UnWholly (Unwind Dystology 2) - Page 84

Trace reaches out his hand to shake, and Connor considers what shaking that hand means. It could be the creation of their own secret society to battle Proactive Citizenry, whatever that is . . . or it could mean Connor has been entirely duped. In the end, he shakes Trace’s hand, wishing that just once, there could be a clear course of action.

“Before today you were just a pawn doing what they wanted you to do,” Trace tells him. “Deep down you knew it—you sensed it. I hope the truth has set you free.”

16 - Risa

Before her shift begins each morning, Risa spends time beneath the wing of the Rec Jet, chatting with other kids who’ve become her friends. She has more friends here than she did back at the state home, but at the same time she feels more like an older sister than a friend. They revere her like some angel of mercy—not just because she’s the medical authority, but because she’s the legendary Risa Ward, the Akron AWOL’s partner in crime. She suspects they think, deep down, she can heal things that are broken inside.

She used to spend time at the Rec Jet in the evening, after her shift, but the Stork Club put an end to that. She has half a mind to demand equal time for the state wards, but knows that fueling a division of the Graveyard into factions won’t do anything but cause trouble. Thanks to Starkey, there’s enough of that going on without her help.

Farther away, she can see Connor step down from his jet. He walks along the main aisle, head down, hands in his pockets, deep in whatever dark cloud is troubling him today. Immediately he’s set upon by kids who need his attention for one reason or another. She wonders if he ever manages to find a spare second for himself anymore. He certainly doesn’t have it for her.

He looks up and catches Risa’s gaze. She turns away, feeling guilty, as if she’s been spying on him, and chides herself for feeling that way. When she looks up again, he’s heading toward her. Behind her kids have begun to gather in front of the TV. Something on the news has caught their attention. She wonders whether Connor is coming to see what the commotion is about or coming to see her. She’s pleased when it turns out to be the latter, although she tries not to show it.

“Busy day ahead?” she asks him, offering him a slight smile, which he returns.

“Nah, just lying around watching TV and eating chips. I gotta get a life.”

Connor

Trace sleeps in a rusty old DC-3, overseeing the roughest, most troublesome kids. It’s an unofficial detention hall, with Trace as the unofficial guard. Since the old propeller plane has a nonfunctioning lavatory, its occupants have to use a portable that sits at the bottom of the gangway stairs. Its lock is broken. Connor broke it a few hours before.

After curfew he and two of the toughest Whollies he could scrounge up wait in the shadows of a neighboring plane, watching.

“Tell us again why we’re taking out Trace?”

“Shh!” Connor tells them, then whispers, “Because I say we are.”

Connor is the only one with a gun. It’s loaded. The goons are just backup, because he knows he can’t take Trace alone. The plan is to corner him, cuff him, and keep him as a sort of prisoner of war . . . but Connor has resolved that he’ll use the gun if it becomes necessary.

Never wield a weapon unless you’re willing to use it, the Admiral once told him. If Connor is going to maintain order in this place, he has to go by the Admiral’s playbook.

Every twenty minutes or so, someone comes out to use the restroom. Trace isn’t one of them.

“Are we supposed to wait here all night?” complains the tough kid holding the cuffs.

“Yes, if we have to.” Connor begins to wonder if Trace’s military training included superhuman bladder control, until Trace comes down a few minutes after midnight.

They wait until the door of the portable closes, and then they quietly approach with Connor in the lead. He puts the pistol in his right hand—Roland’s hand—feeling the coldness of its handle and firmness of its trigger. He takes the safety off, takes a deep breath, and then swings the door open.

Trace stands there, staring right at him, not caught off guard in the least. In a single move he kicks Connor’s legs out from under him, grabs the gun out of his hand, twists him around, and pushes him cheek-first into the dirt, wrenching Roland’s arm painfully behind his back. Connor can feel the seam of the graft threatening to tear loose.

With Connor in too much pain to move, Trace brings down the other two kids before they can run, leaving them unconscious in the dust. Then he returns his attention to Connor.

“First of all,” says Trace, “ambushing a man taking a dump is beneath you. Secondly, never take a deep breath before attacking someone, because it gives you away.”

Connor, still in pain, spins around to face him, and as he does, he feels the muzzle of the gun pressed to his forehead. Trace holds the gun to Connor’s head for a moment more, his face stern, then takes it away. “Don’t feel too bad,” Trace says. “I’m not just an air force boeuf, I was special ops. I could have killed you nine different ways before you hit the ground.” He ejects the clip—but as he does, Connor grabs Trace’s wrist, tugs him off balance, wrenches the gun from him, and aims it at Trace again as he gets to his feet.

“There’s still a bullet in the chamber,” Connor reminds him.

Trace backs away, hands up. “Well played. I guess I’m rusty.” They stand there frozen for a moment, and Trace says, “If you’re going to kill me, do it now—because I will get the advantage again.” But Connor’s resolve is gone, and they both know it.

“Did you kill the other two?” asks Connor, looking at how the once-tough kids lay twisted and unconscious on the ground.

“Just knocked them out. Not much honor in killing the defenseless.”

Connor lowers the gun. Trace doesn’t rush him.

“I want you gone,” Connor tells him.

Tags: Neal Shusterman Unwind Dystology
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