Mercy) [Previous turn undone.] >push switch The cabin portion of the sub uncouples, propels itself upward, then smashes col pugno against its more weighted side: the side Captain was climbing. Her song ends instantly. In the chaotic apoptosis, your control over the Mercy breaks, and your consciousness snaps to the Cellarium. Inside the Cellarium A white, crystalline Ancient structure that perfectly houses you. You can feel the Mercy outside trembling, alone and afraid. >control mercy The Mercy feels lost and frightened. You will need to go outside to connect with her. >out Loading Deck Dark clouds dissipate above, while the wind pushes and pulls everything. Assister pales in incoherent warbles as her song winds to an end: she is oblivious to everything. The Mercy wobbles from the split submarine, and breaks down in sadness for only you, "That was your only way back. We can't... there's not another way to put you back now." She twists in thoughts, "Maybe, maybe I could drop you overboard. Right above the trench: at the junction where we found you. Could we get back there, somehow?" You both know it's not optimal, but it's your best chance now. You smooth the Mercy in swaddling layers of warmth and comfort as she once again, offers herself as yours to control. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your open Cellarium rests here. >control mercy You take control of the Mercy. You both revel in the bliss of perfect harmonic unity. >up Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. >up Forecastle Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. The pilot house is to the north, and a set of stairs leads down. >n Pilot House (Controlling Mercy) Unblinking sonar sensors, a large compass, a glowing marked table, the vessel's controls, and the broken voice-box clutter the room. A small deck is to the south, and a vent leads down. >x controls A complex system of steering controls that are way beyond you. The Mercy is totally lost as well, "I was a researcher: I never used these." >turn on sonar They're not something you can switch. >x sonar Inside of a triangle, there's a crude topographical representation of your pattern: spreading sea floor subducting under a consuming plate. The infinite Song of creation and destruction. But it's static, unchanging: a single held chord from the full Song. Mercy notices your interest, "You have no idea how much human work goes into getting even that, just a small glimpse of the Universe... it's horrible being Blind." >x table You can't quite make out the patterns, but you can see some Blind language written on it: "Epicenter". The rest is a garble of what you guess to be human names. The Mercy happily interprets for you, "We're just off the coast, at the Chile Triple Junction." She points out various other features of the map, but its shorthand depictions are both uninteresting and difficult to follow. >x compass A strong magnetic field emanates from a central globe. Mercy idly wonders if you can feel the Earth's magnetic field. You assure her that you can. >s Forecastle Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. The pilot house is to the north, and a set of stairs leads down. >d Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. >s Life Boat (Controlling Mercy) A small boat, ready to be hoisted over the deck with an empty spot nearby. The quarterdeck is to the north. >n Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. >d Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. Two silenced bodies and the diving vessel splay across the deck; the vessel's interior rests slightly more southern than its undercarriage. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your open Cellarium rests here. >s You drop down into the open hatch. The Mercy climbs down the hatch after you. DSV-2 (Controlling Mercy) The room looks much the same as before, just in a slightly different orientation. The hull ossifies against crushing depths, a control panel waits obediently, and clear spaces allow for outside observation. The hatch is open to the outside. >up You climb up the ladder to the deck above. The Mercy climbs out the hatch after you. Loading Deck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. Two silenced bodies and the diving vessel splay across the deck; the vessel's interior rests slightly more southern than its undercarriage. The messdeck is to the north, the wet lab is sectioned off to the east, and a set of stairs lead up. Your open Cellarium rests here. >take cellarium The Mercy tries to pick it up, but she is not strong enough, and her hands are damaged. She fails. She flexes reassured white, "I could still push it somewhere, if you wanted me to move it," she offers, eager to please you. >push cellarium n The Mercy merrily grits through the pain and pushes the Cellarium north to the Messdeck, as you commanded. Messdeck (Controlling Mercy) Tables and chairs are bolted to the ground. The galley is to the west, and the loading deck is to the south. A vent leads up and a set of stairs leads down. Your cellarium rests here. >push cellarium up You rely on friction to press yourself up the vent. After some time, the Mercy enters from an adjacent room, pushing the Cellarium. She apologizes profusely for the delay. Lavatory (Controlling Mercy) Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices. The quarterdeck is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down. Your cellarium rests here. >push cellarium south The Mercy merrily grits through the pain and pushes the Cellarium south to the Quarterdeck, as you commanded. Quarterdeck (Controlling Mercy) Dark clouds dissipate above, while the wind pushes and pulls everything. This small deck is dominated by smaller vessels. The life boats are to the south, the captain's quarters are to the east, the sick bay is to the west, the lavatory is to the north, and a set of stairs leads up and down. Your cellarium rests here. >push cellarium south The Mercy merrily grits through the pain and pushes the Cellarium south to the Life Boat, as you commanded. Life Boat (Controlling Mercy) A small boat, ready to be hoisted over the deck with an empty spot nearby. The quarterdeck is to the north. Your cellarium rests here. >x boat (the life boat) A solid, small version of the humans' vessel. The Mercy seems to be contemplating its use. >push cellarium into boat You can't see any such thing. >x empty spot An empty spot where another life boat used to sit. The Mercy notices the empty space too, "Someone must have decided to leave." The Mercy seems unconcerned. >put cellarium in boat (the life boat) (first taking the Cellarium) The Mercy tries to pick it up, but she is not strong enough, and her hands are damaged. She fails. She flexes reassured white, "I could still push it somewhere, if you wanted me to move it," she offers, eager to please you. >hoist boat (the life boat) Mercy hoists everything overboard in the lifeboat via the automated crane. The mechanical dance of the winch-wire-hook is fascinating to observe, and soon you are floating free. Open Ocean (Controlling Mercy) All around you, the ocean rocks in a rhythmic, pulling oscillation of beauty. Your Cellarium and the Mercy float with you. The larger vessel sits blankly nearby. Mercy turns on the motor. She looks to you for direction. