This update was originally posted a few days ago, but lost due to the forum corruption. Here’s a copy from my backup; it should be the same apart from any minor edits I made after originally posting.
Part 6 - Amazing spaces
Our initial tour of Oxford took a long time, so we’ll check out the spaceport next, since the spoiler-free map makes it look like there’s not such a huge area to explore there. But before we do that we’re going to chase down a couple of leads in the Quotient HQ region.
>FLY TO HQ
You take off from the Hidden Airbase and fly to Airstrip. (it’s fast)
Airstrip (in the Quotient Jet)
This hidden airstrip is exclusively for Quotient. The Quotient Jet is housed here. It is the fastest non-military jet in the world.
The only way to leave the airstrip is via the jet or the hyperloop.
You can see a Pod (empty) here.
In the Quotient Jet you can see a treat cupboard (empty).
We exit the jet, enter the hyperloop pod, and then make our way back to …
Conference Room
A secure communication device, or SCIF, is here. It is used for connecting with the President.
You can also see a meeting chair here.
>TURN ON SCIF
You flip the switch on the device, and a hologram of President Bridget O’Connor and Prime Minister Jason Stevenson appears.
(You’ve done this before.)
>TALK TO PRESIDENT
“Hello Madam President”
“Hello. I heard Martin has recruited you?”
>ASK PRESIDENT ABOUT LOST LODGE
There is no reply.
So much for that idea.
>N
Martin’s Office
This is Martin’s office. Martin is the founder of Quotient. The office contains a beautiful teak desk with a leather chair and has a built-in bookcase. The room has a coffered ceiling. There is a photo on the wall.
You may return to the conference room to the south.
Martin is standing here quietly. He is one of the original founders of Quotient. In his late 50s, Martin is a tall, fit, and sharp-minded leader. He has salt and pepper hair. He is still as fit as when he was thirty-five. He looks to be in deep thought.
You can also see a leather chair here.
Martin looks up from his desk, “Back so soon?”
>SHOW PENDANT TO MARTIN
“The pendant’s finish is like a mirror. It reminds me of the one Lancelot is wearing in the tapestry.”
>ASK MARTIN ABOUT PENDANT
Martin narrows his eyes. “Do you have any important questions?”
Well, we were mostly just passing through.
>U
Martin guides you through the escape tunnel.
We make our way out of the farmhouse to …
Yard
Desmond, Sarah’s husband, the CTO at BrightStar, and a key ally in the mission against the Quantum Contingent is here.
>X DESMOND
Desmond is Sarah’s husband and the CTO at BrightStar. He is not a spy but is supportive of the team in his own way. He is holding a flint and a steel striker.
@simpsong00 DM’d me to apologise for the fact that when we tried to ASK DESMOND FOR STRIKER, we got an unhelpful default response, because what we actually need to do is:
>ASK DESMOND ABOUT STRIKER
It’s supposed to spark, but I’ve had no luck. Here, you give it a try.
Desmond hands you the flint and steel striker.
>STRIKE STRIKER
This produces no response at all!
>SPARK STRIKER
That’s not a verb I recognize.
>STRIKE BONFIRE
You can’t see any such thing.
The location description refers to “a place where a bonfire used to be” but I’m not sure if that’s something we can refer to.
>STRIKE KINDLING
Also nothing. Anyway, if we want to make a fire we need something to burn, and there’s a big pile of leaves around the corner.
>S
Headquarters Entrance
>E
The Gate
You can see pile of leaves here.
How can we transport a pile of 69,105 leaves? Could it be as simple as …
>TAKE LEAVES
You take pile of leaves and examine it carefully.
Um, a pile of leaves, do you want to count them?
Guess so!
>W
Headquarters Entrance
>N
Yard
Desmond, Sarah’s husband, the CTO at BrightStar, and a key ally in the mission against the Quantum Contingent is here.
>GIVE LEAVES TO DESMOND
Desmond doesn’t seem interested.
