Stephen King's the Dark Tower: The Complete Concordance Revised and Updated (100 page)

BOOK: Stephen King's the Dark Tower: The Complete Concordance Revised and Updated
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JAKE’S DOOR (MANSION VERSION):
See also
STONE CIRCLES
. III:200–204, III:205–12, III:219

PORTALS OF THE BEAM:
See
PORTALS OF THE BEAM
and
BEAMS, PATH OF THE
,
listed separately. See also
GUARDIANS OF THE BEAM
,
in
CHARACTERS

SHARDIK’S LAIR:
See
PORTALS OF THE BEAM
and
BEAMS, PATH OF THE
,
listed separately. See also
GUARDIANS OF THE BEAM
,
in
CHARACTERS

SHEEMIE’S MAGIC DOORS:
Although teleportation is a talent forbidden in THUNDERCLAP’s DEVAR-TOI, Roland’s old friend SHEEMIE RUIZ can make Doorways with his mind. When Roland was young, Sheemie used this skill to follow our gunslinger and his original
ka-tet
to GILEAD. Sheemie used this ability again to help TED BRAUTIGAN escape the Devar-Toi and return to his home state of CONNECTICUT. Unfortunately, when Sheemie uses this skill (as he does several times to help our
tet
), he has tiny strokes.
See
BREAKERS
: RUIZ, STANLEY (SHEEMIE),
in
CHARACTERS

SPEAKING RINGS:
See
STONE CIRCLES
(SPEAKING RINGS),
listed separately

STONE CIRCLES:
See
STONE CIRCLES
,
listed separately

THINNY:
See
THINNY,
listed separately

TODASH:
See
TODASH
,
listed separately

TRAINS BETWEEN WORLDS:
See
BLAINE’S ROUTE
in this section. See also
NORTH CENTRAL POSITRONICS
: BLAINE,
in
CHARACTERS,
and
ATCHISON, TOPEKA, AND SANTA FE RAILROAD
COMPANY,
in
OUR WORLD PLACES

UNFOUND DOOR:
In the Dark Tower series, the Unfound Door has three manifestations. The first time we see it, it is a freestanding ironwood door located in DOORWAY CAVE, high in the ARROYO COUNTRY of the BORDERLANDS. In this incarnation, it bears a strong resemblance to the BEACH DOORS, through which Roland drew EDDIE and SUSANNAH DEAN into MID-WORLD. Like the portals Roland found on the shores of the WESTERN SEA, the Unfound Door stands six and a half feet high and has no visible support, its hinges apparently fastened to nothing. However, whereas the Beach Doors were marked with the High Speech words for
The Prisoner, The Lady of Shadows,
and
The Pusher
(the final of these being the door which led Roland to the evil JACK MORT), the Unfound Door is marked with hieroglyphs. These hieroglyphs mean
Unfound
and also appear on the ghostwood box containing BLACK THIRTEEN. Etched upon the Unfound Door’s crystal knob is a ROSE.

By the time our
tet
arrives in CALLA BRYN STURGIS, the Unfound Door has been in Doorway Cave as long as PERE CALLAHAN has been in the Calla (probably between five and ten years). In fact, the two of them appeared together in that cavern, which, before their arrival, had been known as the Cave of Voices. Callahan, the Unfound Door, and Black Thirteen were transported to the arroyo cave from the MOHAINE DESERT’s WAY STATION. The magician who did the transporting was Roland’s old nemesis WALTER. Since the Unfound Door had not previously existed in the Way Station (otherwise Roland and JAKE would have seen it during their sojourn there), we can assume that Walter conjured it from another
where
and
when.
This would be completely consistent with the Unfound Door’s later appearances in the series.

While in the Cave of Voices/Doorway Cave, the Unfound Door is locked. Although it has no keyhole, it does have a key. That key is MAERLYN’s most dangerous magic ball, Black Thirteen. Despite the many risks involved in waking Thirteen, our
tet
uses it to open the door so that they can travel to other
wheres
and
whens.
With Roland’s help, Eddie uses ball and door to travel to NEW YORK CITY, 1977. With Roland and Eddie’s aid, Pere Callahan uses them to travel to New York and to STONEHAM, MAINE. At the end of
Wolves of the Calla,
MIA, Susannah’s demon possessor, opens the door for what she hopes will be a final time. Taking Black Thirteen with her, she escapes to New York City, 1999, where the servants of the CRIMSON KING await her arrival.

However, the Unfound Door’s job in the Callas is not over yet. With the help of the MANNI, our remaining
tet
-mates reopen the door so that they can complete their quest. Callahan, Jake, and OY travel to New York City, 1999, to pursue Susannah-Mio. Roland and Eddie travel to Stoneham, Maine, circa 1977, to track down CALVIN TOWER (owner of the Vacant LOT) and to meet our
kas-ka Gan,
STEPHEN KING.

