You put your hands in your pockets and look around in frustration. Astamon mirrors the motion. You have a few solutions laid out, and you've evaded a worse immediate outcome by destroying the bots. But none are perfect, and you're struggling to convince these guys to accept something short of perfection.
"Kaus Gammamon. Buddy. You got anything to say?"
He looks towards him, hoping for some kind of wisdom as always. You've watched him advise Wind several times in the past.
"I'm sorry, Astamon. This is not something Wind can compromise on. For the sake of protecting his dream."
With a deep sigh, you start pacing back and forth. While you're insistent on your own approach, you can't just go over Wind's head and forcefully break these guys out. You're not quite ready to completely sever ties with the Dogs of War, and doing such a thing will eliminate their support forever. Hi-Commandramon is looking unsettled now, and you don't know how much longer the situation will be stable for. You have to figure out a course of action and push for it as hard as you can. If you pick something that cannot satisfy all parties enough to prevent escalation, things could go south very quickly.
>Try to push the idea of trusting them with a Network exit. If you can get them out of the base with Squid's network terminal, then seal it back up, they'll be out of your hair. The downside is that they might be able to find the base's coordinates anyway, or remember the location, and you'll need to convince the Dogs of War that Hi-Commandramon won't sell them out.
>Keep convincing them to let Squid disable their protocols, so they can walk out into the sewers and find their own way up. This will require cooperation from both parties, and it's risky, since they can still navigate the sewers physically. Same issue with the network, where they could recall the location even without automated GPS.
>Write-in: Any other solution you can think of. However, as with both options, pursuing the wrong path might cause one party to grow impatient, and spark another skirmish that can only end one way.