A mechanical woman has entrenched herself in the highest room of her tower: an empty room in perfect stillness.
Here she could sit forever in a state of eternal peace. But an insidious knight sneaks in to drive her away, she calls it ‘rescue’. The mechanical woman does not want to leave the tower under any circumstances. She wants nothing more of the rooms below where she once lived, of a life full of excitement, creative urge, love, danger and pain. And above all, she wants nothing more to do with the reason she once created the tower and with it her cold, mechanical self. But the knight, who herself seems torn between pain and rage, will not leave her in peace until they both stagger down the tower piece by piece and are confronted with the history that has been left behind in the untouched rooms.
The spatial development of the tower is of central importance for this animation project. The design of the rooms themselves bear witness to the character's previous states and thus tell their prehistory on the way to the top. On the one hand, the tower is the main venue and, at the same time, becomes a parallel story itself, which is told backwards on the descent.