text: [Themes: Horror, absurd, Lovecraft, horror, lesbian, Lovecraftian]
  
  > Look around
  Silent and cold, the system of pipes, boilers, vats, hoses and water have all been stoppered shut by your intervention.
  
  The interstitial room is to the northwest.
  
  > Go northwest
  You emerge from your hiding spot.
  
  A long metallic hallway that spans the length of the vessel.
  
  The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and one small unexplored room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship.
  
  > Go west
  The faint colors swirl mixing into a confusing aurora of lingering feelings. Piles of cloth ooze uncountable emotions. One cold metal prison sits quietly, while a heated prison vibrates to a swelteringly fast pace.
  
  The interstitial room is to the east, and a vent leads up.
  
  > look at the vent
  A rigid arteriole leading up.
  
  > Up
  You press yourself up through the vent with reliance on friction and clever weight-shifting. As you approach the next room, fear freezes you. Above, you hear the hostile, vigilant bass of a Blind One. Her unfocused song sweeps the strange room above like sonar. This one would notice: she would see. You cautiously slide back down.
  
  > look at the prison
  Which do you mean, the cold metal prison or the heated metal prison?
  
  > Cold
  A strange sort of crude metal prison. It sits stoic and patient.
  
  > examine the clothes
  A disgusting soup of human salt.
  
  > examine heated
  A strange sort of crude metal prison. It hums and vibrates in an inefficient song whose only purpose seems to be excitement and temperature.
  
  > Go east
  A long metallic hallway that spans the length of the vessel.
  
  The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship.
  
  > go to the north-west
  It seems this is where the Drifter physically resided. His mind statics grey, and you can sense his fragmentation. You feel a desire to reach out to him, to fill his colorless void. However, a human moves freely about the room, trying halfway to connect and sing and understand with the drifters with mercy. She is close to succeeding, but something is holding her back.
  
  Rows upon rows of humans, unmoving on stacked shelves, deeply connected to the Universe, basking in its glory. A single Drifter sings silently with apathy and detachment.
  
  The interstitial room is to the southeast.
  
  The Mercy moves between the bodies, grasping out to them in an unbalanced orange horror. You realize that her Blindness prevents her from seeing their bliss, their perfect happiness.
  
  > look at Mercy
  A Blind One. Possibly a female?
  
  Her bright orange aura churns anxiously.
  
  The Mercy reaches out in faint grasps of curious yellow to one of the sleepers, but the instinct is too quickly overwhelmed by her orange repulsion: she is afraid of what the answer might be.
  
  > color Mercy yellow
  You reach out, caressing Mercy's delicate aura, willing it to become yellow. Her aura absorbs this new state willingly, as though they were her own emotions.
  
  The Mercy forcefully perks into yellow curiosity. She rapidly leaps disjunct from one sleeper to another, examining each thoroughly. She comes upon the Drifter and she senses, she realizes... her aura bursts red in panic.
  
  > hide
  You cram yourself into an unnoticeable position.
  
  The Mercy reaches out to the grey, apathetic Drifter, pushing for colors, demanding notes. She is met by more grey, more static. He has lost too many connections, he cannot engage her. The Mercy offers part of her mind, her sanity to the drifter. He consumes it purposelessly, digesting the colored scales and chords and beats into a dull, arrhythmic static.
  
  > color drifter blue
  You don't feel comfortable risking manipulating him while others are around.
  
  The Mercy once again sings to the Drifter, attempting to force a connection. To your surprise, the Mercy has an effect. The Drifter momentarily colors and connects, and swirls into a pattern other than the blank static. You didn't think that Blind Ones could be capable of connecting on such a level. "Oh God, your eyes are moving, you're awake. Just wait right there, I... I'm going to go get the medic. And the captain. They'll know what to do." Mercy self-consumes in revolted orange and immolating red panic as she muscle-tendon-bone moves. You feel her aura leave and return with others.
  
  > Color Drifter white
  You don't feel comfortable risking manipulating him while others are around.
  
  Medic and Mercy follow the room-swelling Captain, "...delay may still be necessary..." she drones. But Medic pricks demanding infrared, "I know how expensive and bad rescues look. But this shit that's going on? Severe burns, unresponsiveness, potential paralysis? We need to take care of this." The Mercy holds an anxious caesura as she examines Drifter. They all three wobble in instability.
  
  > color Medic the yellow
  You reach out, caressing Medic's delicate aura, willing it to become yellow. Her aura absorbs this new state willingly, as though they were her own emotions.
  
