STORY TREATMENT

(C) 2000 by Richard Gabrio, all rights reserved & registered by WGA west # 779035

The Prologue  Biographies  Story Episodes  The Archive

     The Quadrant story is a "sci-fi epic" which can be produced in many formats, including book, feature film, TV series, and game vehicles.

 

Story Concept

     What was once a temporary outpost, built and colonized by survivors from a dying Earth, outlives it's original purpose as a STAGING AREA to explore the surrounding galaxy for an inhabitable planet. Gradually, over a thousand years, this once democratic micro-world devolves into a "Hellish" stratified society, which, as the story opens, faces political and ecological disaster. The situation requires the heroic efforts of a young man and woman, helped by a small group of idealists from the previous generation. Together, they must (1) FIGHT an emerging tyrant who threatens to DESTROY THEM ALL while they (2), simultaneously SEARCH for the lost keys to "The Portal," which may unlock a great secret that can possibly save The Quadrant. The goal: to survive and bring about the return of a just way of life for all in The Quadrant.

 

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     The story treatment (below) contains LINKS to The Quadrant storyboard WEBSITE which can be found on the creator's online portfolio at www.home.pon.net/qman/Portfolio.html. This site contains background information about the author, Richard Gabrio, and a large repository of graphical and text information covering all aspects of the story. The links lead to "Character Biographies," important locations in the "Quadrant world," short scenes from a series of initial "Story Episodes," and to entries from "The Archive," a user's guide which explains the detailed workings of The Quadrant world. Key links to these major information sources can also be found at the top and at the bottom of this Treatment page.

     It is not necessary to use the links which appear in the treatment text below, BUT many questions about the characters, the world they live in, and the dramatic events which propel them, will be answered quickly and in much greater depth if you do. If you click on a link to get additional information, simply click your browser "back arrow" when you're finished, and it will return you to the same place in the text you clicked from.

     For an introduction to The Quadrant story click on The Prologue which outlines "what's at stake," and sets the stage for all to come. When you're finished, hit your browser back arrow to return here.

 

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STORY BACKDROP

     The origins of The Quadrant, now mostly hidden, go back a thousand years into the past. Led by a group of scientists, the last survivors on the dying planet Earth spent fifty years building an artificial domed environment (a colony originally called "Starsearch") on Saturn's largest moon, Titan. From this staging area, they built and then sent explorer ships out into the galaxy to look for an inhabitable planet.

     Conceived to temporarily house a population of 250,000 of the best minds available at the time, The Quadrant dome was built with a carrying capacity of up to a million people (to account for the passage of time and population growth expected to complete the search). As the years passed with no word back from the explorer ships, this crucial mission was forgotten and the colony -- which initially focused its search on the nearest quadrant of the Milky Way galaxy -- simply became known as "The Quadrant." After a few hundred years, The Quadrant devolved from a relatively simple democracy into a highly stratified, downwardly mobile, computer controlled society.

     At first, the trend toward centralized computer communications seemed benign: a computer network, called "The System," emerged and was universally embraced as a way for all people in The Quadrant to communicate with one another. Personal video screens (worn on the inside of the left or right forearm) were developed to enhance the visual experience of remote face to face communictions. Then, a secondary digital transmission system, using an electro-chemical interface directly connected to neural pathways to the brain, was introduced to make communications more stimulating and accurate. By the 700th year of The Quadrant's existence, pressures exerted by excessive population growth combined with the desire of those in power to remain in power, resulted in a gross transformation of The System: though still a major means of communication, access to it gradually became a determinant of status in The Quadrant.

     To fight rising crime in the outlying more populous areas of The Quadrant (called the Outer Boardz), punishments were devised to deal with "infractors" by disconnecting them from The System, then reconnecting them with less stimulation. Their screen identification numbers were recorded, and they were assigned a lesser status (called "Recon" for "reconnected" as opposed to "Conzec," meaning consecutively connected -- or never disconnected). The intention and direct effect of these policies was to ban those with Recon status from living in any of the elite inner areas of The Quadrant where Conzecs could live and thrive. Eventually, laws were passed creating 5 levels of Reconz, with any disconnections beyond THAT resulting in banishment to an area below the surface called Downshaft: here, "Disconz," who were permanently disonnected from The System, were forced into slave labor status (food production, waste removal, etc.) for the rest of their lives.

     These laws and their subsequent enforcement led to a rapid and growing polarization in The Quadrant between "haves and have-nots," resulting in increased crime (especially on the Outer Boardz), random acts of violence, and the emergence of an illegal movement called "The Underground," which rose up to champion the cause of the disenfranchised.

     Now, with its total population at 5 million, ecological systems breaking down, and its politics in disarray, The Quadrant has become a very dangerous place. The story begins with the approach of The Quadrant's own fateful millenium.

 

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THE NEW REGIME

 

     BOOK 1, "The Rise of Kronstadt" opens with The Quadrant in political crisis, and introduces all major characters against the twin-threaded backdrop of (1) The bid for power by ruthless ex-bureaucrat Axon Kronstadt, and (2) the discovery of "The Portal," an unusual computer device: its memory crystals have the capacity to recognize special "keys" -- lost to antiquity -- which are reputed to unlock great secrets of The Quadrant.

     The die is cast in this book: Kronstadt seeks absolute mastery over The Quadrant and the consequent destruction of all who may oppose him. Understanding the magnitude of the threat, Galadrina, a wise old fortune teller, and Undergrounder Bertie Glindar band together with Old Dusty, a professor at the Inztitut, to use their wisdom and experience to oppose Kronstadt and all he stands for. Their special aim is to gain enough time to burst the gathering gloom threatening The Q with a ray of hope: They're determined to help the next generation -- Tal Remick, a student at the Inztitut (who accidentally discovers The Portal), and Irma Glindar, Bertie's headstrong daughter -- recognize the significance of the discovery of The Portal at this crucial turn in The Q's history and "set the quest" for the lost keys. If ALL the keys can be found and used to access the device (an ancient legend tells), it will reveal a great secret, which, it is hoped, will be a way to save The Quadrant.

     Kronstadt loses no time focusing squarely on the political contest for Director of the Quadrant. Fueled by his hatred of the established elite, who have kept him out of their inner circle his entire career, Kronstadt vows to defeat The Q Establishment candidate Bruxton Laneer, "at any cost." To this end, he plots with his top lieutenants to sabotage the Laneer campaign (see the scene "A Conference," for a closer look at Kronstadt's "behind the scenes" plotting, and "The Rask Party" scene for the Establishment response).

