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Singing Mountain
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The three of you stride forward as one, steady and confident.
>>1120417
Natalina raises her sword in a duelist's salute, leans slightly left to dodge a projectile, reverses her grip as if to re-sheathe the blade, then advances two more quick steps. Last Call swings at her with a lanky pseudo-mechanical arm, almost long enough to drag on the ground. Just before the impact, blip, she's suddenly behind it, facing away and upside-down, reverse-gripped blade plunging into the spot where a power core ought to be.
Last Call's overextended swing reaches through that same transient portal, grazing Nat's knee on the way to a more solid impact with the back of its own head.
>>1120424
Paprika clamps down on the sharp, isolating fire that's been her constant companion, drawing on contentment and connection with such deliberate, desperate force that it's like cranking back a heavy crossbow inside her own heart. Nearby lights on the metal mesh walkway flicker, and a tracery of frost forms on the thin clear-synth tube that borders the airless void outside. Just as Last Call's eyes dilate, adapting to low-light conditions while sweeping side to side (having lost track of Nat - as everyone but Paprika sometimes will), her restrained blaze is released in a brief, blinding flash. Before those optical shutters can close again, they're jammed by a spearpoint, hammered home thanks to Last Call's fist impacting the back of its own head.
>>1120516
Cricket Moon's battle-choreography isn't as polished, since she hasn't been together with the group as long, but her dark water and shining feathers smoothly fill the gaps between Paprika's flames, keeping Last Call's pratfalls synchronized with the plan, preventing it from regaining its balance. Once it's down, and Natalina has begun the work of methodically hacking it into smaller pieces while Paprika's perfume anti-cauterizes the open wounds, Cricket guards the approach, keeping mimic-slugs from merging with Last Call's remains to revive it, or worse yet, sneaking past to infest the ship.
At last, it's done. The lumpy, mangled heap of contaminated self-replicating materials has stopped trying to reform. A gleaming emerald roughly the size and shape of a mango floats to the top, debris refusing to cling to it, flawless apart from a thumb-switch which you think will trigger some sort of intense but repeatable psychic data-dump.
Nat's battered and exhausted - fighting toe-to-toe with a monster whose legs are each the size of your entire body is a hard workout, even when you win - but probably nothing that can't be fixed with a good night's sleep, a few meals, and a long hot bath.
>>1120522
Paprika's fireproofing artifact, however, seems to have some more serious problem. Rather than the familiar soft chirp and misty spray, it just produces an angry honk. Reiko looks it over, runs some tests, figures that catalytic reagents inside it were overstrained, forced to process too many doses too quickly over the course of suppressing Last Call's pyro-orogeny. Fortunately that'll be quite easy to repair... once the ship's molecular loom is restarted. Which needs to be done anyway! Ongoing blood transfusion has already been a great help on that front, pushed back globulin polymerization enough to spin up secondary and tertiary diagnostic encabulators, which revealed... well, the short, non-technical version is the ship is very hungry / thirsty, and that pond you encountered earlier - though toxic to humans - looks to be exactly the right sort of soup to nourish it. Land on top of that, slurp, problem solved. Probably.
Life support seems to be working fine, and the easiest low-energy orbit would have you grazing the upper atmosphere in about fifteen hours, which is quick enough (and interior is spacious enough) air wouldn't go noticeably stale even if the ship had no life support at all. Could dive faster, if you want to risk warming up the main engines, or delay if you'd rather rest and explore the ship's interior a bit more before bracing for re-entry.
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