  Medic racks through possibilities, "There's nothing I know of that could have caused this. It's that thing: the cube. It's poisoning them." But Captain asserts ultraviolet, "Do you want to end up like those astronauts who 'saw' the alien?" Mercy chimes calming blue, "I examined it. It's got a weird shape, but it's just a plain crystal."
  
  > Possess Drifter
  You don't feel comfortable risking manipulating him while others are around.
  
  Medic meeks hesitant, but annoyingly persists, "Even if we don't find something... I just want to look at it." Mercy chimes agreeable blue, "There can't be any harm in that," and Captain relents, "Sure. We'll go check it out." Captain, Medic and Mercy drift into the passageway. Finally, you are alone with Drifter. You wonder if he can be colored again.
  
  > Possess Drifter
  He has so little will over his body, you feel it would be easy to push him out and control the flesh. But upon severing his connections, he lost his link to the other world. There is nowhere to push him to, and he'd remain in steadfast control of his body.
  
  > Color Drifter white
  Creating pure bliss in someone else is a feat too difficult for you.
  
  > Colors
  Infrared: Anger, hate.
  Red: Panic, horror.
  Orange: Revulsion, unease.
  Yellow: Curiosity, intrigue.
  Green: enjoyment, engagement.
  Blue: Love, fondness.
  Indigo: Trust, confidence.
  Violet: Protection, nobility.
  Ultraviolet: Commanding, dominating.
  White: Bliss, perfection.
  Grey: Apathy, indifference.
  Black: Madness.
  
  > color drifter blue
  You reach out, caressing the Drifter's delicate aura, willing it to become blue. His aura absorbs this new state willingly, as though they were his own emotions.
  
  The Drifter recalls fleeting harmonies of blue love and kinship. But again, as soon as you remove your influence, he drifts back towards grey. His mind refuses to coagulate its rhythm correctly.
  
  > color drifter yellow
  You reach out, caressing the Drifter's delicate aura, willing it to become yellow. His aura absorbs this new state willingly, as though they were his own emotions.
  
  The Drifter trills unending queries of curious yellow. He falls back to grey. In despair, you push and pull again, more forcefully. But it does nothing. His mind is gone. Perhaps one day, with time, he can repair himself. But you can do nothing for him now, except grant him fleeting glimpses of memories and feelings he used to enjoy.
  
  > sing to Drifter
  His connection to this reality is too unstable to properly engage in harmony.
  
  > Color drifter green
  You reach out, caressing the Drifter's delicate aura, willing it to become green. His aura absorbs this new state willingly, as though they were his own emotions.
  
  The Drifter settles into contentment of enjoying green as happier memories dominate his mind. Then nothing. Grey. Even though the emotional connection is brief, feeling something -anything-
  seems to bring Drifter some comfort.
  
  > Color drifter indigo
  You reach out, caressing the Drifter's delicate aura, willing it to become indigo. His aura absorbs this new state willingly, as though they were his own emotions.
  
  The Drifter blooms self-assured and trusting indigo. Then nothing. Grey. Even though the emotional connection is brief, feeling something -anything- seems to bring Drifter some comfort.
  
  > examine Drifter
  A Blind One, a human. Probably male. He breathes incoherent, oozes fleshy secretions, and his odd combination of connections prevents him from either Singing or Walking.
  
  His dim grey aura disjointedly statics.
  
  > go southeast
  You emerge from your hiding spot.
  
  A long metallic hallway that spans the length of the vessel.
  
  The drifting auras of humans call from the to the northwest and to the northeast. The collection room is to the east, and the dredging room is to the west. The silenced room is to the southwest, and the open pipe room is to the southeast. A set of stairs leads up to the rest of the ship.
  
  Captain, Medic and the Mercy's drifting auras waft from the room to the east.
  
  > go east
  Exhibited are geologic readings and stolen samples. Centered in the room is a large metal table with your opened Cellarium displayed prominently.
  
  The interstitial room is to the west.
  
  The humans vibrate in a repetitious din of nervous red. They concern themselves with the presence of your opened Cellarium and uncomfortably search about the room, only barely missing your entrance. Only the Mercy explodes curious yellow and fascinates over the Cellarium. Captain finally breaks out of shock and feigns a shell of violet control, "You may be right. There may have been some sort of... chemical in that box that got released due to the pressure change."
  
  > color Captain yellow
  Captain is too strong to be influenced.
  
  Medic percolates into a furious infrared, "Now hold on. I was expecting for Mercy to take a sample, do some spectroscopy, and maybe - maybe! find an unusual chemical peak. But this... this is beyond that. It contained... I don't know what. We have to do something."
  