     When a small portable computer containing active memory crystals is discovered by Inztitut student Tal Remick, he is cautioned by his mentor (Old Dusty) that "this device has very special properties . . . tell no one of it, and above all keep it safe." Unbeknown to Tal and the old professor, a student-spy has overheard these words and reports them to Edo Mezner (a professor-turned-spy hired by Kronstadt's chief assistant, Uskar Weemer). When Edo realizes what has been found is The Portal, he urges Kronstadt to "grab" it because it's secrets may be valuable. In the attempt to steal the device, Weemer's agents force Tal to flee, taking The Portal with him. Kronstadt's henchmen catch up with Tal on Recon 5 (the living area on the outer reaches of The Quadrant dome), but they are ambushed by Undergrounders just as they begin to question him. During the melee, the thug leader rips out Tal's screen, leaving him for dead when he refuses to reveal The Portal's location. The Undergrounders drive Kronstadt's men off, and quickly remove the unconscious Tal from the scene (see "Hunted," and its follow-up scene "Saved," in Story Episodes for full details).

     We now follow Tal and Undergrounder Bertie. Bertie and his men take Tal down below the surface of The Q to a temporary hiding place where he is given a new screen ("life"). Soon after, he is brought back to the surface to meet those who will help him undertake a "momentous task." While staying briefly in Bertie's home to recuperate,Tal meets Irma (Bertie's combative daughter), and later is introduced to Galadrina, a wise ex-Kourtesan fortune teller who knows much more than she at first lets on.

     A few days later, deep in the Netherworldz beneath The Quadrant, a secret gathering takes place. Tal -- who has retrieved The Portal device and now has it with him -- meets with Bertie, Irma, Galadrina (who helps tell the "Legend of the Keys"), and Old Dusty (who tells more). As deliberations grow late into the night, the old professor relates what he knows and what he suspects about the origin of the keys. It seems "The Eldon" (the first leaders of The Quadrant) built seven spacefaring ships, and sent them out into the stars -- one by one -- to search for an inhabitable planet, until there was only one ship left. After years passed with no word from any of the ships, a renegade faction broke away and attempted to steal the last ship for themselves. The mutiny was put down and The Eldon decided to hide the seventh ship (and the technology to build subsequent ships) in order to preserve a last option for future generations in the hope that they might know better how to fulfill the original mission of The Quadrant.

     Galadrina continues: "The Eldon, from what we can now determine, dispersed the keys, which are small powerful memory disks, to seven trusted educators at the Inztitut. Each key has part of the code necessary to build a secret file which gives the location of the hidden ship, but all keys must be found and used to access The Portal in order to create the file."

     Old Dusty adds: "As far as we can tell, each of the keyholders was required to meet with other keyholders regularly to exchange details about passing on their keys. They were also charged with encrypting this information before detailing it in their writings. All clues to the whereabouts of the keys can only be found in the historical chronicles contributed by keyholders. Though we've suspected that The Portal is the only machine of its type in The Quadrant which can recognize the seven key codes, we have not known -- until now -- if any who have contributed to the histories contained in it, were keyholders."

     Astonished and stunned by these revelations, Tal and Irma are at first speechless. They've known nothing but The Quadrant since birth, and for them (as for most in The Quadrant), nothing has existed outside it. The knowledge that their world is a mere temporary outpost surrounded by vast reaches of space filled with things called galaxies and planets is both upsetting and exhilarating. Even more fantastic is the possibility that a hidden ship capable of exploring the stars may still exist somewhere in The Quadrant. They gather themselves for a few minutes, then Irma (practical problem solver that she is) simply says "if there is a ship, then we should be able to find it . . . perhaps somewhere below the surface on the outer perimeter of Recon 5?"

     Old Dusty answers. "Don't think we haven't tried. Unfortunately, even if the ship exists -- and we do not know this for a fact -- its technology has, in all probability, been disabled and also hidden to prevent any who might stumble upon it to use it. The only sure path is to find all the keys to The Portal. If we can, we will know then what we must do."

     When Tal asks how it is "now" known that a keyholder has used The Portal, Old Dusty rises, reaches into his robe, and pulls out a small metallic cylinder -- it gleams in the subdued light as he holds it aloft. "Because of this," he says. "Its special markings identify it as one of seven." A hush fills the room, then silence. Soon, everybody begins talking at once.

     Near morning, a final argument about strategy is heard: Bertie, but especially Irma, feels that a "mad search" for something that "may not be found" cannot compare to immediately and directly fighting Kronstadt with every resource at hand. At that point, Old Dusty rises, raising his hands. "My friends, our temporary world is dying and we know it. Further, a tyrant threatens to bring us all to our doom. Yes, we must fight him with all our strength, but we must also take up this quest to insure our very survival. If we do not, we will surely perish." As the old professor sits down and wipes sweat from his forehead, the room again grows silent.

     If they take up the quest, there will be a chance to fulfill the original mission to find an inhabitable planet to insure cooperative survival. If they do not take up the quest, Kronstadt will ultimately strangle the life out of The Quadrant by eliminating any and all who do not bow to his menacing power: none who wish to "preserve the race" will be left, and everything will be lost. In the end, the group realizes that they must resist Kronstadt, but they can not prevail in a fight against him. The quest to find the keys must be undertaken to keep HOPE alive.

     Bertie, Irma, and others in the Underground will support the quest for the keys, but they will also do all they can to thwart Kronstadt's political maneuvers on the Boardz. Tal is formally chosen to conduct the "Quest for the Keys," and everyone is sworn to absolute secrecy concerning the quest, even if it should mean losing their lives. Old Dusty then gives the first key to Tal, telling those present that the writer of several generations of Q history gave it to him in confidence during The Great Purges.  

     After days of using The Portal to plumb its history, Tal and Old Dusty find evidence of a key which passed to a prominent family. The reference is traced back by Galadrina to a wealthy widow who lives in the Kolony -- she may hold a second key. Tal also discovers in the history of The Q, that his real father, Odel Remick, was unjustly punished and exiled to Recon 5 during The Great Purges. As the quest is set, the spotlight shifts again -- to the contest between the Q Establishment and Kronstadt for the Directorship of The Q.

     Upset that The Portal has slipped through his grasp for the moment, Kronstadt remains fixed on seizing real political power (Edo, however, is disappointed, because he knows much more about the device than Kronstadt). Informed that the student who made off with The Portal is probably dead, and that The Portal remains unfound, Kronstadt turns his attention to more immediate matters. With the help of his chief assistant, the deadly Uskar Weemer, he (1) reaches an agreement with the Narloff Brothers and Milo Zerb for their support on the Outer Boardz, (2) uses his control over "The Bond" (a mafia like organization) to increase bombings and other terrorist activities which will be blamed on the Underground, (3) continues to secretly back the "Accelerationists" who polarize the Inztitut -- to keep the academics off balance, (4) conspires to get the support of Meerna Molloy (one of "The Nine" powers behind the throne in The Q), by promising to make her daughter (Lena) his wife and "queen of The Q," and (5) plots with Enforcer Kommander Emil Zarg in Downshaft to create further turmoil -- all calculated to justify the promises in his speeches to "crush terrorism and extremism" and bring order back to The Q.

