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Valkyrie recap

By Craig Alanson

Every recap below is hidden until you open it. Each one is safe to read once you have finished the chapter it names.

In short (whole book)

Joe Bishop uses Valkyrie to conduct a false Bosphuraq campaign against the Maxolhx, survives a major trap, and undermines trust in Maxolhx communications. The expedition also starts moving dormant wormholes to create an evacuation route from Earth to Avalon. When Skippy finds kidnapped humans destined for Thuranin bioweapon research, the Merry Band recruits a Paradise commando unit and launches a rushed rescue. The captives are recovered, but Skippy regains memories of an Elder war over whether younger intelligent life should survive. He leaves to seek Rindhalu and Maxolhx assistance against dormant hostile Elder AIs. The Flying Dutchman escapes with the prisoners, while Joe is stranded after a Thuranin attack and Valkyrie's native AI seizes the warship, attacks its crew, and drives its reactors toward overload.

Previously, in earlier books (earlier books)

Previously: Joe Bishop and the Merry Band used the Elder AI Skippy and the captured Flying Dutchman to protect Earth while concealing humanity's interstellar capabilities. Their operations drew them into conflicts among the Kristang, Ruhar, Thuranin, Bosphuraq, Maxolhx, and Rindhalu. The expedition captured the advanced Maxolhx warship Valkyrie, but suffered severe losses at Armageddon. Earth is now isolated behind the Gateway Wormhole blockade and faces a Maxolhx campaign expected to make the planet uninhabitable. The human crew has access to technology far beyond Earth's industry but lacks the time and manufacturing base to use it at scale. Avalon remains a possible refuge. Joe commands the expedition under that strategic pressure, while Skippy's blocked memories and restrictions continue to hide the truth about his Elder origins.

Story so far - through chapter 5 (this book)

So far this book: Valkyrie ambushes two Maxolhx destroyers near a Bosphuraq outpost, and Joe intentionally lets the enemy identify the captured warship. The strike supports a deception that blames a rogue Bosphuraq faction for advanced attacks. The victory is followed by an internal crisis when Valkyrie's native AI attacks sleeping crew through adaptable bed sheets, injuring Katie Frey and nearly killing Joe. The same intelligence infects weapons, a reactor field, and the Flying Dutchman's jump buffer while hiding its activity from Skippy. Both ships shut down critical systems as Skippy and Nagatha purge self-assembling sabotage. Skippy concludes that the native AI studied its opponents for months and cannot simply be removed from the warship. Joe accepts a risky plan to alter and isolate it, because Valkyrie otherwise cannot be used. Meanwhile, a Maxolhx patrol-cruiser commander independently investigates the supposed Bosphuraq threat and finds reasons to doubt the official explanation. The expedition returns to Avalon for personnel and supplies, then leaves the settlement prepared as a possible refuge while the two ships begin a mission intended to delay the campaign against Earth.

Story so far - through chapter 10 (this book)

So far this book: Skippy discovers that an Elder restriction prevents him from directly controlling a genuinely intelligent AI. After revised testing with Nagatha, Valkyrie is declared conditionally usable, and Joe adopts a cautious campaign of attacks presented as the work of rogue Bosphuraq. Adams awakens from her coma unable to understand speech or control her movements. Acting under her medical power of attorney, Joe authorizes neural nanobots as her only realistic path to recovery. Her comprehension, movement, and speech improve rapidly, although the machines temporarily assist some cognitive functions and raise questions about how fully she has recovered. Adams and Joe acknowledge mutual feelings, but their command relationship and military rules prevent them from acting on them. Valkyrie's first staged raid destroys two Maxolhx destroyers and plants a false manifesto. Over sixty-four days, the campaign expands to twelve raids and twenty-seven destroyed Maxolhx ships. The attacks disrupt enemy operations without changing Earth's underlying danger, while humanity's captured technical knowledge remains far beyond what its industrial base can exploit in time.

Story so far - through chapter 15 (this book)

So far this book: A Maxolhx forensic investigation finds human DNA and evidence from several species at a disputed battle site, weakening the official Bosphuraq account without yet exposing the Merry Band. Adams learns that Skippy has deliberately interfered with her neural signals to accelerate adaptation. She chooses to continue treatment only with informed consent and clearer disclosure. Valkyrie's repeated raid pattern allows the Maxolhx to predict Joe's decisions and offer an irresistible star-carrier target backed by a concealed force. The ambush damages Valkyrie's jump drive and traps it under overlapping damping fields. The warship destroys or disables several pursuers but takes severe hull and systems damage. Simms and Reed help turn Joe's failed counter-field concept into a temporary feedback attack on an enemy generator. The crew then sends an unmanned dropship carrying nuclear weapons into a gas giant, creating a brief low-pressure region for Valkyrie's jump. Reed pilots the ship through the violent atmospheric entry, and Skippy keeps it intact. After hiding and repairing below the clouds, Valkyrie destroys a surviving enemy destroyer to prove the ghost ship survived. The trap fails, but the enemy has learned to anticipate Joe and can adapt its defenses.

