Everlost (36 page)

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Authors: Neal Shusterman

BOOK: Everlost
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There's no chicken in the bucket, though. Instead there's a hand-drawn map, along with the following note:

 

Need money? Then send the Juvey-cops here, and you'll collect a fat reward. Happy holidays!

 

Right around dawn, Starkey watches from a nearby rooftop as Juvies storm the drainage tunnel and pull out the dogfaced kid like so much earwax.

“Congratulations, asshole,” he says to himself. “You've been storked.”

 

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“When my parents signed the unwind order, I was scared. I didn't know what would happen to me. I thought, ‘Why me? Why am I being punished?' But once I got to BigSky Harvest Camp, all that changed. I found other kids like me and was finally accepted for who I was. I found out that every single part of me was precious and valuable. Thanks to the people at BigSky Harvest Camp, I'm not afraid of my unwinding anymore.

“The divided state? Wow. What an adventure!”

 

Every AWOL Unwind will steal. It's an argument that the authorities like to use to convince the public that Unwinds are rotten apples from skin to core—that criminality is part of their very nature, and the only way to separate them from it is to separate them from themselves.

Theft, however, is not about predisposition when it comes to Unwinds. It's simply a matter of necessity. Kids who would never steal a penny find their fingers stickier than molasses and full of all sorts of pilfered goods, from food to clothes to medicine—the various things they need to survive—and those who were already prone to crime simply become even more so.

Starkey is no stranger to criminal activity—although until recently most of his crimes were misdemeanors of the rebellious sort. He shoplifted if a shopkeeper looked at him suspiciously. He tagged bits of his own personal philosophy, which usually involved some choice four-letter words, on buildings that stood for the very things that ticked him off. He even stole a car from a neighbor who always made his young children go inside whenever Starkey came out. He took that guy's car on a joyride with a couple of friends. Fun was had by all. Along the way he sideswiped a row of parked cars, losing two hubcaps and a bumper. Their ride ended when the car jumped a curb and mounted a very unresponsive mailbox. The damage was just enough to have the car labeled a total loss, which was exactly what Starkey wanted.

They never could prove it was him, but everybody knew. He had to admit, it wasn't one of his shining moments, but he knew he had had to do something to a man who didn't think Starkey was good enough to breathe the same air as his own children. The guy simply had to be punished for that kind of behavior.

All of it seemed to pale now that he was a murderer. But no—It would do him no good to think of himself that way. Better to think of himself as a warrior: a foot soldier in the war against unwinding. Soldiers were given medals for taking out the enemy, weren't they? So even though that night in the alley still plagues him in moments of insecurity, most of the time his conscience is clear. His conscience is also clear when he begins parting people from their wallets.

Starkey, imagining himself as a big-time Las Vegas magician someday, used to amaze friends and terrify adults by making their watches disappear off their wrists and turn up in other people's pockets. It was a simple parlor trick, but one that had taken lots of time to perfect. Making wallets and purses disappear followed the same principle. A combination of distraction, skilled fingers, and the confidence to get it done.

On this night, Starkey's mark is a man who comes stumbling drunk out of a bar and slips an overstuffed wallet into the wide pocket of his overcoat. The drunk fumbles with his keys on the way to his car. Starkey strolls past, bumping him just hard enough to dislodge the keys, and they fall to the ground.

“Hey, man, I'm sorry,” Starkey says, picking up the keys and handing them to him. The man never feels the fingers of Starkey's other hand in his pocket, lifting the wallet at the same moment Starkey's handing him the keys. Starkey strolls off whistling to himself, knowing the man will be halfway home before he realizes that his wallet is gone, and even then, he'll think he just left it at the bar.

Starkey turns a corner, making sure he's out of sight before he opens the wallet, and the second he does, a jolt of electricity courses through him with such power his feet fall out from under him and he's left semiconscious on the ground, twitching.

A stun-wallet. He's heard of such things but never saw one in action until now.