     As the Q Establishment reacts to Kronstadt's plots and machinations, its leaders -- Tarn and Roland Rask, Alicia Zerb, Bruxton Laneer, Bard Rammel (the present Director of The Q), and others -- realize that Kronstadt will stop at nothing to gain absolute power over The Q. Even the shaky majority on the secret council of The Nine is threatened. Frantically, They seek a semi-alliance with the Underground to try to combat Kronstadt's network of spies, and also attempt to counter Kronstadt payoffs to Outer Board voters with money from Alicia Zerb and the Rasks. But, to no avail: the deterioration of "politics as usual," increasing poverty on the Outer Boardz, the continuing decay of The Q infrastucture, and rampant corruption, all finally combine to play into Kronstadt's hands.

     BOOK 1 ends with Kronstadt winning the telelection (with 54% of the vote) for Director of The Q in a celebration of brute power over the defeated Establishment. And the victory presages signs of onerous things to come: Kronstadt's "New Regime" requires most of his former opponents to register as potential enemies of the state, and to pay large amounts of quadits into a vague fund set up to remunerate "friends of The Q," (mostly Kronstadt cronies, etc.). The Enforcer ranks are expanded, and KorpOps (the secret police) is purged of all former Q Establishment personnel and replaced with Kronstadt loyalists. A special tax is levied on The Kolony (Kronstadt's revenge on the Q establishment elites who once snubbed him) to pay for infrastructure repair, and a show is made of restoring a few aging buildings on the Outer Boardz to convince the poor that Kronstadt will improve their lot.

 

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     BOOK 2, "The Search For The Keys," highlights the formation of an informal secret alliance between members of the Underground (Bertie, Irma, etc.), ousted sympathetic Q Establishment figures (Tarn and Roland Rask, Alicia Zerb, Rammel, etc.), and key Dons at the Inztitut, who, guided by Galadrina and Old Dusty, sponsor Tal's search for the lost keys to The Portal. To buy time, and to appease the pragmatists in their ranks, the group also will do what it can -- both directly and indirectly -- to combat the growing dictatorial powers of Kronstadt in his relentless drive for absolute power over The Q.

     Together, the "Guiders of The Quest" review the clues revealed by the first key and decide that Tal must begin his search for the second key in the Kolony. It is also agreed that he will use a safe house in "The Quarter" (the bohemian section in the city of Krania) for his temporary base of operations. As the "Finder of The Portal," he must undertake the search, but it is decided that he will not go alone. Experienced as an Underground operative, Irma is chosen to go along as a guide, but Tal is not pleased with this arrangement, because the two do not see "eye to eye:"Irma is a hard core revolutionary who has made it clear that she sees little value in mythical searches for keys, which, even if they may be found, guarantee no solution to the problems at hand.

     When Tal and Irma arrive in The Quarter, help comes from a chance meeting in the pub "Domshaft" with Sergei Zerb (son of Alicia and Milo Zerb), who recognizes Irma from an earlier incident in the pub (see the "Sergei In the Quadnot" scene in Story Episodes). After a time, when the three have become friendly, Sergei unwittingly -- because he has grown up as an elite -- helps unravel a puzzle leading to the location of the second key. Though he is not told all, and suspects much more, he seizes the opportunity to help Tal and Irma retrieve it and have some fun at the expense of the stodgy "Kronstocrats," whose new restrictions cast a pall over the city.

     Sergei's ebullient personality and obvious free-wheeling style (due to his great wealth) attracts Irma, despite the fact that she outwardly abhors the privileged classes. Noticing the attraction, Tal is surprised that he feels pangs of jealousy, but initially suppresses them. Practiced in the arts of love, Sergei instantly warms to Irma, but calculates that she will be no easy conquest. He resolves that Irma is worthy of the respect required of a "hard case," and plans accordingly. As things progress, Sergei also begins to realize that this "key business" is a lot more serious and dangerous than he had guessed: for the first time in his life he may not be able to avoid taking sides, no matter what his romantic interests may dictate.

     Busy consolidating his power, which partially neutralizes Tarn Rask and The Nine, Kronstadt finds time to court the lusty Lena Molloy, who he imagines will be easy to please and "tame." But, because she is not, he becomes even more interested. Lena has her own agenda, and private power base, so forcing her to his will becomes one of Kronstadt's new challenges. Meanwhile, Lena's mother, Meerna Molloy, enjoys her continual upper crust plotting and maneuvering, which the support of Kronstadt has assured her, at least for the moment. But as powerful as she is, she is not protected against ignorance: a key to The Portal, unknowingly in her possession, is snatched by Sergei Zerb from right under her nose. Only later does she realize what she has lost.

     Leaving Irma -- who must complete an errand for the Underground -- in the Quarter temporarily with Sergei, Tal reluctantly returns with the second key to Recon 3 to meet with Galadrina, Old Dusty, and Bertie. The second key is used to access The Portal device, and much is learned from the historian who writes about this part of The Q's past. But there is no obvious pointer or reference to the whereabouts of a third key.

     Knowing that each keyholder who has written a part of the thousand year history of The Q has had the obligation to leave clues pointing to the person who inherits their key, Old Dusty, loving nothing more than an academic problem, remembers something odd about some of the second keyholder's writing. "He frequently substituted the frst person, or 'I' for the key itself in certain passages, and it is in these passages that we will find the clue." Several passages alluding to the key are identified and examined, leaving two possibilities for the key's location. The first leads to Recon 5, and the second (stronger clue) points to Downshaft. As much as Tal would like to visit his ailing father on Recon 5, he chooses to be guided to Downshaft by Bertie and his associates. Irma will be assigned the task of investigating the other possible location on Recon 5 when she returns.

     BOOK 2 ends with Tal leaving for Downshaft just as Kronstadt announces that a thousand new Enforcers will be sent to this hellhole to quell the recent trouble there.

 

TWO CHOICES

 

     BOOK 3, "Tal's Quandry," focuses on what Tal learns from his experiences in Downshaft. Bertie and Tal rendevous with Mackenzee, a Power Engineer sympathetic to the Underground cause, who provides initial cover until an accident in Dunztown delivers Tal into temporary bondage. Tal is captured on the street (while sightseeing) in a pre-targeted dreg bar raid, and taken -- with many others -- by Emil Zarg's dreaded DESU (Downshaft Enforcement Services Unit) to the "Pitz." (a slave labor area). Fortunately Tal has been arrested with hooligans and street trash, and is not considered important enough to be immediately interrogated. That night, he is almost rescued in a daring escape attempt engineered by Bertie and Irma (who has rushed down to help), but unfortunately falls prey to the wrong rescuers. A group of wildmen from "The Bogz" (the sanctuary of the Feral People) raid the Pitz on the same night to save their own people. They mistakenly snatch Tal and make off with him.

