|
Captain Compass Capt. Dane Casey Cmdr. Edward Castillo Capt. Jack McNeal Principal David Hogan Warden Cliff Stover Johnny Quest Slinger Outlaw Vanish/Gepetto Bushkill Onyx Deathcry Prowler Erebus
|
#140 "Mind Crime" Date: 10/19/02 Game Date: 10/4/02
Its
early October in the perpetually rainy city of Seattle.
Things have been fairly calm since the big storm about a month and a half
ago, and cleanup is all but complete (see Forte 2000: The Storm). The waterfront managed to get back to normal just
in time for the crippling dockworkers strike, however, thats stopped all incoming
shipments, affecting maritime commerce from Seattle all the way down to San Diego. Shipments of all kinds are stuck on cargo ships
anchored out in the Sound, waiting for the strike to end before they can be allowed to
reach the docks. With all these ships and all that
tempting cargo just hanging out out there, Seattles own Captain Compass has
been cruising around there a lot, making sure no would-be pirates get any funny ideas. Unfortunately for him, so is a new hero of the
waterwaysa young man with a speedboat trying to follow in the Captains
footsteps who calls himself Coast Guardian. The
Captain tries his best to ignore him. The night of the big storm left more
than property damage. Fortes Seahawk
has taken a leave of absence from the team while he spends time in Boston, where his son Gabriel
is seeing a specialist to help him recover from his near fatal injuries. Seahawk is also using the time to do a little
emotional recovery of his own. Hes
staying there with his ex-wife, Stephanie (separate rooms), and though she wishes
she didnt feel this way, this fact is taking some emotional toll on Seahawks
Forte teammate, Nightsable. Her and
Seahawks unexpected relationship had just been starting to move to another level
when the incident with Stingray turned Seahawks world upside down. Now, with him semi-back with his family,
shes not quite sure where she stands with him, or how shes supposed to feel. Nightsable, Tinker, and Dyna
Girlthe daughter of the earlier Fortes Electro Man, recently back
in town after a year and half with L.A.s Armor Securityare at the Forte
base (the new one), saying good-bye to Rainier, Max and Johnny Quest. The three men are off on an adventure to
Guatemala. Rainieror archeologist Davis
Alexander, when hes not all rockygot a call from a glyph expert friend of
his down there. A hurricane uncovered a
limestone staircase when a large tree was uprooted near the ruins of the ancient Mayan
city of Dos Pilas. The glyphs carved on the
steps shed exciting new light on the city, its war with the rival city of Tikal, and the
fall of the Mayan empire. From first study,
it appears that there may have been some sort of war between two great super-powers within
the empire, opening all kinds of historical possibilities.
This is all intriguing and exciting enough (to Davis), but the discovery of
some kind of temple chamber buried beneath it, yet to be opened, is definitely enough to
get him down there. Pulling some strings got
him on the excavation team, and he invited Max along to 1) get some course credit, and 2)
experience what real field archeology is like. Johnny, meanwhile, just needs a
vacation. Things have been really busy at Questar
(and the tech spinoff, Questech), and a trip into the jungle sounds like just what
he needs. Johnny has invited to fly Max and
Rainier down there in one of his jets, and is a welcome addition since, him having spent a
lot of his childhood running around down there, its almost like having a local
guide. After
boring the ladies with talk of Mayan history, Rainier asks if theyre going to be
okay with him and Max leaving
after all, with Seahawk, gone, too, that does leave
them short-handed. The women all but push him
out the door, insisting theyll be fine, especially with the addition of Dyna Girl to
the mix. So, packed and geared up, the three
adventurers leave the base. The girls have their own plans today. Tinker has to be in New Mexico today
to speak at a parole hearing at the Pocantico Point SISRS facility
(the nearest super-villain prison to Seattle).
A year ago, Tinker and Forte stopped an art theft that went wrong.
A group of minor villain thieves led by a man called Dice
had enlisted the aid of a young New Jersey teleporter named Vanish.
