<<playAudio "DungeonShort.wav" "DungeonShort.m4a">>\n\nInside the door is a badly-lit room filled with shelves stacked with boxes. There are body parts on some of the shelves. \n\nA mirrorball spins from a beam over a cupboard with a label on the front saying "The Moon". \n\nA spider as big as your hand is crawling down it. \n\nWill you [[turn back|Start]] or [[examine the cupboard|Cupboard #1]]?
<<playAudio "CoreDoorOpen.wav" "CoreDoorOpen.m4a" >>\n\nYou find yourself in a room with a door on the opposite wall. \n\nIn the middle of the room is a wooden harp with no strings. \nShould you examine the [[harp|Harp]] more carefully or walk past it to get to the [[door|Cloud Chamber Door]]?
<<playAudio "RampDoorFade.wav">>\n\nThe doors swing open more easily than you expected. You find yourself in another corridor, the walls covered with old photographs of cranes and ships, people running through a city, a headless man in a suit holding a newspaper. \n\nThere is an eerie howling noise coming from [[ahead|Tower Base 1]] of you. Behind you the doors have closed again, hiding the [[ramp|Up Ramp]].
Through the door you find yourself in a corridor with one sloping glass wall, overlooking a [[body of water|Chanting Basin]]. \n\nThe corridor is closed off at one end. At the other it stretches out into a large windowed [[space|Bow]]. A few feet away from you is a ramp leading [[down|Ramp]]. \n\nYou can't see how far it goes and the temptation is to go back into the [[stairwell|Core 2]].
The cabin adjusts its position in the wind. \n\nTilting as the wind catches the sail, it cuts through the sky above the city, heading for the edge of the rain.
The floor inside the railings is marked out like a giant compass. It looks as though it might be able to turn, independent of the room.\n\nThe compass markings surround a pit where the tower narrows down to a point where it meets the floor. It seems impossible that such a tall structure can be supported on such a tiny area.\n\nA gate opens on to a walkway leading to [[metal doors|Lift doors]] in the side of the tower.
Inside the cupboard is a shelf with a small metal box on it. \n\nYou open the box. Inside it is a piece of pale grey rock. \nYou're tempted to put it in your [[pocket|Pocket]]. Or maybe you should just [[leave|OutDungeon]].
<<display loadAudio>>\n\nYou are in a long, grey corridor of polished concrete that stretches away from you into the distance. You can [[keep walking|Corridor part 2]] along it, or open the door to your right marked [["Core 2"|Core 2]].
After a couple of minutes the grinding noise is repeated as the cabin settles back onto its tower mooring. You take the moon rock out of the slot and press the button to open the [[lift|Lift Back]]
You move over to the cupboard and <<if $HasKey>>[[open the door with your key|Moon]] <<else>> [[try to force the door open |Key]]\n<<endif>>
The lift doors open and you see that the walls are made of glass. \n\nThere is a button marked with an up arrow, and another with an arrow pointing down, but no indication of how far up or down they'll take you.\n\nShould you press [["Up"|Lift Up]], [["Down"|Lift Down]], or [[leave|Up Ramp]]?
Alcluith
You step out of the lift into a small, elongated room, shaped like the inside of a boat with a rounded bow. It's walls are lined with windows.\n\nYou look down on a river through a city veiled by rain. \n\nIn the middle of the room is what seems to be a control panel. There are three dials: "Wind speed"; "Wind direction"; and "Sail position". \n\nThere is also what looks like a steering wheel, a lever, and an irregularly shaped [[hole|Moon Space]] at the top of the panel.
Leaving the key on the pillar you turn and head back towards the [[door|Cloud Chamber Back]].
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You step onto the floor. The grafitti continues to move beneath your feet, but you don't disappear. \n\nYou walk across to the pillar. Now that you are closer to it you can see that the object on it is a tiny key. \n\nDo you [[leave it there|Leave Key]] or [[take it|Take Key]] with you?
<<playAudio "CoreDown.wav" "CoreDown.m4a">>\n\nYou walk back through the outer room, past the silent harp and into the stairwell. \n\nYou climb back down the stairs to find a door marked "To the Tower". \n\nWill you go [[through the door |To The Tower]] or go back to where you [[started?|Start]]
<<set $HasKey to true>>\n\nYou reach out and pick up the key. It feels warm in your hand, although the light-filled pillar holding it is cold to the touch. You put the key carefully in your pocket and head back towards the [[door|Cloud Chamber Back]].
Inside the door you find a concrete stairwell, lit by emergency lights. \n\nYou climb up a single flight to find a door marked "To the Tower". \n\nWill you go [[through the door |To The Tower]], [[climb|Harp Room Door]] further up, or head back to the [[start|Start]]?
There is a that says "Call" beside the doors. Do you [[press it|In the Lift]], or [[turn back|Up Ramp]]?
<<set $HasMoon to true>>\n\nYou put the rock in your pocket and [[leave|OutDungeon]] the dungeon.
In the lift you press the button with the arrow pointing down. The doors shut and the lift starts sliding back towards the ground. \n\nAfter a couple of minutes you are swallowed up by the concrete base of the tower and the lift doors open, revealing the circular room again.\n\nYou head out, back towards the [[ramp|Up Ramp]] into the main building.
<<playAudio "RampUpShout.wav" "RampUpShout.m4a">>\n\nLeaving the tower and the underground room behind you, you head back up the ramp, past the sound of chanting from the water outside and push open the door to [["Core 2"|Core 2]].
