
The Sense Spheres are an interesting piece of world-building. The Neck Thing says that they came to Earth through outer space and are composed of an extraterrestrial substance. Furthermore, the Sense Spheres appeared simultaneously with a global, destabilizing event called the Great Heat Wave. Also known as God’s Wrath.
Thing Thing didn’t exist in the original version of Baroque, so I don’t know how seriously they figure in the lore. Those sources exist on the internet but I’m doing this blind. Taken at face value, though- the behavior of Thing Thing implies that the practice of grabbing things that emerge from the Sense Sphere has precedent.
This appears to be the main difference on the PS1 version: if you read Thing Thing’s dialogue closely and you connect the right dots in the Nerve Tower…it’s possible to get a clear picture on what the Sense Spheres are useful for. As far as I know, the Sega Saturn version required you to figure out the use of the Sense Spheres on your own. Additionally, the Sense Spheres in the first Baroque only sent items to the sixteenth basement floor.
I dwell on how much Thing Thing matters in the lore because it could effect the world-building. If we accept Thing Thing as canonical, then their behavior implies that the use of Sense Spheres to send stuff back and forth is common knowledge.
Or was common knowledge, anyway. I wonder if the Sense Spheres were used as technology in the final days of civilization as it was known.

On the fourth level of the labyrinth, there is a ghostly woman named Eliza. In one pass or another, she says that she wants to give birth to a Sense Sphere to restore her insane mother. Above her, things that look like small Sense Spheres float near the ceiling.

Also on the fourth floor (so far), there seems to usually be another woman called Alice. Like Eliza, Alice floats and vanishes like a ghost.
Alice disappears beneath a green Sense Sphere. To date, I have not encountered the green Sense Sphere outside of the room where the random map generation places Alice. Alice’s Sense Sphere is functional but the many small Sense Spheres of Eliza are not.

Otherwise, Sense Spheres are usually red and fixed to the ground. The contrast this has with the floating Sense Spheres feels relevant to their possible origins, mentioned by Neck Thing. If they came to Earth from elsewhere, it sounds like the kind of thing that humans might tether in order to make use of. The presence of grounded Sense Spheres at the entrance and the deep basement looks like an engineering choice. One might suspect that the grounded Sense Spheres relate to the purpose of the Nerve Tower.
Then…there’s the apparent connection between the player and the Archangel. The Archangel has a projection outside of the Nerve Tower. Inside, you discovered their body impaled on a spike protruding from a Sense Sphere.
So, after another Tower circuit-

You recover a memory of looking down at another version of yourself from a higher floor in the Nerve Tower. It might also be worth mentioning that the you on the ground watched the upper you fall to your death. At what appears to be the moment of impact, several white feathers flutter by the ground-level you.
If anyone was wondering: I’m not sure what triggered that. At first, I thought it was because I found Koriel, languishing in a biomechanical immortality device, who gave me his Idea Sefirot (i.e asked me to kill him and take it).
While I don’t know exactly how I triggered the “watch yourself fall to your death” ending…it’s possible that it was because I did it with Koriel’s Idea Sefirot in my inventory. Maybe that’s it, but I’m hesitant to make assumptions. Or maybe it has to do with passing through the Nerve Tower roughly three times in a row. Dunno, just now.
What an ‘Idea Sefirot’ is comes through, of course, by the words of other people and implication. While I was experimentally attempting to give it to various distorted ones, they treated Koriel’s Idea Sefirot with tight-lipped avoidance that seems half emotional repulsion and half propriety. The Coffin Man says that “holding stuff like other people’s Idea Sefirot makes me feel depressed.” Thing Thing, normally happy to hold onto other people’s stuff, wants no part of it. They almost sound prim: “It would be better if you held onto this. I’m fine”. When you try to hand it to the big guy wearing the white robe with the cross…he says he thought he recognized you: “You’re a member of the Koriel, right? I don’t need the crystals of any Koriel”.

Eliza, in the Nerve Tower, likewise spurns the offer: what she needs is your “pure water”. The one you just tried to give her is undesirable, apparently, because it is not “yours”. Idea Sefirot’s are unique for each person and to offer one to another seems to provoke taboo-avoidance. Maybe because Koriel gave this to us while serving a neverending prison sentence. I wonder if an Idea Sefirot is some sort of ephemeral, after-death vessel.
Speaking of: the Archangel delivers some interesting dialogue, after you make your first complete circuit through the Nerve Tower. Feller says that we must learn to survive, even if it takes awhile. As if by way of explanation, he adds that the Sense Spheres are everywhere. He goes on to explain that the whole world is connected and that a piece of your consciousness is “absorbed by the orbs” and fed back into another version of you. The process is reminscent of the Idea Sefirot. I don’t know if it’s possible to run into Koriel before the third circuit but I at least didn’t find him until round three (‘Myself +3’ lingering mysteriously in the inventory screen). If he is off limits until the third pass, then the Archangel’s speech after the first one makes narrative sense. Set-up, y’know.
Yet our situation differs from Koriel’s.
Rather like the Archangel, you are (on one ocassion, anyway) bilocated at two ends of the Nerve Tower.
The distorted ones also have different, successive dialogue. It is from them that we get the earliest overview of the wider chronology: first, there was a global environmental disaster called the Great Heat Wave, which appears to have happened simultaneously with the apparition of the Sense Spheres. Between now and then, the Great Heat Wave turned the world into Baroque.