Within seconds, the drunk is there, not so drunk after all, with three others whose faces he can't make out. They lift him up and shove him into the back of a waiting van.

As the door is pulled closed and the van accelerates, Starkey, only barely conscious, sees the face of the drunk/not-drunk man looking down at him through an electrically charged haze.

“Are you an Unwind, a runaway, or just a lowlife?” he asks.

Starkey's lips feel like rubber. “Lowlife.”

“Great,” says the un-drunk. “That narrows it down. Unwind or runaway?”

“Runaway,” mumbles Starkey.

“Perfect,” the man says. “Now that we've established you're an Unwind, we know what to do with you.”

Starkey groans, and some woman beyond his limited peripheral vision laughs. “Don't be so surprised. Unwinds all got this look in their eye that lowlifes and runaways don't. We knew the truth without you saying a thing.”

Starkey tries to move, but he can barely lift his limbs.

“Don't,” says a girl he can't see from somewhere behind him. “Don't move or I'll zap you even worse than the wallet did.”

Starkey knows he's fallen for a parts pirate's trap. He thought he was smarter, and he silently curses his luck . . . until the man who pretended to be drunk says, “You'll like this safe house. Good food, even if it does smell a little.”

“Wh-what?”

Laughs from everyone around him. There may be four or five people in the van. But his vision still isn't clear enough to get an accurate count.

“I love that look on their faces,” the woman says. Now she comes into his field of vision and grins at him. “You know how they tranq escaped lions so they can bring them back to safety before they get themselves in a heap of trouble?” she says. “Well, today you're the lion.”

 

PUBLIC SERVICE ANNOUNCEMENT

“Hi, kids! Watchdog Walter here, eyes open and nose to the ground! Not everyone can be a bloodhound like me, but now you can join my Junior Watchdog Club! You'll receive your own Junior Watchdog kit, and a monthly newsletter with games and tips on spotting crime in your own neighborhood, from suspicious strangers to Unwind ‘danger-houses!' With you on the job, bad guys and AWOLs don't stand a chance! So join today! And remember, Junior Watchdogs—eyes open and nose to the ground!”

Sponsored by Neighborhood Watch Inc.

 

The safe house is a sewer pump station. Automated. No city workers ever show up unless something breaks.

“You get used to the smell,” Starkey is told as they bring him in, which he finds hard to believe—but it turns out to be true. Apparently one's sense of smell realizes it's going to lose the battle and just goes with it—and, as they told him in the van, the food makes up for it.

The whole place is a petri dish of angst, generated by kids whose parents gave up on them, which is the worst kind of angst there is. There are fights and ridiculous posturing on a daily basis.

Starkey's always been a natural leader among sketchy outcasts and borderline personalities, and the safe house is no exception. He quickly rises in the social ranks. Word of his escape act is already churning out smoke in the rumor mill, helping his status from the very beginning.

“Is it true you shot two Juvey-cops?”

“Yep.”

“Is it true you shot your way out of lockup with a machine gun?”

“Sure, why not?”

And the best part is that the storked kids—who, even among Unwinds, are treated like second-class citizens—are now the elite, thanks to him!

Starkey says the storks get served first? They get served first. Starkey says they get the best beds, farthest from the stinking vents? They get the best beds. His word is law. Even those running the place know that Starkey is their greatest asset, and they know to keep him happy, because if he becomes an enemy, then every Unwind there is an enemy too.

He starts to settle in, figuring he'll be there until he's seventeen—but then in the middle of the night they're rounded up and taken away by the ADR—shuffled like a deck of cards to different safe houses.

“This is the way it works,” they're all told. The reason, Starkey comes to understand, is twofold. One, it keep the kids moving closer to their destination, wherever that might be. Two, it splits them apart to keep any alliances from becoming permanent. Kind of like unwinding the mob rather than the individuals to keep them in line.

Their plan, however, backfires with Starkey, because in each safe house he manages to earn respect, building his credibility among more and more kids. In each new location he comes across Unwinds who fancy themselves alpha males, trying to take charge, but in truth they're just betas waiting for an alpha to humble them into submission.