>PUT LEAVES ON FIRE
You can’t see any such thing.
Maybe we can refer to “place where a bonfire used to be” as PLACE?
>X PLACE
To get a description of your surroundings, try typing LOOK.
Retrying as:
LOOK
Type UNDO if this isn’t what you wanted to do, or CORRECT OFF to stop automatically correcting commands.
… and then we get the location description. I guess some first time parser players might try commands like LOOK AT THIS PLACE rather than just LOOK?
>X BONFIRE
You can’t see any such thing.
Okay, let’s just drop the leaves on the ground rather than trying to put them in any kind of designated spot.
>DROP LEAVES
Dropped.
>BURN LEAVES
How?
>STRIKE LEAVES
Still nothing!
>X STRIKER
It is curved so you can wear it over the knuckles of your hand and strike it against the flint.
Oh, the flint and the striker are separate objects?
>STRIKE FLINT
You must wear the steel striker over your knuckles, in order to hit the flint at the best angle.
>DROP KINDLING
Dropped.
>WEAR STRIKER
You put on the steel striker.
>STRIKE FLINT
You strike the flint against the steel striker and throw sparks onto the leaves; they make tiny circles of orange there. You can help the fire grow by blowing on the leaves.
I do like it when the game tells me what to do!
>BLOW ON LEAVES
You blow on the faint sparks on the leaves and turn them into the beginnings of flame. Now you need to burn something bigger!
I thought the leaves would be the main fuel for the fire, to be honest, and I was slightly confused that the game didn’t prompt us to use the kindling in some way. But if we’re meant to burn something bigger than the pile of leaves … well, a check of our inventory reveals that the only flammable things we’re carrying are a couple of books, and I don’t get the sense that this is a book-burning kind of game.
>BURN EMOTIONAL BAGGAGE
It’s not real… it is your subconscious.
Are the leaves still smouldering merrily away?
>BLOW ON LEAVES
The leaves are flaming already. It needs some easy to light fuel. Kindling perhaps?
Oh, okay. Normally I’d think of kindling as the bit you light first in order to get whatever your main fuel is to catch fire, but the game wants us to add the kindling now, so let’s do it. Maybe the leaves were stage 1, and the kindling is stage 2, and then Desmond is going to take over from there to put some proper logs on afterwards?
>PUT KINDLING ON FIRE
You can’t see any such thing.
>PUT KINDLING ON LEAVES
(first taking the kindling)
You take the kindling.
Putting things on pile of leaves would achieve nothing.
>PUT KINDLING IN LEAVES
That can’t contain things.
>BURN KINDLING
You succeed in lighting Desmond a proper bonfire. Congratulations. Unfortunately, this is only good for s’mores and points. It’s not really a secret agent kind of thing, but Desmond is much happier.
“Thanks! Help yourself to a s’more” says Desmond, smiling.
Something about the S’more reminds you of campfires.
>TAKE SMORE
You take the S’more. and examine it carefully.
The golden-brown marshmallow has been smashed into the melted chocolate with two graham cracker slabs, creating the perfect backyard campfire delicacy.
[Your score has just gone up by two points.]
Lighting the bonfire has successfully secured us another item of treasured food and drink!
>THINK ABOUT CAMPFIRES
I remember eating these s’mores over the campfire when I was a kid. Then we’d play in the cornfield north of the bonfire.
Wait … these s’mores? And the cornfield north of the bonfire is here too! I thought we’d never visited the Quotient HQ before, but now it seems we grew up here? Or have we somehow absorbed Desmond’s own memories?
Anyway, we didn’t go north from here before for fear that it led into the corn maze, but let’s take a quick look:
>N
Secret Path
A narrow, hidden path reveals itself. It seems to lead deeper into the cornfield.
You can go, east, west or south.
You can see a keycard here.
>TAKE KEYCARD
You take the keycard and examine it carefully.
It’s a keycard. It says Continuum Lab and has the Seal of Oxford University embossed over the center of the card.
