You try to explain, and Tracey does her best to be helpful, but only really knows how to process immigration requests. Knowing you’ve wasted your time, you feel tired and must lose 1 MIND point as you return to the city centre. If you have the codeword Cetus, turn to 99. If not, turn to 140.
274
The game is a standard game of chance; you win about half the time and lose about half the time so don’t make any money from this endeavour, but you do enjoy making some new friends and new memories. Increase your HEART points by 2 points.
After a while, you decide it is time to leave the bar and return to the city centre. You go to pick up your coin, but it is not there and no-one in the group admits to knowing where it is. They all demonstrate their love for amateur dramatics by pretending they have no idea where it is, and you conclude that your only viable option is to allow them to keep it. Remove the coin from your adventure sheet.
Gritting your teeth, you make your way out. Turn to 107.
275
The sound of the footsteps behind you continue as you take the steps down three at a time, following the alley round to the left at the foot of the stairs. You run forward and can see an opening on the left-hand side of the alley ahead. Do you take this (turn to 226) or keep running straight forward and up another flight of stairs (turn to 217)?
276
The next two weeks are taken up in briefing upon briefing, exercise upon exercise. It is simultaneously exhausting and exhilarating, as you find yourself pulled towards the motivation of your first launch. The mission is scheduled to take 18 months, most of which you will spend in cryogenic sleep. The launch will take you into the earth’s orbit, at which point you will all enter a series of pods and enter hibernation. The autopilot will then use the gravitational field of Mars to slingshot you out towards the meteorite and wake you two days before it is time to intercept and begin your analysis. Following mission completion, you will return to earth in a frozen state again.
The team continues to gel together, and you begin to anticipate one another’s moves before they happen. You are encouraged by your commanding officers’ feedback on your performance and that of the team, and even the thought of being stuck for months in a ship with Pauline is balanced out by the strong friendships you’ve formed with the others, particularly Catalina.
The night before the launch, you all have a final celebratory dinner together and spirits are high. Even Pauline seems to be positive about the experience, and you and she manage to have perhaps your first conversation ever in which she’s smiled. You walk back to your room afterwards with James, recalling the last two months, how you’ve seen so many trainees leave and how it feels a bit unreal that by this time tomorrow you will be in orbit.
Climbing into bed, you don’t have any trouble falling to sleep, and have a disturbing dream. In it, you are trying to get through the door of the main lecture hall, and Catalina keeps getting in your way. You call to Bartu, who tries to help you, and James, who sees what is happening and runs straight past the both of you to take his seat. You also call to Pauline, who approaches as if to help and then slaps you in the face with such force that you collapse. She leaps on you, hitting your head with her fists, and Catalina joins her. Bartu at this point backs away and you can’t see him anymore, and then James arrives. He pushes Pauline and Catalina out of the way, then pulls you to your feet. You are about to thank him, when he swings a punch at you and knocks you to the ground.
You wake up with a start, your entire body clammy with sweat and your heart beating so hard you swear you can hear it. Anxious about falling back to sleep, you have a shower and go for a walk before breakfast.
By the time the others join you, you have managed to rationalise that it was only a dream, although you can’t shake a sense of distrust in every member of the team.
You have a couple of hours before you have to board the ship, so you may want to do some last-minute preparation. If you would like to visit the storage units to see what extra kit you could pick up, turn to 33. If you would like to talk to the team, turn to 139. If you would like to spend some time in silent contemplation about your life so far and the mission you’re about to embark on, turn to 7. Or if you’d like to head straight to the ship, turn to 201.
277
As you speak, you see her expression soften and you relax as you realise that your life will continue for more than five minutes. She slips the baton back into her belt.
“Ok then, here’s the deal.” She hands you a card. “On this are the details of the payment. Double the amount before 9am tomorrow and you will be alive to see 9:05.” Then she turns and runs off. Record the codeword Eridanus on your adventure sheet.
Relieved at your narrow escape, you breathe a sigh of relief and make your way back through the alleyway and emerge back out on the walkway.
Turn to 200.
278
You step forward, explaining to Pauline in what you feel is a reasonable yet firm manner that the rest of you have been waiting patiently, and it’s only fair that she also waits her turn.
“Are you kidding me?” she says, scornfully. “This entire process is about not sitting back and waiting your turn. You might as well pack your bags now, loser.”
She turns her back to you and assertively moves forward to take the place you felt should have been yours without a single look back. As she does, you notice a badge drop from the corner of her bag, which you pick up. It has a logo with a sword, a shield, a star and a moon on it, and makes the wearer out to be an Associate of Cryogenic Destiny (ACD). You recognise the acronym as one used by members of a niche group called the Cryogenic Destiny Tribe, or CDT. The CDT has odd, cultish ideas around the idea that only ACDs will ever survive in space, but this is the first evidence you’ve seen that it’s anything more than a work of fiction.
