Contents ( 37)
- EVERLOST
- PART ONE Afterlights
- CHAPTER 1 On the Way to the Light…
- CHAPTER 2 Arrival in Everlost
- CHAPTER 3 Dreamless
- CHAPTER 4 A Coin on its Edge
- CHAPTER 5 Friends in High Places
- CHAPTER 6 Scavengers
- PART TWO Mary, Queen of Snots
- CHAPTER 7 The Forever Places
- CHAPTER 8 Dominant Reality
- CHAPTER 9 Endless Loop
- CHAPTER 10 An Elevator Down
- CHAPTER 11 The Haunter
- CHAPTER 12 Learning to Surf
- CHAPTER 13 Time in a Bottle
- CHAPTER 14 The Alter Boys
- PART THREE The McGill
- CHAPTER 15 The Brimstone Ship
- CHAPTER 16 A Dangerous Crossing
- CHAPTER 17 The Chiming Chamber
- CHAPTER 18 Skinjacking for Dummies
- CHAPTER 19 Evil Chinese Pastry of Death
- CHAPTER 20 The Day the McGill Got Chimed
- CHAPTER 21 Web of the Psychotic Spider
- CHAPTER 22 Member of the Cabinet
- CHAPTER 23 Outrageous Fortune
- PART FOUR A Thousand Souls
- CHAPTER 24 Nick’s Journey
- CHAPTER 25 The Piers of Defeat
- CHAPTER 26 Oh, the Humanity
- CHAPTER 27 All Souls Day
- CHAPTER 28 Skinjacker
- CHAPTER 29 The Great Beyond
- CHAPTER 30 Leaving Everlost
- EPILOGUE
- Acknowledgments
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.”
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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.