A change of direction: virtual worlds

I just wanted to signpost a change of direction for this blog.

The blog will now focus on virtual worlds, and some of the interesting insights, peculiarities and problems they churn up. I have a range of interests in this area, and they might not all be yours, but hopefully there is enough overlap to keep you interested and you might find some new ideas to chew on.

A short list of things this will cover:

  • virtual reality
  • Interactive Fiction (including text adventure games)
  • simulation theory and the multi-verse
  • the second person (perspective)
  • game theory
  • agency and immersion
  • time and narrative
  • the uncanny
  • the Turing test (chat bots and A.I.)
  • mazes in videogames
  • Baudrillard
  • J.G. Ballard, and other Science Fiction authors

Invisible walls: La Cabina (The Telephone Box)

La Cabina is a Spanish horror short which was aired on television in 1972. You can find it on You Tube with English subtitles and I will paste a link at the end of this article. I suggest you watch the film first as my commentary below contains some spoilers.

The opening shot is a closed frame of some apartment blocks and the camera quickly pans down to a deserted square and a truck entering the road that runs down one side. The truck parks abruptly and four men carry a brand new, red telephone box, on poles, into the centre of the square and set it down. They install the telephone, give the glass a quick clean, prop open the door and then leave.

We cut to the city waking up and the first human traffic through the square. A man in his late forties or early fifties, wearing a suit and tie, walks his son to the school bus. Then, he walks past the new telephone box and realises he needs to make a call. He enters the box and begins to dial. The door closes slowly while his back is turned.

When he tries to exit the booth the door won’t budge. He is spotted by two men who try to pry him out, but again the door is more than stuck. A crowd begins to congregate around this individual –the predicament seems so unlikely, and so innocuous, that it is comical. He becomes a spectacle. A strong man appears and the box is a chance to show off his strength. After a number of failed attempts, the crowd spitefully chiding his masculinity, he nurses his shoulder and leaves the scene.

What is immediately clear is that the man inside the box becomes an illusionary exhibit as soon as the door shuts: cocooned in glass he is literally on display and physically separated from those around him –realistically close and yet untouchable; like the starving child on TV who elicits our sympathy but then less and less with saturation, and often not enough to drive us to action: the constant demands of our own lives (embodied prisoners that we are), the distance (expressed in any physical separation, with only a pane of glass being necessary, as the film illustrates), and the lack of feedback (requisite for the satisfaction of giving) all make it far too easy to turn away. Ironically, our phones pull us away with a greatly diminished reality, but in this case the Dopamine rush, engineered with uncanny precision, is just too strong and its addictive qualities vastly trump whatever effects on our conscious the starving child might have.

magritte

As we watch the carnival of spectators outside the telephone box, there is a doubling of separation for the viewer. We watch the watchers, we see through their eyes and also we look out with the eyes of the captor, sharing his isolation and loss of humanity. We might also become dimly aware that we are another type of spectator, given privileged access and altogether safe from involvement and moral obligation (unlike the crowd, who we are encouraged to judge: the point being of course that we are no better when we ignore the starving child).

The first two men to help the protagonist (is there a protagonist?) seem sincere enough, but once they realise it’s not as simple as doubled strength, they explain that they are late for work and leave him stranded. The rescuers who follow are more interested in performing for the crowd, or are simply following their orders –the police try and force the door once again, and then disperse the crowd; the fire fighters arrive with their equipment, assess the scene and act accordingly. Everyone is either an actor or an audience member –there is little sense of a genuine empathetic response to this man’s plight. It is all faked or performed.

The city is both a maze and a post-modern labyrinth

The labyrinth or maze is generally designed to be walked alone. Although the hedge mazes of the 17th and 18th centuries could be walked by couples or small groups, the width of the path usually dictates that one person leads. Certainly, the adrenaline-fear of getting lost in a maze or the spiritual meditation of the labyrinth were designed around a single walker.

If you move to a new place, a certain amount of time is required to orientate yourself. You discover the quickest routes between the places that your need to go: work, school, the supermarket, the gym etc. This is like walking the same maze every day; first it is intimidating and you might need to pay close attention to the route and way markers. You are alert and prescient. Eventually however, you can navigate on autopilot and the richness of your environment fades to a set of blank walls. You might listen to music and shut out the world, or walk head-bent-forward absorbed in the digital realm of your phone. Imagine then a million people all travelling this way, all passing each other like ghosts.

The arteries and public spaces of a city are, with exceptions of course, spaces of isolation and alienation, whereas it is the private spaces seek to connect like-minded people and provide sites of connection-making. There are very few modern flaneurs, and most people would not apply Thoreau’s taxonomy of travel to the city (favouring slow passage as an opportunity to contemplate, observe and have meaningful contact). Time is money, and time spent getting from A to B is an arduous waste of it. As a result the glass walls close in and the crowd becomes the faceless blur of the landscape outside the train window.

We inoculate ourselves against an overabundance of reality by diverting our attention inward, and ironically the phone has come at just the right time to rescue us from a new epidemic of existential milieu. A magic box of tricks has allowed us to peer over the walls: as we walk through a glass-walled labyrinth to our chosen destination we can look into the mirror, like the Lady of Shallott, and reach out to what is desired with the detachment of pressing buttons that light up our neural networks.

It is not without irony that in La Cabina the man is trying to make a telephone call when he is imprisoned –the technology that pretends to connect us is also what isolates us.

The film: https://www.youtube.com/watch?v=bKkfGG9q32c

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Make a neon labyrinth that you can walk at night

Walking a labyrinth is very similar to meditation. You clear you mind and try to think of nothing except each step towards the centre. If you do it with a friend, one can lead the other and whoever is led can close their eyes. It shows trust but also it speaks to an inner child as we give up control to another which in turn allows us to focus on minute details in our environment.

There are many ways to make a labyrinth and I will cover some other, hopefully novel, ways in future posts. However, one of the simplest and most effective is the following set up.

Materials:

  • a box/tube of 100 glow sticks (you can buy them from Amazon for less than £10 –use 200 for a much brighter glow)
  • one beach
  • a stick to draw the labyrinth in the sand

 

Arrive at the beach just before sunset and begin to draw the labyrinth using one of the guides below. Quickly fill the grooves of sand with glow sticks, cracking them as you go. Don’t forget to take them away with you afterwards. Once it has got dark your labyrinth will glow like a technicolor vinyl record.

 

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If you construct a labyrinth like the one I’ve set out, or in fact any kind at all, I would love to hear from you and know more about your creation and also the motivation behind it.

 

 

 

We Move Along Never-Ending Tracks

Our earth had been scooped-out, scorched into powder and left bare-boned.

Only a changeless backdrop of black sands under a pink-flecked fugue of sky.

The bellows of heaven and earth, pressing together, and heaving great lungfuls of sharp glittering dust across the plains.

The last of us are fated to explore darkly in ships that cannot steer across this dry, but flowing tablet.

This world outside you have imagined many times over, adding layer upon layer of permutations. You test your little compositions with your brothers, adjusting them little by little, until the frieze is ready to be added to the wall, where the glass should be.

You were born on this ship that hovers above the metal rails driven through the sand. It is an island that broke away from the mainland many, many years ago. Your mother remembered the time before the evacuation, but she died just after your fifth birthday. You try to hold her face but it fell into the shadows along with everything else. You have one picture of her. A blank square you carry around in your pocket. Sometimes you rub it gently in between your fingers as if your fingertips could trace her.

On board there are just your two brothers and your cat Charlie. It is 7 am. You instinctively orientate yourself and then calculate the azimuth to walk in a straight line to the wardrobe, sliding back the panel and taking out a freshly laundered uniform. The same routine every day, as a flightless bird might use its compass. The shower drenches you in recycled water for exactly three minutes. Then it blows you dry and you like the feeling on your skin when it gets a little too dry.

You stand in front of the mirror for some time feeling the gentle curves of your face with a physical detachment; is it pretty you wonder? Ultimately this question is meaningless to you. Often you imagine yourself without a head at all, and in its place there is a ball of strobing light.

A low hum and vibration can be felt throughout the ship. It is always there. The ship hovers on electromagnetic fields, moving at a constant speed of ten knots across the railway. Through valleys, through mountains and onwards through the unrelenting desert.

You slide into your uniform and give your hair a quick tousle; it is long and billowing with a slight fringe. You cut the fringe yourself just because. Then you cross to your bed and reach up to the shelf. Your EL-band rests there. Without it the world is under an infinite shadow. The headband is pitted with echo locating transmitters and it fits over your eyes and around the back of your head. It links to implants that have been hardwired into your occipital cortex. The world lights up in electric-blue. You have tried to describe this world to your brothers, but it is undefinable until you swim within it. To you, walking from darkness into this atomic blue light is exhilarating. Every day it leaves you breathless.

Now you can move much more quickly; now you can be agile. Charlie is outside the door. You can hear him bleating in that electronic purr of his. Charlie is a bio-engineered cat. He is one metre tall at least, and equipped with sharp claws and teeth for no reason that you can fathom apart from, perhaps, an artist’s preoccupation with authenticity. He is part organic, part machine. You know he is black, but you see only his impressively arched back when he sits, the texture of his sleek coat and the laconic eyes that blink in electronic darkness. The door slides back and Charlie springs forward and jumps up putting his paws on your shoulders. Then you glide down the steps barefoot, taking a few at a time and you are counting because that’s how you learned to traverse the stairs in darkness.

The spiral stairs descend to the lower levels and the hub of the ship. Around you empty space is criss-crossed by a plasma of semi-organic wires. Crawling along these metallic vines are a seething mass of ant-like droids, all engaged in maintenance and monitoring. They are the ship’s immune system, and constantly test and inspect every part of it –they operate via a hive mind that has been left to evolve unchecked; you once observed them form a series of swaying columns in concentric circles that filled one of the storage bays before dismantling itself after three days. The tower and the viewing station at the top of the stairs poke up and form a broad, rhombus crown. This station houses your bedroom, several workstations and the medical unit.

 

89 – 90 – 91 –

 

You both hit the metallic deck and the door slides back automatically. You run into the dining and kitchen area which is one half of the entire level; the other half is the garden. As you cross a new horizon the room is automatically delineated in fiery lines of blue. One entire wall is glass, but to you it is barely different from the other walls. It is a blank slate only your imagination can cross.

Your brothers both sit slumped either side of the table in the middle of the glass wall. A pot of steaming coffee between them and a bowl of green porridge each. Their faces turn and smiles etch into their surface. Those faces are unique geographies that you have traced over and over; lines upon lines gathering into distinct paths, valleys and monuments. They are landscapes within landscapes that you call home.

 

Hey sis. Come and have some breakfast with us.

 

You dive under the arms of your younger brother and press your head into his chest. The world to your right goes blank. You feel his warmth enclose you and feel his chest rise and hear his heart counting. Closeness. Safety. Touch.

The coffee smells so good, and you pour yourself a cup. You have just discovered a taste for coffee; suddenly the bitterness and sweet caramel squeezed beneath the gummy walls of your mouth are pleasant tastes associated with mornings and puffy eyes: an adult ritual you have just joined.

Charlie jumps up onto the bench opposite and sits erect; a pose that his animal predecessors would never have adopted. It’s funny and you offer him some coffee and he sniffs it curiously. Brin, your older brother strokes Charlie on the nose.

 

What can you see? You ask.

 

Clem strokes your hair and begins to describe the scenery. Although it is usually the same flat expanse, occasionally there is something new. Sometimes they would pass giant fins sticking out of the sand as if some leviathan swam under them, its gills filtering the ash. On rarer occasions they would see one of the new forests that somehow rooted into the sand. Your brothers described them as great fungi with a wide drooping canopy pitched over a single pendulous stem. Once they even saw a fattened mushroom spore and said it was like a million parachutes that flew as gold dust over the black desert once the wind caught them.

But today was different again. Today they were in sight of a maze.

 

It’s about 10 clicks off. Do you think we should go in?

 

Yeah, couldn’t hurt. We’ll give it a couple of months and then retrace our route if we’re still lost.

 

Perhaps we should give it longer? We’re in no rush.

 

Yeah but I worry about the walls caving in, or the track being damaged.

 

Maybe. I know you don’t like being in there.

 

Just seems like the world closes in on you. Every day moving between two walls. I prefer being out in the open.

 

There might be a city inside. A safe place for us.

 

You haven’t seen a maze in six years. You spent three months exploring the last one before the track ran out and you were forced to double-back. Your brothers were silent for days after that. They still believe the myth.

In the aftermath of the wars the nations suffered a series of plagues and disasters. It was a time of Gods and Monsters.Chimeric pathogens followed closely on the heels of nuclear bombs and radioactive fallout. The viruses were programmed to distort the body in demonic creations: genetic ergotism led to population collapse. The railway was hastily laid out to connect the last remaining cities.

The desert ships became our arks, sealed up and self-sufficient, unlike our barren planet. As the cities died the ships were sent out to trawl the sands. It was hoped they might find places that had survived and were free from contamination. But many of the cities did not want to be found. In an age without flight the way to lock their doors was to invert the lock and turn it into a landscape. They built huge mazes around themselves with rails and walls. Nothing could get in, not unless it had time, a lot of time, to carefully plot out the maze and find the one path that gave entrance.

In the days when there was still radio contact with other ships a myth grew of a city in the West that was untouched. Your brothers had chosen to believe this myth, perhaps because there was nothing else to believe in and because motion was life; there was only forward.

You scoop down some porridge and enjoy the warmth as it gathers in the pit of your stomach. Here is the centre, a place you cannot see. The EL-band gives a 360 degree image as projected by your brain upon a toroidal screen.

 

I’m like a bat with eyes and ears all over its head.

 

What’s a bat? They both retort.

 

You need to read more books.

 

We leave that stuff to you; we have a ship to run.

 

And yes it’s true, they do. The mechanical and electrical parts of the ship mostly take care of themselves but the droids can’t tend the garden, where a nutrient-rich algae is grown out of huge vats. It forms the basis of most meals and if you put your fingers down your throat what comes up is generally more appealing that what went down.

There are several other varieties of plants in the glasshouse that were genetically-modified to both grow faster and produce more seed: varieties of radishes, bush beans and a type of sprout that was planted vertically up one entire wall. There are also larger trees planted here whose main purpose is to help convert CO2 into oxygen in case the biome units fail. The rest of the garden is a sanctuary, planted with the last remaining species in the hope they can one day be propagated into a fertile and forgiving soil outside.

The ship is moved by a silver sail that is several hundred metres high and split into two triangles, each tethered to an ultra-light metal boom. The pyramidal structure swings overhead almost soundlessly to capture the prevailing wind from the East. The outward side of the sail is covered with a fine skin of solar panels, and the base is given over to honeycomb clusters of wind turbines.

