Para-Para it is. Also, we now have a nice little Exploder to shoot aliens with. Sounds like fun!
Let's also visit the Family market before we take off, although it is of little use to us currently.
Paragraph 420
As you enter the Torrence Family compound, you are amazed at the wealth on display here. The outer gates alone are made of Phase steel, the hardest substance known to humanity. You don't even want to think about how many jewels are set into the walkway beneath your feet.
You approach a Family representative and explain that you are interested in doing some trading if the conditions are acceptable.
You make a good impression with your slightly arrogant tone of voice, and the woman you are addressing takes a minute to reappraise you. Then she offers to take you to the Family Trade building.
"Not just anyone waltzes in here, even if we are open," she tells you, using the lingo of the planet, "especially the newlies."
She shows you into the trade center and explains that the Torrence Family is interested in exchanging three units of their available commodities for any one unit of the following: Primordial Soup, Super Slip, Warp Core, Particle Catalyst, Phase Steel, Gradient Filter, or Synthetic Genius.
You are quite impressed at their comprehensive list of available commodities: Computers, Crystals, Culture, Fiber, Fluids, Food, Fuel, Iron, Medicine, Munitions, Radioactives, and Tools.
You may select this option again.
We aren't carrying anything the Family might want, but this is the kind of place we may want to return to later.
Time to take off and go GVOG.
Paragraph 570
Para-Para is quite the lonely piece of real estate. It's stuck out in the middle of nowhere, with an orbital radius so large that you can't tell which of the stars in its sky is its sun without a computer. A hapless little rock world, somehow orphaned by its mother sun, floating out where gas giants are formed, it was probably just cruising by when suddenly—zap—it was captured by the gravity well of some sneaky sun. It almost sounds like a fable—the blue giant star and the little feeble planet that couldn't—and the moral of the story is, "Never travel slower than escape velocity". Scanning confirms the obvious: cold, darkness, vacuum. To use Para-Para and lifeless in the same sentence would be truly redundant.
"So where's the installation?" you ask the computer.
"Sensors indicate it's here Boss, near the equator." A small red circle is superimposed on the viewscreen image of Para-Para. The ink-black featureless surface now has an invisible city highlighted by a red ring. It looks like a smooth black ball with a red circle on it.
"Maybe it'll be easier to see in the daylight," you mutter.
"This is the day side, boss," the computer responds, "we'll pass into the dark side in ten."
This is as good as it's going to get? Preferring to see where you're going, you instruct the computer to enhance the image, narrow the focus, and increase the contrast to maximum so that you can make out surface features. The planet's surface consists almost solely of black rock. It's difficult to distinguish anything even with the enhancement—what was total black now seems to be mottled black on darker black. Mountain ranges, extensive plains, twisting ravines, possible river beds, and wave-like erosion patterns all testify that Para-Para once had an atmosphere.
While you're wondering if Para-Para ever developed life of its own, the viewscreen suddenly blazes with light, turning a dazzling white. Shielding your eyes, you reach for the viewscreen controls and yell to the computer, "What was that?"
"The reflective property of the surface seems to have changed, Boss." A few corrections to the viewscreen controls provide you with a clearer image. The section of the planet you're looking at is covered with a fine grey dust, hence a more light-reflective surface and a whited-out viewscreen. Further investigation reveals that Para-Para is composed of two distinct halves: a black rock half, where the installation is located, and, on the other side, a lighter hemisphere covered in fine dust. The light side is dominated by eight overlapping continent-sized craters.
"Those must have been impressive impacts," you observe, "but what I can't figure out is why there's nothing like this on the other side. Computer, run a full scan, all bands."
"Working. High radiation levels present at the center of each crater, Boss. Judging from their dimensions, class, and radioactivity, they are blast craters, damage left by ninth-magnitude surface explosions."
Blasting craters... Well, it fits, you figure—all the people on one side, all the blasting on the other. They may not know what they're doing down there—after all, it keeps blowing up on them, right?—but at least they know that what they're doing is extremely dangerous. So it's safety first, Para-Para style. While you're curious, you call up all the information you have on Para-Para. None of it mentions planet-denting explosions.
Your ship's computer picks up landing instructions from the installation, and you bring your ship down without incident. There's not much to see: a few docks, two other freighters besides yours. There are a few buildings, windowless and airlocked against the vacuum, but they don't even look used. You've seen more construction at a one-man asteroid mine. A boarding tube snakes out and nuzzles the side of your ship. It seals and pressurizes, allowing you to disembark. You follow the tube and find yourself in an elevator, which politely welcomes you to Para-Para and offers you a seat.
