WASD swimShift runC driftSpace hold breathE lift / drop / deliver
A score dive
Saltbell
The cathedral took the water a century ago. Six bells still hang in the dark and the order has left bell-divers in the aisles. Bring up as many as you can before the tide turns.
6 bells down there1 breath1 bell at a time
Sound starts when you enter. Headphones help you hear a lantern turn.
Dive notes
How to lift a bell
Eyes. Each diver's lantern throws a visible cone. Inside that cone, with a clear line, you are being seen — a pier or a wall hides you even when the beam reaches past it.
Ears. Anything you do makes noise. Still is silent, drift is quiet, a run carries far, and a bell you carry adds its own weight of clank. Walls muffle but do not block sound.
Decoys. Press E with a bell to set it down. The clang pulls every diver within earshot, and you can walk away light.
Air. Green air bells refill your breath. At zero you black out for five seconds; if you do not reach air, the dive is over.
The tide. Nine minutes. The water rises as it turns, and every bell you land wakes another diver.
Scoring. There is no quota — surface with whatever you have and the dive ends. One bell is a bad dive, not a lost one. Six is a haul worth talking about.
Touch: drag anywhere on the left to swim, then DRIFT, RUN, HOLD and LIFT.
The water holds
Paused
The tide is still. The divers are still walking their rounds.
Dive over
Back in the light
The rack holds what you carried and the shaft is open behind you.