Between Neck Thing, Alice, Eliza, Thing Thing and the Archangel, we learn that there must have been an intervening period. Human society discovered they could use Sense Spheres for instant travel. Someone eventually builds a complex, Tower-like machine which incorporates multiple grounded Sense Spheres. Two red ones outside of the entrance and one in the deep basement. Having only gotten so far as the middle of a fourth circuit, I’ve usually encountered two additional red Sense Spheres between the surface and the bottom. Lastly, there are the small, non-functioning Sense Spheres of Eliza and the functioning green Sense Sphere of Alice.
(I’m pretty sure that there have always been two red Sense Spheres outside of the Nerve Tower…right? I have this nagging suspicion that there was only one Sense Sphere at the entrance to begin with and a second one appeared later. I’m not sure of it, by any means, but it’s crossed my mind)
However short this intervening era was, many of the present circumstances arose during this period. Neck Thing tells us that the Great Heat Wave is known, to some, as God’s Wrath. Similarly religious language appears even earlier than this: during one of the opening cut scenes, there is a flash of black letters on a white background: “(w)hat must we do to heal our sins?”

Next, consider the discussion of “madness”.

In one of the earliest (if not the first) encounter with Alice, she asks if you remember throwing her mind into chaos. When you do not appear to, she bristles: was it only a game, to you? She sinks into the water below, saying that she is not suffering. Nonetheless, she asks why you didn’t hold on tighter.
On the sixteenth floor, we find the Archangel’s body impaled on a spike, emerging from a gray, metallic Sense Sphere. This he attributes to the Great Heat Wave, “or should I say, the Wrath of God.” He explains that “this” is all your “sin”. What sin, exactly? Driving the God of Creation and Preservation mad, causing the Great Heat Wave.

The purgation of the mad god is the only way to absolution, according to the Archangel. This, it seems, was the reason he gave us the Angelic Rifle outside. In the final, seventeenth floor, the God of Creation and Preservation waits. If you wait long enough, this feminine being will cover the screen with a giant block of dialogue: “Don’t go mad”, over and over again.
During the third pass, Alice asks if we intend to follow the Archangel’s orders. She believes that the Archangel told you to come here, to the fourth floor, and shoot her (Alice) with the Angelic Rifle. She wants to remember the time before she met you, when you both were “melded” together.
If you follow the orders from the sixteenth-floor Archangel and kill the being on the seventeenth, she says that she wanted to be “one with you” again before she dies.
At the beginning of the fourth pass, the Sack Thing says that “(y)ou and the other” screamed during a surgery. According to Sack Thing, the player character said “(w)hy are you tearing us apart? I don’t want to live if it means killing a part of myself.”
On the fourth floor, Alice says that the Archangel tore you both apart. “In order to drive the Creator and Preserver mad. In order to become the Creator and Preserver himself.”

In Baroque, tearing something (or someone) apart could have a few different meanings. For contrast, there is an “angel” worker in the Nerve Tower with a second face growing out of his shoulder. He jokingly refers to himself as a “composite angel”. Alice’s reference to a time when you were both “melded” together could certainly point to a literal meaning: that you were once one being and now you are two. It definitely feels intuitive. But there is another meaning that prior imagery has hinted at.
After my first death, this image briefly flashed over the suspension chamber.

After the third pass, the Horned Woman has a surprising realization about “that” face. She recognizes it; says it resembled her own. It may be a mistake to assume that normal social cues apply here. Let’s say, for the sake of argument, that she’s not saying this for a completely abstract or non-existent reason. If the Horned Woman is speaking plainly, it is possible that she is reacting to you. Yours is the familiar face that resembled her own.

Concerning this…let’s take a look at the instuction manual:

More specifically-

Is it just me, or is there a resemblance between Alice and the player character?

If such a resemblance is intentional, could this tell us anything about the separation they experienced?
Then there’s this pair-

Maybe I’m giving in to a little pareidolia and/or overthinking it…but I wonder if these two share the same connection as Alice and the player character?
With the Archangel’s (The Higher) place in the sequence of events, they could easily be a kind of alien. They typically influence everything around them and possesses information that they don’t immediately disclose.
Perhaps the Archangel went through a version of the separation before setting foot on Earth? With Eliza being their ‘Alice’?
Contrast that against Baroque’s pre-Heat-Wave human societies. Earth, in general, experienced the Sense Spheres and the Heat Wave as totally unfamiliar, external phenomena. You could say that the Archangel has the contextual knowledge of a non-Earthling.
The resemblance between the names ‘Alice’ and ‘Eliza’ stands out, as well.
Don’t forget the earlier cut scenes with the suspension chamber and the off-screen voices. We are still dealing with the possibility that this is some kind of digital simulation, technologically channeled into the player character’s sleeping mind.
If we keep assuming that the player character is the one in the suspension chamber, whose mind plays host to the simulation…would it then follow that the Creator and Preserver represents a facet of themselves? Such a scenario would readily accomodate the significance of being “torn” from Alice.
Nonetheless…is the resemblance between the Horned Woman, Alice and the player truly innocent?
The prospect that Baroque is occuring in a bio-mechanical simulation leads in the other direction. Dream logic would then be part of the world-building…and uncanny doubling is a common dream phenomenon. The player, Alice, the Archangel and Eliza could be different layers of the oneiric nesting doll.
This also implies that the most common experiences constitute the bulk of the probable design of the simulation. Whatever the simulation is expressing…it is probably doing it through the Nerve Tower and the Archangel. If this is the bulk of what the simulation expresses, then the Nerve Tower and the Archangel are the most direct point of contact between the human host of the simulation and the machine they are connected to in the waking world.
What do nerves do? Connect brains to bodies.
Here’s the first part. Otherwise, to be continued.






































