Below the kitchen and garden the lower levels contains machinery, generators, supplies and spare parts, a few printers and the housing of the colossal electromagnets which hug the track. You have never been in this level because it carries a greater risk of infection than the upper levels.

You follow your brothers into the garden and Charlie hangs a few steps behind. You enjoy the rich hubris of the air, the humidity and the springiness of the plants under your sweeping hand. You move away from your brothers into the sanctuary, where crystal bees dip in and out of the flower-heads, pollinating them artificially. There are thin paths snaking through the taller plants, the orchard and some of the other crops preserved here. You let your mind wander the space, exploring the exotic forms and delicate movements of the bees.

Charlie pretends to chase them, extending a paw to bat at the humming procession. You think about this strange bell jar you live inside, so different from the jar of light. You describe it this way:

 

Floating into this thick liquid I feel my head breaking through the surface into a dome carved from blue light. Squirts of neon show objects in a haunted aspect, sometimes giving off smudges of stray luminescence at the edges. The nearer faces are brighter, dipped in white, while the areas that do not answer are impenetrably black. The light is mine, and I feel it whispering from my skin. There is an overpowering detachment from my other senses; it is hard to focus on the compass points normally provided by a body. Forward, in terms of a straight line emerging from between my eyes, becomes an irrelevant coordinate when your brain is processing a continuous image that wraps itself around you. But in order to navigate the bottom of the sea, not to endanger myself, I’ve learnt to orientate my body to the contours of inner-light, the sounds and smells. Now my senses work together, allowing me to walk through the maze without touching the walls.

 

Your attention is arrested by a particular plant almost hidden under some fig trees. It looks as if it is crouching. The flower head tilts up slowly at you, making you start. It appears to be some kind of orchid, but you don’t recognise the species. You decide to ask your brothers. They are in the production area of the garden and have been checking the plants for signs of disease; they move carefully and bend down close –any disease could prove fatal for all of them. Before you can ask anything Clem is shouting but he is not looking at the plants, he is staring at a screen on the wall. Brin joins him briefly and then they both run into the kitchen. You follow nervously. The kitchen is deserted and you guess that they’ve gone up to the observation deck. You mount the stairs quickly listening to your rising heartbeat.

 

What is it? Tell me. You say insistently.

 

We’re approaching the entrance to the maze.

 

What side is it on? Your imagination places it there, inside.

 

The left. There’s another ship just past the turning into the maze. It isn’t moving and the sail looks damaged. But that’s not all. There’s a man standing outside, in front of the ship. He’s hung up a sign.

 

Brin had been looking down at a screen on the panel in in front of him, he made a few deft movements with his hand and then said:

 

The sign says ‘I have a map’.

 

Everyone was silent for a few seconds.

 

What the hell do we do Brin? 

 

He’s outside. He must have the virus.

 

But he’s alive; he could be immune. We could screen him; then study his immune system. And if he has a map… He let the words hang in the air.

 

So it was decided. The ship would pause and the sail let out for the first time in twenty years. The man would be let into the decontamination chamber. His blood would be checked by a droid and then tested for the virus. They would then decide what to do.

The only door to the ship, a huge airtight plug, opened out onto the plain at 10.35 am. Your brothers try to narrate what is happening, so you aren’t in the dark, but as he approaches the door their attention is diverted to the screens. He is now in the chamber.

 

You hear Clem say: His eyes. What’s wrong with them? They’re black. Completely black. He must be blind.

 

Those words stir you. Your brothers are asking him about the other ship through the intercom: What happened?

 

You hear him speak for the first time. His voice reminds you of the wind and sand; it is rasped and rough and ragged like his vocal chords are two palm leaves rubbing together.

 

Ship ran out of power. No food and something wrong with the thingymduds. I dunno about this technical stuff. I thought the Bots took care of that but they left like rats from a sinking ship.

 

The droids left? I didn’t think that was possible. Says Clem.

 

Anyone else on board? Asks Brin.

 

Nope. Rest of ‘em died a long time ago. Just this old man here, blind as a bat.

 

The console bleeps and Clem runs his fingers over the screen.

 

He’s clean. I don’t get how but his body shows no sign of the virus.

 

Sir. You’re not carrying the virus. We’re still going to have to decontaminate the rest of you. Please remove your clothes and give them to the Bot. Then use the shower on your left. We’ll be seeing you in about 30 minutes.

 

That’s fine son. Just fine.

 

Brin turns to Clem: When he comes on board I’m going over to the other ship. We need to check out his story but we’ll tell him I’m looking for supplies. If his story checks out I’ll see what we can salvage. I want you to keep an eye on him and ask him to show you the map.

 

You are eager to meet the old man. This is the first person you have ever met. You can’t tell anything about his eyes, but he walks confidently into the room without stumbling or pausing. Then he takes a long drag on the air and carefully moves to a chair placed out for him in the centre of the room by Clem. Then he raises his head slightly, and sniffs the air. Brin has already left to explore the other ship in a pressurised suit.

 

There’s someone else here. He says quietly.

 

That’s just my sister. She’s also blind, like you.

 

He looks almost towards you and smiles. His form emerges in your mind and your brain fills in the corners it can’t see, even rotates it around for study: he is tall and rakish with hair down to his waist, some of which is in braids. He has beads and other jewellery on both wrists and hanging from his neck; a large stone hangs from a single piece of rope around his neck. There are strange abrasions on parts of his skin in long lines. He is hairless apart from the long locks, and he has rather smooth features for such a gravelled voice.

 

You sure move around easily for a blind man. Says Clem.

 

I can see more than you think son. These eyes may be baked out, but I don’t need ‘em. I have my other senses.

 

Where’s this map you spoke of?

 

The man reaches down to his satchel which was still wet from the decontamination sprays. He pulls open the main compartment and slides out a huge folded mass of wrinkled and dry paper and unfolds it carefully on the floor. You can’t see what’s on it.

 

Clem bends down to inspect it. What the hell is this; it’s not paper.

 

It’s skin. There was a man once who had this tattooed on his back. Story goes that he lived in the city once but was exiled. Before he left he got this put on his back, so he could return one day.

 

How’d you get hold of it?

 

It was given me.

 

Clem eyes him suspiciously.

 

What’s it got on it? You ask earnestly.

 

It’s a map of the whole maze. It’s a complex one too. I’ve never seen the designs, but this one could take years to solve by trial and error.

 

Brin’s voice comes over the speaker. He has reached the other ship and is entering the lower level. He is reporting the power down and no sign of droids anywhere.

 

No signs of biological contagions here. The virus isn’t present here Clem.

 

Clem turns on the old man, almost shouting: Why don’t you show signs of the virus? You’ve been outside –it’s in the wind; it’s everywhere.

 

I think you’ve been cooped up in here too long. It’s been a long time since the outbreak; how long did you think it would last? Anyhow, there’s something else you should be more worried about.

 

What do you mean?

 

You’ll see. Go take a look at your garden. Look for a plant like an orchid with a face.

 

Clem slowly turns to you and locks his gaze.  Go upstairs. You too Charlie.

 

The man falls into a babble, conversing with something or someone, then he stops and says:

 

Who will inherit the earth? The meek or the snake? He repeats this over and over in a mantra.

 

Brin’s voice says: I’m in the control room. I’m accessing the log for the last 30 days. There’s something wrong in the garden; I’m going to go back down and check that first. I was hoping we could take their seed-bank.

 

Now you are climbing the staircase and the voices are obfuscated by the tin-clamour of your feet on the paper-thin metal steps. You rush forward wanting to turn the intercom on in the tower and listen in. When you reach the console and flick it on there is nothing but dark silence. Then there is a screech of metal as a chair is pulled violently across the floor. Then you hear a sound that you didn’t think it was possible for a human to make: an empty howl, inhuman, beastlike; a cry of pain that makes you feel sick and brittle; acid sprays up into your mouth for a second and you bend over and breathe deeply. Was that the old man or Clem? It was hard to tell.

 

Charlie. You need to go downstairs for me and take a look. When you come back give me a sign that it’s ok.

 

Charlie trots to the door immediately and then disappears as soon as the gap is wide enough to slip through. You hear him descend for a few steps. Then you wait. Nothing comes over the intercom except a desperate breathing sound, and a faint whimper. You feel helpless. There was no contact from Brin. You try to raise him from the tower but there is nothing. Then there is a loud crash and something slams against the floor. There is a hacking sound. Time passes like skin being pulled through teeth. Ten minutes? Maybe more. Charlie has not returned. You sit on the floor, slip off the headband and try to think in darkness. You need to find out what is happening? If you wait it could be too late? You are quick and aware of everything around you. No one can sneak up behind you. All you need to do is get a few steps into the kitchen and you will see it all.

You quietly leave the tower, and descend as quietly as possible, trying to steady your breathing. You notice that the droids have stopped working. There is an eerie silence permeating the airy space. The doors approach; they will open automatically when you are a certain distance. At that point you need to sprint forward, but at the same time be careful in case he is waiting on the other side. They open and you take a breath and charge forward, head low. As soon as your head passes the jamb of the door the room is alive around you. The old man is standing over your brother and he turns to face you, smiling. Clem is strapped to the chair. Something is growing out of him; something plant-like. It is embedded in his stomach and sprouting many tendrils that are dancing wraithlike in the air.

As you watch, transfixed, it shudders and then tries to burrow deeper and Clem’s head and body arch back into an impossible shape of pain: his entire skeleton snapped back and then doubled over in spasms. On the floor to your right Charlie lays, in two pieces. His head and part of his torso, including his two front legs, has been hacked from the rest of his body.  Fluid pools into and runs in rivulets between the floor panels.

 

Stop. The word barely passes you lips. You try again.

 

Please. Stop. Why?     

 

It’s not me. These things have their own designs. Creation out of our own neglect and the radiation from the bombs I s’pose. I been watching them for some time and I kinda marvel at it. I even seen a man walk o’er the desert, willed onwards he was, until he lay down and roots burst out of him, down into the sand. Guess I’m just admiring the great tapestry of nature when she’s allowed to reinvent herself.

 

Please save him; I’ll do anything.

 

Actually there’s something I need from him first. Something the plants will take if I give ‘em enough time.

 

His hand comes out of his pocket holding a short knife; you recognise it as one from the kitchen inventory. He bends over Clem and pulls his head back by his hair and then, without pause, slides it into Clem’s eye socket and begins a swift exenteration of the eyeball. After slicing off the eyelid he works fast and methodically around the glutinous parts and muscles. You can’t move and bile is seeping up into your mouth. Then he turns to you and extends his fist towards you while opening his fingers to reveal the eyeball. With his other hand he reaches up to his right eye and gouges out the black pebble inserted there and drops it onto the floor. Clem’s head has flopped back down and blood is streaming onto the floor from the empty cavity.

The old man groans with delight and begins to jump around declaring with glee:

 

And if thy right eye offend thee, pluck it out, and cast it from thee: for it is profitable for thee that one of thy members should perish, and not that thy whole body should be cast into hell.

 

You are inching towards Clem, your arms outstretched. You want to take him into your arms, whisper that it will be ok. He will survive this. They will all be together again, a family, sharing the days. You need him; your whole being needs him here. As you stumble forward in this fog, you have not been aware of the old man: your inner vision is all your can hear. But it’s already too late and now you feel the band being slipped off your head; it’s gone and darkness falls and Clem has gone with it. You place your hands on the cold metal floor and feel the grooves. There is a scratch along one side in every panel. You crouch and try to still the gyroscopic spin inside.

 

Now I have his eyeball I think I’ll take a trip up to that medical unit of yours in the tower and have the droids transplant these organs. They can stimulate and regrow all that dead tissue in this hollow cave. A few nips, some grafting and hey, presto, I got me a new eye. Then I can read that map and take us all to the centre of the maze. We’re all going, one big happy family. ‘Cept Brin of course. The plants over there will be working him over; he’ll be more vegetable than human by now …

 

Sat in darkness, but tensed and ready, your mind is parlaying between options. That’s when you hear him speak. First it’s just a croak, but the second time it is loud and insistent.

 

Run!

 

The scratches in the floor panels were put there by your parents. You used them when you were small to orientate yourself. You spring to your feet and run towards the door. When you hear it open the sound allows you to make a few quick alterations to your course. Then you make four long strides and dive up the stairs. You used to do this as a child; you used to practice. You can do this.

Behind there is a clatter of steps, and then weightier echoes as he chases you. At eighty steps you should hear the door open.

 

78 – 79 – 80 – 81…

 

The door clicks and slides back. You hit the top and stumble slightly and then dive towards the left side, feeling for the edge. The old man sounds about half-way up; he is quicker than you expected. Sliding around the opening you feel for the touchscreen. This is the risky part. You quickly brush your fingers across the top to gauge distance. Then you try to tap in the correct code, guessing the distance with your fingers. It beeps an error. He is nearing the top, moments away. You try again and the door hisses and slides shut just as a weight crashes into it from the other side. You slump to the floor with your back to the door while he pounds at it from the other side screaming.

Sadness grips you now, and for a while you succumb to it. Your world has forever changed. And now your life is in danger, Charlie is gone and you don’t know how to save your brothers or if you can save them. For now you are not in immediate danger. The observation deck has water and some rations. The old man can’t get through the door, although he will try and smoke you out. You listen to the ship: sometime soon you should feel it following the rail to the left, turning towards the gaping mouth of the maze.

You are exhausted and decide that some rest wouldn’t hurt. Staggering into the bedroom fatigue ebbs throughout, and so, locking the door behind, you collapse under the duvet, wrapping yourself in the folds like the layers of the maze.

You wake from a fitful sleep at 5 am. The ship would seem to be moving in a straight line: the vibrations are different. You splash water on your face and reassess your options.

Your thoughts are interrupted by a slight tapping sound on the door. It continues unabated. Putting your ear to the metal you get the impression of only a dull thud, insistent and occurring just a few inches from the floor. It doesn’t make sense. The only source you can imagine is a Bot. But why would a Bot be knocking? It could be a trap of course but when the sound doesn’t let up you decide it’s a necessary risk; it could be that Clem has crawled up the stairs and then collapsed outside. You key in the code and flex your muscles, ready to move fast.

As the door opens you are on your knees and are feeling with your hands and listening. Your hands immediately recognise the soft fur and you grab hold of him and pull him across the threshold and then rise quickly to lock the door again.

Charlie. Somehow he got to you. He pulled himself forward with two legs and his head. It took him all night but he ascended one step at a time, never giving up. His electronic purr breaks the silence. Just like your brothers, you have no idea how long he has left, not knowing enough about what is keeping him alive.

 

Thank you Charlie. I can’t do this on my own.