     Tal is taken to The Bogz, where he is amazed that people actually live without screenz. Since he is obviously not one of them, he is immediately taken before the reclusive "Drakmar the Blind," exponent of the rebellion in Downshaft and leader of the Feral People. Tal tells his cover story -- he's a student looking for a lost relative in Downshaft -- and says nothing about the secret quest for the keys to the The Portal. Drakmar senses something more in Tal, and hoping to draw him out, reveals part (but not all) of the origins of the Feral People. When Tal questions Drakmar about his past, Drakmar only says "like you, I was once a student."

     Drakmar then has Tal taken to his secret island retreat in a mist-filled area at the southern end of the Bogz where he perceptively queries the young man further. Although sworn to secrecy, Drakmar's clever questioning elicits allusions to things that Tal can't help but reveal. Drakmar finally tells him "you need speak no more." The Strange Sage then talks in riddles for a time, seeming to give Tal clues which could lead to the discovery of more keys, but the words are unclear. Finally, Drakmar predicts that Downshaft will erupt into a war soon, and lets Tal go with an ominous warning.

     When Tal re-unites with Bertie, Irma, and Mackenzee at an out of the way power station annex in Downshaft, Mackenzee DELIVERS A BOMBSHELL: Reactor number 3 is failing because of a fissure underneath its creaking foundation -- air is being sucked out of The Quadrant at an alarming rate due to the immense pressure differential caused by the vacuum of space outside. When asked what it would take to repair the fissure, Mackenzee laughs, and says "At the rate it's leaking, every Quadit in the Purse just might buy us the technology and time to fix it, and we should've started a year ago."

     Staggered by the choices that face him and the others, Tal reels: should he continue the search for the keys in the hope that finding them all will lead to a grand solution for the troubles of The Q? Or should he (as Irma urges constantly, and he -- for both practical and now romantic reasons -- begins to believe) join the Underground outright in the fight to overthrow Kronstadt. Should he chase a myth, or face reality?

 

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     BOOK 4, "Days of Terror," looks at the deteriorating situation back on the Boardz in The Q proper. In his continuing drive to absolute power, Kronstadt decides to resurrect his own version of The Great Purges to finally eliminate all high profile remnants of the former Q Establishment (the Inztitut leaders, Bard Rammel, Laneer, the Rasks, Alicia, etc.). His first act is to dissolve The Nine in the name of quelling "fractionalism." For a brief moment at a private meeting, Kronstadt revels in his power in a self-serving speech over the august secret body. But, because only a few elites have knowledge of The Nine and their powers, he can reap little public advantage out of this move. So, after his speech, he simply has the Establishment and Inztitut members summarily arrested on trumped up charges of "opposing the new regime" and taken to The Mezzanine, (a secure prison in the Krania Tower). Here, he punishes his captives by disconnecting them from The System for the maximum amount of time, and then reconnects them to face the psychological/emotional shame of a lower status in The Q. Conveniently, he can now also confiscate a large part of their wealth to pay for his expanding plans.

     A virtual army of new Enforcerz is raised (and overpaid) to combat increasing Underground violence and various local resistance as Kronstadt and his cronies take over all operations of The Quadrant, including The Inztitut. As repressive "Kronstadtism" begins to pervade The Q, Kronstadt and his Top Dogz lose no time celebrating their victories in the night spots and casinos of Krania and the Kolony, while broadcasting daily official Sysprog announcements heralding the arrival of a "great new era" for all in The Q.

     Inevitably, things begin to polarize -- the growing Kronstadt juggernaut requires a massive transfer of quadits just to fund its burgeoning bureaucracy, causing the fragile Q economy to contract in upon itself. The poor and disenfranchised are left with little support as payments and supplies to the Quadrant Services Units (QSUs) all over The Quadrant (especially on the Outer Boardz) dry up. Basic services begin to deteriorate and The Outer Boardz erupt into warring factions fighting over scarce resources. Downshaft ignites into nightly battles between the Feral People, led by Drakmar the Blind, and the powerful DESU, commanded by Emil Zarg.

     Though sorely tempted to directly join the fight against Kronstadt, Tal continues the search for the keys at the behest of Galadrina and Old Dusty, while he tries to convince Irma to curtail her increasingly dangerous Underground activities. Incredibly, (following clues given to him by Drakmar earlier in Downshaft), three keys are found in quick succession: one in an unlikely hiding place on Recon 1, another on Recon 2, and the fifth on the outskirts of Conzec Board (from a dealer in old memory disks). As Tal begins to understand how the puzzle comes together (five keys have now been found), a disaster occurs: Irma, whose cover as a nurse in the QSU 14 Healthanc unit has somehow been comprimised, is suddenly arrested for treason by Kronstadt's chief assistant, Uskar Weemer, and his spies. Gloating that he has found the "she-devil" of the Underground, Weemer has Irma taken to The Mezzanine.

    Tal, who now realizes he is falling in love with Irma, and Bertie (Irma's father) are outraged, and want immediately to raid The Mezzanine itself to rescue Irma and the others. Galadrina and Old Dusty argue strongly against this idea because it will jeopardize the quest for the keys to The Portal. Strangely, Sergei Zerb, who knows much more about the quest than he should, secretly contacts Tal with a better plan. He realizes he would rather save his well-intentioned mother (and Irma for private romantic reasons) than play thwopp and smoke cigars with his crusty father in his new "palace" in the Kolony which has been confiscated by Kronstadt and given to Milo Zerb for his help in the telelection.

     Complicating matters, Arturo Devlin -- the cagey lawyer who has deftly appeared to be a Kronstadt supporter since his victory now begins to have second thoughts (partially because Kronstadt loyalists do not trust him). He puts out feelers to Sergei, suggesting that his mother and the "girl Irma" can be rescued "for a reasonable fee." Hedging his bets, Arturo has long understood that it is wisest to play both sides against the middle.

     As the Quadrant tilts toward war, BOOK 4 ends with preparations for a rescue of the prisoners in The Mezzanine led by Sergei, and the reluctant continuation by Tal and Bertie (who now takes on guide duties in his daughter's absence) to search for the remaining two keys.

 

WAR IN THE QUADRANT

 

     BOOK 5, "The Battle of the Quadrant," starts with a raid on The Mezzanine led by Sergei, who now commits himself to the cause. Knowing his daughter is in harm's way, Bertie has nevertheless promised Galadrina and Old Dusty that he will support Tal in the quest for the last two keys -- he cannot participate in the raid, but he and Tal help Sergei and other key Undergrounders form a plan to rescue Irma and the Q Establshment figures who have been imprisoned in Krania Tower.

     Using Arturo Devlin as an intermediary, Sergei secures permission to visit his mother -- Alicia Zerb (a former member of The Nine), who has been incarcerated along with the rest of the Q elite -- to gain access to the area where the prisoners are kept. The pretext is to bring effects that will make his mother's temporary stay more comfortable. He also arranges for five AirSkimmers to dock and wait on the skimmerport hotel landing area, forty floors above The Mezzanine, and secures a freight elevator for a fast escape.