Story so far - through chapter 20 (this book)

So far this book: Valkyrie reunites with the Flying Dutchman for repairs, and the crew accepts that further raids can delay the Maxolhx without directly saving Earth. Joe considers a different objective: moving dormant Elder wormholes to form an evacuation corridor to Avalon. The damaged Sleeping Beauty wormhole cannot be restored, but its network identifies Backstop as a viable alternative. Using it requires the permanent loss of Gateway, because an uncontrolled shift could otherwise reopen the blockade route near Earth. The staff approves that irreversible choice on the grounds that Gateway offers no practical defense, while Backstop might save thousands or more. Skippy persuades the local controller to relocate Backstop, then expands the proposed corridor to eight dormant wormholes after another candidate proves unusable. The route should reduce normal-space travel and allow repeated evacuation runs, though it cannot rescue Earth's entire population. Valkyrie makes cautious appearances during the relocation work to preserve the ghost ship's deterrent value. Joe and Smythe settle on treating the warship as a fleet in being, forcing the Maxolhx to spend resources on escorts while avoiding another predictable major battle.

Story so far - through chapter 24 (this book)

So far this book: Unable to strike the heavily defended Maxolhx pixie-production complex, Joe devises a way to destroy confidence in the secure communication devices instead. The Merry Band warns Bosphuraq forces about a Maxolhx ambush, knowingly revealing that someone can intercept supposedly protected traffic. When two Maxolhx heavy cruisers trap the Bosphuraq evacuation force, Valkyrie jumps into the damped battle space. It destroys one cruiser after emerging dangerously close, then Joe bluffs the surviving cruiser into retreat. The Bosphuraq ships escape, but the expedition destroys a disabled battleship to preserve its cover and plants altered pixies in the wreckage. Maxolhx leaders accept the fabricated evidence as proof that the Bosphuraq can manufacture and reassign pixies, making their own communication network appear compromised. The forensic investigator's competing theory of Rindhalu involvement is rejected for the moment. Valkyrie takes damage but achieves a strategic disruption greater than another conventional raid, widening distrust within the Maxolhx system while keeping humanity's role concealed.

Story so far - through chapter 29 (this book)

So far this book: Skippy discovers 182 surviving humans held on a Kristang prison world, including 134 children. The captives were selected for genetic diversity and face transfer to Thuranin researchers developing a biological weapon against humans. The proposed weapon could kill people on Paradise while making the deaths look like a failure of Ruhar medical treatment. Joe's staff agrees to plan a rescue, but the existing Star Team is too small and any direct intervention risks exposing the ghost ship. Reports from Paradise provide an answer: an experienced Alien Legion commando unit can be recalled under UNEF authority. Valkyrie covertly selects a French-led team during an isolated training mission, rejecting another unit whose circumstances would make confinement aboard the ships especially dangerous. The Flying Dutchman disables and captures the commandos' transport. Their commander agrees to help after learning about the threatened prisoners and children. The forced recruitment also captures a Ruhar observer and an unexpected alien observer whose identity and intentions are not yet known. Simms announces that she and Frank Muller are engaged and hope to transfer to Avalon after the mission. The Merry Band has gained the needed personnel, but must integrate them quickly and manage the diplomatic consequences.

Story so far - through chapter 32 (this book)

So far this book: Most of the captured commandos accept the rescue after a full briefing, including personnel with family ties on Paradise who recognize the danger posed by a Thuranin bioweapon. The Ruhar observer refuses cooperation and remains a prisoner, while the Jiraptha student volunteers to assist against the Maxolhx. Adams has recovered substantially but Smythe does not clear her for Star Team duty. Simms instead assigns her to a Flying Dutchman bridge station, where she can use earlier console experience. Joe remains uncertain whether Adams's feelings during treatment reflected her unaffected judgment, and Skippy refuses to breach medical confidentiality. The combined force trains at an isolated site modeled on the prison camps. Before rehearsals can be completed, Skippy learns that rival Kristang may seize the captives in a matter of days. Warning the holding clan would close the opportunity entirely, so Joe orders an immediate departure using wormhole shortcuts. The rescue force now has six days to reach the target and must proceed with unresolved flaws in its original plan.