A bird is chirping nearby…
Well, that explains how we’re meant to get in there with Cassie. Although it seems remarkably irresponsible of her to go dropping it in a field like this.
>W
Maze
A twisty maize maze of passages all alike.
( with lots of cornstalks. )
>X CORNSTALKS
These are REALLY tall cornstalks. They almost block out the sun.
>S
You can’t go that way.
From here, you can go east and west.
Ok, having a limited number of directions we can go in, and being told what they are, makes this a lot less awful than the classic “maze of twisty little passages”. Let’s just check we can retrace our steps:
>E
Secret Path
>W
Maze
>W
Maze
A twisty maize maze of passages all alike.
( with lots of cornstalks. )
A groundhog runs past you…"
Ok, more maze; let’s pick a direction we almost certainly can’t go in and hope it gives us the list of ones we can go in.
>U
You can’t go that way.
From here, you can go east and west.
Well, at least if you get hungry, you have corn…
So maybe this is just a plain old regular east-west passage?
>W
Maze
A twisty maize maze of passages all alike.
( with lots of cornstalks. )
>U
You can’t go that way.
From here, you can go east and west.
>W
Maze
We repeat this another six or eight times, and it appears that we can travel west down this path for as far as we like. Let’s try the old chestnut of dropping an item here so we can see when we return to the same location.
>DROP PAPERBACK
Dropped.
Well, at least if you get hungry, you have corn…
W
Maze
The breeze ruffles softly through the corn…
E
Maze
You can see a paperback here.
A bird is chirping nearby…
So at least going west and then east brings us back to where we started. What if we go further west?
>W
Maze
A groundhog runs past you…"
W
Maze
You can see a paperback here.
Okay, so going west twice brings us back to where we started. Let’s drop another item in the intermediate location so that we can recognise that one too.
>W
Maze
>DROP HARDCOVER
Dropped.
>W
Maze
You can see a paperback here.
Well, at least if you get hungry, you have corn…
W
Maze
You can see a hardcover novel, The Lion, The Witch, and the Wardrobe. here.
>E
Maze
You can see a paperback here.
A bird is chirping nearby…
So going east from where we dropped the hardcover takes us back to where we dropped the paperback, which checks out …
>E
Maze
The breeze ruffles softly through the corn…
Oh no. This isn’t the same as either of the previous maze locations; nor is it the “secret path” location we entered the maze from.
OKAY TEAM WE’RE DOING THIS. I head up to the study, sit down at the desk, grab pen and paper and start mapping … and discover, rather anticlimactically, that there are actually only three locations here; from the secret path, we can go west three times, entering a new location each time, and going west again from the third one loops back to the second.
What’s on the other side of the secret path?
>E
Secret Path
>E
Hidden Path
A narrow, hidden path reveals itself. It seems to lead deeper into the cornfield.
You can go east or west.
A bird is chirping nearby…
E
Cemetery
You’ve made it through the cornfield and reached the old cemetery.
You can go south or west.
There are many old worn tombstones here.
You can also see a flashlight here.
That flashlight sounds useful, but let’s check out those tombstones first.
>X TOMBSTONES
The tombstones are so old; they are almost worn past recognition. One of them reads Zimrod Flathead, 1799-1893.
I assume this is a Zork reference just from the name “Flathead”? We’ll check the tombstone again in case we get a different name each time:
>G
The tombstones are so old; they are almost worn past recognition. One of them reads Zimrod Flathead, 1799-1893.
The breeze ruffles softly through the corn…
TAKE FLASHLIGHT
You take the flashlight and examine it carefully.
The flashlight is currently switched off.
Okay, let’s keep moving.
>S
Clearing
You find yourself in a small clearing, a brief respite from the maze of cornstalks.
You can go north, south, or west.
You can see a Succulent here.
>TAKE SUCCULENT
You take the Succulent. and examine it carefully.
A small, green succulent, suitable for placing on a shelf or even on top of a sleek, fast-flying jet.
