“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.”
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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.
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.