Vanishreal name Angelo Darabontwasnt such
a bad kid, but had a bad upbringing around the wrong people.
The draw of fast cash lured him in with this crew.
Forte broke in on the theft, and in the fight that followed, Dice
killed a civilian and took others hostage.
Having a change of heart after things got violent, Vanish switched
sides and aided Forte in bringing Dice and the others down.
He was tried and found guilty, but with all the circumstances taken
into account, he got a light sentence for his involvement. Two years, up for parole in one. Well, its been one, and
hes up. Tinker has been called in to
speak, a request run through the SISRS system by the law firm that represented Vanish. This also turned out to be a good opportunity to
finish the final paperwork for getting Dyna Girl certified for access at the Point. So theyre going to drop by UNCLE for
some final security details, and then be off for New Mexico. Nightsable, however, asks if they
mind if she bows out. Shes still
feeling kind of down, and thinks she might head home to her own (alternate) Earth, maybe
visit her sisters and her Mom today. So after
shes gone, Dyna Girl makes some last-minute leaving-town phone calls while Tinker
does the pre-flight on the Mariner, Fortes submersible jet. She calls Dr. Jackal and lets him know
theyre leaving, so to keep an eye on things, and please drop in and feed Lucys
(Tinkers) dog if theyre not back in time, and that Samantha (Nightsable) is
going to her own Earth, so not to be surprised if his (sort of) daughter isnt home. She also calls Captain Compass on the radio and
fills him in on the absence. And she also
leaves a voice mail for Electro Man (Dad). With
that, theyre off to UNCLE. They land on UNCLEs roof and
head in, and are greeted by the familiar face of Captain Dane Casey, their hero
liaison. He takes Dyna Girl off for her
retinal scans. While theyre handling
the scan, he awkwardly asks her about her friend Stacy McKone, the intern/assistant
that works with Electro Man at the Forte Museum. Picking
up on what hes getting at, Dyna Girl suggests Dane ask her out, and goes on about
how they have a lot in common, and offers to make a call for him. Meanwhile, Tinker is approached by
the head of UNCLE Seattle, Commander Edward Castillo. He tells her theres someone he wants to her
meet. He walks her over to where a graying,
military-looking man is suited up in full UNCLE combat gear, talking to a group of
macho-looking agents. Hes introduced as
Captain Jack McNeal, head of UNCLE Seattles new STRIKE team, a
fast-response SWAT/Special Forces team that goes in on the big jobs. As Forte will likely be working with him and his
team, he wanted them to meet.
Dyna and Tinker are getting ready to take off when Dane stops them
and asks a favor. It seems Angelos lawyer, James Avalon (also, unknown
to them, the recently-rumored Seattle hero and night-stalker named Moonspider
who,
no irony lost, is a defense attorney whose firm specializes in super-villains),
is also there, getting some last minute paperwork signed and getting some
copies of UNCLE files before his trip to the Point. He was supposed to catch a ride with an UNCLE transport going
there, but it seems that jet is stuck in Idaho somewhere. Dane asks if they can give James a
lift. Tinker and Dyna are both very agitated,
as they and just about every other hero in Seattle in the past few years
HATE this guy for getting villains light or no sentences, but finally
agree to give the lawyer a ride.
Dyna suggests to Dane, on the way out, that she may not be able
to make that phone call for him after all.
The three take off in the Mariner and have a quiet (and uncomfortable) flight. As theyre getting close, though, they get a
distress call. Theres a breakout
attempt going on at the Point. Guards are
down. And in the radio call, they hear the
name Vanish. They race toward the Point.
Meanwhile, back in Seattle, Paul
Seaborn, former Gotham City bomb squad cop and current science teacher, has arrived
for another day of teaching at Seattles Garfield High. Hes still the new guy, but is starting to
become a part of things. Leaving his past
behind, he fulfilled his goal to get as far from Gotham as possible without actually
leaving the country. The tragedy there that
both gave him the super-speed powers of Vortex and cost the life of his team still
stays with him.