[Your score has just gone up by two points.]
I haven’t played Rocket League, but when we examined the screens in the HQ earlier it mentioned a car with a succulent on top, so I guess this is telling us to do the same with the Quotient jet?
>W
Dead End
The path leads you to a dead end.
The only way is to turn back.
Your watch vibrates. You have an incoming text from Martin.
Nice work. The flashlight should shine some light on the situation.
Has Martin been watching us all this time? Or did he just put the flashlight out in the cornfield with a hidden camera pointed at it to see how long it took us to stumble across it?
>E
Clearing
>S
Corn Maze
We get no location description (in BRIEF mode), so we’ve apparently visited this location before; is this where we came into the maze from the lane right at the start of the game?
>LOOK
Corn Maze
You stand at the entrance of a vast cornfield maze. Tall stalks surround you on all sides, you can go east, north into the corn, or south to the lane.
>X STALKS
It’s a Maize Maze… get it? The stalks are normal cornstalks.
>E
Maze
A twisty maize maze of passages all alike.
( with lots of cornstalks. )
And here’s another section of the maze proper. Since I already have pen and paper to hand at this point, I start dropping items and mapping right away; it turns out that this section of the maze consists of four locations, with a slightly more confusing set of connections between them, but there’s apparently nothing of importance here anyway, so we pick up all the dropped items and head back out to:
Corn Maze
>S
Lane
>W
The Gate
>W
Headquarters Entrance
>D
Old Cellar
An old set of shelves is here, filled with seashells.
Two old paint cans are here side-by-side like a set of dilapidated bongos.
>TAP ON CANS
You tap the top of the old paint cans with a rhythmic sequence, causing the set of shelves to slide sideways, allowing you to pass down to a secret passage.
>D
Darkness
It is pitch dark, and you can’t see a thing.
The secret door locks behind you.
We discovered earlier that we can pass through this area without needing a light source, but let’s turn it on just to check if there’s anything important here:
>TURN ON FLASHLIGHT
yourself switch the flashlight on.
Secret Passage
You are in a narrow secret passageway that appears to be carved out of stone. A short hallway is to the west.
You see the back of a set of shelves.
You can also see a spy glass here.
A spy glass sounds handy, since we need something to read the fine print on the jigsaw puzzle.
>TAKE SPY GLASS
You take the spy glass and examine it carefully.
It is a small handheld magnifying glass, making it easy to read very fine print… perhaps on something like a puzzle?
Ah, just in case we hadn’t worked this out for ourselves.
Unfortunately, although the puzzle is just upstairs, we’ve just locked ourselves inside the HQ again, so we have to go via Martin’s office and up through the escape tunnel. This would have worked out a bit more neatly if we’d wandered into the maze right at the start of the game, found the flashlight, and then we’d already have had the spyglass with us when we found the puzzle piece and went to put it in the puzzle in the first place. Anyway, we’re now able to:
>X PUZZLE
The puzzle is complete. With the final piece in place and the spy glass in hand, you can see that the The LOST poster says 48151623. A code…
So we got part of that code from the bowling balls already, but this confirms the whole thing for anyone who doesn’t know the numbers from LOST itself. Maybe at some point we’ll find out what the code is actually for?
Anyway, that resolves all of the obvious loose ends from the HQ area; the next part of the game plan was to go and check out the spaceport in the hope that we might be able to do something to fix whatever’s wrong with TARDIS. So after re-entering through the secret passage, we make our way to:
Airstrip
This hidden airstrip is exclusively for Quotient. The Quotient Jet is housed here. It is the fastest non-military jet in the world.
The only way to leave the airstrip is via the jet or the hyperloop.
One of Quotient’s jets is here primed and ready.
You can also see a Pod (empty) here.
While I remember, it probably doesn’t matter but let’s take care of our gear:
>TURN OFF FLASHLIGHT
yourself switch the flashlight off.
