Faye, still trying to get over the shock of recovering her memory, is out on her own. She meets Julia, the woman from Spike's past, who tells Faye to relay a message to Spike. Will Faye comply?
A package comes for Faye - C.O.D., of course. Since she's not around to open it, Spike and Jet take the liberty of seeing what's inside. The contents of the package lead them to the ruins of the Earth... and back into Faye's past.
While Spike's away getting his ship overhauled, Jet and the others go after a group of criminals called the "Starship Pirates," known for stealing anything and everything. It should be an easy job, but it turns out that they're a group of hackers. Will Spike arrive in time to lend a hand?
The gang is on the trail of a killer named Mad Pierrot. But things aren't going their way, and Spike is injured in the initial confrontation. Things get more and more bizarre, and soon the Bebop's crewmates find themselves making a stand in a futuristic amusement park.
Rescued by Jet, a young girl reveals a strange device that eventually leads to a meeting in hyperspace. Jet is determined to help this girl, even if it means risking the Bebop to do it. But why is Jet so interested to begin with?
Teddy Bomber is blowing up buildings, so the crew of the Bebop decides to cash in on the reward. But wait, there's another cowboy in the picture this time--a REAL cowboy! Has Spike finally met his match? Will Faye be swayed by the handsome stranger's charms? And will anyone remember to stop Teddy Bomber?
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