You are tormented by anxiety, you know that you've forgot something important. And you don't like the planet, you want to fly away from here as soon as possible. The list of passengers does not ring any bells, you can't imagine yourself in any of these professions. And the list is clearly shorter than the number of those present. You only had a sheet with some formulas, some chemical reactions, but you can't remember what it is.

You noticed open handcuffs lying on the floor in one of the corridors. The Gloomy One found some handcuffs too, however, of a slightly different shape.
  1. To find and leave on the planet those who threaten the safety of the flight, for example, the one who shot at the captain.
  2. To fly away from the planet.
To do this, you need to:
  • Find a person who knows how to fly the spaceship;
  • Remain as a member of the spaceship's passengers;
  • Make sure that none of the passengers will threaten the safety of the flight, and the spaceship will fly to its destination.
After the initial arguments, the group examined the spaceship more thoroughly. THE ADROIT ONE and THE CHEERFUL ONE quickly oriented themselves on the spaceship and headed for the cargo hold. It was locked, but with the help of THE RICH ONE's electronic key it was opened. A container with a cargo of robots was found there, as well as a hidden box with illegal drugs.

THE SMART ONE and THE HANDSOME ONE, having wandered around the spaceship, found a homemade bomb in the central energy compartment! If it weren't for THE SMART ONE, who quickly neutralized it, there would be nothing to fly away on.

THE CONFIDENT ONE found a newspaper page with flashy headlines:
"The reward for the smuggler Lukky has increased!",
"Captain Lumiere, a brave explorer and the heir to a huge fortune, has gone missing!",
"Clyde the terrorist goes on the warpath! New explosions! The victims are robotics dealers, the main culprits of the labor market crisis, as well as everyone who is involved in helping them…"

Looking at these finds, you are starting to remember something…

Having deactivated the bomb, you remembered something about yourself. You are the terrorist Clyde! You remembered how you recently blew up another warehouse with robots. And then you boarded this spaceship under a false passport in the name of the scientist Claude knowing that the next big robotics dealer on your list, Dubal, would fly on it. Before leaving, you saw The Adroit One hand over to the captain a large amount of money, which was clearly much more than just a fare. Unfortunately, you were unable to carry an explosive onto the spaceship, so you had to build a bomb on board from improvised materials. During the process you took notes, that's why you have the sheet with the formula for nitroglycerin with you. You can just hope that no one understands this or say that you use nitroglycerin to treat heart problems. No sooner had you planted the bomb and returned to the rest of the passengers than the spaceship had an accident ... and you ended up on this planet.

is to prevent yourself from being revealed and arrested.

After inspecting the surroundings, an apparently human encampment was discovered a kilometer from the spaceship. An extinguished fire, an abandoned pot of food, a hidden weapon - everything speaks of the presence of intelligent life, perhaps the locals even look like people.

Everyone examined and twisted in their hands homemade knives made of sharpened pieces of iron, arrows with tips made of steel fragments and a wooden crossbow found in the bushes. In the meantime, according to the computer, the main damage hasn't been repaired and repair work should be completed soon. But who will steer the spaceship? And is it safe to take everyone with you?

After all, among you, perhaps, there is someone who shot at the captain, as well as a terrorist. If they get on the spaceship, the misadventures are unlikely to end.

Looking at these finds, you are starting to remember something…

Just now you've remembered that you had read in the newspapers about Lumiere, who recently returned from an expedition to Alpha Centauri.

And a camp is interesting. This find is to your advantage, as it draws the attention away from you. And it explains where this antediluvian arrow in the captain's back came from! Surely the one to whom it belongs is well-versed in cold arms. Your task is to get out of the planet and stay above suspicion so that you can hide.

Dubal is already dead, so there's no need to blow up the spaceship. However, the one who put the captain to sleep may interfere with your plans. You need to figure out who he is and get rid of him.