     Appearing late at night with Undergrounders posing as helpers (carrying several large items), Sergei enters the elite prisoner area and swiftly has the guards immobilzed and the area temporarily sealed off. The team loses no time finding and releasing all of the prisoners, including Alicia and Irma. Unfortunately, as the prisoners are given instructions about the escape route, an alarm sounds. Irma grabs a brodstik, and screams at Sergei "I've got two minutes to shut this alarm down and fight off whoever comes my way. You've got two minutes to get them out of here, and you better do it now!" Surprised and pained, Sergei reluctanly leaves Irma to fight a rear-guard action, and moves the prisoners out as fast as possible. Miraculously, he is able to get them to the skimmers and fly them to temporary safety to Underground safe havenz on the Outer Boardz.

     Meanwhile, Downshaft boils over. Nightly battles rage between the DESU and Drakmar's Feral People, who intesify raids on The Pitz and Hydroponic Units to free Ferals and others who are used as slave labor. Mackenzee (the power systems manager for the reactors in Downshaft) calls for an emergency secret meeting with Bertie and other Underground higher ups: the fissure under Reactor number 3 continues to widen and presents serious problems for The Q unless repairs are immediately started. Leaving Tal exposed to continue the search for the sixth key on Recon 4, Bertie, stretched dangerously thin and frustrated that his daughter is still in captivity, races to the meeting. After some argument, all agree that Mackenzee must report the reactor problem to the appropriate Q Authorities at QKontrol and Quad Ops, despite the fact that they are now controlled by Kronstadt. The reactor must be shut down in order to allow work to be done to shore up its foundation.

    Downshaft is now a combat zone and Mackenzee and the others push to request additional security to fortify the working area around the reactor. This, they hope, will draw off Enforcers from other areas in Downshaft and give Drakmar and the Feral People a better chance to prevail while Mackenzee works on the reactor. Bertie directs his Undergrounders to do what they can to sabotage specific power systems used by Kronstadt's command and control center in Krania and in The Kolony (where Kronstadt has created a veritable armed camp), then leaves for the surface to continue to help Tal in the search for the keys. Unfortunately, Mackenzee can now do little more for The Alliance: his every waking moment must be spent trying to repair the damaged reactor foundation. In his report to Quad-Ops, he warns "there will be intermittent power outages all across The Q."

     Back in The Q, Recon 5 erupts into complete chaos: widespread mayhem and looting of local QSU storage areas requires Kronstadt to send in huge numbers of newly minted Enforcers to attempt to restore order. Kronstadt is livid about the escape of the elite prisoners, and announces live on a special Sysprog broadcast, that substanital bounties will be paid for them "dead or alive." He also has special units begin a search for the prisoners and puts a tail on Arturo, who he suspects of double dealing. In a punishing mood, he sends over three hundred former Q Officials (mostly technocrats and minor politicals who supported the the previous Q infrastructure bureaucracy) to Downshaft. These policies assauge his wounded ego, but they also deprive him of skilled people to run The Q, and add to the policing problems he faces in downshaft.

     Though ruthless and quick to anger, Kronstadt is no fool. He has effectively eliminated the former Q establishment (including those on The Nine), and controls Krania, The Kolony, Downshaft, and most of the Boardz. He is aware of the reactor problem in Downshaft and commits the necessary security resources to see that repairs are started immediately. His strategy for Recon 5 is to make a show of shoring up the QSU's and let the rest of the population fight among themselves. Encourged by what begins to appear as a series of victories, Kronstadt proposes marriage to Lena Molloy, promising -- finally -- to make her "Queen of The Q." Lena shows maximum interest, but holds out for certain perks that Kronstadt cannot yet deliver.

     Kronstadt's chief lieutenants -- Edo Mezner, and Weemer -- find themselves very busy. Mezner now runs The Inztitut, and Weemer is, in effect, Kronstadt's second in command. The Narloff brothers have been allowed to buy nearly all of the prime real estate in the Kolony and prepare to purchase most of the Rask holdings, which Kronstadt has put up for public auction (Kronstadt keeps the Rask Estate for himself, of course). Lena's mother -- Meerna Molloy -- revels in the new title of "Grand Matron of The Quadrant," which Kronstadt has bestowed on her (along with several million quadits). Even Emil Zarg, the "Beast of Downshaft," has been given a new new title: he is now Praetor of Downshaft, and will report directly to Kronstadt himself.

     As the trend toward victory for the Kronstadt forces accelerates, Mezner tries to convince Weemer that the search for the keys to The Portal is far more important than they realize. He argues that the enemy has put a priority on this search, citing Sergei's role in an earlier prank, in which Meerna Molloy complained about something that had been stolen from her. Weemer at first downplays "the wild ramblings of Sergei, which could be attributable to anything." But Mezner cites Sergei's new involvement with the enemy, and points out that the student Tal -- who orignally made off with The Portal computer device and who was thought dead -- was not only seen with Sergei and Irma briefly in The Quarter a few weeks earlier, but was also recognized recently by certain of his informers on Recon 1. Interested, Weemer sees a possible connection and muses . . . "We still have the girl, of course, and I have an interesting new drug my medical researchers have just developed. If she knows anything about this so called 'search,' we shall certainly find out."

     Weemer and Edo have Irma drugged, and they learn what she reveals about the search for the keys up to the point that she was captured -- including the roles of Tal, Galadrina, and Old Dusty. But because Irma herself has never supported the quest, (saying that she believes it is useless and counterproductive) Weemer discounts both "The Protectorate"(Irma's term for the Guiders of The Quest) and what it has found as "pure fantasy," and exults in the news that the enemy misdirects many of its resources in search of a wild dream about a ridiculous hidden ship. When Edo suggests that they bring in the old woman and the professor for questioning, Weemer scolds him: "These poor fools are helping us now, and that's precisely what we want. Leave the politics to me and go back to your scribbling at the college. When the time comes, the bitch undergrounder will be useful to us." Edo relents, but because he is far more deeply versed in the matter of the keys, he eagerly takes what he has learned back to the Inztitut for further investigation.

     As war now rages throughout the Q, Edo centers his own search on certain old museum pieces (including several ancient memory disk cylinders) that were once in an exhibit in the Humanitas library in the Inztitut. If he can find a key, he will be able to deliver a "bargainning chip" to Kronstadt, and reap benefits. Amazingly, he finds that the entire collection was put up for auction not long after The Great Purges, and that none other than Arturo Devlin was the purchaser. He makes a secret call to Arturo, expressing interest in "certain artifacts in exchange for large amounts of quadits," and confirms a meeting with him at his estate on Conzec Board. Arturo knows he is under suspicion by the Kronstadt camp because of his involvement in The Mezzanine incident (for a hundred thousand quadits, he acted as Sergei's attorney to clear the way for a visit), and plans accordingly: a skimmer waits on the roof and his security team is mobilized.