And then apparently we’re supposed to …
>PUT SUCCULENT ON JET
(the Quotient Jet)
yourself put the Succulent on the top of the Quotient Jet.
[Your score has just gone up by five points.]
I’m still not totally sure what’s going on here, but since we got points for doing that, it was probably important?
>X JET
(the Quotient Jet)
The Quotient Jet is a matte-black Gulfstream 950ER Superjet. It has what appears to be a small circular shelf on top of the cockpit. It features a custom interior featuring a conference table with a holographic projection screen. It also has a bedroom, and the treat cupboard is stocked with fresh chocolate-covered strawberries.
It appears there is a succulent on top of the cockpit like some sort of crazy hat.
>ENTER JET
(the Quotient Jet)
You get into the Quotient Jet.
In the Quotient Jet you can see a treat cupboard (empty).
>FLY TO SPACEPORT
You take off from Airstrip and fly to Spaceport. (it’s fast)
Nice hat on that jet! You are cleared for landing!
By sheer coincidence, apparently we needed to find that succulent in order to be able to fly here?
Spaceport (in the Quotient Jet)
Starbase, Texas is the town that surrounds the SpaceX launch and landing site near South Padre Island. Elon Musk started the town when he was perfecting the Starship. It has since grown into a thriving metropolis with many of the trappings of an even larger city. It was designed from the ground up to be ecologically friendly and ultra-high tech. The entire town runs on solar power. Battery backup and solar panels are distributed across all homes and commercial facilities but managed cooperatively. It is one giant virtual power plant. This is the Spaceport for launches into space.
You can see a SpaceX Rocket (in which is a cockpit) here.
In the Quotient Jet you can see a treat cupboard (empty).
>X SOLAR PANELS
The megapacks store up the excess solar power during the day and distribute the power across the homes at night.
This whole city-is-a-giant-solar-grid thing sounds pretty neat and utopian. My understanding is that the real Star base, Texas is not like this, so let’s assume that in this parallel universe, Elon Musk turned out to be just a guy who likes electric cars and spaceflight, rather than … whatever he turned out to be in this universe.
But speculating too deeply on that runs the risk of missing the most important thing in this location, which is: it’s a rocket! We’re going to spaaaaace!
>OUT
You get out of the Quotient Jet.
Spaceport
One of Quotient’s jets is here primed and ready.
You can also see a SpaceX Rocket (in which is a cockpit) here.
>ENTER COCKPIT
That’s not something you can enter.
>ENTER ROCKET
You need the energy of an Astronaut to enter the rocket.
What do we know that might give us energy?
>WEAR PENDANT
You’re already wearing that!
In which case, might it be …?
>DRINK DEW
Now you have the energy of an Astronaut!
>ENTER ROCKET
You get into the SpaceX Rocket.
The rocket has a cockpit containing buttons and a single blue lever.
>X BUTTONS
There is a yellow button, a black button and a red button.
>X LEVER
A blue lever that looks like it might open and close something.
Four controls? This is way more complicated than our jet!
>PULL LEVER
The docking clamps are now open!
I gather these rockets are expensive, so we probably want to avoid messing up the launch if possible. Does TARDIS have any hints?
>X TARDIS
Trying to get to Space I reckon?
>G
I love Space. It’s like diamonds on velvet.
>G
The rocket controls are easy, just be careful.
>G
I kind of like it when you push the red button.
>G
Why are you still examining me? Don’t you have the energy of an astronaut?
>G
I usually get my astronaut energy by drinking caffinated pop.
>G
Remember when all else fails: control-alt-delete
>G
I love Mountain Dew. It’s like TANG, its got great astrounaut vibes.
>G
What are you waiting for?
>G
I can’t tell you everything.
>G
Space, the final frontier… but not in this adventure!
Well, TARDIS suggested pushing the red button, so let’s try that.
>PRESS RED
WHOOP WHOOP, Ejection System Activated! You are thrown out of the rocket, experiencing 3g’s in the process. After being thrown clear, another explosion rocks your world as your parachute is blasted open, saving you from certain death as you drift the short distance back to the launch pad.
