You say there’s no way to know until you try, and that hope is just the flipside of doubt. Doubt says that you’re not sure things will go well, and hope says that you’re not sure it’ll go badly. The only way you’d say there’s no hope was if you were certain of anything, but you’re not. It may not be the largest chance, it may not be easy, and you’re definitely rolling the dice- but you might win. You just have to put in the effort and keep on believing in each other, and you have no plans to stop that any time soon. The most you can promise aside from that is that no matter what happens, you’ll take responsibility for it. That’s all you can do, really.

But…you know they want particular reasons as well, solid evidence. The truth of it is, you’re pretty confident you can get ahead of Spit, and you’re already finding cracks in her methods. Her way of doing things is self-destructive, and she’s acting against the nature of her TCPs. It’s fragile tactics, and the more you work her grip loose, the more slippery it’s going to get for her. If you could get all of her TCP’s out of her base, away from her influence, and into the unhallowed sanctuary, you’ve basically won. She won’t be able to hurt them anymore or make anything, and you’d have the chance to sway them from her influence. It’s going to require a lot of undoing conditioning, and there’s always the chance that they won’t take well to it…but there’s the chance that they will, and that’s the chance that you’re going to take, no matter what.

At the very, very least…Jasper could try and get Writhe out. Jasper agrees completely, as soon as you say it- it’s clearly being hurt here, all of them are, but Writhe seems the most delicate, at least to your phantom type. You’re going to need its help as well, and if Jasper wanted, they could try and help calm the cage type down before you get to it.

Jasper agrees, and floats over to Writhe.