  You exalt! Yes, they must do something: return the Cellarium. This
  is your chance. You push-sing of returning, of order, of empathy,
  but as before, your pleas are met by Blindness. Communication must be established, but for now they probably still fear you, and will lash out in hostile infrared if they find you.
  
  > color Medic yellow
  Medic is too solid to offer you any influential opportunities.
  
  Captain scales hesitation before holding on a conclusion, "I will call an all hands in the Messdeck, and figure out what we need to do from there. We already have one injured and way too many ill; I won't be responsible for more." Captain pushes out with Medic. Progress? Perhaps in this meeting they will decide to return your Cellarium. You notice the Mercy pause over your Cellarium, tracing its harmonic patterns. "What are you?" she whispers, enraptured. Her mind opens, connects for an instant. But then she snaps back to the physical and hastens to catch up with the other Blind Ones.
  
  > Go up
  You slide yourself up the jagged floor, to the messdeck above, when suddenly, fear freezes you. From this staircase, with no hiding spots, you can hear the thick cluttered jumble of colors coming from several Blind Ones. There is no way that they would miss you. There must be another way up.
  
  > go northwest
  Rows upon rows of humans, unmoving on stacked shelves, deeply connected to the Universe, basking in its glory. A single Drifter sings silently with apathy and detachment.
  
  The interstitial room is to the southeast.
  
  > Go west
  Piles of cloth ooze uncountable emotions. One cold metal prison sits quietly, while a heated prison vibrates to a swelteringly fast pace.
  
  The interstitial room is to the east, and a vent leads up.
  
  > Go up
  You press yourself up through the vent with reliance on friction and clever weight-shifting.
  
  The room smells equally of creation and destruction, of stealing the Order of others. It is both fascinating and disgusting. There are several strange machines in this room.
  
  The consumptive area is to the east, a vent leads down, and a metal door with an overhead fan vent leads to the cold room to the south.
  
  You hear glimpses of color from the adjoining room, "...pushed open from the inside..." Red. Fear.
  
  > listen
  Blue-green fondness and enjoyed creation spring from an acoustic well of burning fire and destruction.
  
  You hear glimpses of color from the adjoining room, "...she decided it would be a good idea..." Infrared. Blame.
  
  > go to the east
  There are many Blind Ones there, and the passageway is bare. They would probably spot you, are you sure?
  
  > No
  You decide against it.
  
  You hear glimpses of color from the adjoining room, "...blaming each other..." Blue. Appealing.
  
  > Go south
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The physical chill frosts the air comforting blue, but any potential for enjoyment is drowned by a deafening cloud of black screams coming from the colder room. You hesitate to discover what horror could be making that disgusting collection of noises.
  
  Overhead fan vents sit atop metal doors to the north and to the south.
  
  > go south
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The madness in this room is soul-wrenching. How the Blind Ones could live with this atrocity is unfathomable. Fleshy chunks of the formerly-alive sit in frozen stacks, trapped in disunity. Your own situation is frustrating, but this is a true, horrific travesty. You need to help this, heal this, fix this: you can't idle while such suffering exists.
  
  The cold room is through the overhead vent to the north.
  
  > Possess meat
  That (the meat packages) cannot be possessed. It has no mind,
  no real melody.
  
  > Color meat grey
  The meat is too disjointed to color. It needs to be combined first.
  
  > combine the meat
  You smooth your body over the meat, attempting to conduct it into harmony, but each lump of flesh is too frozen in physical isolation to properly form covalent chords. You must bring warmth to the meat, and your body is not currently warm enough to do so.
  
  > Go north
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The physical chill frosts the air comforting blue, but a cloud of maddened black screams from the colder room to the south.
  
  Overhead fan vents sit atop metal doors to the north and to the south.
  
  > Go north
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The room smells equally of creation and destruction. There are several strange machines in this room.
  
  The consumptive area is to the east, a vent leads down, and a metal door with an overhead fan vent leads to the cold room to the south.
  
  You hear glimpses of color from the adjoining room, "...brain-dead for all we know..." Violet. Concern.
  
  > examine the machines
  A heated structure and a metal box.
  
  You hear glimpses of color from the adjoining room, "...entropic forces of the junction..." Yellow. Speculation.
  
  > look at the heated structure
  Simmering in furious detachment, the device concentrates heat.
  
  You hear glimpses of color from the adjoining room, "...absolutely nothing wrong..." Ultraviolet. Denying.
  