Spaceport
Starbase, Texas is the town that surrounds the SpaceX launch and landing site near South Padre Island. Elon Musk started the town when he was perfecting the Starship. It has since grown into a thriving metropolis with many of the trappings of an even larger city. It was designed from the ground up to be ecologically friendly and ultra-high tech. The entire town runs on solar power. Battery backup and solar panels are distributed across all homes and commercial facilities but managed cooperatively. It is one giant virtual power plant. This is the Spaceport for launches into space.
One of Quotient’s jets is here primed and ready.
You can also see a SpaceX Rocket (in which is a cockpit) here.
Okay, I laughed. Say what you will about this game, but it’s not afraid to indulge in a little slapstick.
>ENTER ROCKET
You get into the SpaceX Rocket.
The rocket has a cockpit containing buttons and a single blue lever.
>PRESS YELLOW BUTTON
You push the yellow button and the countdown begins!
10…
9…
8…
…
Do we have to wait for the rest of the countdown?
>Z
Time passes.
>Z
Time passes.
>Z
Time passes.
>Z
Time passes.
>Z
Matters will not mend themselves on their own.
>Z
Matters will not mend themselves on their own.
>Z
(If you are feeling lost, try HELP.)
That’s actually a pretty good feature to tell the player that waiting any more isn’t going to accomplish anything.
>PRESS BLACK
The thundering sound of the Raptor engines could be heard for miles as your extreme Uber ride lifted off. The giant SpaceX Starship lifted off through a cloud of smoke and arched over the ocean as you yell “To infinity and beyond!”
The SpaceX rocket shudders as it moves toward the final frontier! You glance out the window as you race upward, the G forces pulling you deep into your seat. You can only watch as the earth moves away from you at a rapid clip.
Your life flashes before your eyes as you contemplate the speed at which you are leaving your world behind! You start to wonder what you have done.
>X EARTH
The objects on the ground are getting smaller. Cars look like the matchbox cars of your childhood.
Surely, the cars should be too small to see within the first few seconds?
You consider screaming, but realize no one is listening, except maybe TARDIS.
>X FINAL FRONTIER
To boldly go where no one has gone before. Maybe there is a reason no one has gone here before?
Ha! You’re making me feel really good about this decision, game.
As the rocket races to the stars, the atmosphere thins and you begin transitioning to the inky blackness of space.
>X TARDIS
The G forces prevent you from doing almost anything.
You continue your ascent into the atmosphere, and stars start to blink into view. Is that because you are passing out, or because you are leaving the atmosphere, you aren’t sure.
>Z
The G forces prevent you from doing almost anything.
You are almost there, stay awake!
>Z
The G forces prevent you from doing almost anything.
You have now fully left the atmosphere, and the shuddering climb is now a smooth, arrow-like approach to your goal.
The first stage separates, and you feel the engines of the orbiter kick in. The roar of the engines is non-existent because of the vacuum of space, but their power can still be felt in the forceful jolts of the ship. Keep going!
>Z
The G forces prevent you from doing almost anything.
Thrusters kick in to slow you as you see TARDIS racing toward you.
>Z
The G forces prevent you from doing almost anything.
You have slowed and are starting to feel weightless.
>Z
The G forces prevent you from doing almost anything.
You have stopped just outside of TARDIS. You notice a nutter butter floating nearby. You meant to eat that before you took off.
It’s crazy how many cookies you find lying around in the cockpit of a spaceship just as it’s launching.
Blackness of Space (in the SpaceX Rocket)
You are in the vastness of space, having successfully launched from the Earth. You can see the docking ring of TARDIS nearby, and the blue marble you call home off in the distance.
A nutter butter is floating here.
The rocket has a cockpit containing buttons and a single blue lever.
>TAKE NUTTER BUTTER
You take the Nutter Butter. and examine it carefully.
