Glass flees from Iplyn and the Qothic Navy.
Glass is labeled an assassin after an explosive turn of events.
Glass tells her story to Iplyn and Iron comes to the rescue.
Glass acquires information to get her story right.
Glass assesses the situation to get past the Qothic inspection.
Glass plays drunk and encounters Captain Iplyn Delaford and the Qothic Empire.
Glass fights a door.
Glass gathers her belongings and proceeds to make her way out of the cabin.
As a massive ship approaches, Glass gathers her belongings.
Glass asks her drunken friend Iron Bottle some questions.
Glass checks for clues in her cabin to jog her memory.
The end of a long voyage, but the beginning of a new life for Glass