," he tells the androids. We will be leaving outback
shortly. Please be seated." They do that, and wait. They're very good
at waiting.
We launch and get the same careful escort out that we got in. At the
first opportunity, we jump.
Dafnord goes back to the conference room. "Welcome aboard the Munch,"
he tells them, this time. He explains their upcoming mission to them
and offers technical data, with Gannar at his side providing suggestions
on how to address an audience of young androids. ("They won't care
about anything but their job.") They should pass all subsequent
questions on to Gannar.
They do, selecting a spokesman from their number after a short
conference on inter-android radio. Dafnord then presents the spokesman
with a baseball cap bearing the Jumping Jacks logo and his new name:
Aidan.
(At Gannar's request, Tom has made up a list of names for these
androids, since they don't have any yet. Since they're all red-haired,
he's chosen Celtic names:
Aidan, Brian, Colin, Dylan, Egan, Flynn, Gavin, Halloran, Ian, Jock,
Kelly, Liam, Michael, Neil, Ossian, and Patrick. One down, fifteen to
go.)
We reach Hellene in two days, without incident, and still have three to
five weeks to wait until the med-bots arrive from Aurelius. We leave
the android medics to get familiar with the field hospitals set up in
the black hangar at Jumping Jacks, and everyone leaps ahead by
fast-forward.
Everyone but Gannar, that is, who stays behind to look after the
androids. He has them go through drills several more times than they
would on their own initiative -- 'cause they don't *have* any
initiative. He also starts them in on education in social forms and
general emotional psychology. For this, he uses TV therapy programs
written on Capek, specifically for androids, which he tells them are
"neurological support stimuli."
It's all rather like trying to fluff lead. These androids are
thoroughly squelched in their (lack of) emotional response. Oh, well.
It took Gannar himself more than seventy years to go from manufacture to
manumission. Gannar tries to stimulate their initiative and creativity
by asking Cantrel to send any minor injuries at Jumping Jacks to the
androids for treatment.
When all the medical automation arrives, we wind up taking up two
regular hangars and one very big hangar with our field hospitals. Tom,
Robbie, and Salimar then fake up a tunnel, on the pantope, to resemble
the one on the Tellemataru, only this one leads from Yazatlan, through
the pantope, into Jumping Jacks, where our dragon-detecting fays are
soon on duty. We also recruit some Jumping Jacks doctors to supervise
the androids.
Finally, we assemble our away team -- all the pantope usuals, plus some
volunteers among the nephilim, whom some of us have dubbed "Dafnord's
Own Ranger Corps," or "DORCs." (Dafnord ignores this...) We decide to
grab fifty victims, drop them into our new rescue system, and see how it
works.
It works okay, but the senior Jumping Jacks doctor wants to know what
idiot is doing triage on these people. Triage. Ah. We hastily gate to
the Tellemataru, wait for the hospitals *there* to catch up, then get
Sunbird, Rose, and N'Tabo Bey, plus two assistants each, to come do
triage on our victim-stream.
The next batch of fifty goes better. At the third, we're getting good.
Around batch 10, we're half way through, at most, and people are
starting to die because we're not getting them to help fast enough. The
nine medics from the Tellemataru start treating on the spot, but they
can't be everywhere.
Around batch twelve, Tom realizes that, at this rate, this will be the
longest pickup yet, leaving us exposed for longer than ever, in addition
to the climbing casualty rate.
So we bookmark the whole mess and go looking for more equipment. What
we need is a lot of foam rubber, or something like it, so Tom can drop a
suitable batch of victims into a holding area on the Tellemataru, then
disconnect from Yazatlan time while they get triaged and sent to Jumping
Jacks. (The heck with the fake tunnel, now.)
So we go out shopping in present-day Pericles and find a Zamboni-like
contraption that folk use for creating the spongey, bouncey surface of
some game they play here. We never even bother to learn the name of the
game, and we *rent* the pseudo-Zamboni, rather than having the guy come
to the "sports center" and do the job for hire. We leave some very
puzzled people behind, especially when we drive their Zamboni around the
corner and vanish with it. And then return it to the garage when no one
is looking. But we're in a rush.
Tom then drops people into a foam-decked hold with a rapid series of
stupid pantope tricks. They get triaged and forwarded to Jumping
Jacks. Lather, rinse, repeat.
Then, when about fifty people are left in the square, Mithriel telepaths
"Incoming!" She has spotted another manta ship. Tom grabs a final few
people, including the away team, and goes into freeze frame. The enemy
has launched *two* missiles at us, and, if we just blow this manta-ship
up, the wreckage lands on the city. And these nasties have been known
to pack their own dimensional technology. Hm.
Updated: 7-Oct-06
©1984, 1994, 2005 Earl Wajenberg. All Rights Reserved.