The cupboard is locked. \n\nYou wander through the room opening boxes but can’t see any sign of a key. \n\nAs you look more spiders like the one of the cupboard appear. They seem to be following you. \n\nIt seems like a good time to [[leave |OutDungeon]]
Sky Like Glass
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<<playAudio harpglisswithdoor.wav>>\nYou move your hand through empty space in the harp frame. \n\nSound fills the room as though the strings were there. The [[door|Cloud Chamber]] in the wall swings open.
You try to open the door, but it refuses to budge no matter how hard you push. \n\nYou look round for something to help you open it, but all the room contains is the stringless [[harp|Harp]] and the [[door|Harp Room]] you entered by.
<<playAudio "RampUp.wav" "RampUp.m4a">>\n\nThe ramp continues for a long way, gradually taking you down and under the edge of the building. \n\nEventually you come to a set of double doors, closed and forbidding. \n\nDo you push them [[open|Open Doors]], or [[turn back|Up Ramp]]?
<<playAudio "TunefulShoutFade.wav" >>\n\nYou move closer to the glass wall of the corridor and look out. Through the glass you hear the sound of voices raised wordlessly in tune.\n\nBut there is no-one there. Only an empty stretch of water, scattered with sea-birds. \n\nYou turn away from the window, back towards the [[windowed space|Bow]] and the [[ramp|Ramp]].
<<playAudio "BowShort.wav" "BowShort.m4a">>\nWalking past the ramp you find yourself in an open area where one wall curves up to meet the straight fall of the other 100 feet above your head. \n\nBoth are made of glass set into a mesh of steel; a building carved from the bones of a ship. Outside, a fragile tower of air and metal is balanced on a ziggurat of stone.\n\nThere is no way out here. You must either go down the [[ramp|Ramp]] or back into the [[stairwell|Core 2]].
<<playAudio "CloudChamberShort.wav" "CloudChamberShort.m4a">>\n\nThe room revealed by the door is empty apart from a narrow column of some translucent substance in the middle of the floor. A small object is lying on it. \n\nThe floor itself is black. Streaks and curls of white are constantly appearing and disappearing on it, as though chalked and erased by invisible hands. \n\nIf you [[walk on it|Cloud Chamber Walk]] you might disappear as well. But if you [[turn back|Cloud Chamber Back]] you'll never know what is on the pillar.
Back out in the long, silent corridor you retrace your steps to the door marked [["Core 2"|Core 2]].
The lift doors slide shut and with a slight shudder the lift starts moving up. It travels faster than you expected. \n\nSoon you are looking down on the canted ship you have just left. Scales of glass fused to its skin reflecting clouds like camouflage against the day.\n\nThe lift moves until the ground seems further from you than the sky and with a tiny jolt the lift stops and the doors [[open|Cabin]].
There is the sound of canvas unrolling and flapping in the wind. The tower turns slightly towards the city.\n\nThere is a loud grinding noise and the floor of the cabin tilts. Looking through one of the windows you realise that the cabin is no longer attached to the tower, it's moving through the air. \n\nYou go to the control panel where you notice the lever is marked "Auto", "Manual", "Home". \n\nAt the moment it's on "Auto". Do you move it to [["Home"|Home]] or [[leave it|Sail]] where it is?
\n\n<<playAudio "CoreUp.wav" "CoreUp.m4a">>\n\nAt the top of the next flight of stairs there is a door marked "To Cloud Chamber". \n\nDo you [[enter |Harp Room]] or go [[back down|Core 2]]?
<<if $HasMoon>>\nYou look more closely at the hole. The shape seems familiar somehow. \n\nYou put your hand in your pocket and take out the rock you found in the cupboard marked "The Moon". \n\nIt reflects the daylight in the cabin very brightly, almost glowing in your hand. \n\nYou try to fit it into the hole in the panel and after a couple of tries it [[slots in|Unmoor]] perfectly.\n<<else>>\nYou look more closely at the hole. You can't see anything around that would fit into it. Possibly it once held another dial, or some sort of decoration. \n\nYou turn the wheel, but nothing happens. \n\nAfter looking out at the city under the rain for a while longer you turn and go back into the [[lift|Lift Back]].\n<<endif>>
Nothing happens. Clearly you are already at the lowest point the lift travels to. \n\nThe only options are to press [["Up"|Lift Up]] or [[leave|Up Ramp]].
<<playAudio "TowerBeepShort.wav" "TowerBeepShort.m4a">>\nYou keep walking. Looking up you see the sky again through glass panels in the ceiling. The tower rears up directly above you. \n\nAhead of you in the centre of a circular room is a huge metal column fenced in by rails and supported by girders. \n\nAn high pitched bleeping is emitted every few seconds as you walk [[towards|Tower Base 2]] it.
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\n<<playAudio "Corridor1.wav" "Corridor1.m4a" >>\n\nYou continue along the corridor towards a set of double doors at its end. As you approach them you see that the doors are marked "Dungeon".\n\nDo you [[enter the Dungeon|Dungeon]] or [[turn back|Start]]?
The cabin starts to turn and head back towards the tower. \n\nYou can keep going and see if it [[moors|Moor]] back on the top, or push the lever back to [["Auto"|Sail]].
You walk across the room to the harp. The frame is made of polished wood, but there are no strings, or any holes where strings might have been. \n\nOn the floor at the foot of the harp is a brass plaque inscribed with a series of lines. \n\nDo you try to [[play the harp|Play the Harp]] or continue to the [[door|Cloud Chamber Door]] at the other side of the room?