Critical Mass
Due to Skippy's disappearance, Joe, aboard a defenseless Dragon dropship, has been captured by the Thuranin, held on the ship for three days and then taken back to Rikers.
Skippy returns after about nine and a half days after he disappeared and is traveling through space. He is not as magnificent because, he is experiencing the opposite effect he had in Zero Hour. This time, his connection to normal spacetime has become weak. From his location in space, he helps Joe escape from the Kristang hospital, but he is being chased by Kristang. Skippy tells Joe that he destroyed the Thuranin ship that captured him.
The Dutchman jumps within a light hour of Rikers. Nagatha identifies Skippy's location, they pick him up and rescue Joe. Joe decides not to tell the crew the truth about why Skippy disappeared.
A standard Thuranin recon package (two frigates and one destroyer) jumped into the system. Valkyrie was incapable of jumping away or risking a fight. Chang transfers all non-essential personnel to Valkyrie and takes the Dutchman to hit the Thuranin recon ships.
Shortly after the Dutchman departed, another Thuranin frigate jumps in at Valkyrie's position and attacks. The jump drive on Valkyrie is not completely ready and with the Thuranin frigate's agility, Valkyrie gets pounded. Skippy creates a microwormhole within a microwormhole, expand it and jumps the ship through. Valkyrie escapes, but is almost lost between higher and normal spacetime and Skippy is further damaged. His canister has accrued a lot of space dust that will take some time to dissipate and he is barely able to hold his connection to normal spacetime. The cleaning bots have to "dust the awesomeness" quite often.
Skippy and Nagatha developed and tested millions of new firewalled control AIs on Valkyrie that incorporated portions of Skippy's and Nagatha's programming. 99.9% of the AIs didn't survive. 3 really good final candidates were left, one of which was unstable and self-destructed, and a bunch of systems that were dead-ends. Most of the dead-ends were purged, but two of the dead ends survived and absorbed the final candidate AIs. The surviving dead-ends were highly skilled, highly intelligent and highly adaptable. Skippy thought that they were a pair of knuckleheads. Skippy said that they were slackers. Stoners. Think Cheech and Chong. Beavis and Butthead. Bill and Ted, without the charm. These two new AIs, named Bobby and Billy, merged to become Bilby.
Nine days after the Dutchman jumped away to tackle the Thuranin recon ships, with Joe resuming command, Valkyrie's jump drive was back to full operation. Skippy attempts a test jump to where the Valkyrie and the Dutchman were last together, with no sign of the the Dutchman. Joe decides to jump Valkyrie to the rendezvous coordinates and the two ships are together again. The crew of the Dutchman are relieved to find out that Valkyrie was not lost in time.
Joe lets Skippy tell the Pirates his recovered memories, still keeping the reason for his disappearance a secret.
Joe agrees to help Skippy verify his memories by visiting ancient battle sites from the Elder AI war. Skippy gives Joe a list of proposed site to visit.
The first planet the Dutchman visited was deep in Esselgin territory. It was a bust, so they went to the second site on the list which required jumping through four wormholes to get to. Skippy names the planet "Waterloo". Skippy found nothing dangerous and nothing unusual, so Joe gave the order to jump into the system, a few light minutes from the target planet. Skippy found evidence of an epic major battle between two Elder starships, one on each side of the Elder AI war. Skippy confirms that most of his memories are accurate.
When the Dutchman tries to jump back to the wormhole, it doesn't work. Skippy says that the jump drive is busted. Everything is functioning perfectly. The ship jumps, except it's not going anywhere. It jumps in loop end ends up where it started like the wormhole is wrapping in on itself. The system was being monitored by a Sentinel from a higher layer of spacetime and wouldn't allow the ship to leave because it noticed that Skippy had sent out a ping.