The classic, peanut-shaped, cookie.
[Your score has just gone up by two points.]
>X DOCKING RING
I think it’s critical to your ability to dock???
I’m having trouble articulating just why I find this line quite so hilarious, but I do.
>DOCK
And how should we do that?
>PULL LEVER
You pull the lever and see the docking clamps start to move.
Tardis
The Dragon capsule begins firing its Draco thrusters to maneuver to the docking bay. The docking maneuver isn’t simple but appears so because of the automatic nature of the Dragon capsule’s autopilot software. You draw closer and closer until you hear a loud locking sound and feel a slight shake as the docking clamps lock the rocket into place.
You’ve successfully docked at the airlock to TARDIS. TARDIS is a boxy-looking station, similar in shape to a 1960s London police box — like Dr. Who’s time machine — only much larger.
Quotient even painted it TARDIS blue. You are now in the airlock.
A large titanium door is to the north. It has rivets around its exterior like it belongs on a submarine.
The titanium door is locked and has a keypad with numbers beside it. Type the numbers on the keypad to unlock.
You can also see a SpaceX Rocket (in which is a cockpit) here.
You exit the rocket and enter the airlock
Well, all things considered, it’s lucky that we found the secret code just moments ago, before we flew all the way up here for nothing!
>TYPE 48151623
You need to say: TYPE thing ON something
>TYPE 48151623 ON KEYPAD
The keypad beeps and the titanium door makes a clunking sound as it unlocks.
>N
(first opening the titanium door)
(first standing up)
The Control Center
The control center has lots of controls, but you don’t care.
There is a much cooler room to the north.
The airlock to return to the ship is to the south.
>X CONTROLS
Standard space station controls… kind of like Star Trek. Big glass panels with touch screen controls. Move along, the controls are all biometrically protected, and not for you.
I get the sense that the game is not very interested in encouraging us to stay in this room.
>N
The Airbnb
This is the best hotel room view in the Solar System.
The viewing area for the Quantum Computer lies to the west. The Control Center lies to the south.
A large metal protective shade blocks what you assume is a window.
Just … sure. Why not?
>X SHADE
A large metal protective shade blocks what you assume is a window.
>OPEN SHADE
The shade opens revealing the On a Clear Day You Can See Forever window. It’s named after the old musical. The view is unimaginably beautiful. Space is the definition of dark. It makes the stars stand out like diamonds on velvet. Of course, the most amazing view is of our own blue marble, Earth. The drifting clouds created hazy, moving lines across the blue orb. Entire continents seemed small, our place in the universe seemed less important. We are but one planet in a vast sea of endless space. Lightning storms exploded in the clouds as they traversed land and sea. As former NASA astronaut Mike Massimino mused, “How can something so beautiful be tolerated by human eyes.”
You open the Shade.
>W
The Quantum View
This is the computer viewing area. It allows you to view the specially designed Zero-G shock mount and the quantum computer core mounted there through a window. The quantum computer is in a room of the station not accessible by humans. It operated under the vacuum of space at all times.
The Airbnb lies to the east.
You can see a Quantum Computer here.
>X COMPUTER
The quantum computer is suspended on a zero-gravity mount. Golden tubes snake around the core like medusa. Something appears out of sorts, as there is a soft hum and there are many erratically blinking lights on the console.
Well, we’ve been told what we need to do here enough times by now:
>REBOOT COMPUTER
I only understood you as far as wanting to reboot.
>REBOOT
How would you like me to do that?
>CTRL-ALT-DELETE
You press Control-Alt-Delete. The screen goes black for a moment, then the computer begins to reboot.
The computer is now rebooting.
[Your score has just gone up by ten points.]
>Z
Time passes.
Your watch vibrates, you have an incoming text from Sarah.
Tardis is working! I’m sure it must have been you! Thanks! You are becoming quite the spy!
It’s nice that becoming an elite Quotient agent hasn’t dampened Sarah’s zest for life!