We next encounter the Unfound Door in the final book of the Dark Tower series. Only three members of our
tet
—Roland, Susannah, and Oy—still struggle onward toward their goal. Although Eddie and Jake are dead, Susannah begins to dream about them. In her dream, Eddie and Jake are in a snowy CENTRAL PARK. Behind them is the Unfound Door. This ironwood dream-door looks exactly like the Unfound Door in Doorway Cave, only below the hieroglyphs for
Unfound
are the words
The Artist.
The knob is no longer crystal but solid gold, and filigreed with the shape of two crossed pencils—#2’s whose erasers have been cut off. When they are but a few days’ journey from the Tower, PATRICK DANVILLE, the artist whom Susannah and Roland rescued from DANDELO in the WHITE LANDS OF EMPATHICA, draws this second version of the Unfound Door so that Susannah can escape Mid-World. Although the door he draws does not have
The Artist
written upon it, and though the knob is of a plain shiny metal, not filigreed gold, it bears the necessary hieroglyphs and so works perfectly well. Susannah leaves Mid-World through this ironwood portal and joins her beloved
ka-tet
mates (who in this particular ALTERNATIVE AMERICA are named Eddie and Jake TOREN) in a wintertime Central Park.

The final time we encounter the Unfound Door is at the base of the DARK TOWER itself. Roland’s long journey ends at a ghostwood door banded with black steel. Upon it, engraved three-quarters of the way up, is the hieroglyphic
sigul
meaning
Unfound.
As Roland lays AUNT TALITHA’s cross and his final remaining six-gun at the Tower’s base, the hieroglyphs change. The door which Roland has been seeking all of his life transforms from Unfound to Found. Through this, the Found Door, Roland enters the Tower.

UNFOUND DOOR AND DOORWAY CAVE/CAVE OF VOICES:
V:335, V:399–400, V:407
(indirect),
V:408–16
(two thousand feet up;
408–10 described; 411 previously Cave of Voices),
V:421, V:458–65
(Unfound Door only),
V:466, V:468, V:505, V:508, V:509–48
(Roland waiting there),
V:549, V:550–51, V:573, V:584, V:590–600
(door),
V:618–27, V:642, V:687, V:699, V:702, V:703–9, VI:3–8
(under discussion),
VI:12, VI:21, VI:26
(cave),
VI:28–43
(34
—kra kammen
means “house of ghosts”),
VI:49
(indirect),
VI:64, VI:80–82, VI:122
(Unfound Door),
VI:124, VI:129, VI:142, VI:164, VI:167, VI:307, VI:308, VII:36
(Cave of Voices),
VII:88
(Cave of Voices),
VII:123
(Unfound Door),
VII:143, VII:196, VII:239, VII:416, VII:447
(inside sai King’s head),
VII:540, VII:743

UNFOUND DOOR DRAWN BY PATRICK DANVILLE (ARTIST’S DOOR, EBERHARD-FABER DOOR):
VII:724–25, VII:729, VII:738–50, VII:751–52

UNFOUND DOOR TO THE DARK TOWER:
VII:820–21

WIZARD’S RAINBOW (MAERLYN’S MAGIC BALLS):
See
MAERLYN’S RAINBOW
,
in
CHARACTERS

MECHANICAL DOORWAYS (OLD ONES’ DOORWAYS):
Both our world and MID-WORLD are riddled with mechanical doorways left over by the GREAT OLD ONES. At one time, 595 working mechanical doors existed below CASTLE DISCORDIA and the FEDIC DOGAN alone. More than thirty of them were one-way ports leading from NEW YORK CITY to FEDIC. Unlike magical doors, mechanical doorways are
dedicated.
In other words, they always open onto the same place.

The Great Old Ones (who, as we all know, learned to merge technology and magic) built doorways to other
wheres
and
whens
for mere entertainment. For example, anyone wishing to witness the assassination of President JOHN F. KENNEDY had merely to enter the ROTUNDA portal (located below Castle Discordia and the Fedic Dogan) marked DALLAS (NOVEMBER 1963)/FEDIC. Anyone wishing to see the Lincoln assassination had only to go through the door marked FORD’S THEATER. Like the cyborg GUARDIANS, ANDY the Messenger Robot, and BLAINE the Insane Mono, the mechanical doorways between worlds were manufactured by NORTH CENTRAL POSITRONICS. VII:73–74, VII:200

BOMBAY/FEDIC DOOR:
VII:78

DALLAS (NOVEMBER 1963)/FEDIC DOOR:
VII:78, VII:538

DOOR TO TODASH DARKNESS:
According to MIA, below CASTLE DISCORDIA is a door that goes TODASH, or to the no-place between worlds. Although this door was probably created by mistake, the CRIMSON KING uses it to punish his worst enemies. Anyone unfortunate enough to be pushed through this door will wander, blind and insane, until eaten by one of
todash
’s many monsters. VI:248–49, VII:562