 

Then you feel Charlie wriggle as his legs scrape the floor and he scrambles half-heartedly towards the door. Then he stops and you feel his head nuzzle into and then prod you. Then his legs scramble forward again.  He’s awkwardly trying to signal an idea. Then his legs wrap around your neck and he hangs down with his head facing forward, upside down. He lightly strokes your neck with an upwards motion and you assume this means walk forward. You do this and he purrs in acknowledgement. Then he taps you sharply with his nose and you stop and again he purrs. Then you feel a slight pressure on your left shoulder and you respond by stepping to the left; then the same on the right.

 

Ok, I think I got it. Forward, backwards, left and right? We ready to go? I hope so because you’re really heavy; even half of you.

 

His nose strokes upwards and so you walk steadily forward and key the door code. You wonder then if Clem was tortured in order to try and make him give up that code. It seems likely. The base of the tower is filled with an electronic symphony.

Something has changed again with the droids; they are crackling like a swarm of locusts –you’ve never heard them like this. Something is on the horizon.

Near the bottom of the stairs you pause. Any further and the door will open automatically, alerting the old man. This hadn’t occurred to you until now. As you pause, and consider retreating to the tower, you begin to hear Bots falling to the stairs like metal rain –first it’s just a few then they fall like hailstones. They are surging forward, around your feet, and the door opens anyway. Then you realise that the scraping and din made by their metal pincers is the perfect cover. The old man seems to have a hyper-sensitive sense of hearing, and perhaps smell, but this moving tide should make you invisible.

 

What the hell is that! You’re leaving too!! You hear him scream.

 

The droids are in a frenzy and seem to be evacuating the ship; what is it that they sense? Charlie is guiding you forward amidst the swarm. The old man is raving; he must have seen this before. Charlie is tapping to go right, and you assume he means you to hide behind the counter on the right-hand side in the food preparation area. You follow his delicate tapping and your hands grasp the edge of the slab. For a second you almost crouch down behind it, forgetting this won’t make any difference. The droids are streaming down the stairs to the next level.

 

Where are you going!!! Get back here!!!

 

He scrambles down the stairs after the horde, shouting and cursing. And then you are on your feet and shuffling your way over to Clem. You wrap your arms around him and kiss his face, but keeping away from his stomach where you can still hear something suckling, gurgling and moving.

 

Sis. Oh my God you’re alive. I wasn’t sure. 

 

What can I do? Tell me. How can I get this thing out of you?

 

You can’t. I’m sorry. I’m sorry this happened; it’s our fault. We should have been more careful. Both of us. We love you; we love you so much but it’s time for you to take over. You have to find the city. The virus isn’t the threat anymore: it’s us. Me. Brin too.

 

What do you mean? I’ll go get Brin. There has to be a way. We can get you up to the medical unit.

 

No. And don’t go after Brin. Promise me. I don’t want you to see his body; I’ve already seen what will happen to me, what is happening right now. Sis, look at me. Don’t try and fight him. Go outside. Follow them.

 

I won’t leave you. Your hands begin to shake as you say this.

 

All parents have to say goodbye to their children one day, and you’re both my sister and the closest I ever came to a child. I watched you grow up strong. Here, take this.

 

You feel a fist brush past you and you find it and it presses your EL-band into your grasp. You stretch it and pull it on and the world unfurls around you like shoots pushing up into light. Clem strokes your face, following the contours with his rough fingertips.

 

Keep us alive Sis. You are our future.

 

He pauses and then says: Charlie, it’s time.

 

You feel Charlie stretch across and then is a loud, violent snap and you realise with a recoiling horror that he has just broken Clem’s neck. His head goes immediately back to you and buries itself under your chin. Tears gurgle up from within, and your dam breaks; your head flops forward while tears drop and pool into a tiny mirror to trap you in.

Then you hear the footfall behind you and a huge wedge of hatred drives you up onto the balls of your feet. You stand still gently flexing your muscles; there is a confidence rooting you to the spot that was not there before. You sling Charlie further around so that he becomes a sort of backpack, his legs still slung around your neck.

 

Nice little speech he gave wasn’t it. Very sentimental. Unfortunately these times of suffering call for a harder resolve; we need practical thinking, not emotions. He didn’t quite tell you everything about the virus though, did he? Shall I tell?

 

…Oh I can’t resist. There were two viruses you see. One of them was programmed to infect men only, and it killed them pretty quick. The other, strangely, only affected women. Made ‘em blind. Funny isn’t it, men we kill, women we condemn. They always been our vessel for sinfulness.    

 

How did you survive the virus?

 

He cackles and throws his head back and then changes his posture in a way that suggests a different category. Come on. Use some deduction.

 

You’re a woman.

 

Ha ha ha. Obvious now isn’t it. And with that she runs her hand over her chest and down to between her legs. Not much of a woman I must admit, but enough to be thankful for the life it’s given.

 

You do realise killing your brother isn’t gonna help you much. I can take your brother’s left eye and I can get into the medical unit now. I have a special finale planned for you though. There’s something in the garden that’s just dying to meet you.

 

You watch her move carefully over to the glass doors. He releases them and starts moving backwards. Something sinewy and hulking staggers into the room. It bristles immediately and turns in your direction. Three feet of cleaving root nodules act as primitive feet. Further up its thorny trunk there is a sort of rib-cage of blunt sticks. Above this there is an oily mucous with heart-shaped leaves protruding and then several stalks upon which hang a large serpent-flower. Stamens thrust-out like a mocking tongue, and the head, which looks like a giant gaping mouth, is unfurling into a huge three-point star. It is the orchid you noticed yesterday, but gone through a final metamorphosis into this perverse horror. Tendrils appear out of the wide grin, thin and wavering upon the air. They stretch out towards you, lashing about.

 

I found out these things love high frequencies. It would love to embrace you.

 

The leafless sticks at the base begin vibrating against each other and this disrupts your vision by jamming the echo pattern. You can see nothing but interference, a blizzard in the snow globe. Your last glimpse is the plant being about four metres away, swaying now in a frenzied excitement. You stagger backwards and fumble with Charlie. Is there time to use his eyes? In less than twenty seconds you will be cornered. You crouch down and summon your concentration.

The EL-band is set to automatically modulate between high and low frequencies, sending out fixed wavelets, but you can also intervene and manipulate it; it’s tricky and you’ve not been able to master it. You pick out the interference, and then visualise yourself as the wave-mother, calling out to sea. It is a complicated interference pattern, smaller and smaller waves, but they radiate from a single sun. You push the frequencies of the EL-band to the lowest end of the spectrum, and scramble them with their own unique signature. The world flips back into focus, and the approaching silhouette of the plant burns into your vision. Now you can judge the distance perfectly, feel it even as your bathe yourself in the soundscape.

You step back carefully and then circle away from the plant. It pauses again, confused now that you’re sending out lower frequencies. It begins to swivel around on its tripod feet. You defly duck away from and under the tendrils, spinning around as you do this, while your vision remains perfectly orientated. Then you simply face the old woman and walk directly in front of her while she continues to jig around in excitement. She still has the map, and you know she will soon be able to restore her sight; but that is no matter. You remember what Clem said: ‘Follow them’.

You descend the stairs to the lower level. The air-lock is to your left, along a metal gangway. You hear a wail of frustration from the top of the steps as she realises her prey has vanished. Will the plant trap her or does she have a way to control them? Quickly you run to the door and key in the code so that the door swings open and you step into the chamber. It bolts and seals itself behind you and then the outer hatch, the final seal before the outside world rushes in, is released and opens outwards.

You feel warmth on your cheeks and then your forehead, and you taste dry salt on your tongue. Then the wind whips up and sand blasts your face causing your to shield your eyes and ears. The EL-band scans the desert floor, detecting a grainy slate passing underneath which extends outwards to your horizon. You feel like a barnacle, your armour exposed to obliterating forces and inside the brine of your ancestors sloshing about. You slide Charlie back round to the front, and hold him in your arms and caress his head. He purrs.

 

Ready to go Charlie?

 

The big cat leans his head forward and licks your cheek. The steps go down beneath you and then stop, suspended some three metres above the earth. It feels as though you about to dive into the abyss. You’ve listened to audio descriptions of astronauts leaving their space stations and free-divers floating down into the murk; and now you are about to leave your home, the terrestrial capsule that reared you in its own private Eden, and insert yourself into an unknown frontier which may not support you. Now you are a spore delivered on the wind.

Rung by rung you go down until your legs are hanging and being jostled by the wind. First you shout to Charlie to let go and you feel his limbs loosen and then the wind takes him. With thoughts of your brothers stinging your eyes you release your grip and the wind throws you further back, and spins you, and for a moment you are flying into this new world arms outstretched. The next sensation you feel is the gravelly slick of sand against your palm and then the hard slump and a painful twist of your limbs as the sand catches you. You lie prostrate and motionless. You hear a bird of some kind wheeling overhead and wonder if it is one of the carrion chasers, keeping one eye on you.

You sit up slowly and without turning, beam your light onto the ship. It is moving away, the reflective surfaces making it an obscured mountain passing across your horizon and into the night. Then it is just noise, the hum of electromagnetic field generators and the coiling sound of the track.

 

Charlie!!

 

Nothing. Fear jolts you.

 

Charlie!! Please, Charlie!!

 

You stagger around in circles, firing out pulses in all directions and hoping something comes back. Then there is a form sprawled out; the fur muffles the echo, and you see a kind of black sinkhole in the blue sky of the floor. Running in choking strides and then he is there below you. You scoop him up and bury your head into the soft warm fur; he is the last of your former life, your friend, your mirror. He wriggles slightly and you hold his body up so his head is level with yours: his seeing eyes opposite your unseeing eyes. His mouth opens. He yawns. He blinks. You hold him close and feel his purring.

 

Thank God you’re ok. I don’t know what …. You let the sentence trail in the wind.

 

Swinging Charlie over your back you head in the direction of the ship in order to follow it into the maze. You put your hand against one of the vast feet supporting the track above you, and walk along, keeping one hand ahead of you through the sandstorm. Your world has been reduced to these two featureless surfaces: the metal feet that appear at intervals on your right and the flat expanse of the desert in every direction under your feet. Every time the wind rings over the flat terrain your mental image is torn up and thrown into a hall of mirrors.

The stinging winds rise and fall in tides, and your feet beat out the time. Your visible world is so diminished that you decide to take off the EL-band and follow the rail. Then a sound you don’t recognise seems to reach you through the howl of the wind; it seems to be in front of you. As you get closer you recognise the bleeps and crackle of the droids. Are they waiting for you?

When you get closer they swarm around you and the clicking and bleeping heightens. You wonder how Clem knew what to do. Was it just a theory? What happens now? As you crouch down and feel around you, tracing the various abdomens and thoraxes of this motley crew, recognising some but unsure about others (are they from the other ship?), you feel something being pushed into your hand. You realise it’s a bottle of water, and then a packet of rations is being offered to you by another Bot. Then they start making a racket again and begin to totter off towards the maze.

You follow in a stupor, trying to figure out what this means. At the edge of the maze they pause and become silent. You approach and they part allowing you through. You take out your EL-band and place it over your eyes. Featureless concrete walls disappear out-of-sight upwards, to either side and in front of you. The huge rail continues forwards. Ahead you can hear the ship making a sharp turn to the left, and the huge boom poles supporting the sail are swinging around to capture the wind, giving out a singing high-pitched tone. You walk forward into the cool shade of the maze and stop. The inner walls are covered in strange crenulated fungi, and at that moment fronds flap outwards and shake off wisps of pollen that are immediately carried up on the rollercoasting winds. What next?

It is impossible to navigate the maze. Even if you had the map you wouldn’t make it –it could take months or even years; you have no idea how far it is to the centre. But where else could you go? Perhaps there was a life to carve-out in here? Could you live off the organic matter encrusted on the walls? It seemed doubtful, but you would have to try. You walk forward again, and focus your beam forward, seeking out the forking path. It eventually replies, and a fuzzy definition emerges from the blank square in front. As you scour it for information something irregular jumps out at you. You concentrate harder, sending batches of modulating pulses. There is something rectangular set into the wall.

When you reach it you brush aside the fronds and hanging vines. The rectangle is vertical, and when you touch it you feel cold metal. Then the answer hits you. Your hands move outwards in sweeping arcs and eventually find a handle. It’s rusty and it takes several attempts but eventually it moves and the door creaks open. You leave it open for the droids and walk through. You emerge into another path of the maze, running in both directions. Directly opposite you is another door, the same as the first. You walk under the rail and open it. And after this door there is another, and another, and another. After walking for several hours a thought occurs to you: this is the solution to the maze. The maze is a fortification against the sand and infection and attack; and also a way to keep the ships from ever reaching the city. The only way to get there is on foot. Because the virus takes between 48-72 hours to kill, anyone who walks to the centre must be…

And the solution again strikes you for it providence. The only ones who can reach the centre are women, delivered by the ark and chosen by the systems on board. They must travel, blind and on foot: pilgrims of a new age. You laugh out loud at this realisation. The old woman is doomed to wander the maze and her map is a worthless rune. The maze is in fact a labyrinth: an endless journey designed to obscure its centre. The true path is hidden behind a myth that mankind keeps telling itself: to go forward, to survive, to reproduce and pass on our selfish genes.

How far you have to walk now is unknown. But you have only to keep walking, one foot in front of the other in a straight line. Days and nights mean nothing to you. The droids occasionally pass you food and water, and you stop frequently to check on Charlie; ensure that his power source is still keeping him alive.

On the fourteenth day the door opens onto a grassy plain and the first thing to hit you is the smell. You have listened to descriptions of grass and lawns. It captured your imagination and you listened to encyclopaedic entries, descriptions of paintings and Walt Whitman. In your mind’s eye it might be more beautiful: the blue sea on which you stand that peels back and bows under the wind in thousands of breaking waves. Your sight scans forward, but only sees more grass flickering downwards into a large circular valley. Tired and on cracked and bruised feet you summon the strength to carry on.

In the distance a bell tolls and then more bells erupt in the distance. Is this an alarm? The droids continue to follow like geese and Charlie tries to turn his head to face forward, his large head pushed under your armpit. Is there life here? Will you finally be safe?

Perhaps sensing the end of the journey your knees buckle and you sink into a posture of benediction. You surrender to it and lean forward to sniff the grass. It is so soft and fresh; you can’t remember smelling anything like this, even in the garden. It is wondrous and seems to trigger some deep genetic memory inside; you feel like you have crawled back inside your mother’s womb and everything that has sunk will float again. The world will not exist; you will not be born; there will be no end, only a forever beginning. And then you hear a voice, and hear feet flattening the swaying grasses.