     When Edo arrives, Arturo is surprised that he is alone, and genuinely interested in the museum pieces. As they review Arturo's private collection, Edo seizes on a dusty framed display of seven old memory cylinders. "This is what I'm looking for . . . I have an abiding interest in such things for what they may possibly reveal." Arturo has heard enough about the quest from his own agents to know that the contents of the display could be very valuable, and asks, "What are you willing to pay?" Edo offers a million quadits, and Arturo counters with "seven million." Edo raises his offer to three million "in cash, here and now," but Arturo declines. Lying, Arturo tells Edo that "others who place a value on this artifact are willing to pay at least five million, perhaps more." Edo offers his three million in cash to hold the piece, and in three days will transfer four million more to Arturo's account to purchase it. Arturo agrees. Edo vidrecords the verbal agreement, gives Arturo the money, and leaves.

     Arturo sees that his days are numbered in the Kronstadt camp, and decides to cast his lot with "the other side." Most of his holdings have already been transferred to cash and hidden, and he senses he now has something of great value to contribute to the cause (it also pleases him that he can abscond with Edo's cash). He places a secret call to a member of his staff who has underground contacts, seals his house, and makes his escape by skimmer to a hiding place on the outkirts of Recon 2.

     Knowing what they're up against, the Guiders of The Quest, Tal, key Undergrounders, remnants of the Q Establishment, and representatives of Drakmar from Downshaft, all meet together to combine their efforts to fight Kronstadt's "reign of terror." Bertie arranges the meeting in a secret safe haven in the Netherworldz below Recon 3, and provides very tight security with hundreds of Undergrounders covering up to a kilometer in every direction.

     In the conference, Tal tells the story of the quest for the keys, detailing the progress that has so far been made. The potentially disastrous reactor leak in Downshaft is also reviewed. But, the immediate problem is how to deal with Kronstadt's growing power. In the end, all factions agree to formalize The Alliance and support the quest, but the bulk of their resources will be focused on a set of tactics to counter Kronstadt: (1) the Underground, with the help of Drakmar's people, will sabotage key infrastructure systems used by Kronstadt, (2) Tarn and Roland Rask, Alicia, Sergei, and other ex-Q Establishment figures will use the wealth and contacts remaining to them to influence the political struggle on the outer boardz and elsewhere, (3) Drakmar will have full support to fight Zarg's DESU in Downshaft, and (4) the Inztitut Dons will do their best to influence The Inztitut to back The Alliance. Bertie is chosen "Interim Director of The Alliance," and, in turn, chooses a member of each group to advise and help coordinate their efforts.

     Arturo's crossover and the "gift" he proffers, now presents a problem. Wary of a possible Kronstadt ploy, the leaders of The Alliance demand that Arturo remain under house arrest until the memory cylinders he has brought can be examined. Remarkably (as Arturo had suspected), one of the cylinders turns out to be the sixth key, and Tal requests more resources to begin at once to search for clues. Arturo's recent background is checked and verified, and he is appointed to the temporary position of "Advisor to The Alliance."

     Bertie, with help from Mackenzee in Downshaft, orchestrates a power outage which temporarily neutralizes Kronstadt's main communications networks in Krania and in the Kolony. This gives The Alliance a momentary advantage, demonstrating that they can harm the Kronstadt machine. But just as The Alliance begins to gain converts to its cause, Kronstadt management technologists (who have been promised fat bonuses for their labors), led by Weemer, discover that their power problems have originated from Mackenzee's group in Downshaft. Mackenzee and his staff are arrested, thrown into Zarg's jail in Downshaft, and replaced with Kronstadt loyalists.

     Back in the Kronstadt camp, Weemer's constant scheming uncovers Edo's suspicious activities: a surpise analysis of internal dossiers puts Edo on display as a possible traitor. Edo's failed secret dealings with Arturo (over possible keys to The Portal) are made known to Kronstadt, who has him brought to The Mezzanine high in Krania Tower. As Weemer gloats, Kronstadt grills Edo mercilessly, but Edo withstands the pressure. Cleverly using the opportunity to defend himself as a way to underscore the importance of the search for the keys to The Portal, he temporarily outmaneuvers Weemer by telling Kronstadt all he knows -- including the details of Irma's interrogation -- and argues that the other side may soon find something that will turn the tide of battle in their favor. "They may find the power to ruin us all," he says, alluding to the hidden ship and other possible technologies which might be found at the ship's location.

     Weemer acknowledges that the searchers are under surveillance, but have not been brought in, because they might lead them to the alleged hidden ship. Smiling at his clever lieutenant, Kronstadt says ". . . not a guarantee, unfortunately. They are well guarded and certainly aware of our presence." When Edo reminds the group that the hostage Irma could be a bargaining chip, Kronstadt immediately seizes on a way to use her for both ending the war quickly on their terms AND gaining access to the hidden ship, just in case there is one. A show trial will be held and Irma will be publicly tried and terminated as a "key underground conspirator." To save her, The Alliance must accept Kronstadt's terms for ending the conflict, and must reveal the location of the hidden ship, allowing Kronstadt to confiscate it. Kronstadt makes preparations to announce a public trial, and directs Weemer to alert his "moles" planted in the Underground to keep their ears and eyes open.

     

*     *     *     *     *

 

     BOOK 6, "The Last Key," begins with The Alliance in dire trouble. Tal's research using the sixth key (the oldest and coldest of them all) leads to a possible holder of the seventh key who was sent Downshaft long ago. Beyond that there is no information. When Tal reminds Bertie, Galadrina, and Old Dusty that Drakmar provided clues to the whereabouts of three crucial keys, they agree that the strange prophet may know something of this last key, and must be notified and encouraged to help in the search. When Tal tries to communicate directly with Drakmar, he is rebuffed: Drakmar's representatives report that "he's too busy fighting a war, and cannot devote any energy to a search for something which will, in all probablility, prove to be useless."

     A few days later, Kronstadt uses Sysprog prime time to publicly announce the trumped-up trial of the "She Devil terrorist of The Quadrant," promising that Irma will be convicted of "the senseless bombings" which have "killed thousands of innocent citizens of The Quadrant." He ends the broadcast with a pledge to commute her death sentence only if the "wretches of the Underground and their accomplices" end the war on "reasonable (his) terms."

     Kronstadt knows he faces an ememy much broader than just the Underground, yet has most of his bases covered. He still has problems in Downshaft, but has secured most of the surface area of The Quadrant, except for Recon 5, which he has written off because it's too costly to control. He also knows that the temporary leader of The Alliance is the father of his captive and a committed Undergrounder. Feeling he now has the upper hand (and a powerful lever against the Underground), he uses Weemer's spies to communicate privately to The Alliance that they have FIVE DAYS to make a decision. They must (1) surrender on his terms, (2) give him possession of The Portal, including all of the keys, and (3) allow him to confiscate the hidden ship, if there is one -- or Irma dies.