Pauls in the middle of trying to make science interesting to inner-city kids
when his principal, David Hogan, walks in. He
tells him he needs to speak to him outside. Putting
his student aid in charge, Paul steps out, and is told, quietly, that theres a bomb
threat. And its no kid trying to get
school dismissed for the daythis news came directly from UNCLE. The threat came right to them, and they feel
its a credible one, made by the terrorist group Mandate thats been
active around Seattle before (see Forte 2000 #s 1-3). The threat says if anyone is seen coming into or
leaving the school, the bombs (plural) will be set off.
No demands have yet been made. David
tells him theyre going into lockdown. All
students are to be pulled into their classrooms and locked in, all windows closed. Paul is told to get going with his class.
Paul does so, but has to get out and see if he can find the bombs. He waits until everyones locked in, then
tells his students hell be back. With
the halls empty, hes able to zip around the place at super-speed. Quickly enough, he finds bombs in the boiler room. Five of them.
Very high-tech, very dangerous, very able to blow up the school and everyone
in it. He vaguely remembers something about a
group of men delivering a bunch of school supplies that morning. That must be how they got the bombs in.
He runs back to a pay phone and calls 9-1-1, telling the operator hes in the
school and he needs to talk to UNCLE. After a
little hassle with the incompetent operator, hes put through to Jack McNealwho
is actually outside the school now with the STRIKE team.
McNeal asks the situation, Paul tells him.
He looks up Pauls info while theyre talking, and sees that Paul
is former PD and bomb squad. He also points
out its kind of coincidental, Paul being at this school for just a month or so and
suddenly there are bombs there
that he happens to find. Paul tells him he doesnt have time to waste,
and is going back to check out the bombs. McNeal
has him talk to a less suspicious agent, an Everett Williams, the demolitions
expert on STRIKE (and cousin to former UNCLE Seattle man Gary Williams). They do bomb talk.
Everett tells him to get a good look at the bombs, see if its possible
to safely defuse them while UNCLE is waiting for demands.
Meanwhile, the Mariner is soaring
over New Mexico and into Pocantico Point airspace. Air
traffic control immediately clears them to land. Tinker
brings the Mariner down on the landing platform atop the giant butte that houses the
prison, and the platform starts to lower. Tinker
pops the roof hatch and tells James to stay put. Dyna
flies her out, and they lock James in behind them. Flying down to the main hanger level,
theyre met by an armored escort. The
guards lead them inside, where the prisons in complete lockdown. Theyre taken to a hallway where injured
guards are still being treated, and they find out that two guards were killed. Theyre approached by warden Cliff Stover
(who was deputy warden when the last incarnation of Forte last visited here (see Forte
(Volume 1) #s 275-277)). He tells
them it was Vanish, and that Vanish is gone. He
finds out they have Angelos lawyer with them, and he wants him brought in to discuss
this, too. James is led in by guards (after
Tinker remotely unlocks the hatch). The situation is explained and video
of the event is reviewed. Angelo is seen
being led down the hall toward the room where his hearing will be. Several guards are with him, but dont
appear too concerned. Angelo, after all, has
been a model prisoner during his year here, genuinely showing a desire to reform, having
good counseling sessions, spending a lot of time with the SISRS chaplain. Plus, he has his inhibitor collar on (used when
outside his cell) that negates his powers. But
suddenly, Angelo ferociously and without warning attacks the guard next to him, gets the
guards energy weapon, sets the gun to its fatal setting, and begins shooting it out
with guards. He makes his way through the
hallways, somehow having all the access codes needed, and gets to a point just outside
where the inhibitor collars are active. Then
he teleports away. And he could be anywhere. Stover is very upset about the death
of his guards, and more so because its been a bad month. Apparently, they had a break-in attempt about a
month ago. Some very powerful energy wielder
named Terroron tried to break in and free his girlfriend, Sunflare. His powers wreaked havoc with the prisons
reactor, causing a complete power shutdown for nearly three minutes. Fortunately this took place in the middle of the
night, and many prisoners were asleep. A mass
breakout was avoided when the power came back up and Terroron was taken down (and sent to
a different SISRS prison than his girlfriend, to add insult to injury). And then, yesterday, there was
another guard deathan apparent suicide. It
seems a female guard named Timbre Rollins was assigned to a prisoner named Gepetto. It appears she turned off the security camera,
