
So it destroyed itself, detonating the stock of warheads it carried in a sudden release of energy which for a second, in hyperspace alone, outshone the yellow dwarf star of a nearby system.
Scattered in a pattern around it, an instant before the ship itself was blown into plasma, most of the thousands of exploding warheads formed an outrushing sphere of radiation through which any escape seemed impossible. In the fraction of a second the entire engagement lasted, there were at the end some millionths when the battle-computers of the enemy fleet briefly analysed the four-dimensional maze of expanding radiation and saw that there was one bewilderingly complicated and unlikely way out of the concentric shells of erupting energies now opening like the petals of some immense flower between the star systems. It was not, however, a route the Mind of a small, archaic warship could plan for, create and follow.
By the time it was noticed that the ship's Mind had taken exactly that path through its screen of annihilation, it was too late to stop it from falling away through hyperspace towards the small, cold planet fourth out from the single yellow sun of the nearby system.
It was also too late to do anything about the light from the ship's exploding warheads, which had been arranged in a crude code, describing the vessel's fate and the escaped Mind's status and position, and legible to anybody catching the unreal light as it sped through the galaxy. Perhaps worst of all — and had their design permitted such a thing, those electronic brains would now have felt dismay — the planet the Mind had made for through its shield of explosions was not one they could simply attack, destroy or even land on; it was Schar's World, near the region of barren space between two galactic strands called the Sullen Gulf, and it was one of the forbidden Planets of the Dead.
