Both pairs of siblings exchange awkward looks with the other pair, whilst chatting with their own siblings about the journey to come. Carol couldn't be bothered about the other pair of course, for she only wants to be the best. Taho, after a long wait, decides to approach The Flowers, with the hope to befriend them. George had the same thought, but was unsure of what to say.

Taho, with much confidence, asks who they were and how they were chosen for the Project. He also explains how he and Carol got to join the Project. George finally managed to continue the conversation and answers for the both of them, knowing that Butch would not have the will or the ability to do so.

Taho was amused by George's abilities, for he could never master another language. Taho responds by sharing with George that he too had taken lessons in Spanish in High school, but was never good at it. Carol was obviously not impressed at their accomplishments, even though her reason for being chosen did not match up to George's. She instead makes a warning to the other three not to mess things up for her. She never leaves her seat, and yet a her sternness was felt by every single one of them.

Pilot 479 announces to all of them that they had arrived, just moments after Carol made her remark, when everyone was still petrified. The pelican docks in the SS Mother of Invention and opens its rear door. The four recruits, unsure of what was coming, proceed to the assembly area, ushered by the pilot.

They meet the Director, an average-groomed, middle-aged, instinctive leader. He briefs them of the objective of the Project and informs them that for the next two weeks, the best recruit of each week would be rewarded handsomely. He does not specify how exactly. He also introduces them to the medical officer of the ship.

A purple-armoured, plasma pistol-wielding medic with an animated voice enters the assembly room. Frank DuFresne was his name, although he is introduced to the group as 'Doc'. Doc tells them not to make his life difficult and makes his exit without another word.

Second head in command, the Counsellor, brings them to the training room, a giant squarish room with a circle arena demarcated on the floor and has a rather wide viewing area on one side. He gives a set of instructions for training and leaves to meet the Counsellor. The recruits do as they were told, with each of them being tested on their respective skills and abilities.

Meanwhile at the Research and Development Lab, the Director works on his own project with the help of the Counsellor: Creating an Artificial Intelligence based off of his own brain. He models his AI into the shape of a human soldier, possessing light blue armour and wielding a sniper rifle, unnecessary for an AI. However, this particular AI is not the same as the other AIs present during that time. The AI has undergone rampancy prematurely, which boosts its mischief levels.

The Counsellor walks into the room and promptly offers his help. The Director instructs him to extract the mischief characteristic of the AI into a separate container, labelling it as the Alpha Prime AI. This extraction made an AI fragment, a very strong but unstable fragment that has a penchant for hurting humans.

This AI fragment is also, however, very essential to the Project, as it also owns the Director's characteristic of multilingualism. Hence, they could not dispose of it. The Director reluctantly makes the decision to reward the Alpha Prime AI to the leading recruit of the week, in which both the Director and the Counsellor believe it would be George.