went into his cell, shot him, then turned the weapon on herself. Gepetto was rushed to the infirmary, and is still
there now, in I.C.U. after emergency surgery. Tink, Dyna and James find this a
little suspicious and convenient, considering what just happened, and considering Gepetto
is a powerful mentalist. They ask to see all
his info. He has the power to get into
peoples heads. He can read thoughts,
control them, and, in one documented case, can transfer his own mind completely into their
body. While theyre going through all
this, a staffer comes and tells the warden, uncomfortably, that the autopsy is back on
Timbre, and that, coupled with forensic evidence found in Gepettos cell, indicates
that she and Gepetto had been intimate, probably the night before her death. The heroes are pretty sure that
Gepetto is behind the breakout of Vanish. Dyna
Girl heads down to infirmary to check things out. She
wants to question him. Shes told by the
doctor there that thats impossible. Hes
in a coma, one he slipped into earlier. The
heroes match up the time code on the Vanish video with the time Gepetto went into the
coma. Gepettos brainwave activity drops
to almost nil the moment before Vanish starts his attack. So it seems pretty clear
Gepetto
is in Vanishs mind. But where has he
gone? He could be anywhere. They ask more questions about Gepetto. His cell had dampeners on it to keep his mental
powers from working. He couldnt have
been controlling Timbre, as the dampeners were on during the time of her death and his
shooting. Perhaps something happened during
the power outage a month ago? She was his
assigned guard that night. Last night, during
the attempted-murder/suicide, they were active, but when he was taken out of his cell, a
collar could not be used
the collars could cause problems during emergency medical
procedures. Instead, he was pumped full of
medications to keep his mind off track so his powers could not be used. Seems clear to the heroes the meds werent
enough. He got moved to the infirmary, where
there are no dampeners, and he used his powers to jump into Vanishs mind as Angelo
and his guards passed a wall of the infirmary. The heroes need to find out where
Gepetto went. They ask the warden about known
associates, and get a laundry list of freelance villains Gepetto used to work with. Most are still at large and were last seen at
different spots all around the country. They
look into Timbre Rollins record. She
came from the regular prison system. Her
record is clean and uneventful. By all
reports, she was a bit of a loner. They find
out that Timbre lived in the small town built by the prison a number of miles away, as
many of the staff do. Many room together, but
she preferred her own place and paid extra rent to get it as such. Not having any other clear leads,
Tinker and Dyna Girl decide theyll head over and check out her house. They call the local UNCLE office and advise them
theyre coming, and that they should secure the house as a crime scene, and take
caution in case Gepetto might be there. Lawyer
James Avalon wants to go along, too, but the girls bluntly refuse him, no matter how much
legal jargon he throws at them. They finally
take off, telling him if he wants to see the place, he can get his own ride there. Back in Seattle, Vortex, still in
civilian gear, is checking out the bombs. Hes
gotten the casings off. The bombs are motion
sensitive, too, so he cant just run off with them.
While hes trying to make his
decision, a voice behind him says I hope youre not the one who set
these. He turns around and finds Nightsable
there. Shes heard through UNCLE what
was going on, and decided to teleport in and see what she could do (didnt quite make
it off to her own Earth in time). Paul
introduces himself and lets her know about his bomb squad experience. They discuss the possibility of her teleporting
the bombs away, but they way she teleports other things is by opening gates. Shed have to open one for them to fall
through, and that could set them off. Now the
question is which is more dangerous
that, or him trying to defuse them. After some discussion, its
decided that shell go room to room and get the kids all teleported out. She knows a cop in Walla Walla, and she contacts
him to find a good spot, getting them all far away so theres less chance of someone
(Mandate) finding out that theyre no longer in the school. She teleports back to the base first and picks up
an old-school Forte radio watch and gives it to Paul to keep in touch with her in case
theres any trouble. Then she starts
teleporting kids. When the whole school is
empty, Paul gets to work. He manages to get
all the bombs defused. He lets UNCLE know this, and wonders
where they want him (and Nightsable) to take them. Theyre
cleared to teleport right to UNCLE HQ. They
do, and Dane Casey and some techs meet them, and the techs carefully and quickly get the
bombs into a room to begin dismantling them. Edward
Castillo thanks Paul for his help. They still
havent gotten any kind of demands from Mandate.