If you’d like to wear the badge, make a note of this on your adventure sheet, otherwise you can put it in your bag or drop it. Now turn to 85.
279
You spot an opportunity to run, and set off away from the prison, but one police officer is too fast and tackles you to the ground. You will have to fight them!
Police officer
BODY 5
SPIRIT 4
If you win, another police officer now has you trapped; you can surrender if you like (turn to 214) or fight them (turn to 160).
280
The orange square spins around again, grows to the size of the screen, then changes to a lime green colour, and a message appears:
ACCESS DENIED.
It is then that you notice a small countdown timer in the corner of the screen, which grows into the centre, revealing its title: Estimated time to crash landing.
As you hit the earth’s atmosphere, the ship is rocked violently, and only the cushions on the chair you are in protect you from being flung out and across the floor. You see the ground beckoning you closer as you are forced back into the seat.
Thankfully, the immense gravitational pressure knocks you out, so you are unconscious as you hit the ground and die.
281
The General sits you down when you arrive, and explains why you were called in.
“Pauline on your team was a bit unhappy about having to do the extra training, wasn’t she, captain?” You nod. “I’m wondering whether or not is was the right decision to push ahead with the training, and whether you ought to apologise to her tomorrow at breakfast. What do you think?”
You think this may be a test of your leadership skills. Do you strongly defend your position, saying it was the right call to make and that others in the team have already congratulated you on it (turn to 247) or do you admit that Pauline might have been right after all, and that perhaps you need to eat humble pie and let the team know you did the wrong thing (turn to 18)?
282
The excitable young man escorts you to the library and shows you how to find your way around by yourself. You thank him and begin to explore, working your way down the first
aisle you come to and inspecting the books.
Without warning, something heavy lands on your back, knocking you to the floor. You immediately roll over and push it away; it is the man from the reception desk, who is much stronger than he appeared at first! You will have to fight him.
Receptionist
BODY 4
SPIRIT 5
You find a message in his pocket offering him 200 Martian credits along with a picture of you. You resolve to keep your guard up as you return to the city centre. If you have the codeword Cetus, turn to 99. If not, turn to 140.
283
You collapse in exhaustion as you deliver the final blow and James’ body slumps against the wall, becoming visible again.
Pauline dives next to you and embraces you, leaning back to allow Catalina do the same, and the three of you fight to hold back the tears in relief that the battle is over and in sadness at the death of your friend, and at your lost lives.
The door opens to allow a medic to enter to tend to your wounds, and you struggle to hear the words of gratitude and congratulations directed at you by so many others around the room. Turn to 300.
284
If you have the codeword Virgo, turn immediately to 26. If not, turn to 251.
285
Who has given you enough reason to want to accuse them? Will you point the finger of blame at Catalina (turn to 206), James (turn to 106) or Pauline (turn to 151)?
286
You gather the team, and share a story with them of Sacagawea, a native American born in the late 18th Century. You explain that she was kidnapped as a girl and then purchased to be the wife of an explorer, overcoming her challenging upbringing to support Lewis and Clark build Fort Mandan on the Missouri River and recruit members for their expedition, all while pregnant.
While raising her children, she was an important part of this high-profile expedition as a guide and an interpreter and earned the respect and admiration of the rest of the members, helping the group achieve great things. She was brave, resourceful and resilient, and above all did everything sacrificially for the team’s purpose.
You turn to the team and say that you will all achieve great things too, and you all have a part to play – that may be the Lewis and Clark role of fame and recognition, or it may be the Sacagawea role.
The team responds very positively and even Pauline says she is excited to get the mission moving. Increase your HEART by 1 point. Now you can go to the storage unit if you haven’t already (turn to 33) or if you’re ready you can board the Altimer (turn to 201).
287
You follow the corridor, which continues for some distance. Ahead it looks like it turns a corner to the right, and you can see the edge of a flashing red light in that direction.
When you get to the corner you notice a door on your left-hand side with a sign above declaring it to be the kitchen, and the corridor as it bends to the right leads to an impressive door marked clearly as the bridge.
The whole team begins marching towards the bridge, and you stride in and through the door. Turn to 16.
288
You place the keycard against the reader, and the door opens. You mutter a word of thanks to the owner for having lost it in the first place and float forward. Turn to 159.
289
You find the two men in the little walled garden, standing on a bridge over a little stream and joking about what food they’ll most miss in space.
Do you join in their conversation and suggest that Thai green curry will be in your dreams when you’re off world (turn to 28), or do you ask what advice they might have for you (turn to 66)?
290
You say you are looking for the source of the alarm, and the robot pauses what it is doing, and seems to look at you, although you have no idea where its eyes would be; its body is one smooth cylinder.
“Allow me to pose you a question,” the robot says, with a patient tone. “Imagine that you have just dived into the ocean. You are surrounded by water on every side, and the sunlight in the water casts beautiful flickering fingers all around you. Now imagine that a fish swims up to you and asks where the nearest post office is. How will you respond?”
