Back Everwild
Chapters (54)
  1. Cover
  2. EVERWILD
  3. Dedication
  4. Acknowledgments
  5. Copyright Page
  6. PART ONEA Vapor of Afterlights
  7. CHAPTER 1Fresh Havoc
  8. CHAPTER 2The View on High
  9. CHAPTER 3Audience with an Ogre
  10. CHAPTER 4The Outcast
  11. CHAPTER 5Southern Discomfort
  12. CHAPTER 6Shuttle Diplomacy
  13. CHAPTER 7A Fistful of Forever
  14. PART TWODancing with the Deadlies
  15. CHAPTER 8Treasures of the Flesh
  16. CHAPTER 9Good Stewards
  17. CHAPTER 10Skinjacking for Fun and Profit
  18. CHAPTER 11Surfing Tennessee
  19. CHAPTER 12Of Monsters and Mullets
  20. CHAPTER 13Bye-bye, Miss American Pie
  21. CHAPTER 14Strange Winds
  22. CHAPTER 15The Flight of Mikey McGill
  23. PART THREEThe Great White City
  24. CHAPTER 16Mary’s Master Plan
  25. CHAPTER 17The Death Boss
  26. CHAPTER 18The Interlight Incubator
  27. CHAPTER 19Eminence Green
  28. PART FOURWay of the Chocolate Warrior
  29. CHAPTER 20The Great Train Robbery
  30. CHAPTER 21Let ’Er Rip
  31. CHAPTER 22Cram That Sucker
  32. CHAPTER 23Severance and Blithe
  33. CHAPTER 24It’s a Dog’s Life
  34. PART FIVEThe Skinjacker Revelations
  35. CHAPTER 25Lair of the Cat Woman
  36. CHAPTER 26Home
  37. CHAPTER 27Skinjacker’s Lullaby
  38. CHAPTER 28The Sleep of the Dead
  39. CHAPTER 29Teed for Two
  40. CHAPTER 30A Place on the Mantel
  41. PART SIXCity of the Dead
  42. CHAPTER 31On the Banks of Eternity
  43. CHAPTER 32The Low Approach
  44. CHAPTER 33Suspicious Minds
  45. CHAPTER 34Poolside Rendezvous
  46. CHAPTER 35Allie-Allie-Oxen-Free
  47. CHAPTER 36The Intolerable Nexus of Extremes
  48. CHAPTER 37Sky Refugees
  49. CHAPTER 38Last Train Out of Memphis
  50. CHAPTER 39At the Moment of Madness
  51. CHAPTER 40The Changeling and the Golem
  52. EPILOGUERequiem for the Living
  53. Unwind excerpt
  54. Unwholly excerpt

“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.