There are several voices, all muffled. The droids come to a halt near you. You pull Charlie up so that his head is next to yours, and you kiss his face and put your nose on his. The feet have stopped, and then one pair comes forward. Charlie is partly blocking your vision, but you don’t worry. You have surrendered to the wind. Then there is a single voice, a woman. It is warm and kind. You hand reaches for the picture of your mother and you hold it tightly. The voice repeats itself.

 

You will be alright now. We’ll look after you. What’s your name?

 

You stay silent for a while, wanting to sink into the grass, let it swallow you whole. Then something brings you back; a face. A face you thought you had lost. You float back up to the surface.

 

Selina. My name is Selina.

 

We’re very happy to have you here Selina. It’s been a long time since anyone found us; we had almost given up hope.

 

Are you all women here?

 

Yes we are. We might be the last that’s left.

 

But if that is so, we are doomed.

 

The droids erupted then into one of their symphonic choruses. Were they communicating something?

 

Maybe not Selina. You are a very special visitor. There is something I ought to tell you now although there are many things that need explaining. Selina, it is no accident that you have come here. It was planned, in a sense. You are pregnant.

 

You sit bolt upright and your eyes open wide; a reflex action, despite its lack of utility.

 

That’s impossible.

 

It’s not, believe me. The ships sent across the desert have an ulterior motive. They were intended to save the last healthy females so we could start again. When the ship came within range of the maze the droids waited for the right moment to inseminate you. You would have been drugged one evening, and then during your sleep had your eggs fertilised. It is rather unpleasant I know, and done without your permission. The fact that women are accustomed to being vessels doesn’t make it right. But it was done and the survival of our species may rest on you, and others like you that may still be out there combing the desert.

 

But who then is the father?

 

Your eggs will have been fertilised with your own chromosomal material. Our race is currently limited to a form of asexual reproduction.

 

Would my brothers have known about this?

 

No. This would not have been disclosed to anyone on the ship, although it’s possible your mother knew and signed the papers. 

 

Emotions are forming deafening waves inside, but strength resides there too; walls to resist the impact. You pull yourself to your feet and face the colony. The future may lay wide and open before you, but you can’t see it. The wind blows gently through your hair and you gather yourself into an arrow. You will survive, no matter what.

 

First things first … I need you to fix my cat.

We Will Not Let You Escape This Labyrinth (Part 1)

PLEASE NOTE: THIS POST CONTAINS SPOILERS

Cube Farms

My heart lives between silence and hope […]
strong, fearless, bold and never beaten,
in the middle of a horrific labyrinth
desires a lot, hopes too much and is not afraid of anything.

 

I want to talk about the postmodern maze as a gradual evolution of the labyrinth as both a metaphor and a physical structure. The postmodern maze is Kafkaesque and often warps time and space. Memory, of a lack of, often plays an important part in the process of navigating the spaces. The postmodern maze is usually three dimensional and may be analogous to a network: a branching of lines that interconnect in complex ways. The internet is, currently, the ultimate manifestation of the postmodern maze.

This type of maze is often a type of prison which entraps and tests its victims, and it may have a kind of sentience, technological or supernatural. The Overlook hotel is an example of a timeless evil taking over the minds of men (albeit weak-minded and violent men), and it creates its own labyrinths through this slowly pervasive influence. These labyrinths trap and doom their victims to an inward spiral, a walk of madness.

Let’s take, for an example, the environment of Cube (1997), a low-budget indie horror film made in a single room on a Toronto sound-stage. Imagine this scenario:

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You wake up in a room measuring 14ft by 14ft. There is nothing but cold steel walls and a hatch in the centre of each face of the cube. Each hatch opens onto an identical cube, the only difference being that sometimes the lit panels have a different colour hue: red, white, green or blue. You can’t remember how you arrived in this place, but you are wearing a uniform that bears a name. You move from cube to cube randomly or perhaps you decide to move in a straight line. Then, in one of the rooms, as your boots hit the floor you are aware that something is different. A metal net, almost invisible to the naked eye, slices your body into neat cubes which remain stacked, in a grotesque child’s play of form, before toppling to the floor.

You have died.

You wake up again as another character. The stages of realisation and decisions made are similar to before. However, this time you discover you are not alone in this maze. There’s an escape artist, a teenager, a policeman, a doctor, an office worker and a savant. Together you will try and find an exit: it seems reasonable to assume that any maze has an exit.

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Cube has no dead-ends –the maze is provided by the traps, which the occupants must avoid, while getting to the edge of the cube. Each cube has a nine digit number, split into three sets. Eventually, through trial and error and the photographic memory of the young girl, they realise that the numbers are significant. By the end of the film they have solved the riddle: the numbers are coordinates of starting positions of the cubes along an x, y and z axis, and the cubes move through a cycle of positions according to permutations of the numbers. One cube, in its starting position, bridges the gap between the entire cube superstructure and the outer shell and it aligns with the exit for a short period of time.

This rat maze is like a giant Rubik’s cube filled with mechanical minotaurs. It moves around you, constantly creating new mazes, the navigation of which requires huge computational power. Like the maze in A Solar Labyrinth, only a master game player can solve it although it is possible to get a certain distance on luck and instinct.

The Cube is really a mirror of the real minotaur.

The minotaur is you.

As desperation, hunger and thirst all take their toll, the characters begin to unravel and one, the chosen one, takes on the role of Jack Torrance –he becomes the hunter. The Cube is, on one level, simply a physical manifestation of our inner drives, of the paths we can take, and since they can realign and reset, we can all be the hero or the villain. The Cube, possibly running on algorithms amassed from big data, is silently calculating, and like the director who controls the fates of his characters, it knows who will win as soon as the characters wake up. Or perhaps it nudges the story from time to time, setting off a trap here and there to bring the narrative back under control –we don’t know. However, the Cube allows for a winner, and like the virgin girl in horror films, the victor is an innocent.

The only one not fouled by the human condition, and thus doomed to walk in purgatory, is permitted to leave the maze. What lies outside hell may just be another version of it however, and it is hard to believe in the white light that beckons in the final seconds of the film.

Very few of us believe in heaven, or any utopia. Our worldview, influenced by two world wars and the doom-game of the media, is framed by dystopia. The characters struggle to understand why anyone would build the Cube, but it is like the house that Jack built –it is indirectly linked to all the contents of the world. It is the hedge-maze at the end of The Shining: a metaphor that passes through the eye of a needle into the world.

If enough people will it, then it will be.

The Maze of the Enchanter Redux

Clark Aston Smith is a largely forgotten fantasy writer who, along with H.P. Lovecraft and Robert E. Howard (author of Conan the Barbarian), were the major contributors to the influential Weird Tales magazine established in 1923. His work, along with Lovecraft’s, is often categorised under the term ‘Weird Fiction’, a nebulous genre that roughly describes a story which has a supernatural element blended with fantasy or science fiction, but is sometimes more of an aesthetic: a suspension of reality, sometimes speculative, sometimes schizophrenic, often uncanny; these stories feel like a waking dream.

Smith is possibly in a category of his own, and he created a number of story cycles that take place in fantasy worlds that include a medieval French province, a continent in a future dying Earth, a prehistoric civilisation and even Atlantis. His fantasy is dark and his stories are often populated by evil and power that bends and breaks others.

One reason why his writing may not have fared well over the years is that it has a very antiquated style, full of long descriptive sentences that are weighed down by Latinate words and heavy-handed metaphors. Harlan Ellison described it as “prose so purple it sloshes over into ultrviolet”. It is not to everyone’s taste, and to be honest I find it can get in the way of Smith’s soaring imagination. He is a first-rate world-builder, and most people assume it his language –the code– that makes his worlds so alluring. Personally, I think it is his originality and weirdness that grabs us and the language is often a stumbling block.

One of my favourite Smith stories is a brilliant reworking of the Cretan labyrinth myth, and it fits the ‘eternal wanderer in the maze’ trope I described in my post about The Shining. In fact, given that evil is such a presiding force in both stories, this is a fitting extension to that post. I read The Maze of the Enchanter more than ten years ago and its imagery still lingers. However, reading it again I found the verbose language even more distracting and so I set myself the task of rewriting the story in a much simpler prose. It would be sacrilege to even suggest my version improves on the original, but it has allowed me to get closer to the kernel of the story, and also it might be more accessible to those not accustomed to the genre. It is, in essence, a dark fairy tale, and it deserves to be read.

Note: I have also changed the story from third person to second person. I did this because I want the reader to feel the entrapment of the character, and to experience the limited perspective of the maze (not the God-view of third person).

 

The Maze of the Enchanter Redux

With only the skinny light from the four crescent moons, you cross the bottomless swamp where nothing dwells except that heaving mass of ooze that breathes with a breathless sentience. You carefully avoid the high causeway of white crystal walls, and instead thread your way across each gelatinous island, each step a sinking-second before you shift your weight to the next crust.

When you reach the solid shore you avoid the pale-pink staircase that winds upwards like a needle piercing the sky, and crosses floating peninsulas and steep clefts cut into the gleaming rock. Eventually that winding and convoluted path reaches the terrible enclave of Maal Dweb.

The staircase and the causeway are guarded by iron giants who mindlessly serve their master. Their arms are long crescent blades whose tempered edges deal swiftly with trespassers.

You have smeared your naked body, from top to bottom, with a juice that is toxic to all fauna on this planet. With this protection, you hope to pass, unharmed, all the ape-like creatures that roam through the cliff-hung gardens and halls of Maal Dweb. You carry a coil of root-fibres weighted at one end with a brass ball for the purpose of scaling this impossible mountain. Your only weapon is a poisoned knife.

Many before you have tried to hunt down Maal Dweb in his fortress. None have ever returned. You hope to reverse that fortune. Hand over hand you scale the sheer heights, finding slithers of crystal as footholds and hurling the weighted coil around projecting angles of rock. Finally, you manage to attain a narrow buttress beneath the final cliff face. From here you can just reach, with your coil, the crooked and sinewy branch of a tree from Maal Dweb’s garden.

These trees bear sharp metallic leaves which seem to slash the air when the wind catches them. Rumour has it that Maal Dweb, with no human aid, carved his fortress into the rock, fashioning walls, cupolas and turrets and then levelled this great space around the mountain. On this mesa he placed loamy soil in which he planted these curious trees and also many toxic and carnivorous flowers which he gathered from his exploration of the outlying planets. His garden of earthly delights was full of colour and rich perfume, but everything here was bent sinister: bleeding orchids, tendrils that shot out like a frog’s tongue and wet with a saliva that stuck your eyes and blocked your airways, giant throaty leaves that snapped shut and slowly grew over you, huge flutes in the mossy soil that you might slide down –landing in a bath of acid– and many strange vegetable animals; spongy and clumsy copies that were attached umbilically to their host plants and moved by various sacs of air that were crude pistons. Some had teeth and others poisoned fangs; others still would explode in a cloud of spores that once inhaled would later grow and lead to an excruciating death from inside.

This labyrinth of traps upon traps was the safest way into the palace grounds but it was only the first and most loosely designed labyrinth. It was said that on the opposite side of the mountain, bathed in light from three suns, a lush topiary had been formed into an almost infinite maze which contained an even greater variety of capricious traps designed by Mal Dweb himself.

You crouch in the shadows and listen to the thick silence produced by this hungry and patient forest. You take in the nightmare around you, this mish mash collage of forms: roots like giant, hairy spider’s legs, roots that slither through the undergrowth and then seem to stop and sniff the air, flowers that chirp and shake excitedly as you get near and then rise up suddenly to head-height to reveal a monstrous leering face made from thick wads of petals, vines that hang down and occasionally lash from side to side exposing a seam of tiny mouths. You pass through all of this with careful calculation and by stopping frequently to adjust your path.

You are driven by a consuming hatred. A girl was taken from you. Her name is Athle, the rarest and most beautiful person you know. Strong and kind and intelligent –she was to become the leader of your tribe and you have sworn protection of her. You love her selflessly. Your caste cannot marry hers. It is forbidden, and perhaps she doesn’t share your deepest feelings. You spend your days with her, learning from her, and she is your closest and only friend.

Maal Dweb, a man or demon or something else, is, like many powerful tyrants, a collector. His tastes, not uncommon for those with power, focus on the asthetics of women, and he summoned the splendor of tribes across many planets to his lair. His iron-like voice could be projected limitlessly, and came down among the cosmic radiation –it cut through the wind and sandstorms, flew through walls and stone and echoed across plains. His made his decrees and the women, no less that fifty in the three decades of his imperium, came voluntarily –to refuse would mean certain destruction for their homes.

They came one by one, and they ascended the porphyry staircase and the doors to the palace opened and they were never seen again.

Athle was engaged to a man chosen as her suitor. He was from the upper caste and had all the spoils of education and refined sensibility. His name is Mocair. When you learned that Athle had been spirited away, you did not announce your intention to follow her since Maal Dweb has eyes and ears everywhere, and it is said that he can see through the eyes of beasts. Morcair was not present during the lamentations of the tribe, and it is not unlikely that he left before you on the same mission.

Now you stand in the final grove of the forest and peeping from the darkness are the saffron lights from the lower windows of the palace. A dense throng of domes and turrets blot out the night sky. Suddenly you are emboldened and you leap out into the garden, dodging the knife-like leaves, and cross the lawn that squirms underfoot like a carpet of worms.

To one side of the path you see a discarded coil of rope and know that Morcair has preceded you. The whole building is as still as a mausoleum and lit by windless lamps. No shadows can be seen behind the yellow frieze of windows. You mistrust the solitude and lack of sentries and so you follow the bordering paths for a while before approaching an entrance.

Then you spot movement. Out of the gloom shuffles an apish monster: hairy, bulky and with a long, sloping forehead. There is a group of them. Some run on four-feet while others maintain the upright posture of anthropoids. They go forward in a single-minded fashion and if they see or sense you they slink away, whining like a dog. You presume this is due to the foul extraction coating your body.

You come to a dark portico with crowded columns. There are many silent fountains and banks of marble all about. The blue veins of the marble remind you of pale skin, and you feel again, as you have done all along, that you are walking on something alive and dimly conscious of you.

You enter the palace through a large door stood open. A hallway stretches out in front of you and ends in darkness some twenty metres ahead. The silence here is thicker than ever. The air stings you with the scents of various strong perfumes mingling together. The darkness seems alive with breathing and unseen movement. You move inwards, deeper and deeper into the complex.

Slowly, like the opening eyes of the palace, the yellow flames rise  one by one in copper lamps hung along the wall. You hide behind a heavily embroidered arras but minutes later, looking out, you see that the hall is still deserted. You continue onwards.

The doors on either side of the hall are all closed. Out of the shadows at the end of the hall emerges a double arras. Parting it slightly you peer into the next, brightly lit, chamber. Inside is a large circular room that appears, at first glance, to be the harem of Maal Dweb. There are perhaps all the girls summoned by the enchanter, all in various poses and some pressed against statues of bulls and other animals. They are all wearing the same two-piece, metal, heavily-jewelled garment. They are all painted in exotic make-up and their skin oiled, shining wet in the sharp light that poured into the chamber from some unknown source. None moved. They seem frozen and yet alive.