  > enter the heated structure
  You attempt to enter the device, but the heat it contains threatens to evaporate your body, so you content to sit nearby. You glow and tumble in the newfound warmth.
  
  You hear glimpses of color from the adjoining room, "...defend ourselves..."Violet. Reactive.
  
  > examine the fan
  It churns in momentary bursts of apathetic haste, before entering long pauses. It is easy for your lithe body to slip through with proper timing.
  
  You hear glimpses of color from the adjoining room, "...infection or radiation..." Yellow. Inferring.
  
  > go south
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The madness in this room is soul-wrenching. How the Blind Ones could live with this atrocity is unfathomable. Fleshy chunks of the formerly-alive sit in frozen stacks, trapped in disunity. Your own situation is frustrating, but this is a true, horrific travesty.
  
  The cold room is through the overhead vent to the north.
  
  > combine the meat
  You smooth your body over the meat packages, physically and metaphysically conducting unity and understanding and cohesion. As you weave together the previously disparate notes, the black gives way to confusion, then curiosity, and then slowly to joy and happiness at its newfound Song. The Newsong greenly bubbles into gleeful thankfulness.
  
  The Newsong plays with its new aura and body in wonderment and joy.
  
  > Possess newsong
  You push your aura into the Newsong, who relieves in happiness and bliss at the bond. You surprise at the sensation: your bodies remain divorced, but your minds move in perfect synch. You tug curiously at its simplistic flesh-structures, feeling the creature's immsense weight. You can make it do whatever you want.
  
  The Newsong's body stiffens noticeably in the cold. It needs warmth.
  
  > Go north
  You shove the Newsong's body against the freezer door, barreling into the next room. It takes a moment to collect itself, before locking into understanding.
  
  It wrests control, and independently gallops to its own freedom, opening the cold door, bursting out into the middle of the human congregation. They respond in shredding, blackened oranges and reds. One Blind One wails in aberrant disgust and pushes things at the Newsong; another grabs a violet cylinder and expels its contents - gaseous carbon dioxide - at the Newsong. The shock severs your tenuous connection completely. The Newsong gallops on, indignant, to bask in the warmth of the nearby star. As the doors slowly swing back shut, the Newsong sings for you of freedom, of joy, of radiance before leaving to compose itself a new life.
  
  > color Newsong blue
  You are synced in blissful unity with this Blind One. Her color can be nothing but pure white while you continue to control her.
  
  The Newsong hardens quickly. You need to get it out.
  
  > go to the north
  You squeeze through a fan vent, enjoying the sensation of your ooze enveloping cold metal.
  
  The room smells equally of creation and destruction. There are several strange machines in this room.
  
  The consumptive area is to the east, a vent leads down, and a metal door with an overhead fan vent leads to the cold room to the south.
  
  As for the Blind Ones, you can feel them wax panic and wane intellect as they scatter themselves about the ship in a chittering frenzy. You were right to be wary of their responses, but perhaps you can find a way to message them in a way that will not trigger their primitive, hostile brain-offal reactions. There must be some way to make them receptive.
  
  > Go east
  There are glimpses of camaraderie swirled with other, pettier emotions of gossip and intrigue. Tables and chairs are bolted to the ground.
  
  The burning room is to the west, and the bottom level of the outside is to the south. A vent leads up and a set of stairs leads down.
  
  > go up
  You rely on friction to press yourself up the vent.
  
  Rigidity. Grey walls and sterile, dead water. This room is bare, save for two human devices.
  
  The middle level of the outside is to the south, a pass-through cabinet leads to the southwest, while a vent leads both up and down.
  
  Here, the unwell Captain wracks her body in shivering contortions of a fear-induced sickness. A new Blind One, an Assister, attempts to comfort her with a shield of blue, but Captain is too far gone. You might be able to help, though.
  
  > color Captain green
  You reach out, caressing Captain's delicate aura, willing it to become green. Her aura absorbs this new state willingly, as though they were her own emotions.
  
  Captain grasps at wisps of green and is able to recombine in violet strength and fortitude. Her wretchings cease, and she turns to the Assister, "We need to... get our shit... together and stop whatever is going on. We need to..." Captain is drawn into one last involuntary purge then takes a moment to collect her colors.
  
  > examine Assister
  A Blind One. Might be female.
  
  Her light red aura screws tightly.
  
  The Assister senses her opening for demands, "You-- We can't go on like this. Please, let me get rid of it. I can launch the sub and return it right where it was. Then whatever it is will leave us alone." They are finally doing exactly what you need.