To draw the Sentinel away, the Skippy sent out four missiles, each with one end of a microwormhole, out of the system at ninety degree angles to a distance of approximately fifty eight billion kilometers from the ship. Then, when the were out of range of the Sentinel, Skippy created four microwormholes and sent a message through them pretending to be a hostile Elder AI to attract the Sentinel's attention. The Dutchman jumped and Skippy made a panicked call to jump again immediately. And a third time.
After they escape the Sentinel, Joe wants to go back to Club Skippy and Skippy wants to continue visiting sites. Skippy would prefer to go to Paradise to investigate the ship he crashed in, but the site is too hot, so they compromise and go to Newark instead. Not finding anything of much use at Newark, they head back to Club Skippy.
Skippy learns that a Sentinel had been at Newark prior to the battle because it's the only thing capable of pushing Newark out of orbit. During the battle at Newark, Skippy's ship was severely damaged and instead of going any one of six closer star systems, traveled all the way to Paradise. Skippy also discovered that he didn't defeat the hostile Elder AI. Instead, the evil Elder AI gave up and allowed Skippy to kill it.
This worries Joe because it left the possibility that he had something valuable to the other side. Something inside him that could betray him and everything he cared about. Joe also began to worry that a program hidden inside Skippy might trigger and turn him into a killing machine against his will.
The Merry Band of Pirates had been lucky during the years since Joe met Skippy. But every time he thought they had accomplished the impossible once again and Earth was safe, something blew up in their faces and Joe wondered if Skippy had unconsciously been working against them all the time.
From the information gathered at a Thuranin relay station, Skippy tells Joe that the Maxolhx are sending three battle groups to Rikers and that a Rindhalu ship is accompanying them because the Rindhalu are concerned about the Ghost Ship. The Maxolhx sent a Flash-priority message to the Thuranin to be on the lookout for and report anomalous wormhole behavior. It made no sense to Skippy that the Maxolhx would send out such a notice, about an ongoing phenomenon.
On the way to the far end of the Backstop wormhole, at one of the several wormholes they use to get there, Skippy discovers it is acting strangely. It's late. Really late. Joe is concerned that there might be another Elder AI messing with it, so he orders Valkyrie and the Dutchman to jump to a safe location away from the wormhole. Skippy doesn't believe that another AI is involved. Joe tells the Dutchman to stay put while the Valkyrie jumps to the next emergence point. The wormhole still doesn't emerge, so Skippy programs a three-hour search pattern into the navigation system.
The search only took 41 minutes. The wormhole appeared. Skippy realized that the wormhole wasn't late. It was on schedule. The problem was that it was in the wrong location. Skippy is so surprised after talking with the Wormhole Network, he goes silent. Bilby says he's in a sort of vapor-lock. Joe jumps Valkyrie back to rendezvous with the Dutchman. That woke Skippy up. Skippy found out that he didn't ask the right questions or the wrong questions. He wasn't specific enough and the Network didn't volunteer any additional information when he asked it to move Backstop. In order to move Backstop, The Wormhole Network needed to make adjustments to other wormholes within the local network, including waking up a dormant wormhole that used to be twenty one light years away from Earth to only sixteen light years away. Joe names the wormhole "Backstop".
The Pirates needed to test whether they could get through the levels of security on the Maxolhx relay station, so they used Anastacia disguised as a Maxolhx as a test subject with Skippy controlling her through a microwormhole to pass the station's physical verification. She does, but on the next security level, the station AI fried Anastacia. When Skippy determined the best course of action after Anastacia's test, they tried again with Elmo. Skippy controlled Elmo the same way he made Mr. Snuggles dance to Funkytown. Controlling Elmo using a microwormhole, the data was gathered and transferred to Valkyrie. The relay station exploded without warning.
From the data gathered, Skippy told Joe about Commander Illiath's reports. Joe considers attacking her ship, but Lt. Col. Jennifer Simms lets him know that if they destroy her ship, it might inform the Maxolhx that she was on the right path.
