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UnWholly (Unwind Dystology 2)

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14 - Dolores

While World War II aircraft enjoy the privilege of permanent museum displays, Korean War fixed-wing aircraft are mostly unloved and forgotten. Since it was the first war to feature extensive use of helicopters, those are the aircraft that get all the attention.

There’s a sorry bomber from the Korean War that sits two aisles off the main aisle. The Admiral put it there, and although Connor has moved planes around it, Dolores, as she is called, never moves and is never opened. Her hatch has been retrofitted with a key lock, and Connor has the only key, which he wears around his neck like a latchkey child.

Dolores is the arsenal. She’s filled with the kind of weapons that troubled teens should not, under any circumstances, have access to. Unless of course they’re in uniform. The idea that the Graveyard would someday have to defend itself like the Warsaw Ghetto hung over the Admiral’s head, and now hangs over Connor’s. There’s not a day he doesn’t think about it—not a day he doesn’t finger that key around his neck like a cross. Today, however, he visits Dolores for another reason—to defend the Graveyard not from attack, but from infiltration. Today he goes in to find himself a .22 caliber pistol and a cartridge of bullets.

15 - 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.

“Tossing me out will be a very bad move.”

Hearing that just makes Connor angry. “As far as I’m concerned, you’re the enemy. You work for them.”

“I also work for you.”

“You can’t have it both ways!”

“That’s where you’re wrong,” Trace says. “Playing both sides is a time-honored strategy.”



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