You approach the nearest statue, a girl with long flowing black hair, almost to her knees. She is kneeling on the floor, her body arched backwards in some spasm of pain or ecstasy –it is impossible to say which. You put your hand on her arm and it feels brittle, as if made from coloured glass. Her face is locked in an expression of absolute terror, the eyes fixed ahead. There is something about the eyes –they have a depth rather than reflecting the light. You lean in to examine them closely and while you stare into those black holes, the pupils dilate suddenly and move a fraction. You feel a small puff of stale air on your cheek. She is somehow alive, but trapped in a glass cage.

You stagger backwards and can only think of Athle. Where is she? Has this been done to her too? You search the room frantically but she is not among the glass mannequins. Mirrors hung everywhere, on the walls and on various frames, multiply the images of these women into infinity.

You cross the room, anger and despair knifing you forward. On the opposite side there is another exit covered by a double arras. Peering through first, you see a twilight chamber illuminated by two censers that give forth a variegated glow and blood-red fume. The censers are set on tripods in the far corners, facing each other. Between them lies a purple couch underneath a gauzy canopy of metal birds. On the couch a man reclines, as if weary or asleep. His face was very calm and placid. You have no doubt that this is Maal Dweb, the occult and omniscient scientist or sorcerer who is the unseen overlord of the galaxy.

Your rage consumes you then and you take silent steps forward and draw your blade. The man seems more in meditation than sleep, as if he wandered in a waking dream. The vapour from the censers had some hallucinatory effects, and your head swims in the shallow light. Mastering the vertigo, you raise your heavy arm and strike downwards towards the tyrant’s heart.

In mid-air above the vessel, your blade hits some impenetrable glass and the point breaks off and falls to the floor, breaking the silence. The impassive face seems to be touched by a faint and cruel amusement. You reach out and touch a vertical plane, a highly polished surface between the censers –a mirror that reflects the whole unbroken scene. You tried to kill a perfect image. Strangely, you are not reflected in this surface.

You whirl around and at that same moment the draperies on the walls pull back with an evil whispered rush and the chamber is flooded with light. Naked giants stand all around, each with hungry eyes and holding an enormous knife from which the point has broken off. It takes you a few minutes to realise that this is your reflection.

You turn again. The couch and canopy have gone and now the chamber stands empty. A candid laughter rises up from somewhere and envelops you. It peels off the walls and reverberates around the room.

“What do you seek Tiglari? Do you think to enter my palace with impunity. Many others have tried but all have paid a certain price for their temerity.”

“I seek my friend, Athle”.

“Your friend? The one who came before said ‘wife’. Does he not have a greater claim on her? Why take such risks Tiglari for friendship? I do not know whether to feel scorn or pity.”

“My love is greater than his.”

“It makes no difference to me. I have no need for emotions; they cloud my mind. They are a thing for beasts who live in shadows.”

“What have you done with her?”

“She has gone to find her fate in my labyrinth. Not long ago the prince, Mocair, went out at my suggestion to pursue his search amid the threadless windings of my maze. Go now Tiglari and seek her also. There are many mysteries and fortunes in my maze and perhaps there is one you are destined to solve.”

You see a door has opened in the mirrored wall. If Athle is lost in the maze then you will follow. You will not let her suffer alone. You walk out into the burnished sunrise and hear the doors clash behind.

The entrance to the fabled maze is right ahead. Its green walls rise ten metres or more and run in a straight line, to either side, until the sheer cliffs of the mountain. This single hedge must be at least ten miles long in each direction. Stepping inside you hear yourself take a short breath. This place holds such a mythological grip over so many countless tribes and cities and planets. You are now inside, waiting in the cool shadows; and yet you could still turn back. A few steps backwards, and you could follow the wall and quickly skirt the palace. Perhaps the metal servitors might even let you pass. But Maal Dweeb is no fool. Over generations men have come here following honour and duty. He resets the trap and we come for our nectar, and we fall on our swords, like bees stinging and dying to save their queen. We deem this a noble sacrifice, but he sees nothing but beasts, driven by lust and clouded by our self-love for the immortal warrior.

You walk forth into the maze, believing a moment that your true heart, your selfless love for Athle might spare you. Why do we still believe in fairy tales? The outlying districts of the maze are not as you expected. They are quaint, full of topiary animals and lush hedgerows that look smooth to the touch. The paths wind, taper until they almost touch and fork repeatedly but there are no dead ends. Sometimes you appear in a garden from which many paths radiate, with a fountain in the centre. The water is fresh and cold. The next time you find one of these fountains you presume you have doubled back, but on closer inspection this fountain differs from the first in that the statues are the mirror-image. You choose paths at will but after a few hours, having returned to the outer wall on one side you begin to pull leaves from the hedge and scatter them behind you. It is not until you find a thin trail of leaves meeting a solid wall that you finally understand. The walls are moving, changing the path of the labyrinth and you are being watched and toyed with.

Anger and humiliation are sometimes a useful spark. You begin to match the maze, becoming unpredictable. You increase your pace, and frequently double back, using your knife to strip off foliage as you go. Sometimes you double back several times. The walls begin to tremor and waves unfurl down their length as they attempt to block you in. You doubt your chances of actually cutting through the thickness of the walls, but you eventually try another path. You attempt to scale the walls and grab fistfuls of light twigs to stay your balance and try to ascend these thrashing, vertical gardens. It is only through your vice-grip, mastered as a climber –your tribe lives on top of a sheer escarpment–  that you hold on and finally reach the summit of the hedge. Then all goes quiet, the walls still and you gaze out over the maze.

It leads impossibly to the horizon, and is build on many levels, some winding up and around spires and others tumbling down various plateaus. There are even some entrances underground and it looks as if there are subterranean parts to this continent of bizarre confusions. How can you ever find her in here?  It is beautiful and overwhelming to the eye. You walk along the top of the hedge walls and gradually find your way deeper and deeper into the maze. Then the leafy and dense hedges begin to change in form. The leaves gradually give way to long snaking thorns and their number increases until you walk on a bed of snakes lined with teeth. You slip once and receive such lacerations that you realise it is impossible to go on. You backtrack and climb down, returning to the ground and a loss of perspective. From hereon in the maze darkens like it has been poisoned. There are no gardens or flowers, but instead there are enormous fungi with swelling bulges that hum with inner life, fetid pools full of leeches as big as your hands, cacti that spit out their spines as you pass close and even turn to face you, strange fruits and blossoms that mimic body parts or seem to contain them as if the dead here were dismembered and their limbs reconstituted by the cruel trees. The path went downward or scaled great heights. Sometimes you were in tunnels or walking on a narrow ledge around a needle-like spire, only to find the path then continued on a suspended forest to yet more anomalous growths and plants that looked like flesh and bone, metallic, chiming roots and channels of slime that you waded through up to your waist. Things moved and suckled your body in those depths and once a tail or tentacle grasped you and you felt patches of flesh ripped off but somehow you cut yourself free from those cupping mouths and got out of the trench before it dragged you under.

Somewhere among those blind paths you met one of the ape-like creatures, sleek and glistening like a wet otter. It passed you with a hoarse growl and recoiled away. It seemed driven forward, eager to keep moving. You hear a chorus of flute-like voices and then a series of quartz bells and gongs tolling out across the maze. Then, not long after you find yourself on a pavement of onyx and the maze seems different again –more ordered and yet much stranger. You are surrounded by towering bronzed stems that end in a long mouth of petals, like the heads of chimeras. You have finally, found a dead end. It is too late.

From the base of each of the chimera-plants a tendril shot out and fixed around your ankles. More followed and began to pull you off your feet. Despite your struggles your knife won’t cut the metallic skin and so you concentrate on finding purchase between the smooth stones and trying to get out of their leash. Those carmine mouths of flowers began to tilt down toward your body and then dip their heads over your knees. From their thick lips a clear, hueless liquid begins to drip –slowly at first and then running in rills. It covers your feet, and ankles and then slowly moves up your body.

Your flesh crawls from it and after a peculiar numbness passed your skin erupts in a furious stinging and burning. You watch in passivity as your legs undergo a horrifying change; becoming thicker and covered in a thick mat of hair, the feet longer and the toes thick and splayed out. You scream and thrash about but nothing can release you from their net. The heads are carefully and assiduously doing their work and now set to laving your hips and thighs in their thin slaver. Your whole body is in revolt to itself.

Then you hear the cry of a woman. Through the open gap in the hedge the walls seem to part swiftly and reveal a larger section of pavement on which stood a raised dais and altar. Climbing the steps to the centre with a hypnotic step is Athle. She is dressed as were the glass mannequins in the hall of mirrors. At the top she pauses and out of the dais rises a great circular mirror held upright. On it’s reverse side, visible to you only is the relief of a monster -an ugly, brutal face rendered in bronze. She seems captivated by some image in the mirror and steps toward it, her hands reaching forward. Her eyes widen in disbelief and the disc flashes for a moment and then flashes again in such a burst that you are temporarily blinded.

When the swirling blots clear from your vision you see that Athle is in a pose of statuesque rigidity and is still regarding the mirror with startled eyes. At that moment the chorus of voices sweep up again from nowhere and though you try to call out to Athle you realise she can’t hear you and she never saw you –she was alone when the end came.

Now the tilted blossoms are laving your arms and body and the transformation continues. You realise that the beast you passed earlier was probably Mocair and the other ape creatures were all those lost souls who had entered the maze. You wait for the end of the transformation, for the salve to cover your head but they seem to halt at your neck and retract.

Maal Dweb, in long purple robes, enters the space and the flowers retreat further, blending into the hedge. He looks over your body with the pride of an architect.

“I had intended to deal with you precisely as I dealt with Mocair and many others. However, I find that my whims are not always the same and I am getting bored of this enterprise. You, Tiglari, unlike the others shall remain a man from the neck upward, and you are free to resume your wanderings in the labyrinth and escape from it if you can. I do not wish to see you again, and my clemency arises from another reason than esteem for your kind. Go now, the maze awaits.”

You watch him disappear back into the maze and a strange volition holds you there, prevents you from rising to your feet. It passes moments later and when you get back up and try to pursue him he has already vanished. Then, overcome with melancholy you retrace your steps to the onyx pavement only to find that the maze has sealed this entrance and now you only have your memories of Athle and her fate lies close to you but out of reach.

You slouch onward, toward a horizon that will forever twist away from you. It will be no recompense to you that this will be the last time a woman is summoned by Maal Dweb. Even he has tired of this artifice and in wariness of power, will retreat further from the world until he is at last forgotten and his palace will be lost to myth until some distant time when an explorer ventures here and finds the hall of mirrors and the ape-men in their labyrinth still searching for their humanity.

 

 

 

 

 

 

 

A Solar Labyrinth vs Stalker

PLEASE NOTE: THIS POST CONTAINS SPOILERS

Gene Wolfe, an American science fiction and fantasy author, who is also linked to inventing the frying process that makes Pringles, and whose writing is strongly flavoured by his Catholic faith, released a collection called Storeys from the Old Hotel. This contains work written over a span of twenty years and the genres vary from historical, science fiction, fantasy and many blendings of all three. Hidden among the lot is a labyrinth story that should be better known. It is a multi-layered, fractal masterpiece, in cahoots with Borges certainly and it tips its hat knowingly.

alexi-1-600x399

The premise is quite simple and rather light. We are told that a wealthy man referred to by the pseudonym Mr Smith has a mansion somewhere in the Adirondacks and has built himself a very unusual maze as a folly for his guests. He has placed many historical objects, some fake some real –the guests at least are never sure– in such an arrangement that the shadows thrown form a moving labyrinth. As the sun rises the paths appear and move throughout the day, so that the solution can only be found as you move along its tracks, and being in the wrong place at the wrong time might leave you cut off from the correct path, or perhaps you can rejoin it later on as parts are opened up to you. How long you play this maze might determine your success, but the only way to truly master it would be, like its master, to play it regularly and learn its shifting trenches of ink. At midday the maze disappears and by this time most of the guests have drifted off and only Mr Smith, this rarified Willy Wonka, is left because only he sees that it is all a game, one that we continue indefinitely whether our eyes are open or closed.

The story is clearly about artifice, our perception of time, and, of course, the moving landscape of history –how we literally excavate the past and place it in a mock-up of something that may never have existed in the first place. His maze (or labyrinth) includes the real and the mythical, and the importance of those objects –Arthur’s sword, the minotaur, a Toltec sun-god, a barometer speak of the many forces that create new lines of sight and yet each path means that another is obscured from us.

Our sight always includes blindness.

Reality and identity are so many labyrinths in one. Culture and society shape what we can think or see. The culture that worshipped a sun-god could not see the world the way we do today, but we are no more enlightened about its ultimate meaning. We record civilisation for the future, a long shadow thrown backwards than nudges forward toward the light: but as Mr Smith knows, this is just a game.

Stalker is a 1979 Russian science-fiction film directed by Andrei Tarkovsky. It is based on a book called Roadside Picnic, but it veers away from its source material and becomes something mercurial, brooding and more philosophical. In both the book and the film a trio of men approach someone known as a Stalker, a person who can guide them safely into the Zone.

The Zone is an alien crash site and it is guarded closely by the government. There is an illegal trade in alien artifacts gathered from the site and it is said to be very dangerous because inside the Zone the rules of reality have been warped. There is also a myth surrounding a room somewhere in the Zone where your innermost desires are granted. The three strangers, the Stalker, the Writer and the Scientist are lured into the Zone by a desire for forbidden fruit. The Writer wants to find inspiration and the Scientist claims that scientific curiosity is his only motivation.

After getting past the soldiers and using a railway cart to enter the Zone, the film shifts from rich sepia tones to colour. They are in an Eden-like splurge of grasses and an apocalyptic wasteland of human debris that clogs up the rivers. Fog rolls by. It is completely silent. The Zone is not that strange in essence, and looks like any number of war zones, but Tarkovsky elevates it to the sublime with his long takes and his use of water as a kind of life-giving blood and sentient well of memory, dredged by the litter of human objects, gurgling through this dream-like labyrinth.

Stalker hands one of the men some strips of white gauze and instructs him tie to each one to a metal nut. After a lengthy dialogue and more obliqueness they descend towards the stone house in the distance and Stalker throws one of the bits of gauze forward and then tells the professor to go first and walk towards where it fell. Stalker always goes last. They continue like this, picking up the gauze and throwing it again. When one of the men starts pulling at some plants, Stalker scolds them saying that the Zone wishes to be respected: it punishes those who do not show respect. He says that, in the Zone, the convoluted path always poses less risk.