You feel completely thrown off balance. With the alarm affecting your ability to think straight, this robot that a moment ago you were considering attacking is now asking nonsensical philosophical questions. Do you reply that you would kindly explain that the post office is about 100 yards inland and that you’d be happy to take a message (turn to 166) or do you say that you have no idea because you’re underwater, and wish that there were a fish around to be able to ask (turn to 48)?
291
“Hm, yes, strange old business that. I’ve not seen any images from the Altimer but have heard descriptions of what was found and think we’re going to have to update our engagement instructions. The only life forms we’ve found with two mouths are nowhere near advanced enough to leave their home planet and aren’t even considered a threat, so either they’re somehow being used by a more intelligent species or we have something potentially bigger on our hands.”
At that moment, there is a sharp rap on the door and the colonel looks up.
“Oh, sorry,” he says. “Lovely to meet you, but I have to go. Enjoy the city!”
You are politely shown out of the headquarters and return to the city centre. If you have the codeword Cetus, turn to 99. If not, turn to 140.
292
The pre-launch checks are thorough and intricate, so it takes all of your concentration to ensure that each element is checked.
You find one component, the water valve for one of the backup booster rockets onboard, that you know very rarely fails tests and is ever-so-slightly outside of tolerance. Anticipating this will be fine, you send a quick message to ground control, and after a long conversation they end up replacing the component.
Upon a second inspection, all checks pass. Turn to 100.
293
If you have the codeword Virgo, turn immediately to 5. If not, turn to 37.
294
You follow the alleyway forward, round a corner to the right, up a flight of stairs, left at the top, forward for some distance, right again and up another flight of stairs, then left and down a long flight of stairs that leads you out over a long bridge connecting the two blocks of buildings. Looking over to your right you can see the long bridge you were originally tempted to cross and wonder if this would have been easier had you gone that way instead, although you realise that you can’t hear the footsteps behind you and as you come to the end risk turning round to see who’s coming.
It looks like you’ve escaped!
You follow the alleyway on for a while behind the next set of buildings, aiming to join the main thoroughfare and eventually emerge into a large, open space one might mistake for a Mediterranean plaza. Cafes, shops and churches line the edges and no walkways or shuttle tubes pass overhead, giving a rare glimpse of a square of sky above.
Turn to 200.
295
You release the toolbox and look up, spotting your teammates are now all in the corner, waiting for you to join them. You launch yourself in their direction and don’t think about the toolbox until it cracks you on the shoulder.
Lose 1 BODY point and turn to 216.
296
You throw yourself into the bar, knocking into a local carrying a drink in doing so.
“I’m so sorry!” you apologise, and explain you will buy them some more, but they don’t want to hear it. You have perhaps escaped from an assassin but have run straight into an aggressive drunk, whom you will have to fight.
Hooligan
BODY 5
SPIRIT 5
If you win, you can take the packet of food he was carrying and turn to 82.
297
James nods in agreement and thanks, and puts a tender arm around Bartu while the rest of you continue down the corridor.
You’ve not floated down the corridor more than ten yards before you hear J
ames’ voice behind you. Turning, you see him flying toward you to catch up.
“We were too late,” he explains, looking back apologetically at Bartu, now lifelessly hanging in the air. “He died almost straight away. All he said was that we need the password to access his console in the bridge, which is 723.”
You make a mental note of the password, close your eyes momentarily to pass a thought to Bartu’s soul, and gather yourself to continue to the bridge. Turn to 287.
298
Wedged behind one of the sinks you find a Swiss army knife, which looks like it might come in handy at some point. You may take it with you if you like.
Leaving the room, you can cross the corridor and go through the door opposite (if you haven’t already) by turning to 253, or you can turn left and continue down the corridor by turning to 93.
299
A little hesitantly, after the rest of the class has filed out of the room, you approach his desk.
“Yes?” he asks, accusatively. You explain that he asked you to come and talk to him. “Ah yes,” he responds, then laughs conspiratorially. “I do tend to forget things,” then he taps his nose. “Never mind. Right then. Have a look at this.”
He points at the square you had solved earlier, and asks what you notice about it. After floundering around for a moment, he asks you what the time is, and that’s when you notice your watch is missing. You spin on the spot to see where it’s fallen, and look up to see him dangling it from his fingers.
“It’s always helpful to know a little sleight of hand,” he chuckles. “Just a little bit of fun, you understand, but I do like to reward maths skills with something a little more…erm…tangible. Try this!”
Within a couple of minutes he has taught you a new movement that you think may come in handy later on. You may increase your BODY score by 1. Thanking him, you leave the hall. Turn to 215.
300
You are taken to a comfortable hospital to recover, appreciating the company of Catalina and Pauline who tell you everything that has apparently been happening behind the scenes.
The Altimer Page 13