You enter the operations airlock one last time on your way out. Oddly enough, you feel as if there is an additional member in your party, though with all logic, you can reasonably account for everyone. Exiting into the dark void, you walk across the crunching grey dust towards your shuttle. You board, blast off into orbit and rendezvous with the Tootsie Roll.
Finally, you are “home” at last. You cast off your gear and pull off your shoes, kicking up your feet in the operations compartment. You set your navigation controls, and make the jump into hyperspace. You can finally relax now—unless you have the plotword PASSENGER, whereupon you must go to (040); otherwise (041).
S.O.S. Copyright © 2011 Dark City Games