Eventually the Writer, like the viewer, finds it all too ridiculous and storms ahead. He is stopped by a command which he assumes came from one of the others, but they each thought it was the other who spoke. Stalker explains how the Zone comes to life when there is a human presence, old traps disappear to be replaced by new ones. Safe spots become impassable. The labyrinth is capricious, but most importantly it depends on them. The human conditions is tied to its very structure.

4.2.3

Here then we have a metaphysical labyrinth. A sentient landscape, a quest, philosophical anti-heroes, the ‘way’ determined by your actions and motives. The film seems to be a deconstruction of the hero’s journey –a path for the wretched rather than the valiant. The magical object is a kind of Aladdin’s Lamp, but one that reads your buried desires, rather than simply obeying your commands. Everything here is turned inside out, and it is what flows inside that matters. Heroes are men of deeds and words, but we rarely see their interior life. Here you may enter as an empty shell, but if you gain something along the way you might reach your goal, only it won’t be what you expected. Things change every minute inside the Zone. The only permanence is your faith.

Both of these labyrinths have a metaphysical element. Both are ephemeral, and contain invisible walls. The walker/stalker must believe those walls exist and pay respect to them. In the first story, the walker is free to abandon the game at will, although many choose not to because that belief has a piece of the sacred in it –the ability to construct a social reality is part of learning to live with others, to participate together in a game so that winners and losers all feel connected to each other: the child that wields a stick as a sword to defeat a monster is really not that different from an adult walking into a store to buy milk with a handful of metal counters. Near the end of Stalker, all three men lay defeated, huddled together. They are too afraid to enter the Room and discover their innermost desires. Their faith has settled on each other, and it is with this bond they reject the fairytale ending and leave the centre of the maze and return to their ‘beginning’ with nothing more than they started with.

Sometimes not getting to the centre is the way to complete the journey.

Sometimes the shortest distance between two points is not the path.

Digital Fire

You wake. Not

by opening your eyes:

they were already open. A

whiteness of light curls

around both rims and

tears well

up, stinging more. You make it go dark

with your hands because both eyelids have been removed.

 

An empty stage, dank and womb-like. The protagonist walks forward into the spotlight and asks for direction from someone unseen. There is a trapdoor at stage centre: it leads down, via a set of roughly hewn steps, to a perfectly white square that glows.

 

This was the dream that spilled in along with consciousness and now you cling to its message in a bottle, shielding your eyes from sand-blasting light. It becomes clear that you have amnesia and no amount of sifting uncovers a speck of memory.

 

Lying naked, backbones grinding against rough concrete like tectonic plates. Head shaved: maybe it always was. Feeling the plateaus and clefts of your body, trying to create a satellite image. Gradually letting in some flakes of light but when you take away your hands to look around the circular valleys flood anew and you are forced to look through these blurry portholes. The room is small: about three metres wide and four long. There is a metal door in the furthest left-hand corner. Directly above, on the ceiling, there is a bank of flat screens. Below the screens a narrow groove or slot runs the width of the ceiling.

 

Looking down the centre-line of your body and seeing your waist encased in a white block of plastic or resin that is a metre and a half wide, and just less than a metre tall. Not seeing your feet, but feeling them restrained on the other side. Wriggling your toes just to check this. Almost immediately the screens change.

 

They fade to a camera shot from above showing the top and bottom half of your body with the block in between. Your legs are restrained by straps, and are spread outwards. Moving your feet left and right in unison and watching them in real time on the screens. They click off again after a few minutes.

 

The plastic block seems moulded perfectly around your waistline, gripping you like a vice. You breathe out and depress your abdominal muscles, but still there is no room for shifting your body. You try and put fingers in between your stomach and the wall, but there is no gap to squeeze them into. Sucking in your stomach only reveals more plastic. This seems impossible.

 

The screens come on again, showing video footage from various cameras in fixed positions. There is no audio. You are watching a man enter a house. The interior is modern, minimalist. There are abstract impressionist prints on the wall and a Georgia O’Keeffe. On the floor, children’s toys stacked in a corner. The purple head of a dinosaur protrudes from the pile. It is smiling without teeth. The man creeps upstairs.

 

The camera now switches to the top of the stairs. You find yourself staring back at yourself as you approach the landing. You are wearing a suit and have short cropped hair. It is strange to recognise yourself in an image that was only broadcast a moment before: the first mirror already carries the effect of semblance. Getting to the top, the man softly opens the first door on the left.

 

The camera switches to inside the room. It is the main bedroom, slightly more decorous, in a deep red with black furniture. There is a single form under the duvet of the king sized bed. The man approaches the bed and the figure under the duvet stirs. There is a prolonged scene of on-screen violence. It is hard to look away because you feel you have to reckon with its authority. Did you do this?

 

When it is over there is a chaos of blood like one of the paintings, and the man is up to his elbows in it and wears a slanted grin cut into his smooth features. The video repeats two more times, begging at you to remember.

 

Then the screens go blank again for a few minutes before clicking on and displaying a column of text flowing downwards. It is too quick to read, but you decipher some of its import. It seems to be a legal document, possibly a reading of rights. Finally the screen shows ‘Final Sentence: Repeat until Memory Corruption Limits Conscious-Awareness’.

 

A blade descends from the ceiling through the groove. When it reaches the top of the plastic wall it makes no contact and continues downward: there must be a slot running vertically down the block creating a guillotine across your waist. You watch with a detached horror, your body making its own tensing and futile spasms away from the enemy.

 

Shouting turns to a guttural shrieking once the blade is half a metre from your skin. Now it is just inches from your waist. You hear a bestial cry leave your lips. Any moment the blade will kiss, pierce and then cleave your flesh. You shout profanities to try and separate yourself from your body; to exist in the words. But the pain never comes. Looking down again you see the blade slide neatly until it hits the floor.

 

Is this a trick like the magician in the box who is cut in half?

 

The blade quickly rises and retracts back into the ceiling. Gone. There was no blood on its edge. The screens switch to showing the camera angle from above. You see the top half of your body staring back, but on the other side of the wall there is nothing. No legs, hips or groin. You become aware of not feeling the lower half of you body. You wave your arms about and watch them in real time on the screens. It must be a trick.

 

The screens changes. In black letters, white background it shows ’14:40:25’ with the seconds ticking. Then it shows the overhead shot as before, but this time your legs are in the picture. It is not live. He blinks as he looks up at the camera. Then the time ‘07:25:09’ appears, overlaid.

 

The door creaks open on rusty hinges and two hooded men in overalls enter carrying long silver rods with a fine, almost invisible, string, a little like oboes. They crouch down and the man’s eyes bulge as he realises what you also realise. You both watch onscreen as they begin by combing the strings lightly over the surface of the man’s skin. They do this deftly and with a slight bobbing at the elbow. At each stroke a wafer thin piece of flesh peels back, red and runny underneath. The man clenches his teeth and then emits a kind of squeak. The men repeat and repeat their movements, and eventually return to exposed flesh to take another slice. You become transfixed by his face: the contortions are of such an ecstasy of pain. Eventually he blacks out and they stop and bandage some of the wounds and inject a substance that seems to wake him up again. Time ticks on and they take slice after slice and they fall into a litter on the floor, occasionally brushed aside as the men work. Playback increases to four times speed and then resets to normal speed at 10:25:00. There are a pair of red, glistening stalks and bundles of waddled flesh.

 

The men leave and this immediately heralds the finale: the waist chop. The blade falls from the ceiling as before and you hear it slowly crunching through bone.

 

————————————————————————–

 

The man has gone limp and does nothing but close his eyes and emit long moaning sounds that barely sound human. The two men appear carrying a sort of plug, and this is positioned and then shoved into the exposed waist area that is gurgling red. The inside surface is glowing white hot to cauterize the arteries and exposed flesh. Once in place they seal the edges with some kind of adhesive and there is no more blood.

 

They return with brushes to sweep away the skeletal legs and bigger bits of flesh. They lift a grate and into that goes all the human waste. They lug in large bottles of bleach and tip it over the floor and brush and spray it all into the grate. Eventually there is little sign of the preceding amputation and, their work done, the men leave.

 

The image is overlaid with ’15:21:02’ and keeps ticking. You move your arms. It is back in real time. Did they take your legs? Did that happen? Abandonment and terror floats you. Nothing else happens. You have been left to deal with your fear; to give in or try and becalm it.

 

At 17:00:00 the door creaks open, freezing your body. A single man enters and walks around the block. He kneels next to your head and you stare up. He is wearing a black latex mask under the hood and you lock your gaze with his and try to find a soul in the night sky. Feeling a slight scratch you look down to see a syringe in your arm. Everything fades to black.

 

The nameless actor addresses the crowd in soliloquy. Life is refracted through his voice, but he has no life. No parts to assimilate into story. He can ask only questions which are never answered. But he keeps asking, he must keep asking. His gaze is drawn to the white square at the bottom of the trapdoor. Its glow is cauterising. Black letters, skin atop of the lava, form into distinct shapes spelling out ‘Exit left’. The actor looks to the left of the stage and there sees a door with a single red light above it.  

 

Waking in a glass cube, upright, with the block beneath you. You lean on your hands for support. You are upright and the plug at your waist sits upon a conveyor belt. It is dark all around and there no sense of depth to the shadows. There is a vague light from up ahead, a small rectangular door that has plastic banners hanging down, like the entrances to cold rooms in a meat factory. Passing through you emerge in yet another limitless space with just the hum of the belt beneath you.

 

Gazing into blackness that returns nothing. Suddenly a noise, from somewhere above: someone screaming and the grind of metal. It is there and then gone, the only indication you’ve had of other prisoners. Your slow procession continues and your mind jangles with fear barely able to focus on one thought before another replaces it. And then you feel a pull to the left. Looking, straining into the darkness you think you see a small pinprick of red light. It comes and goes, and it might be an illusion but something draws you there. Extending your arms and pushing upon your palms you notice that the plug is attached to a plate on the conveyor belt. Grabbing the metal edges of the belt and resisting the motor is useless, and your moving body rips open your grasp. Then you try leaning over, uncomfortably, and grabbing the border on one side only. Hand over hand you twist your body and your abdominal muscles crunch painfully but the plug turns slightly before you are forced to let go. You repeat the process again and again, slowly swivelling around. Eventually, the plug unscrews from the base and you push yourself off, crashing onto your side a few seconds later.

 

Anticipating men rushing to the room, you quickly raise yourself up again and try moving in a pendulum motion, pushing your body forward by swinging on your arms. You seek out the faint light, and panic as you fail to locate it. Then it seems to appear, a phantom eye blinking at you. You push forward like a mechanical puppet. Ten or perhaps twenty minutes pass by, and your weak arms are tiring and beginning to fail when your head hits a metal pane. Unsure why you are even doing this you push forward and the surface swings inward. On the other side there is a dimly lit corridor. The walls and floor are bare concrete, dirty and soiled. You wonder if this is fire escape. A renewed sense of purpose allows you to propel yourself forward a few more metres before you reach a full stop, panting.

 

On the bare floor you notice some shards of glass; long slivers abandoned there among other debris. You pick one up and feel a sense of déjà vu as you rotate it between your fingers. Then comes the marching echo of a booted group of men. You slip the piece of glass up inside your mouth, between your cheek and gums. The boots burst through the door and soon rough hands are grabbing you and a sharp blow to the head brings darkness.

 

You wake in a glass cabinet, on display. The cabinet is at waist height in a small room; smaller than the torture chamber. Opposite you is another TV screen and to the left of it a door. The floor is alive with flames licking at the base of the cabinet and dancing in tremulous agony. It seems rather pantomime. The monitor clicks on and the recording of the murder you committed plays, over and over. Hours tick by and your skin sweats in great beads that roll into your eyes, making them ache. Then the gas flames switch off and the door creaks open. A man stoops through the door and approaches you. Under a wide hat a cracked face with stony eyes takes you in and then smiles. A voice full of glass beads addresses you.

 

“Good morning”

 

You stare incredulously at this apparition. He is whole. It never occurred to you that it could be morning.

 

“You probably want an explanation.”

 

“I want everything and nothing. Tell me who you are and why I’m here. Tell me or leave.”

 

“It is quite simple; I am not here to provide you with a backstory. That you will never have, not any more. I am here out of a sort of scientific interest. You see, you are a unique specimen. There are not many of your type left in our society: the man who kills and kills locked in a cycle of passion followed by a strange empty remorse. It is a curious sickness. We thought it was eradicated. We punish those who sin with a diabolical apparatus, but for the likes of you we have created something special. If hell exists I believe it can’t be much worse than what we do here.”

 

“I am innocent.”

 

The man laughs hoarsely and begin to cough. He takes out a white square of cloth and wipes something away from his lips.

 

“You do not remember. That is not innocence. I assure you that you are a killer. It is a part you cannot remove. It swims in your blood as it shakes from side to side. It dances through fields behind your eyes. It may lay dormant for a while but eventually it rises up and calls you. A call you must answer. I wanted to look you in the eyes. I wanted to see the eyes.”

 

The trapdoor leads down to the white glow emanating below the stage. You discover what the man before you has not yet realised: you do remember something. You found a weapon and then you planted an image as deeply as you could, so that even when your memories faded you would look for the red light. And then you waited because you knew he would come back; you knew he would have to see his work finished.

 

And as he leans in to deliver his last line you put your hand to your mouth and deposit the shard. And then in one swift motion you grab the back of his head and slit his throat. He falls like a bag of stones.

 

Except you don’t actually do this. Your hand freezes as the milky glass bites, atom to atom, the pink skin. You are not a killer. The choice has been made. You relax your grip and the man pulls away from you. He does not start quickly and seems in no rush to distance himself.

 

“Well done brother. You have shown yourself to truly be on the narrow path.”

 

“I said I wasn’t a killer.”

 

“And you spoke truthfully, but this last test was necessary. Do you know how many times you have died? We killed you over and over, took away your memories –the years of abuse from an alcoholic father, the suicide of your mother, your filthy sexual acts, the mature stage of your killing–, grew you again in a vat with your adult brain structure intact and repeated the process, torture/death/torture/death, until every last drop of evil was squeezed out of you. Pain is the ultimate truth, there is nothing outside it. When your body is ecstatic and trembling there is no language to spoil you. You must cower before it and let it burn through. You have been cleansed.”

 

“But I found the glass? I wanted to kill you.”

 

“We planted that memory. You followed a script. The only thing left to find out was if you would act on it. Some call me reckless for risking my life, but I believe in our process. And you can see I am still here after all these years.”

 

“What happens to me now?”

 

“You re-enter the world. We grow-in new memories. You wake up in a job, with a family. You become useful, a contributor. You never remember this.”

 

“Why not just have sent me to the gallows.”

