As soon as you recovered from the accident, you began to carefully observe the others. It seems to be your habit. So far, little has been noticed.
The Confident One has slightly slow coordination and constricted pupils, as if he were under the influence of a drug.
The Strong One reluctantly gave back the knife, it seems that with him he feels much more confident and familiar.
The Gloomy One was reading the list of passengers very attentively, this clearly led him to some thoughts. Maybe he remembered something?

So far you haven't been able to remember anything about yourself. And the business card found with you does not tell you anything. While this may indicate that you are a detective, who else needs police contacts? The most important questions are who put the captain to sleep and how to fly away from this planet.

  1. Find and leave on the planet those who threaten the safety of the flight, for example, the one who killed the captain.
  2. Fly away from the planet

To do this, you need to:
  • Find a person who knows how to steer 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…

You've remembered! You are Messer! A psychic who specializes in finding people, quite often criminals. In fact, you don't have any "superpowers", it's just a publicity stunt to ask for a bigger fee. It's all about your good knowledge of the criminal world and a good network of informants. You just pretend that the information you need "comes from above." You are also looking for someone on this spaceship, but you haven't remembered for whom yet. You are either competing or collaborating with the detective, it's still hard to say. Maybe he will remember something and give you a hint. Your reputation is at stake. You need to get out of here, find the criminals, and convince the rest that you really have superpowers.

And you have catastrophically little information. So far, you have only managed to notice that not only THE ADROIT ONE and THE CHEERFUL ONE, but also THE CONFIDENT ONE and THE DECISIVE ONE are perfectly oriented on the spaceship.


  1. To maintain the reputation of a psychic
  2. Correctly guess all the criminals and be the first to report at least one of them
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…

The situation is clearing up. You remember how you ended up on this spaceship. The police chief offered you a good job - he invited you to find the smuggler Lukky and offered a very good reward for him. That's where you got the business card from. It seems that this reward attracts not only you, but also the detective. Craig is your competitor. But you can come to an agreement with him. You have learned very little about Lukky. But in the smuggling bar where his trail led you, they gave you a good lead - that he will be on this spaceship, with false documents and illegal cargo. By the way, in the same bar you then saw THE HANDSOME ONE. Looks like a lot of people know him there.

  1. Find the criminals, find the smuggler.
  2. Fly away from this planet and convince everyone of your superpowers