     With Irma's life at stake and Kronstadt's power growing, Tal, Bertie, Galadrina, Old Dusty, Tarn Rask, Sergei, and others agree that Arturo Devlin should be informed of everything they know and brought in to help create a negotiating strategy. In a secret meeting with all the leaders of The Alliance, Arturo quickly determines that they do not yet have the seventh key, and that they have few resources left to continue fighting Kronstadt. "Forgive me," he says, "but it is evident that we are now losing the war. If I am to do this job, I must ask two very hard questions. First, are you . . . we . . . prepared to exchange the girl for terms which will mean a Kronstadt dictatorship and our demise? Second, is there a real possibility to find the seventh key to The Portal, and will it mean our salvation?"

     After heated discussion -- with Old Dusty and Tal pointing out possible "technolgical deliverance" if the hidden ship is found -- Arturo learns that no one will willingly trade Irma's life for a Kronstadt dictatorship over The Q. He simply says "then you'll let the girl die and fight on, is that it?" Galadrina glances at the others and then to Arturo. "No," she retorts, "we will rescue Irma and fight on." Grimacing, Arturo tells the group that Irma is now too well guarded. It is impossible to rescue her, no matter how many people they are prepared to sacrifice. He turns to the problem of the last key, and relates his dealings with Edo, arguing that Kronstadt is now probably convinced that finding a functioning starship is more important than anything else in The Quadrant, and this is what he truly bargains for. He concludes that if Kronstadt does not win this prize, the girl will die. And if he does, he will either destroy the ship or use it for his own escape.

     After a silence, Arturo sums up The Alliance position: "If we surrender, we will all certainly be sent Downshaft, and if we fight on, Irma will be killed and they will hunt us down one by one. We must locate the hidden ship to have any real chance. Failing that, we must make them think we have the ship and lure them onto our ground where we might be able to defeat them." He then asks if the seventh key can be found within five days. Tal feels that Drakmar himself may have the answer, but has not been able to directly communicate with him. When some of the others call for more time, Bertie rises (with a nod from Old Dusty) and states that they will find an answer in 24 hours. Several voices raise an alarm over this statement, and after a few moments Arturo raises his hands. As a hush falls over the room, he lays out a negotiating strategy:

     Arturo argues that trying to buy time beyond five days will only encourage Kronstadt to exact harsher terms because he will realize that they do not have the seventh key or the location of the hidden ship. "We have to hope we can find the ship, but we must act now as if we have its location and deal from as much of a power position as we can create. To do this, we should appear to be willing to exchange the girl Irma for the ship, but not unless Kronstadt agrees to share power on reasonable terms with The Alliance. Though he will reject a power-sharing scheme in the end, it will take him time to think this through, and time is what we now need."

     Reluctantly, all agree that Arturo's position is the best one they can adopt. Tal and Bertie leave for Downshaft immediately, hoping to meet as soon as they can with Drakmar directly. Sergei temporarily takes charge of operations, and Arturo helps Old Dusty, Galadrina, Tarn Rask, and the other Alliance leaders draft a "Terms of Exchange" document which will be transmitted to Kronstadt's camp within 48 hours.

     Downshaft now becomes a focal point of the conflict: Drakmar has succeeded in freeing substantial numbers of the Feral People from DESU slavery, and as a result, most of the waste removal capability for The Quadrant, and more than half of food production from the hydroponic farms, has been taken offline. As plumbing and other domestic systems begin to back up and food supplies grow short on the surface, complaints from Kronstadt supporters grow louder, and Kronstadt becomes irate. After huddling with his top aides, Kronstadt decides to temporarily seal-off the Outer Boardz (ceasing all speedtube traffic, including all food and medical supplies), in order to draw up to 5,000 extra Enforcers to settle the Downshaft problem immediately.

     Bertie and Tal, accompanied by a cadre of experienced Undergrounders, descend from The Quadrant's surface through secret Netherworld routes to a safe haven in Downshaft, where they can communicate to Drakmar's people. Meeting with a top Drakmar representative, Bertie informs him that 5,000 Enforcers are headed for Downshaft, and that the Underground will do everything they can to help. As the man thanks them and prepares to leave, Tal grabs him by the shoulders."Tell Drakmar there is something else we must talk to him about now. And it means far more than thousands of Enforcers on their way down here. It means the very life or death of The Quadrant!" As Bertie pulls Tal away, the man assures them that Drakmar will be told everything at once, and hurries out the door.

     A few hours later Drakmar himself appears quietly with only two security guards. Confronting Tal and Bertie, he produces a gleaming metal memory cylinder. When Tal examines it, it is clear that it is the last key! Then, with a stern look, Drakmar tells Bertie and Tal that he understands what's at stake, including the latest exchange offer by Kronstadt, and will transfer the key to The Alliance only if they agree to his terms. When Tal asks Drakmar how he could know about the exchange terms secretly communicated to The Alliance by the Kronstadt camp, Drakmar simply replies "we have people on the surface, of course."

     Drakmar's conditions are clear: if The Alliance prevails, (1) The System must be destroyed, (2) the Feral People must have equal rights to live on the Boardz, and, (3) he (Drakmar), must be granted the right to initially represent the interests of all of the Feral People in new Q government. He presents a vid document with the same terms for Bertie's and Tal's signatures. Bertie (wisely) tells Drakmar that he must know what Drakmar's PLAN is to counter the 5,000 Enforcers soon to be sent Downshaft before he or Tal will create and sign any document. Drakmar says that the "Hydrolifts will be sabotaged." Bertie replies that wholesale sabotage of the Hydrolifts would be the death-knell of The Quadrant, and offers Drakmar up to 100 highly trained Undergrounder technicians who can "put the Hydrolifts offline, then back online, when necessary." Smiling slightly, Drakmar extends his hand to Bertie. The arrangement is consummated and Bertie and Tal immediately leave for the surface.

     Kronstadt receives, and meets to review The Alliance's Exchange Agreement with his top lieutenants at his lavish Kolony home -- the former Rask estate. Weemer reports that most of The Quadrant surface Boardz are secure and under control (his spy network has been very efficient). He admits that there may be problems sending the Enforcer contingent Downshaft, but assures his master that Hydrolift schedules will be engineered in such a way that sabotage of these vital systems will be impossible, and that all Enforcers will be delivered to the war zone in the next 24 hours. Edo adds that his agents have determined that it is probable that the seventh key to The Portal has been discovered, and predicts that the ship's location and whatever technology is found will inevitably be given up to "save the girl."