In every instance, Starkey finds his opportunity to challenge, defeat, and rise above. Then there's another midnight ride, another shake-up, and a new safe house. Each time Starkey learns a new social skill, something to serve him, something to make him even more effective at gathering and galvanizing these scared, angry kids. There could be no better leadership program than the safe houses of the Anti-Divisional Resistance.

And then come the coffins.

They show up at the final safe house: a shipment of lacquered wood caskets with rich satin linings. Most kids are terrified; Starkey is just amused.

“Get in!” they're told by armed resistance fighters who look more like special ops. “No questions, just get in. Two to a box! Move it!”

Some kids hesitate, but the smarter ones quickly find a partner like it's a sudden square dance, and nobody wants to be stuck with someone too tall, too fat, too unwashed, or too randy—because none of those things would fare well in the confines of a coffin—but no one actually gets in until Starkey gives the nod.

“If they meant to bury us,” he tells them, “they would have done it already.” As it turns out, he's more persuasive than the guys with the guns.

He chooses to share his little box with a wisp of a girl who is giddy at having been chosen by him. Not that he particularly likes her, but she is so slight that she'll barely take up any room. Once they're wedged in together in a tight spoon position, they're handed an oxygen tank and then closed into the darkness of the coffin together.

“I've always liked you, Mason,” says the girl, whose name he can't recall. He's surprised that she knows his first name, since he never uses it anymore. “Of all the boys in the safe houses, you're the only one who makes me feel safe.”

He doesn't respond; he just kisses her on the back of her head, to maintain his image as the safest port in her storm. It's a powerful feeling to know you make others feel safe.

“We . . .
could
, you know . . . ,” she says coyly.

He reminds her that the ADR workers were very clear. “No extracurricular activities,” they had said, “or you'll use up your oxygen and die.” Starkey doesn't know if it's true, but it certainly is a good argument for restraint. Besides, even if someone were stupid enough to tempt fate, there's not enough space to move, much less generate any sort of friction, so the point is moot. He wonders if it's some sort of twisted joke the adults are having, shoving hormonal teens into tight quarters but making it impossible to do anything but breathe.

“I wouldn't mind suffocating if it was with you,” the girl says, which is flattering, but makes him even less interested in her.

“There'll be a better time,” he tells her, knowing that such a time will never come—at least not for her—but hope is a powerful motivator.

Eventually they settle into a sort of symbiotic breathing rhythm. He breathes in when she breathes out, so their chests don't fight for space.

After a while, there's a jarring motion. With his arm now around the girl, he holds her a little more tightly, knowing that easing her fear somehow eases his own. Soon there's a strange kind of acceleration, like they're in a speeding car, but the angle changes, tilting them.

“A plane?” asks the girl.

“I think so.”

“What now?”

He doesn't answer because he doesn't know. Starkey begins to feel light-headed and, remembering the oxygen tank, turns the valve so that it slowly hisses. The coffin isn't quite air tight, but closed tightly enough that they would suffocate without that oxygen, even in the pressurized hull of a plane. In a few minutes the stress-induced exhaustion puts the girl to sleep, but not Starkey. Finally, an hour later, the sudden jar of landing jolts the girl awake.

“Where do you think we are?” the girl asks.

Starkey is feeling irritable from the tight quarters but tries not to show it. “We'll find out soon enough.”

Twenty minutes of anticipation, and finally the lid is unlatched and opened, resurrecting the two of them from the dead.

There's a smiling kid with braces above them.

“Hello, I'm Hayden, and I'll be your personal savior today,” he says brightly. “Oh look! No vomit or other unpleasant bodily fluids. Lucky you!”

With barely any blood circulating in his feet, Starkey joins a limping procession out of the jet's cargo hold and into the blinding day. What he sees before him as his eyes adjust seems more like a mirage than anything real.

It's a desert filled with thousands of airplanes.

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