Ten minutes and one mile later you arrive, deep underground, at what the elevator calls "...Alpha One. Have a pleasant day." The doors open on a city-sized plaza ringed with shops and offices. There are walkways radiating from the center and tier after tier of balconies, full of people going about their business or leisure. As an "offworld trader" you're obliged to report to an office bearing a large spiral-arm-shaped logo on its front windows. There you're assigned free lodging and an orange pass which allows you access to the elevator tubes which serve as Para-Para's transportation system.
This underground complex is immense. According to your complimentary map, there are four major sections: Alpha One—the one you're in, which is the residential and commercial complex; Logistics, which deals with offworld trade, as well as power and life-support systems; the Research Department, with whole areas on the map labeled as "laboratories" or "test facilities"; and the Lateral Liaison Area, where the administrative offices are located. Access to Research or Lateral Liaison requires a security clearance.
A few hours of looking around reveal the following possibilities for passing the time on Para-Para:
- GEEMMN (3 phases) Go to Logistics for negotiation of trade.
- WEGMEN (4 phases) Explore Alpha One, talking to people you meet on the public levels about life on Para-Para.
- CEUMON (3 phases) Attempt to enter the Research Department to have a look around.
- SEWMGN (4 phases) Attempt to enter the Lateral Liaison Area to have a look around
And so we've arrived. First thing I'm going to do on each planet we visit is hit the local market to see what's on offer.
Paragraph 807
Money. Para-Para reeks of it. Every gleaming ultra-modern surface sports an obvious, if invisible, price tag. And it reads "unimaginably expensive". This fabulous underground city, with its rhythmic crystal pillars and translucent walls, its reflective metal curves and high-tech accoutrements, is no mirrored fun house. It's the ultimate in high-tech and high art. You almost expect to pay an admission fee. It seems so ethereal, so fragile. You wonder how the Para-Parans manage to keep it from shattering when they're blowing away the other side of their planet.
At Logistics, you're met with polite efficiency. Employees here wear the familiar spiral arm logo of the Institute for Space Exploration.
Institute for Space Exploration: An organization dedicated to the continued exploration of space. Based on the planet Para-Para, the I.S.E. was founded after the Boundary was established to encourage people to keep exploring the galaxy.
Who would suspect that the ISE, known on the Nine Worlds as an organization that sponsors a few grant programs and scholarships, was administering a wealthy Ghost World planet?
Para-Para produces fuel, which they will trade as follows:
- 1 Fuel for 1 Computers.
- 2 Fuel for 1 Munitions.
- 3 Fuel for 1 Crystals.
You may select this option again.
Since we've got 2 Crystals, we can buy 0, 3 or 6 Fuel. Vote incoming.
I'm also going to attempt entering the Research Department to have a look around, because it won't get us anywhere anyway.
Paragraph 243
Para-Para is divided into sections, each of which is a complex of connected bubbles. Each section cluster is connected to the others by a network of transportation tubes, through which individual shuttles carry passengers to and fro. The whole thing looks like a bunch of grapes.
Only Alpha One is freely accessible to the general public. All of the other areas are restricted to varying degrees and require a special security pass to enter legitimately. However, the Research Department of the Para-Para colony turns out to be very easy to penetrate. Since most of the colonists seem to be employed here, there is usually heavy traffic. Theoretically, a magnetic card is required to open any door into the section, but the time-honored trick of following someone else inside without allowing the door to close is extremely effective. By being somewhat discreet, wearing lab clothing that matches everyone elses's (available for purchase in the public zone), and wearing your ID tag so that it hangs with only the back side showing, you practically have free run of the place.
There is a lot going on that you can't make any sense of, for the work is highly technical. You overhear arguments about the best way to fabricate Warp Core, whether or not large quantities of Phase Steel could be used in certain ship designs, whether or not the derivations of Vortex Mechanics disprove the existence of Entropy Loops, and so on. It is clear that much of the research is aimed at improving the hyperdrive: there are teams working on ways to extend the efficiency of the Two Axis drive to its theoretical limit, while others are attempting to create a Three Axis drive. The Three Axis drive seems a major concern, and the subject of many failed experiments. The craters on the far side of Para-Para apparently represent the results of some of these experiments.
An organization called the Institute for Space Exploration is the source of funds for the Para-Para research program. The spiral-arm insignia you see here and there is the symbol of the ISE. Successful research programs completed on Para-Para in the past include the invention of the Jump Engine (the near-instantaneous drive used in unmanned cargo ships which human passengers unfortunately cannot survive) and a method for artificially generating a substance called Warp Core (though this method is not used due to the incredible amounts of power it requires).
Having learned what you can from your "tour" of the Research Department, you return to the public area.
Well, that's that. Now for a small vote:
1.
Do we buy 0, 3, or 6 Units of Fuel?
2. Do we
explore Alpha One or
attempt to enter the Lateral Liaison Area first? Both options lead to some interesting things, really.