The theory starts to arise that maybe this bomb situation is some kind of
diversion. An agent comes up while theyre
talking to let Dane know that theres a high-speed chase going on on I-5. Local PD and UNCLE are chasing a
super-villain
in a late model Buick Century (?).
Seems someone spotted the fully costumed villain driving down the highway and
called it in, and it turns out that hes got warrants (you know, as opposed to the
normal, law-abiding super-villains). His name
is Slinger, and hes part of a group of Texas ex-cons calling themselves
The Irregulars that got their hands on some tech (like energy guns) a
while back and decided to become villains. Paul excuses himself, telling them he
wants to get back to the scene and talk with Williams about the bombs, leaving Nightsable
and UNCLE to deal with the villain situation. In
actuality, he gets into his Vortex costume and plans to deal with the situation himself. Who else is a high-speed chase more perfectly
suited for? He races down I-5 and quickly finds
the chase. Running along next to the Buick,
he reaches in and tries to snatch the keys out of the ignition. He fails twice, while Slingerwho
doesnt seem particularly brighttries to take shots at him and get away in the
vehicle. Vortex does manage to snatch both
Slingers guns away and toss them, eliminating that problem. Vortex runs back to a speeding police car and
asks them for a tire iron. Getting one, he
runs back up to the Buick and removes the cars left front tire as Slinger is trying
to swerve off an off-ramp. The car hits the
road and skids off, sparks flying, to a stop. Nabbed
and gunless, the frustrated Slinger gets out and surrenders. Not wanting to go back to jail, he
tries to cut a deal. He says he has some info
on a big heist about to happen in Seattle
the one hes in town for. He wants immunity for the info. Vortex gives him a bunch of police and legal
jargon, explaining to him why hes not getting anything for it, knocking the wind out
of Slingers sails. Vortex finally gets
him to give up the info on the promise of him putting in a good word for the villain. All he gets is the address of a warehouse down by
the waterfront, and time (9:00 p.m.). Slinger
doesnt know what theyre supposed to be stealing, only that its something
big. At this point, Nightsable teleports
in, and sees that the Vortex guy has already handled things. They meet (again) and Vortex fills her in on the
theft.
Back at the Point, James is still investigating. Using
his laptop, hes tracing Timbres credit card purchases for the last month. They show an unusual amount of activity. Shes been ordering up a lot of high-end
consumer products and shipping them to various post office boxes around the country. While hes doing this checking, a guard comes
up to the warden and tells him that a prisoner has information about the breakout and
wants to give it up. As this involves his
client, James asks to accompany the warden, saying he might be able to help. The man is question is Outlaw,
one of the Irregulars, recently captured by Forte (see, again, Forte 2000: The
Storm). Hes one of two
members of the team with actual powers
not great ones, just heightened reflexes, but
enough to end him up in SISRS instead of a regular prison.
He and his brother, Slinger, both have them.
