
He rested for a few moments, checking that his indirect communication links were working and that the encryption routines appeared healthy, untampered with. (Like most folks, honest citizens or warlocks, he had no trust for the government standard encryption routines, but preferred the schemes that had leaked out of academia - over NSA's petulant objections - during the last fifteen years.) Protected now against traceback, Mr. Slippery set out for the Coven itself. He quickly picked up the trail, but this was never an easy trip, for the SIG members had no interest in being bothered by the unskilled.
In particular, the traveler must be able to take advantage of subtle sensory indications, and see in them the environment originally imagined by the SIG. The correct path had the aspect of a narrow row of stones cutting through a gray-greenish swamp. The air was cold but very moist. Weird, towering plants dripped audibly onto the faintly iridescent water and the broad lilies. The subconscious knew what the stones represented, handled the chaining of routines from one information net to another, but it was the conscious mind of the skilled traveler that must make the decisions that could lead to the gates of the Coven, or to the symbolic "death" of a dump back to the real world. The basic game was a distant relative of the ancient Adventure that had been played on computer systems for more than forty years, and a nearer relative of the participation novels that are still widely sold. There were two great differences, though. This game was more serious, and was played at a level of complexity impossible without the use of the EEG input/output that the warlocks and the popular data bases called Portals.