     Kronstadt's group concludes that sharing power with The Alliance would be foolish because they are now in a commanding position. Controlling the ship and its technology is the only real issue that warrants exchanging the girl. Kronstadt has now come to believe that taking this option out of enemy hands is crucial to victory, but states that "using it is secondary to consolidating power over The Quadrant." Edo (reading through the lines) asks Kronsadt if he would destroy the ship if he thought it would yield total victory, and Kronstadt answers "Absolutely! We must be prepared to remove anything or any symbol that remnants of the enemy could rally around to provoke resistance."

     As Weemer enthusiastically lauds this assesment, Edo, hiding his concern, outwardly agrees (inwardly, he vows that he will never let Kronstadt destroy the starship, especially when it may be the only means of escape from their endangered world). Despite a remote worry that The Alliance may find something so powerful from the discovery of a hidden ship that it might negate the value of his hostage, Kronstadt cannot hide his good mood. Thanking his intimate advisors, and confident that he will soon control Downshaft, he smiles and tells them he has something to announce: tomorrow he will publically consummate his marriage to Lena Molloy (who senses that things are now going her way). The day after the marriage, they will finalize the Exchange Agreement and prepare to take complete control over The Quadrant.

     Finally, with all seven keys available, Tal is able to use The Portal device to de-code and launch the secret file which pinpoints the location of the hidden ship. It turns out that it is located inside a sealed area underground, next to a long unused waste receptor unit 500 meters below the surface of the greenbelt between Recon 3 and Recon 4 in the northwest sector. Reluctant to use surface routes to the location because of continuing hostilities, Tal (taking "The Portal" computing device with him), Bertie, and four trusted technologists, use a secret underground route through the Netherworldz to the spot.

     Arriving at the approximate location, they find the waste receptor unit: the doors are barely visible and frozen shut. Checking the co-ordinates, Tal and Bertie find they are still two hundred meters away from the ship location. Realizing there is no way down or around the obstacle, they decide to bore through. When Tal asks if the lasersaw team they have brought with them can get to the location in time, Bertie replies "we have no choice. All our other teams are now at the Hydrolifts."

     After 2 hours, access is gained to the waste receptor area: it is huge, empty and dark. Using hi-powered lights, Tal and Bertie quickly find the nearest point to the ship location co-ordinates. It is directly under the northwest corner of the waste receptor floor. There is no obvious opening, and at least 5 meters of plasteel separates them from the enclosure. Resigned, they begin to saw again -- then, suddenly, THEY ARE ATTACKED from all sides out of the dark . . .

     On the day after his marriage, Kronstadt and his advisors analyse the fine print in the Exchange Agreement. It requires that neither side can have more than 50 security personnel at the exchange location (within minutes of acceptance, The Alliance will transmit the co-ordinates to a neutral area no more than 500 meters from the ship's location). Kronstadt appears relieved, and laughs, pointing out that if The Alliance is now willing to "do the exchange," what they have found has EITHER given them no particular advantage in the struggle to control The Quadrant, OR they have found nothing at all and "wish to draw us into an ambush." As Weemer eagerly agrees with this assessment, Edo raises his hand, addressing Kronstadt. 

     "Yes, this is possibly the case, but if The Alliance has found the ship, they may be able to use it to leave The Quadrant, and we will have no escape if the reactor leak cannot be repaired." Weemer rises, looking askance at Edo, then looks directly at Kronstadt. "Excellency, this is pure conjecture. The Quadrant is safe, and even if the enemy has found such a ship, they still bargain to save the girl. This is their weakness! For them, saving one life means more than winning The Quadrant, and it will be their downfall." When Kronstadt asks Weemer what he would do, the ruthless counsellor continues.

     Relishing his brief moment on the stage, Weemer drives his points home: "The Alliance will have hundreds of their people in the area at least, and we will have no chance to do reconnaissance. First, the girl must be drugged, because she has already proven to be dangerous. Second, for an exchange to take place, we must insist that no one from The Alliance except its leaders be allowed within a square kilometer of the site -- if our sensing team finds otherwise, woe be unto them. We must be allotted a 50 man security team to enter. The girl will be released only after we have confirmed that our side has secured the area and only after we have accepted the surrender of their leaders on our terms, and taken possession of the ship. Further, the woman should be released to no more than a stretcher team from the enemy." Kronstadt smiles at Weemer, saying "Send this immediately, and tell them they have 12 hours to accept our terms or the girl dies."     

     As the War in Downshaft intensifies, The Alliance receives and considers the enemy's exchange document. Kronstadt's 5,000 Enforcers are intitially stopped at the Hydrolifts by Bertie's Undergrounder technical team, but they can't be held forever. Though they have expected to communicate with Bertie and Tal, The Alliance leaders have as yet received no word. Worried and fearful, all realize that they must wait to "do an exchange" on Kronstadt's onerous terms until they hear from Bertie and Tal.

     Weemer's long-laid plans have now come to fruition at a crucial time. Chafing at his secondary role in "The Quadrant to come" (he has always thought that he is smarter than Kronstadt), Weemer realizes that his master's attentions are now temporarily consumed by his marriage to Lena Molloy. The deadly assistant decides to exploit this weakness and strike: his own secret group of private spies (to whom he has promised fabulous rewards) has successfully TRACKED AND CAPTURED BERTIE AND TAL. Upon receiving word that he has the captives and The Portal, with the location of the hidden ship, he exults -- he will have the captives terminated, proceed on a plan to have Kronstadt assassinated, and will take over The Quadrant as "Lord and Master." Presumably, the ship will be intact, but if he must destroy it to consolidate power, he is ready.

     Not to be outdone, Edo -- who hates Weemer and has his own slightly more altruistic ends in mind -- has also planned ahead. Realizing that he has never been the spymaster-plotter that Weemer is, he has simply (and intelligently) used his position as a key Kronstadt advisor, to have Weemer's moves scrutinized and tracked by his own trusted agents (to whom, he has also promised rewards). Spurred by his desire to save the hidden ship, he has urged his group to tail Weemer's operatives wherever they go and report back to him on their movements. Incredibly, word from the leader of Edo's group reports in a secret communique that they have QUIETLY SURROUNDED Weemer's spies who hold Tal and Bertie in the waste receptor area. They await a signal from Edo directing them on how to proceed.

     In his own mind, Edo celebrates a possible victory: if he can neutralize Weemer's operatives and save Tal and Bertie, he will be in the position to play "the white knight." He, too, has prepared to engage in treachery and has plans to have Kronstadt and Weemer removed, but it will be for a good cause: he will function as "philosopher king" to The Quadrant, and will invite certain members of The Alliance to become his advisors. If The Quadrant cannot survive, he will hand-pick "the best" and they AND HE, together, will venture out into the stars to complete the original mission to find an inhabitable planet to perpetuate the human race.

     Still in a reverie, Edo sends a message to the leader of his operatives: "Take them, but be sure the old man and the boy are alive."

 

     HERE ENDS THE FIRST PART OF THE STORY OF THE QUADRANT.


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