text: [Themes: Adaptation, Doctor Who, castle, time travel, nonhuman protagonist, science fiction, escape, fan fiction]
  
  So you've spent the last fortnight hitchhiking around rugged bits of the Nevada desert, and while it's been fun and all, you'd rather like your time machine back now.
  
  The place seems familiar; you're sure you've visited it a couple of hundred years ago in your personal timeline. Tacky Elvis portrait, red vinyl seating, chalked menu, the lot. As absurd and retro-nostalgic as it is, this is vividly someone's idea of a good time and the idea of that is very appealing right now.
  
  You can see a Confession Dial (it's yours, but you'd rather not think about it), and a Waitress here.
  
  [Author's Note: So you've spent the last fortnight hitchhiking around rugged bits of the Nevada desert, and while it's been fun and all, you'd rather like your time machine back now. Text adventure remix of "Heaven Sent", with new twists and turns along the way...]
  
  > look at Dial
  You wouldn't trust anyone else with it. Even Missy. Especially Missy, now you know how the blasted thing works.
  
  > examine waitress
  She has a friendly enough face and an apparent willingness to listen. You've had worse audiences. And besides, she's English.
  
  > examine Elvis
  You fear it may be black velvet.
  
  > talk to Waitress
  That's a touch vague. Do you want to ask her about something?
  
  > ask Waitress about the diner
  "There's really nothing to do around here. You might as well take your things and go."
  
  > look at the menu
  The day's specials are listed on it. Banana-bacon sandwiches, avocado omelettes, fish sticks with cream sauce and set dressing.
  
  > take Dial
  Taken.
  
  Right. The Confession Dial is a one-way teleport; you'll have to find another way out of here.
  
  Gallifreyan, of course. Even the transparent crystal cylinder in which you materialise has a certain heaviness of touch about it. An outre array of gear-work is embedded in the walls, behind glass. The room is softly lit through an embrasure.
  
  You can see a dark portal, sand, a skull, controls, a Veil and a Set1 here.
  
  > look at the set1
  A curious application of Panoptican observation; you yourself are perpetually being displayed in television monitors for your own observation. This one is marked Set3.
  
  > go to the north
  So what's going on?
  > Where are all the hints?
  Why scoring?
  They've been implemented through an awkward but slightly more flavourful in-game text dump; just type "imagine" and examine the blackboard (questions have been coded as "ask ghost about X", due to the inelegance of the programmer), then "concentrate" to get back again. Non-fans may wish to start there to get (some of) the horribly involved and spoilery backstory, or may prefer to just skip that part and go straight to "get CD" for the game proper. It's been tricky boiling down years of plotlines into an even-halfway coherent "what does the character know at the start of play", to be honest.
  
  So what's going on?
  > Where are all the hints?
  Why scoring?
  
  > Go north
  So what's going on?
  Where are all the hints?
  > Why scoring?
  Consider it nonsensical.
  
  So what's going on?
  Where are all the hints?
  > Why scoring?
  
  > look at the portal
  It's half-open. You can just see how the Circular Corridor encloses
  the Teleport Room, even though there's a window showing daylight *inside*...how does that even work?
  
  > enter the portal
  (first opening the dark portal)
  
  This is the centre tower of a sweeping castle, the location where everything links up with everything else. Wide corridors range north, south, east and west, crossing a sickening height over a fetid moat. You can see through the arrow loops that they're walkways to an outer ring.
  
  You can see a dark portal, a spade and a Set2 here.
  
  The Veil arrives from the inside.
  
  > examine the spade
  A perfectly ordinary garden spade, with traces of fresh soil.
  
  > look at the Veil
  Basically, this is a big greoccurredy creature made out of loads of flies pretending to be a person in a veil. It would be comical if it wasn't also trying to inflict fates worse than death on you.
  
  > Examine set2
  A curious application of Panoptican observation; you yourself are perpetually being displayed in television monitors for your own observation. This one is marked Set2.
  
  > Go north
  You have arbitrarily decided that this corridor is north, because why not. A heart-shaped arrow-slit lights your way; you can just glimpse the terrifying drop to the moat below.
  
  You can see a Set3 here.
  
  The Veil arrives from the south.
  
  > Go south
  This is the centre tower of a sweeping castle, the location where everything links up with everything else. Wide corridors range north, south, east and west, crossing a sickening height over a fetid moat. You can see through the arrow loops that they're walkways to an outer ring.
  
  You can see a dark portal, a spade and a Set2 here.
  
  The Veil arrives from the north.
  