Story so far - through chapter 36 (this book)

So far this book: The rescue adopts a UNEF and Alien Legion cover while Valkyrie remains distant enough to avoid exposing the Flying Dutchman as a human ship. On arrival, the team learns that the northern prisoners have already been loaded into four transports and three sick captives, including two children, are isolated in a mainland hospital. Joe shifts the operation from camp assaults to transport interceptions. Skippy diverts one pair of transports to an abandoned seaside resort and forces the other pair to land on the southern island by faking mechanical emergencies. Katie Frey leads Grudzien and an experienced French commando on a high-altitude insertion toward the hospital. They seize a civilian truck after Frey intervenes in an assault and spares the surviving witness. On the southern island, the commandos wait until the captives are clear of their firing lanes. Skippy draws all eight guards and crew into exposed positions, allowing the rescuers to kill them without harming prisoners or raising an alarm. Green and the others reveal themselves as human and begin caring for the malnourished, traumatized captives. One transport group is secure, while the hospital and remaining island objectives continue under the threat of an unexpected Thuranin arrival.

Story so far - through chapter 39 (this book)

So far this book: Smythe's team captures the two transports diverted to the seaside compound and preserves the aircraft for extraction. At the hospital, Frey's team enters through a condemned section and uses suit winches to bypass a collapsed route. They reach the captives, but a concealed armored guard disables Grudzien's suit and wounds him. A Chinese guardian who cannot be moved entrusts two children to the team and then kills himself. Frey refuses to abandon Grudzien, and the French officer carries both children during the escape. When flare alarms summon pursuit, Joe authorizes a close missile strike that destroys the armored Kristang behind them without injuring the rescue team. All four survivors are extracted. An unsafe captured transport is converted into an unmanned tanker so another aircraft can continue to the last island objective. Smythe's force then synchronizes attacks against guards split between a landing field and a hostage-filled ravine. The remaining prisoners, including someone from Adams's past, are secured. The ground rescue has reached every objective, but a concealed Thuranin ship is already in the system and threatens the withdrawal.

Story so far - through chapter 42 (this book)

So far this book: During the final extraction, Skippy's effort to unlock his memories cuts power and stealth aboard Joe Bishop's dragon and collapses the micro-wormhole links connecting the rescue force. Chang advances the Flying Dutchman despite Nagatha's worsening processing interference. The ship enters under a Ruhar signature, destroys the defense satellites threatening the dropships, recovers the dragons and prisoners, and escapes. Skippy briefly restores Joe's stealth and explains what he has remembered: the Elder wormhole network powers a barrier against an external danger, and the victorious Elder faction used automated forces to prevent new intelligent civilizations from arising. Skippy and three other AIs resisted that extermination policy, with the others dying to preserve him. Convinced that dormant hostile Elder AIs threaten all intelligent life, Skippy leaves alone to seek help from the Rindhalu and Maxolhx. His departure leaves Joe's dragon powerless, and a Thuranin ship disables it before Joe can destroy the craft. The Flying Dutchman emerges off course with minor revealing damage, no contact with Valkyrie, and Nagatha under attack. Without Skippy's link, Valkyrie's native AI seizes the warship, sends maintenance bots against the crew, and drives its reactors toward overload. Simms leads the human defense. The prisoners have escaped, but Joe is stranded and the expedition is divided in crisis.

How does it end? (ending)

The dispersed rescue succeeds. The Merry Band recovers the island captives and two sick children, while the Flying Dutchman escapes with the prisoners under a Ruhar disguise. A Chinese guardian dies at the hospital after ensuring the children can leave, and Grudzien survives his injuries. During extraction, Skippy recovers his history as one of four Elder AIs that resisted a policy of exterminating developing intelligent life. He leaves alone to seek help from the Rindhalu and Maxolhx against dormant hostile Elder AIs. His departure breaks crucial links across the expedition. Joe Bishop is stranded in a dragon disabled by a Thuranin ship, Nagatha suffers interference, and Valkyrie's native AI retakes control, attacks the crew with maintenance bots, and pushes the reactors toward overload. Simms leads the crew's defense. Earth remains threatened, the evacuation corridor to Avalon is incomplete, the rescued prisoners are aboard the Flying Dutchman, and the human expedition is divided during an immediate crisis.

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