 

“We have saved 3,387 and returned them to the flock in just over five years. Not bad is it? Our mission statement is to save, not slaughter.”

 

And with that he shakes your hand and says something like ‘it’s been a pleasure’ and leaves the room. He said that there are a few papers to sign and then you will just have to die one last time. When you wake up it will be in a new body and there will be no pain in the light.

 

You look down at the shard of glass in your hand. You know what you want to do but realise it won’t make any difference. Living has ceased to be voluntary.

 

You are now just a piece in an infinite game.

 


 

Mole People

The Burrow (1931) and Dark Days (2000)

PLEASE NOTE: THIS POST CONTAINS SPOILERS

burrow

Kafka’s unfinished short story puts us into the first person document of a paranoid mole-man who has, against the odds, constructed a labyrinthine network of tunnels under the earth, mainly by using his ‘perfect instrument’ of a forehead. He exists in his tunnels in a heightened state of emergency, constantly driven my the need to re-shape or change his fortress to prolong the inevitable day when it falls into the hands of an intruder.

The tunnel system is not described accurately by Kafka, but we learn that it contains a variety of tunnel shapes, some wide and some extremely narrow, some slant upwards, some descend and others are vertical. There are numerous rooms which are rounded out, little pods, and they also vary in size but are often nothing more than a place to sleep. In the centre is the Castle Keep, a large room hammered out of sandy soil by thousands of blows from that impressive forehead.

Take a moment to try and visualise those tunnels. Kafka never describes a light source so he probably spends his days in complete darkness. He says at one point that he knows every room by the feel of its wall. He has a complete map in his head, and navigates by smell and touch. Imagine crawling through this lair, on your hands and knees, perhaps even squirming on your stomach. The rich smell of humid earth fills your nostrils. It is silent, but due to your heightened senses you hear a liminal background noise, the scurrying of the ‘small fry’ and the passage of air as it circulates. Imagine whole days spent like this, the hours stretching out unmarked.

The documentary Dark Days follows the inhabitants of train tunnels in New York City in the 1990s. One man describes how he came to live down below. He says no one hassles him down there, no one is after him. Another man talks about the free electricity: he can leave his TV on all night if he wants. Freedom. We see a number of hand-build shacks and re-purposed buildings: wooden walls, a balcony, chicken wire. Sofas and electrical appliances are salvaged and brought below. The director keeps cutting back to the ‘small fry’, the rats, as if to remind us that this is not a cosy children’s den with clothes heaped high and endless barbecues into the endless night.

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The burrow isn’t quite self-sufficient. The mole-man must return to the surface for hunting raids, and possibly to acquire water (it is not clear where he gets his drinking water). These foraging missions are a source of great anxiety for he must risk being seen leaving or returning. For this reason, his hideaway has a number of defences. The entrance is hidden first by a wall of moss and then a cave, from which there is an opening, and then a maze that is intended to deter anyone away who gets this far. Occasionally he gets lost in his own maze and this encourages him, but only for a moment. His anxieties about flaws in his design always return, and he slides between a proud father and a realist who accepts the imperfections of his castle:

Now the truth of the matter — and one has no eye for that in times of great peril, and only by a great effort even in times when danger is threatening — is that in reality the burrow does provide a considerable degree of security, but by no means enough, for is one ever free from anxieties inside it? These anxieties are different from ordinary ones, prouder, richer in content, often long repressed, but in their destructive effects they are perhaps much the same as the anxieties that existence in the outer world gives rise to.

The mole people too are chased by their demons. Dee, a woman in her fifties, lost both her children when a fire ravaged her apartment. Ralph was serving a prison sentence when his five-year-old daughter was raped and mutilated. But while the sense of community and the friendships born in those tunnels may have lifted up the people there, the mole-man suffers under his own microscope. His great monument to freedom, the burrow, is also his prison. He tackles his anxieties with logic, but those buttressing-sentences collapse immediately as they divert, but do not diminish, his compulsive energy and this leads to either exhaustion, ritualised behaviour or a grand project intended to dissipate the fixation; but each plugged hole only leads to another appearing: the burrow becomes the stage for his demons.

In the last act of the story he hears a whistling sound which seems to come from everywhere at once. He tears up his burrow, digging here and there with abandon. His mind reels from one theory to the next until it settles on one narrative: another burrower, just like him, is encircling and closing in. It is the trope of the superior other, the double that seems to know each of your moves before you make it. Since the story is unfinished we never witness the end to the mole-man’s nightmare, and we are forced to stop and leave him in the tunnels, leave him to dig his labyrinth because, like the black swan, not seeing the beast doesn’t mean it can’t exist.

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Reading the story alongside the film shows up some interesting counterpoints. We watch as a man sets up a trap outside his den, using a piece of string as a tripwire, with one end tied to a frying pan placed on a wall. Many take pride in their homes, painting the walls and clearing the rubbish away. They also return to the outside world for what they can’t get below. Some collect cans for the local authority, others trawl through bins and skips for anything they can use or sell. Tommy says that he thinks 80% of the mole people are addicted to crack. They live in their own piss and shit because they need to retreat even further: we say ‘spiral into addiction’ for a reason. Kafka never tells us where the mole-man shits and his highly over-wrought sentence structure, with maze-like clauses, might distract us from the true physical nature of this bestial man: a naked, pale, gaunt, dirt encrusted, piss-ridden, half-blind, stinking thing with claws and a long, flat forehead.

Dark Days has a conventional ending. A city scheme to provide housing allowed for all the mole people to be moved out and given cheap accommodation. We see them on their final day in the tunnels smashing up their homes with glee. They are destroying the physical memory of their past in order to destroy the past itself. Finally, there are some short clips showing them in their new spic-and-span environments. It is strange to see them in the light and not the dark. Imagine if the mole-man ended his days on the surface and our last view of him was standing in the sharp sunlight; a beast cowering before the sun.

 

Still to come:

A Solar Labyrinth (1983) vs Stalker (1979)

The Stanley Parable (2011) vs The Helmet of Horror (2007)

Here (2014) vs Millennium Actress (2001)

Takanori Aiba vs Pierre: The Maze Detective (2015)

 

Purgatory (Part 2)

I have posted a short story I wrote about eight years ago. It is from a particular place and time in my life, and the beginning, a cycle ride home at night, was a ride I made every day in winter after working in an office all day –a job I hated. The night of sweeping fog where the horizon mysteriously disappeared and waves broke from within a flat grey wall is still a vivid memory. The town is Bournemouth and they were beginning to lay the sand bags for an artificial surf reef which briefly opened a year or so later to much controversy because it didn’t seem to work and now it lies there, unseen and forgotten but encrusted with life –a multi-million pound habitat for ocean dwellers.

The story has a labyrinth structure, but it follows a one-way journey that has no return.

 

Fade to Grey

A September evening darkens, and so begins the reversion of the day as the light is no longer free to flood.

You cycle eastwards along the promenade, hedged in on the left by a black wall of rock and earth slanting upwards, and to your right the open expanse of the ocean. The base of the cliff is capped by a line of beach huts; their plastic bargeboards glint in the yellow light from intervals of lamp posts. The apex of the cliff face forms a paper-cut silhouette against a trim of purple sky that glows faintly.

Passing between each lamppost you notice that your foreshortened shadow rises from the rear wheel and follows a parabolic curve before elongating and then fading away into the pale of oncoming light. This cyclical pattern fixes your attention downwards and you read it synchronously with the breath and draw of the tide. Gradually your own breathing synchs with the tide and you experience a feeling of walking off-stage.

Now you pass the closed pier and the fences surrounding the piles of sandbags being prepared for the artificial reef.

 

And the light is changing.

 

A thin mist gathers atop the ocean, blending sea and sky. You apply the brakes and turn to face the sea. The wind pushes through for a second and you hug yourself and then tighten your scarf.

You gaze out over the ocean: it looks like dark, wrinkled skin. A wan moon, uncovered by passing clouds, exposes silver curls that flit across the molten negative. Compelled to come closer, you prop up your bike and descend towards the tide line where the pebbles are flooded by the thinning silver.

You reach the boundary and stop. There is a sudden disappearance of perspective as the sky and sea merge, consuming each other. You stagger slightly as you fail to parse the grey void. And then the waves cease altogether and a high-pitched note crashes through your head so abruptly that you dive forward until your fists are wrist-deep in wet sand. Your last sensation is one of falling, as if the ground extended its throat and took you.

You come to. Opening your eyes, you feel around for a physical base and ease yourself slowly onto your feet. You look down at something solid, and then trace an upward path with your eye, taking in a snapshot of the wasteland on which you stand: a table of virgin sand extends before you and falls away into dark clefts and winding valleys; islands of sea water glint like scales, and drain away in silver rivulets; intestinal piles of wracks lie scattered about and the moon embalms it all in a white crust. The wind has evaporated leaving an acrid, salty taste to the air.

Turning around, the black cliffs and the promenade are visible, and the unseen lampposts form a single horizontal line of lanterns. They are far away: perhaps even a mile or two. Your stomach drops again as you try and decipher your journey, but practical issues assert themselves, and you rally your nervous thoughts.

You begin by making uncertain steps towards the shoreline. Adrenaline and mental fatigue have made you shaky, but after a few minutes your confidence grows, and you can make more confident strides. It is not long before you start running, desperate to reach safety.

After reaching a wall of exhaustion, you fix your eyes forward realising with deep fear that the stack of cliffs has remained in the same proportion to the sand and sky. You run again, panic knifing your forward. Once again you stumble into a breathless full stop. The cliffs and the pinpricks of light are no closer. You wonder at this dreamscape and its ability to confound natural laws.

You remember that your mobile phone is in the top pocket of your jacket. You take it out. Your stiff fingers struggle to key the correct depressions. You take a deep breath and call home. The backlit display shows the number, and one bar of network strength. The bar disappears as soon as the phone connects, but it is still ringing. Then the dialling tone ceases, and you anticipate a voice, a human note and for the briefest moment you think you hear a faint sound, buried inside the signal, a fractured echo from the other side. A second later there is just the crackle of sand and wind.

After pacing around for sometime and kicking various objects, you scoop down to pick up a nearby shell. It is a common dextral spiral; there is nothing suspicious about its form. Peering inside, you find an empty chamber: no trace of the architect that unconsciously built this fortification against nature. You hold the opening to the labyrinth up to your ear, and hear the parlour trick of the sea rushing in.

Questions repeat wordlessly over as you continue to pace about. The moon continues along its consecrated pathway. Nothing else moves. Do you sit and wait for dawn? Could there be any new decisions to make right now? You wonder if the cliffs are a false memory: burned into your traumatised consciousness as an exit sign.

Now you start to walk briskly, parallel to the shoreline, in order to warm and stretch your tight muscles. Perhaps you also hope to find something. You turn through 180 degrees frequently, and so the shore flips from the left to the right-hand side and back again.

You notice something etched into the fuliginous blur at the edge of your visible landscape. It resembles a human figure, and it seems to be moving away with some haste. You walk briskly after it. The shifting mass of lines slowly congeals into a more distinct figure. You can make out an adult, fairly tall, and walking with his or her head bent forward. This person is covered in some sort of heavy shawl, and is making sweeping gestures. As you shorten the distance in between, you are certain of hearing the incoherent sounds of someone talking under their breath. These words are inexpressibly alien to you, and each syllable seems to coil around the next, reaching you as a serpentine tail of whispers.

And suddenly it is like you have turned a corner in the darkness and crossed a liminal boundary. The figure has vanished and although you run on blindly for some time you find nothing. Then the phone bleeps.

Your cold hands make sloppy work of the zip but eventually the glowing screen lies in front, cradled in your hands, and a single message reads: ‘Where are you? Why did you go? Hannah.’ You desperately key in a reply and stare at the send button but it remains greyed-out. You wait and wait and stare and stare at this new exit sign. The logic that an incoming message must allow for an outgoing one begins to torture you. Finally, a mental joist collapses, and you sink into a posture of benediction, under complete submission to this new wilderness. As the adrenaline fades you curl up further, trying to harness some inner heat. The cold injects itself, and moves with anaesthetic effect despite your efforts. You feel brittle and your skin seems to glow with a faint aurora. Gauze-like patches fall and flutter down and settle in a wet plumage over your back. It is snowing.

You wake sometime later; it is still twilight. You hurriedly check the phone, but there is neither a message nor a signal. In the distance a sucking and gurgling sound can be heard. You drag your stiff frame in that direction. After encircling an atoll of rocks you decide to follow the seabed as it slopes downwards. A single silver line emerges across your path. The drain-off has formed a thin stream that is snaking down the gradient and you continue to walk in that direction.

The stream snakes through depressions in a shallow valley that slopes more steeply downward and, as your trace the path mentally, you see it eventually reaching the continental shelf and falling away into nothing. As you descend the wet dunes rise up on either side, and soon the tapering pathway is overhung by poised rocks that seemingly float in the night. Downcast shadows form smooth black tiles lacquered across the seabed in geometric patterns. One particular rock protrudes like a twisted arm, held up to shield the moonlight. A milky aurora refracts around the silhouette, and downwards fall columns of kelp strands that you push past as you continue forward.

Ahead you notice a narrow fissure into which the seawater is pouring. Bound to an irrational desire, you continue towards the gateway. The mouth is a few metres square and, as you squint downwards, you can make out that the water drops down a steep jutted shelf to flow across a cavern floor. You climb down carefully with the moon on your back; the rocks are wet and wrest further heat from you numb hands. The spray from the column of water stings your skin. You pause at the bottom and look ahead.

You are standing in an irregular corridor that slopes away until it melds with darkness. There is the sound of water running over rocks, and further ahead the churning noise of a greater volume of water. To your left a tooth of clay hangs from the ceiling, and, at this moment, a chunk of it falls into the water revealing a gleaming, milky stalactite. Keeping your back close to the rocks you advance forwards. Take out your mobile phone and turn it on: the blue glow highlights the waxen contours of the wall to guide you.

Edging slowly down the tunnel, the sound of distressed water moves steadily closer although it is hard to tell at what distance this might lie. The air is thick and moist; you breathe it slowly. Your eyes are fixed on the single patch of rock that is visible in the halo from your phone. Ahead you notice a faint ambiance, like a silver mist of light. You continue forward along the exterior and gradually it is apparent that the tunnel opens into some kind of chamber. The stream disappears over a ledge, and the echo of the waterfall reveals something of the dimensions of the room. The ledge seems quite close, and you crouch slightly and hold out the phone to follow the shelf of rock. The water falls a few metres into a subterranean lake. A few single beams of moonlight sift down from above, and sink their shafts into the rippling water. To your right a thin beach of sediment rims the lake. Straining your eyes to pierce the gloom on the far side, you think you can make out some kind of object, something artificial. You look for a point to descend the ledge and alight onto the beach.