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >undo Life Boat (Controlling Mercy) [Previous turn undone.] >use crane You can't see any such thing. >push crane You can't see any such thing. >hoist boat (the life boat) Mercy hoists everything overboard in the lifeboat via the automated crane. The mechanical dance of the winch-wire-hook is fascinating to observe, and soon you are floating free. Open Ocean (Controlling Mercy) All around you, the ocean rocks in a rhythmic, pulling oscillation of beauty. Your Cellarium and the Mercy float with you. The larger vessel sits blankly nearby. Mercy turns on the motor. She looks to you for direction. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >sw Mercy frets a crack of light red in her otherwise symmetrical white orb, "Letting you sink inside your Cellarium will be fine, but the current: you'll drift away from where we want you to land." You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >sw Mercy turns her concerns inward, more cracks forming "And what of me? I won't have anything when you go. I can't go back to them, they'd never understand, never compare to this." You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >color mercy blue You are synced in blissful unity with this Blind One. Her color can be nothing but pure white while you continue to control her. Mercy glows steadily again,"No matter what happens to me, I'll just be happy knowing I did the right thing. That I helped you." You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >sw Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: south. >ne Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >s Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >n Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >sw Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southwest. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: south. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >w Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >se Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: east. >ne Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: southeast. >e Mercy continues to guide the boat, following your every command. You tap into the harmonic patterns of the earth's magnetism, and sense the direction of your home: south. >s You arrive. You can feel the harmonics of your guiding influence that have shaped the seafloor far below into the infinitely echoing pattern of spreading and subducting. You are so close to being home again, you quiver. Mercy lingers, then turns to you. Knowing the cost, she reaches out to stroke you - to feel you - one last time. >enter cellarium You crawl into the Cellarium and signal to Mercy your intent. She understands, "I... I will miss you. Please, don't ever forget me. You've given me meaning. You've given me everything." She pulls your Cellarium up, then darkens in absolute sadness at the coming separation, Please, don't leave me here. she despairs as she pushes it over. Sinking Cellarium For one last moment as your blissful tomb drifts downward, you connect with the Mercy in perfect unison, and you feel her dread over what is to come: the emptiness, the disconnection, the unfeeling tedium. She wants so desperately to go down with you. >harmonize mercy The Mercy feels you pulling her, feels your desire for connection. She radiates bliss. The Mercy dives after you, grasping firmly to your Cellarium. Her body cells scream for oxygen, and the pressure concaves her delicate frame. So she abandons it, entering into the Song instead. The body maintains its desperate grasp on your Cellarium, and you puppet it in a way that pushes your Cellarium exactly back to the infinite junction. The connection of this place overwhelms you, and you Sing unending. Mercy sings with you, an eternally blissful duet. White. Perfection. *** You have won *** Would you like to RESTART, RESTORE a saved game, QUIT, UNDO the last command, see DESIGN notes, or play the EPILOGUE? >design Design notes and author's website at LMDadventures.blogspot.com/2013/07/coloratura.html >epilogue You shift against the helicopter straps uncomfortably. This is the middle of the third refueling, and Chilean officials are starting to lean hard on SAR to find the missing research ship. But two mysterious storms battered the coast, lending to suspicious whispers. They're saying that not even Saint Anthony's help can foil this devil's work. You haven't give up however, and you take advantage of Amaro dipping into a turn to resume searching the sea. >l Helicopter The helicopter is cramped, but you can see a large expanse of ocean and sky. >x ocean Nothing but open, empty sea. ... ... ... but wait, you do see something! A dark speck, in the distance. Amaro seems to notice it at the same time. "Fantastic! Can you radio dispatch?" Amaro exclaims, "I'm going in for the approach." >radio dispatch You report that you may have found something interesting. The dispatch tries to contain their excitement at the news as you relay your intent to approach. Amaro flies towards the destination. The shape starts to coalesce, but you still can't quite make it out. The radio crackles in reply, "Roger that. Hope you've found it!" >undo Helicopter [Previous turn undone.] >x radio It's the device that you use to radio dispatch. Annoyed, Amaro makes the call for you as he flies towards his destination. The shape starts to coalesce, but you still can't quite make it out. The radio crackles in reply, "Roger that. Hope you've found it!" >save Ok. >transcript off End of transcript.