He says Gepetto passed him messages, looking for names of any merc villains
still in play that might help on a job if word got out to them. Outlaw turned him on to his brother, and got word
to Slinger. But Gepetto had promised to bust
Outlaw out with him. It didnt happen,
and Outlaw is ticked off at the double-cross, so he wants to give up Gepetto and
his brother (the two brothers dont really care for each other much). He provides the address of a warehouse in Seattle,
and a date and time (tonight, 9:00 P.M.) After this info is given, James
offers his card to Outlaw, along with his services as his attorney, and tells him not to
say anymore. This naturally ticks the warden
off. James is now ready to head back to
Seattle. He first asks his new client if he
needs anything. Outlaw needs smokes. James stops by the commissary and buys a couple of
cartons and has them sent down to Outlaw. James
hitches a ride on an outgoing transport jet. Meanwhile, Tinker and Dyna girl have
arrived at Timbre Rollins home, which is now cordoned off by local police and UNCLE,
per request. They check her place out. Not much to it, not much in the way of furnishings
or personal items
no photos or other keepsakes.
Tinker does get into her computer, though, and they find the same credit
card info that James discovered. The drop
locations are around the nation. They decide
to contact UNCLE offices and provide this info, and advise them to check the mail box
places out and set up stakeouts. Tinker starts to notice strange
things about the way the computer is set up, and starts hacking through some strangely
present security. Once she does, she finds
out theres a lot more to Timbre than anyone knew. E-mail, file and journal entries show
that Timbre is a member of Mandate, one of their deep cover people they have in useful
positions. E-mails, some coded, some less so,
reveal lots of talk about the big day coming (the group hopes to overthrow America), talk
about taking out the lower races, etc. One,
from another Mandater, talks about a big operation happening in Seattlehappening on
todays date. It talks cryptically about
an item of great power that Mandate will get their hands on and use to further their
cause. No more info than that is found. Reading her journal for the past
month, though, reveals things about her, and about her relationship with Gepetto. Timbre, while putting on a normal façade for
others, had a secret life with Mandate and a belief in the superiority of the white race,
and of returning America to its former glory. It
also reveals a woman with many fears and emotional problems. When it comes to Gepetto, hes mentioned,
previous to a month ago, only in terms of disdain, and only briefly
hes not
given much thought, just discussed as another job of hers.
Then, after the date of the Terroron break-in, she starts to discuss her
unexplained and irresistible love for him. Driven
by compulsions she could not explain, she began having late night romantic encounters with
him in his cell. Her entries suggest her
inability to understand or control these urges caused her great emotional distress. A clearer picture of what happened starts to come together
when all the pieces are assembled.
Gepetto was in his cell when the power outage happened, and was
able to get into the mind of his guard.
But to his surprise, he found out his guard was secretly with Mandate
and
he found out about the big item they planned to steal, something of immense
power, whatever it was. He knew his time was brief, that the
power in the prison wouldnt be down for long.
He could try to escape right then, but with the attack on the prison
going on, full lock-down was about to happen, making escape difficult.
A better plan must have come to him
using the guard to help
him, and using the kid Vanish, up for parole, to teleport away.
He quickly planted commands in Timbres mind while he still
could, hatching the plan to have her shoot him the day before Vanishs
hearing, so that hed be in the infirmary with no dampeners so he
could make the hop into Vanishs mind and use Timbres knowledge
of the prison to get to a place where he could teleport away. Along with this, he also seems to
have planted the commands to send a bunch of expensive electronics to
post office boxes for some reason
and, just to amuse himself in the
month to come, the compulsion for her to come into his cell at night for
some secret encounters. It seems clear to Tinker and Dyna
Girl that they need to get back to Seattle. Chances
are thats wheres hes headed. They
hop in the Mariner and race back.
Vortex and Nightsable spend the afternoon on a rooftop near the waterfront, staking
out the warehouse. Theres some movement
near it, and on the docks, but not much. The
dockworker strike has all but shut down the waterfront.
Ships can be seen anchored all around the Sound, probably filled with crews
that have been stuck there for a long time.
Nightsable gets a radio call from Tinker and Dyna Girl, who are now back at the
base. They trade information on whats
been going on, and it seems like theres a good chance this warehouse theft might be
the one Gepetto would be involved in. Dyna
and Tinker give her all kinds of teasing, wondering who the mysterious guy is shes
huddled on the roof with. They decide
its a good idea to find out whats in the warehouse, so they tell Nightsable
and Vortex to head inside. With a quick
teleport, they do just that.
