You are nearly deafened by unseen clangor. A thousand bells might be roiling a foot above your head. The noise is dampened to the east, where you can hear an occasional sharp rap, and to the north, where an echoing plipping noise gives the impression of dripping water. The noise is a thousand incessant bells, from an ice-sweet chime to a fierce, deep gongen. Not one of them pauses, for one moment.
Metaphysical moments come thick and fast towards the end.
You find yourself drifting among clouds, with vague feelings of attraction and resistance interfering with your progress. When they ask you questions, you don't know what they mean. In most games, this would mean you'd missed out the bit where you found out the answers. In So Far, the author has pushed the idea that in a strange world, the player might well face strange incomprehensible things, and to pass through that world, he might well have to figure out what they can do for him. The player will not get his hand held here.