FEDIC/THUNDERCLAP STATION DOOR:
This doorway leads from the ARC 16 WOLF STAGING AREA to THUNDERCLAP STATION, six miles from the DEVAR-TOI. Although the robotic WOLVES have been using it for decades, this portal is in terrible shape. Any human unlucky enough to pass through it feels as though he or she is being turned inside out. Once on the other side, he/she is overcome with a terrible, gut-spewing nausea. Unlike the other magical and mechanical doorways we have
encountered so far, this one is made of steel, not ironwood. It is painted green and bears a
sigul
which resembles a cloud with a lightning bolt. VII:151–52, VII:179, VII:187–88
(marked with a cloud and lightning
sigul), VII:190, VII:194–200, VII:203

FORD’S THEATER DOOR:
This door leads to Ford’s Theater, in WASHINGTON, D.C. We can also assume that it always opens onto April 14, 1865—the day on which President Lincoln was assassinated. (He was killed while attending the play
Our American Cousin.
) VII:538, VII:561, VII:562

FORTY-SEVENTH STREET DOOR (BLEECKER STREET, NEW YORK CITY):
Like the NINETY-FOURTH STREET door, NEW YORK CITY’s Forty-seventh Street door links both the MULTIPLE AMERICAS and the multiple New Yorks. In all of its manifestations, this door is located on BLEECKER STREET, between FIRST and SECOND AVENUES. However, in some versions of New York, the door stands in an empty warehouse. In other versions of the city, it stands in an eternally half-completed building. VII:105

NEW YORK #7/FEDIC DOOR:
This door leads from the tunnels below the DIXIE PIG to the EXTRACTION ROOM in the ARC 16 EXPERIMENTAL STATION in FEDIC. It is made of ghostwood. After SUSANNAH DEAN is dragged through this door by SAYRE and his
closies,
it burns out. Hence, when our other
tet
-mates travel from the Dixie Pig to Fedic, they are rerouted to a default door (NEW YORK #9/FEDIC), located in the ROTUNDA below CASTLE DISCORDIA and the FEDIC DOGAN. SUSANNAH has the robot NIGEL carry her from the Extraction Room to the Rotunda so that she can meet her friends. VI:373
(indirect),
VI:377–79, VII:74

NEW YORK#9/FEDIC/FINAL DEFAULT DOOR:
At one time, more than thirty one-way portals led from NEW YORK CITY to FEDIC. However, after the FEDIC DOGAN’s EXTRACTION ROOM door (NEW YORK #7/FEDIC) burns out, only #9 Final Default remains. All operational doors leading from New York to Fedic now transport to this doorway. VII:74, VII:78–80, VII:110
(New York side),
VII:133–38, VII:146, VII:529, VII:538

NINETY-FOURTH STREET DOOR (NEW YORK CITY):
This doorway connects alternative versions of NEW YORK CITY. Unfortunately, it is usually on the blink. VII:105

SANTA MIRA/THUNDERCLAP DOOR:
TED BRAUTIGAN and his fellow BREAKERS—TANYA LEEDS, JACE McGOVERN, DAVE ITTAWAY, and DICK of the forgotten last name—were all brought to END-WORLD through this door. VII:287–89, VII:297

SHANGHAI/FEDIC DOOR:
VII:78

DRAWERS

According to SUSANNAH DEAN (previously ODETTA HOLMES/DETTA WALKER), the Drawers are places that are spoiled, useless, or both. However, they are also places of power. In many ways they resemble psychic trash middens. The Drawers are a kind of WASTE LAND.

I:90, II:327, III:44–46, III:82, III:264, III:347, III:377, III:407, VII:733

DETTA AND
FORSPECIAL
PLATE:
II:194–96

DETTA’S SEX HAUNTS:
These locations (RIDGELINE ROAD outside NUTLEY, ROUTE 88 outside AMHIGH, and THE RED WINDMILL) were places where Detta Walker vented her rage against white men. The negative force of her emotion, and the experiences she had in these places, transformed them into a kind of psychic Drawers. III:196–97

E

EASTERN PLAIN (CALLA BADLANDS)

See
CALLA BADLANDS

ELMVILLE

See
DEVAR-TOI

EMPATHICA, WHITE LANDS OF (WESTRING, SNOWLANDS)

The White Lands of Empathica are the snow-laden lands located southeast of the DISCORDIA BADLANDS. Unlike the Badlands, which were poisoned by the CRIMSON KING, the White Lands still contain living creatures. After their terrible encounter with the false UFFI at LE CASSE ROI RUSSE, Roland, SUSANNAH, and OY travel into the hilly White Lands, where they hunt deer, make themselves some winter clothes, and build a travois. (Susannah even makes snowshoes for Roland.)

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