Joe meets with Chang aboard Valkyrie and they discuss the difficult task of deciding who gets to go to Avalon. Each government of Earth will feel like they have a priority. Skippy chimes in and says that of they won't cooperate, then he will decide what's fair. The Chang asks him what his idea of "fair" is. Joe and Chang give him scenarios and Skippy can't decide and is dismayed.
On a recon mission to check out Maris, Skippy sent in a probe with one end of a microwormhole. Skippy couldn't see anything. Suddenly, Valkyrie shuddered and was being dragged toward the stealth field. Joe told Skippy to do his disappearing trick again, to save himself. Skippy explains that he may never be able to access normal spacetime again. Skippy says goodbye as his avatar begins to fade.
Skippy’s avatar was just a dimly-glowing point of light. Valkyrie shook violently. The ship was approaching crush depth, with the armor plating of Valkyrie’s nose glowing white-hot. Suddenly, Skippy's avatar begins glowing blindingly bright. He refuses to abandon his friends and decides to open up a can of Whoop-Ass. Skippy’s avatar disappears and Valkyrie is slammed to one side. There was a hull breach on the port side where Skippy's escape pod was. Joe didn't have time to grieve as Valkyrie slammed to the side again and armor plating began tearing away from the ship. She was tumbling towards the core. Then shaking got really violent. Valkyrie was totally out of control. Then it stopped. The ship was motionless, suspended in the atmosphere below crush depth.
Bilby tells Joe that they were in some kind of low pressure bubble, a perfect seven kilometer sphere. The air in the sphere was the same composition as the atmosphere. The edge of the bubble were one hundred and sixty meters thick. Bilby detected a massive radiation spike just as Skippy disappeared. He had tried to ping him, but there was no response.
Skippy's avatar shimmered to life, or something like that. It was dim and hazy, and the oversized hat was dented and torn and stained. The squashed crown of the hat had what looked like bullet holes in it. An exhausted Skippy asks Joe not to try moving Valkyrie. Joe, believing that Skippy was gone, asks him what happened. He explains that he lost containment, in a minor, non-catastrophic way. His canister is in cargo bay twelve and is generating radiation and a lot of heat around four thousand degrees. He says that the radiation will disperse soon.
Skippy killed the entity protecting the planet by pouring uncontrolled energy into its matrix and fried it. Skippy has to take over control of the systems and stabilize stabilize the gravity-dispersal field, or retract it, or the disruption cause irreparable damage to the star system, and as a consequence, could render Avalon uninhabitable. Joe asks how long it will take because they have to get back to Earth begin the evac operation. Skippy mentions that they could do that, but didn't see the point. Joe asks what the Elders were hiding on Mira. Skippy tells him that it's a large arsenal of weapons. Joe asks Skippy if he could deliver the weapons to Valkyrie and he says yes. Skippy lifts the bubble containing Valkyrie to where the ship's engines could take over.
The Pirates planted Elder weapons throughout Maxolhx and Rindhalu territory that were armed, stealthed and set on timers, so that if Valkyrie didn't send a code on a regular basis, they would activate and the Maxolhx, the Rindhalu and Humans would all be wiped out by Sentinels.
Joe tells Skippy that he can't keep the weapons aboard Valkyrie because it wold make them the biggest target in the galaxy and if Skippy could hide them in either the Kuiper Belt or Oort Cloud and keep the location to himself. Joe and Simms agree with Skippy that, just in case they're needed, they give him a password so he knows they're not being coerced. The password they use is Fluffernutter.
The Mavericks (minus Nert Dandurff and Surgun Krok-aus-tal Jates) meet Emby, who they find out is actually Skippy. When Nert meets Skippy, he makes fun of Skippy's hat, among other things. Joe makes Nert the official Ruhar liaison to the Pirates to irritate Skippy. Skippy makes Jates meet him in his escape pod, so the Verd-kris has to duck in order to enter the pod. Jates is furious when he finds out that beer can is an Elder AI. Jates tries to tear Skippy's lid off and take a big, steamy, lizard dump in his can.
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