James Avalon makes it back to the firm and does a little research
on that address. He looks into the deal on the warehouse, and finds many shipments
are slated to be deposited there once the strike ends. He checks the records of his firm,
on whim, to see if anyones tried to file legal means to get their
cargo off a ship and onto shore for pickup.
He finds one that stands outan Egyptian company called the
Anuket Import/Export Group. Theres a certain piece of cargo,
one crate, that theyre fighting to get as soon as possible, and
the company seems perplexed and quite agitated by the strike thats
holding things up. Interesting. He decides that maybe when 9:00 rolls around, Moonspider might
want to be at the address to see what goes down. With any luck, Gepetto, in James clients body,
will be there.
Nightsable and Vortex port into the warehouse, and find no one in it. There are a number of crates, but the warehouse is
only about half full. Using super-speed,
Vortex decides to open and check every single crate in record time. Nothing suspicious or overly valuable in any of
them, and certainly nothing that looks like anything of great power. They decide to check the manifest in the
warehouse. The one thing that seems odd is a
cratea single crateset to be delivered there from an Egyptian liner, the Star
of Khufu. Just one crate, not a whole
shipment like the others. Tinker does some
online checking and finds the ship is one of many anchored and waiting since the strike
started. This sounds like a good start. It occurs to Tinker that the crate is supposed to
be in the warehouse, but isnt because of the strike.
It might be possible that Gepetto doesnt know this (his information is
a month old, after all
).
Based on this, they decide that a double stakeout is the best planone team
checking out the ship, the others in the warehouse. Dyna
puts a call through to Captain Compass and asks him to keep an eye on that ship. She and Tinker get back in the Mariner and
submerge through the bases underwater exit. Staying
underwater in sub mode, they head over to the waterfront and hold under the ship. Nightsable and Vortex hide out in the warehouse. And during the wait, Moonspider shows up on the
warehouse roof and camps out at a skylight.
Soon, a noise and voice can be heard. Vortex
peeks out and spots Vanish (sort of) and a group of four other villainsthe
gem-skinned Onyx, the Australian mercenary Bushkill, the armored Deathcry,
and the feline Prowler. They start
looking around on Gepettos orders. Nightsable
calls Dyna Girl and Tinker and tells them its on.
Tinker brings the Mariner up to the dock and surfaces, and she pops the top hatch.
Gepettoin Angelos body, wearing a polo shirt, slacks, and a couple of
nasty-looking high-tech gauntlets, is looking through the manifest, yelling at the other
villains. What do you mean its
not here? Too late for the villains,
they realize theyre in an ambushVortex comes speeding up and attacks, and Dyna
Girl busts in the door. The fight is on.
The fight is fast and furious. Dyna
Girl begins with the biggest opponentOnyx, who quickly grows to twice his normal
size. She lays some devastating blows on him,
but he seems tough enough to take most of them. Vortex
ends up sparring with a very quick Prowler and her deadly-sharp claws. Bushkill starts swinging expertly with his sword,
but Tinker, still outside the door, opens up on him with her Fire Ant Launcher. Covered in ants, he screams and writhes, and is
probably better off when one of Onyxs punches at Dyna goes horribly wide and nails
the Aussie. And martial flip from Dyna sends
the big gem crashing down on top of Bushkill, too. Nightsable
has teleported in and is battling the sonic Deathcry, whose devastating scream cant
seem to hit anything but crates (lets hope theyre all insured).
Gepetto has teleported away from the fight and to the back of the warehouse. Spotting him, Moonspider crashes through the
skylight and starts throwing leaping kicks down on the villain. Gepetto rants about not letting them stop this,
and he fires electrical blasts at Moonspider with the gauntlets he wields.
While Dyna keeps on slugging it out with Onyx, Vortex is landing blows on Prowler,
whos getting more and more angry. Finally
she gets in a lucky shot, and slashes him across the abdomen with her claws, drawing a lot
of blood. Seeing this, Nightsable jumps into
that fight and tries to get keep Prowler off of him.