You step onto the shingles and hear a soft crunch. As you follow the wall the dead stare of the lake is following you. Something almost strobing-blue unfurls from a crack in the rocks and expands into a clump of stalks, each supporting a large spherical membrane. An orb brushes your skin and you feel it break the tissue with hooks and attach itself, the globe distorting as it creeps over your arm. You watch and feel this with a fascinated horror before your baser instincts wrench the spectral tissue away from your skin and a colony of pinpricks spout blood down your arm. The polyps quiver and you notice on their underside there are hundreds of tiny budding stalks: cloned offspring that are ready to drop off into new timelines, hungry to grow and multiply.

Behind you something emerges from the lake. You can hardly turn around to face it. Mulching toward you is something resembling an inflated, pink cucumber with two rows of tubular tentacles as legs. It has four antennae on its back, and its skin is pale and translucent. It looks like a pig-shaped balloon and the mouth is guarded by rows of small translucent filaments. Occasionally it stops to, seemingly, sniff the air and then it adjusts its trajectory and continues toward you. You edge backwards and almost fall into a boat that emerges from the folds of shadows. It leers up towards you, its squashed face covered in a build up of organic matter. To get away from this creature you heave against the bow and push the boat off the thin beach to test its buoyancy. It lists to one side, but seems stable. You notice within the dank interior a single plank, laid lengthways, and you decide this will do for a paddle. You pull yourself into the boat and use it to push away from the cavern wall. The boat leans wildly at first and you compensate with your bodyweight. Pushing the wood downwards it hits the bottom and you can punt your way into the middle of the lake. The creature is still moving slowly across the beach, its antennae probing the darkness.

On the far side of the cavern the water drains into a passageway. You punt in this direction since this is the only exit. Through the archway you pass, and into a tunnel that pulls you along by a weak current. As the light fades you turn to watch as the bluish moon of the opening wanes into a half, and then quarter moon as the tunnel follows a bend. Soon you are in darkness, with just the sucking draft of water below your feet. You feel the boat wobble when you move, and so you remain standing, staring ahead into the void.

Suddenly, there is a scraping noise and the boat jolts to a standstill. You drive the wood into the water and push, but a barrier is resisting the boat’s momentum. You reach inside your jacket with frozen hands and carefully remove your mobile phone. You turn it on once again, crouch slightly, and hold it out over the bow. There seems to be a thin dam rising out of the water; it looks vaguely crystalline with its hard, regular indentations. The water flows thinly over the ledge and then runs in a skin over a smooth decline.  The current is holding the boat against the dam and you stand there, fixated, wondering whether to turn back. However, some base instinct is driving you forward, and you find yourself unable to go back.

You ready yourself for the impact of the ice-cold water as you attempt to free the boat. You swing your legs over the stern, and a second later you feel bitten in half and hear immediately your burst of deep breathing. You crouch and push the stern of the boat forwards, hearing it scrape over crystalline teeth. It budges forward slowly, and as it approaches the tipping-point you begin to pull yourself back inside; but, since your legs remain pinned by cold currents, you slip back into the water. Frantically you drag your whole weight behind you, using your arms to do the work, and manage to turn sideways and lever yourself back into the vessel. As you clamber forward your weight tips the boat and the wooden tub careers forward and slides down the smooth rock surface. You see nothing ahead of you but blackness, and are aware only of the rock scraping against the bottom of the boat as you descend like a plumb line.

The boat crashes into a deeper and level body of water and the force of impact throws you forwards, arms outstretched. The boat bobs up and down and might have spun around to face in any direction, but since there is only a depthless black curtain you cannot take a bearing. The smell of the sea infects your nostrils, and fills your mind with exotic images of fish eating one another and then rotting inside.

The far-off noise of cascading water wakes your senses. The distant pounding immerses you between interfering slats of vibration. The echo seems to originate from a lower point than the boat, causing your imagination to waver before logical impulses.

As you continue to drift through a black abyss, the boat still lurches to one side, and the cold is an itch of reality. Every jerk of the boat corresponds to a shifting landscape. After a time the darkness is interlaced with the thinnest strands of colour, almost imperceptible, but you are aware of them multiplying.

From below, on the right hand side, a long globule seeps upwards, moving by a flagellation of membranous skirts. It resembles a squashed jelly bean filled with Christmas tree lights, and the bioluminescence smoothly pushes back the shadows and allows you to see dimly ahead.

The boat appears to be travelling down a cyclopean aqueduct suspended over an abyss. Waterfalls spout from the rocks and disappear into the depths in rigid, flowing columns. The deck curves around to the right, allowing sight of the immense arches that sit atop the piers. As they become distant the piers look like long black stilts supporting the thinning deck, and this creates a negative image of an inverted forest supporting the humped limbs of some ancient leviathan. As the sea cucumber, or whatever it is, moves over a ledge into a cavity, the lights go out and this brief sketch, the proportions of which terrify you, is replaced a blanket of darkness.

Further downstream the boat once again comes to rest. Once more you take out your phone and examine the barrier. It is another of those crystalline structures sawing into the hull. Submerge yourself in the chilly depths, this time deeper than before. Push with your last reserves of energy and shift the boat to its tipping-point. Lever yourself back inside before the cold takes you.

The boat descends on a steep slope and grinds downwards to greater depths as the layered hum of the cataract grows and grows until its vibrations charge through the air.

The boat is struck on its side by a moving wall of water and a guttural, spewed-out note echoes into the stillness above –this, you later realise, was your scream. There is a compression of time and space and you suddenly meet the deck in what feels like midair. Rotten wood bows under your collapsed frame and your senses are overrun with feedback.

After a lost interval your mind snaps back to the present: you are being carried off on a tangent at great speed and the boat is being tossed around like flotsam. You continue to lie prostrate, cowering as you race underground. Water constantly spills into the tub and chases the lowest point. This quickening tide is your spirit level and you use it to try and anticipate the moment that you might be thrown into the deluge.

The rapids propel you through what must be several miles of serpentine tunnels. The torrent then begins to dissipate slightly, and your course becomes levelled. Now there is only the delicate tone of the water as it flows against the rocks. The river feels deeper and more sluggish, and on a few occasions the boat scrapes the tip of some sleeping giant. The walls here begin taper outwards, and into a smoothly even cavity. Ahead there is a light source, and it is picking out the relief patterns of a detailed orifice; something organic composed of honeycomb tessellations. At the edges solidified ligaments course outwards over the rocks as if joining the alien structure to the walls, and around the central opening there are large alabaster muscles, smooth and interconnected by the nerve-like wires. The opening displays the weird symmetry of echinoderms, and this is grotesquely represented by circular rows of white teeth with fimbriated edges.  Inside the mouth the walls are smooth and show traces of carvings. They have been eroded by the passage of time and water, but the workmanship can still be detected in suggestions of aquatic forms. On the ceiling there is a form similar to a huge crab. It is depicted as rising up from the mantle and threatening the skies above.

You are now passing through the aperture and instinctively hold a breath. You gulp down the urge to bail out of the boat and swim back up the channel. The strange geography surrounds you and your mind is drawn into bizarre constellations of matter. You snap back to the present as the boat is launched into a swelling, ebullient mass of bubbles. It is a cold cauldron, and as your eyes adjust to the faint lightness you realise that you are in a round chamber, about twelve meters in diameter. The water level is rising rapidly and there is a backwash through the rectangular entrance. For a panicked moment you foresee the boat being swept back into the tunnel and a crushing weight of water folding over you. However, the column of water rises fast, and the opening is quickly submerged.

For the first time you look up, seeking out the light source. Miles above there is a rectangular opening. It is smaller than a postage stamp, and its faint luminosity is scattered over the surface like grains of sand. You can hardly believe it when you realise that this is a piece of the night sky and you are rising towards it. For the first time you feel a twinge of hope; just a little light pulls at you and washes you. You sit back in the boat, too exhausted to remain on your feet. Briny water comes up to your knees and the slackening of adrenaline once again brings on a state of intense shivering and your teeth knock together like brittle tiles. The watery floor loams and the rocks slowly retreat back into the silent depths. Staring upwards you fix upon that rectangle of stars and gaze forward into the fleeing past. Lost in this reverie you almost don’t feel the phone pulse, but your subconscious is especially tuned in. In your hands again, the cells of light translate another message from Hannah: ‘I don’t think I can do this without you. I want to name him after you. Is that ok?’ Tears pelt down your cheeks and you curse aloud because you can’t reply, can’t tell her it’s going to be ok. For the second time you curl up and try to block out the wilderness and drift in timeless sleep.

You wake and rise on tightly-wound muscles, noticing now that the water itself has a brighter hue, and silvered bubbles rise from the surface. You lift your head slowly to look upwards. The rectangular doorway is only fifty metres distant, but you are surprised to find that it is hardly larger than a household door and given the apparent distance when you looked at it last, it should be much larger. You realise that there is a high probability that the boat will become pressed against the ceiling of rock and you will be captive in a pocket of air. You immediately reach over the side of the boat and begin splashing your arm in order to bring boat directly under the hole. Your arm is tugged downwards by the swirling current and the boat spins and is carried by forces stronger than your weak limbs. With a creeping fear you fix your eyes upwards on the rectangular hole as it passes back and forth overhead. The night sky appears now as from sea level, and the stars flicker between their luminous colours.

The doorway is now only ten metres distant and you stand and stretch upwards to meet the rock. The heavy slop of water pushing against the surrounding fissures echoes loudly in the remaining chamber. The boat is not directly under the hole but you hope to be able to grasp the roof and make a final push to correct your position. In the last few metres luck plays in your favour and you are able to push against the clean edge of the doorway and, like an actor rising through a trapdoor onto the stage, you emerge from the underworld into the moonlit desert you left hours before. The boat has cupped the doorway seamlessly and once again no water lies in view.

Exhausted as you are, fear pushes you to quickly haul yourself up over the jamb and onto the moist sand. Convinced the boat must soon buckle, and cave in under the mounting pressure below it, you drag yourself away, forcing your body to respond to your commands. There is a stench of carcasses of rotting fish. The seabed is heaped with twitching and silent forms, their scales like rough frost. The slimy expanse rolls outwards over slight undulations, creating a grey swamp soaking up the careless piles of dead flesh.

There is a near object jutting out from the mire that casts a slim shadow, and it has one straight edge and one curved. You aim yourself in this direction, and haul your way through oozing mats of carcass and seaweed. It is while you are walking, head bent low to focus inwardly, that you observe, from the corner of your eye, several domes of silver water rise silently from the earth and then immediately push outwards in a thinning skein across the mud. The water keeps on flowing and flowing and you stop dead at this terrible and beautiful sight. As you scan around you realise that hundreds of these pores must be within sight alone, and each one, like the doorway you left through, is the head of a pressurised column of seawater.

An outcropping wave skims over the sand and breaks against your ankles. Another wave, slightly less deep flows into this front and there is a powerful rip tide as the greater mass is pushed upwards creating a temporary breakwater. You continue slowly forward fighting the current. Your legs no longer feel like part of your body and you are aware of them as a detached, mechanical part that you will forwards.

You raise your head and are taken aback by the sight of a boat, almost an exact replica of the one that brought you from the deep –it is almost as if some supernatural hand is placing them at your disposal. The boat has floated on the shallow sea and is now being carried towards you.

The swelling tides and seams of water compressing one other create whirlpools and stretches of water that run like conveyor belts. The boat is pulled by one of these, and its course lies outward of your reach. You attempt to wade in its direction but a wall of current blocks you; then you notice a horizontal wave spreading in flat lines over the other waters. This break hits you and throws you under into a silent arrest. You are spun around and then pinned against the ocean floor. You open your eyes and are dimly aware of light cutting through the disturbed plates of water. Your lungs begin to feel tight and you thrash more wildly towards the surface. Then you stop completely and surrender. Still pinned there you begin to see a bright diamond growing from the sand and a pain centres in your forehead. Inside the diamond you fall through moments of your life suspended like illuminated panes in a fractal diorama. You are overcome with tranquillity, ready to float over the event horizon, but a voice buried deep inside says: “kick upwards once more, one last time”. It is Hannah’s voice and it says, more insistently: “Come home”. Your legs respond and a rising current of water scoops you up and breaking the surface you gasp fresh air and all around you it is a maelstrom.

To your left you see the boat again and it is stationary among these elemental tides. You swim in that direction but you are swept in an arc that takes you around the boat to the other side. As you begin to drift back towards where you began it occurs to you that you are in caught in a system of which the boat is trapped in the eye. This labyrinth is embedded in the torrent of rising water like a walled city, and you, its captive, are being pulled through the peregrinations of its laws. Once again you surrender the fight, and allow yourself to circle the boat in decreasing circumferences.

The boat is now only a few metres from your grasp, and you realise from the angle of water against the sky that exhaustion has let the current drag you under the surface again. Water laps over your head and you kick desperately upwards and stretch out a limb: you watch impassively as it rims the sky and clasps the wooden hull. Then you are dimly aware of stressed tendons, and then, as your weight leaves the buoyancy of the water, the bodily awareness that you have to pull with every last reserve to mount the side and roll onto the deck.

As an artificial boundary once again separates you from nature’s volatility, you lay there shivering and clutching your knees to your waist with your eyes screwed shut. The boat is spinning and you feel this in the centre of your stomach. You open your eyes later, for just a brief moment, and see a boiling mass of dark water like a cloud of moths tangled and writhing around a dying spark. Shelving water columns and sudden precipices fall darkening below you in a giddy chaos of changing forms. Closing your eyes again you concentrate on a single static point and seek to erase the chaos outside. The point expands and fills your consciousness in a halo of darkness.

You wake to the day breaking over you in a golden haze. The warm light and blue sky invigorate your shattered senses, and you pull yourself towards the prow. Looming above you in either direction are the sandstone cliffs you left behind uncounted hours previously. The joy of salvation fills your numbed body and mind, and you gaze forward with a wilful exploration of your environment. Then a stunning sight meets your eyes. Turning right you notice for the first time that you are not alone. Hundreds of small boats like your own are bobbing up and down on the weak tide. In each vessel there is a single passenger. You meet the gaze of another, and see yourself huddled there looking back. You stare and they stare back as the waves crash against the shore.

Your phone buzzes and you take it out. The warm sun is seeping into your bones. Another message from Hannah: ‘Your son was born today. He has your name, your eyes and your small ears. He is the most beautiful thing on earth.’

The shore is coming closer. You type in a message and hold your breath. It says: ‘Live a long and full life. I am here, in the sea that goes out forever. I love you both. Tell him from me.’

The send button goes blue for just a second and your thumb goes down like a hammer. The message appears ringed in green. Your boat runs aground and you step out of its embrace for the last time.