 While Martin is working on his ship, he overcharges the magnetic field which accidentally pulls in a Slobodian astro-ship and its beautiful female pilot from its space orbit. While he figures out how to solve the dilemma, he erases the pilot s memory placing it on Martian tape, and he brings her back to the apartment. Martin tells her she s his niece, Zelda, and that she has a case of amnesia. Zelda is a naturally suspicious person, which is part of the subconscious memory she still retains. Martin figures he can fix Zelda s ship in 24 hours using his own ship as a parts supplier, but is working against two time factors: the space agency has narrowed down where they figure Zelda s ship has crashed, and Mrs. Brown s psychologist nephew, George, is trying to help Zelda unlock her subconscious memory. One further problem is that Mrs. Brown found Zelda s memory tape and has gained Zelda s memory of being an astro-pilot, turning Mrs. Brown into a split personality. Martin manages to fix Zelda s spaceship and transfer her conscious memory back from Mrs. Brown. But he can t overcome Zelda not finding out the truth of the entire situation before she goes off back into space. But Zelda is overcome with generosity to the kind strangers who helped her fix her ship and vows to keep Martin s Martian secret just that: a secret.