This leaves Deathcry open to wreak havoc, but Tinker tosses her Personal Fog
gadget in, which keeps a cloud of blinding fog around the villains face.
Wounded but seeing Moonspider alone against Gepetto (whoever Moonspider is
),
Vortex decides to lend a hand. Rushing over,
he joins Moonspider, and the pair take the mind-hopping villain down. Meanwhile, Tinker and Nightsable take out
Deathcry, while Dyna Girl finally puts Onyx under.
Tinker binds up the unconscious villains with zip ties, while Dyna Girl makes a
call to UNCLE to get down there for pickup. Dyna
Girl also puts a call through to Captain Compass to see if anythings changed on the
ship. He starts to advise no, but suddenly
spots the top of a black mini-sub barely above the surface of the water, right next to the
ship. Theres a rope ladder attached to
the rail. Someones going for the actual
crate, it seems, whos smart enough to know its not in the warehouse.
The heroes dash over to the shipVortex by running over the water, Tinker,
Dyna Girl and Moonspider in the Mariner. Nightsable
stays behind to guard the villains. Vortex,
in need of medical attention, still wants to help, and he searches the ship at
super-speed. He soon finds some men in one of
the cargo bays below, ones obviously not part of the crew.
Six Mandate agents are down here, along with Erebus, a mysterious villain in
a black costume. Theyve found the crate
theyre looking for, and Erebus seems extremely happy about it (in a dark, mysterious
kind of way, of course). Vortex uses the
radio hed gotten from Nightsable and lets the others know. Dyna Girl, having already yanked off the rope
ladder, decides to just pick up the whole sub, and she sets it gently down on the overhead
cargo doors above the bay the thieves are in. They
start trying to raise the doors and get the crate out of there, but the doors arent
budging.
The heroes all show up, and Vortex explains to the Mandate men that they really
have no chance, so they need to just surrender. Being
fanaticsand being egged on by Erebus, whos desperately looking for a way to
get out of there with the cratethey decide to start shooting. That decision doesnt last long. Vortex races by and grabs all their guns away from
them, and theyre not much use after that.
Erebus, however, proves to me more formidable.
Hes a magic user and throws a number of spells at the heroes, including one
that (briefly) binds Dyna Girl. But things go
south for him when, while hes momentarily knocked down, Tinker slaps her leg clamps
on him, making him a much easier target, and the heroes combine to pound him into la-la
land.
They decide to look in the crate and see what all the fuss is about. They find, in it, an Egyptian sarcophagus with
intricate carvings and markings on it. This
seems to be what everyone was looking for all right.
And since its supposed to be an item of great power, they decide
its best to get it out of there and get it over to UNCLE for safe keeping and
further study.
Nightsable is anxious to get Vortex to a hospital, and does so. Tinker and Dyna Girl introduce themselves,
properly, to Moonspider, thanking him for his help. Theyve
heard of him before, but just havent run into him until now. Moonspider secretly finds this amusing, getting
such friendly treatment from the same heroines who so clearly disliked him earlier in the
day. They provide him with a modified Forte
watch to contact them in the future if the need arises.
As UNCLE vans show up, Vanish wakes up
and it appears to really be Vanish. He doesnt remember anything, just being led
to his parole hearing. Tinker explains to him
whats been happening, and though hes concerned that hes blown his chance
at parole, she assures him that based on all the evidence and their testimony, he should
be just fine. Gepetto, however, likely now
back in his own body, will have a lot of new crimes to answer for when he recovers from
his injuries, and likely wont ever be leaving the Point again. Back at UNCLE, Dyna Girl and Tinker borrow a digital camera and take some shots of the mysterious sarcophagus (posing humorously with it in a few shots), and they e-mail them to Rainiers QuestPad for review, since this is right up his alley. With almost no delay, Rainier gets back to them on the radio, sounding frantic, telling them to send Nightsable to pick him up right now!! |