  > Go south
  You have arbitrarily decided that this corridor is south, because you fancy it. A cross-shaped arrow-slit lights your way; you can just glimpse the terrifying drop to the moat below.
  
  You can see a Set4 here.
  
  The Veil arrives from the north.
  
  > talk to Veil
  Ordinary conversation won't work with this creature; it's confess or nothing. You would prefer to avoid that if possible.
  
  > confess
  (to the Veil)
  Right. You're going to have to confess something to it eventually or risk its murderous wrath, and the only thing you can think of right
  now is how much you'd rather not die. So you confess that.
  
  Oddly, this works; the creature floats away temporarily mollified, and something new happens. A grinding of gears and cogs fills the air with cacophony, and through the windows you can see the whole castle rotating itself, shifting into a brand new configuration. More of it must be accessible now.
  
  > confess
  (to the Veil)
  You muster your nerves and calmly natter on the Veil about how maybe you know one or two things about this Hybrid, and also you're
  petrified of having this scary fly monster stalking you everywhere. This persuades the blasted thing to go away and stop bothering you for a while, and even causes the castle to rotate again. Fortunately it's not bright enough to have realised that your ostensible confession is exactly the same as it was last time, although you suspect you won't
  be able to pull off that trick again.
  
  > go to the south
  Plain and very much smacking of a cheap motel.
  
  You can see a fireplace, a mantel, a painting, a writing desk, a
  stool, an orchid (in which is a petal), a window and a Set7 here.
  
  The Veil arrives from the north.
  
  > look at the fireplace
  It's a fake. One of those electrically powered operations. Just as well, you suppose, or you'd doubtless have to bank it yourself.
  
  > get all
  fireplace: Taken.
  painting: Taken.
  writing desk: Taken.
  stool: Taken.
  orchid: Taken.
  window: Taken.
  Set7: Taken.
  petal: Taken.
  
  > look at set7
  A curious application of Panoptican observation; you yourself are perpetually being displayed in television monitors for your own observation. This one is marked Set7.
  
  > look at the desk
  So it's like a raven. Nothing to see here.
  
  > examine the painting
  Now that's the rub. It's a painting of Clara.
  
  Do you remember Clara?
  
  > Yes
  You remember her now...
  
  You know this Tardis configuration rather better than the back of your hand, having lived with it considerably longer. None of that is at all interesting right now; you just want to talk to the woman who you
  spent a large chunk of the universe's timespan trying to save.
  
  You can see Clara here.
  
  You notice a weird shadow and briefly attempt a calculation as to whether the sun here really is different or not before realising it's just the Veil taking up all the light again.
  
  > imagine
  Right, you're home.
  
  Well, she looks about the same as when you left her. However long ago that was.
  
  You can see a Ghost, a console and a blackboard marked Topics of Conversation: Hints and spoilers here.
  
  > examine Ghost
  She is entirely devoid of all characteristics.
  
  > examine the console
  with the space-time element and the conceptual geometer into the knee bone, but this is all a mental image anyway.
  
  > concentrate
  Back to reality.
  
  Gallifreyan, of course. Even the transparent crystal cylinder in which you materialise has a certain heaviness of touch about it. An outre array of gear-work is embedded in the walls, behind glass. The room is softly lit through an embrasure.
  
  You can see a dark portal, sand, a skull, controls and a Set1 here.
  
  Veils are an irritatingly common fashion choice these days.
  
  > examine the sand
  You can see the faint outline of a word in the grains - "Bird"; and that is all.
  
  > examine the controls
  You idly speculate about using it to hack yourself back into the real universe, but the thing's only built for one-way use. It would take an absurd amount of power to make it function again.
  
  The Veil arrives from the outside.
  
  > take the sand
  It scatters at your touch.
  
  > look at the skull
  It has a very curious feel to it, as though someone with a temporal hacksaw had carefully sliced off all hint of its past or future and left merely an eternally present memento mori. Trying to identify it any other way just reminds you that you've been meaning to brush up on archeology for several regenerations now.
  
  > examine the controls
  You idly speculate about using it to hack yourself back into the real universe, but the thing's only built for one-way use. It would take an absurd amount of power to make it function again.
  
  > look at the portal
  It's half-open. You can just see how the Circular Corridor encloses
  the Teleport Room, even though there's a window showing daylight *inside*...how does that even work?
  
  Veils are an irritatingly common fashion choice these days.
  
  > Inventory
  You are carrying:
  a petal
  a Set7
  a window
  an orchid
  a stool
  a writing desk
  a painting
  a fireplace
  a coat (being worn)
  sonic glasses (being worn)