Warcross (Warcross #1)(88)
Zero turns to him. “You’ve found something?”
“She’s connected to Hideo outside of the tournament, in more ways than one. She’s sniffing out your trail. If she finds something significant and alerts him to it, he’ll find a way to stop all this.”
A chill sweeps through me at his words. Ren had found me first; he had alerted Zero to me, possibly even at the same time that I’d alerted Hideo to him.
“I’ll look into her.” Zero’s voice is calm. “We’ll be watching their comings and goings, and if she tries to alert him, I will know. We can always make this a double assassination.”
The Memory ends. It fades around me until I’m back in my hospital room. I sit there with my heart pounding, head whirling, feeling more alone than ever.
A double assassination. This meeting must have happened before the first attempt on Hideo’s life—I’d shared information with him, and in return, they’d tried to kill him. Then Zero had appeared to me, warning me to stay out of it, offering for me to join him instead. The house bombing. Zero has no qualms about coming after me, too.
Instinctively, I reach to connect with Hideo.
I should send all of this to him right now—tell him everything about Zero’s planned virus, the rigged Artifacts. But if I contact him, Zero might know. And if he sees Hideo do something about the final game to stop this plan, then Zero will definitely know that I’ve been communicating with Hideo. He might change their plan, and then everything I’ve already discovered will be useless.
I have to stop this without tipping off Zero, without Hideo’s involvement. And that means I have to find my way into the final game and stop Zero from planting those rigged Artifacts.
I let out a long, shaky breath.
Maybe I am in over my head. And a small, scared part of my mind reminds me that, if I just stop right now, just leave like Hideo had insisted I do, Zero might return my Memories to me.
But I can't stand the thought of leaving. If I do, what will happen? My gaze now returns to the box sitting at my side. All I can concentrate on are the shattered remains of my precious things. All I can linger on is the thought of Zero hidden behind his insufferable mask, frustratingly opaque, telling me what to do. My temper stirs, and my fists tighten.
Hideo wants me off the official games and the hunt. Zero has warned me to stay away. But I’ve never been good at following instructions. I’m a bounty hunter. And if my bounty’s still out there somewhere, I have to finish this.
I get out of bed, walk to the corner of the room underneath the security cam, reach up, and yank its wires out. It goes dark. Then I call Roshan and Hammie. When they answer, my voice comes out as a hush.
“Ready to hear the truth?” I say.
“Ready,” Roshan replies.
“Good. Because I could really use some help.”
28
Common sense would tell me that this is absolutely the worst possible time to log back in to the Dark World. I almost died in an explosion, I’m no longer on the job, and a hacker and his crew are after me, turning me from the hunter into the bounty, ready to take me out the instant I show some sign of continuing on their trail. There might even be assassins after me by now—I’m probably on the assassination lottery list in the Pirate’s Den.
But I’m out of time.
Now my virtual boots slosh through puddles in the Silk Road’s potholes as I pass street after street of neon-red signs, all listing the names and info of people who have been exposed in the Dark World. There is more traffic in this section of the Silk Road, a jumble of anonymous users crowding into alleys and in front of doorways, creating the sense of a night market. Wayward strings of lightbulbs hang overhead, beyond which I can see the mirrored, upside-down version of the city hanging down toward us from the sky.
I glance warily at the stalls I pass. Some sell virtual Warcross items laid neatly out on tables, everything from gold rings to glittering capes, leather boots and platinum armor, healing elixirs and treasure chests. Others sell illegal, real-world items. One offers outlawed guns and bullets, promising overnight delivery for cases of thirty and up. Another sells drugs—the stall is set up as professionally as any online shopping site, where you add grams of cocaine and meth to your shopping cart, get the packages delivered to your doorstep two days later, and leave customer reviews for the vendor without ever endangering your identity. A third stall hawks diet pills not approved by health departments, while another offers discounts to watch a famous Dark World girl’s R-rated livestream. I grimace and look away. There are stalls for stolen artwork, poached ivory, currency exchange between virtual notes and bitcoins and Japanese yen, and, of course, gambling on both Warcross and Darkcross games.
I see bets being cast right now for the final tournament—and the amounts are astronomical. A number hovers over each stall, telling me how many people are currently considering purchases at that vendor. The number over the betting stall says 10,254. Ten thousand people making bets at this one little gambling stall alone. I can only imagine how many bets people are casting right now in larger gambling shops like the Pirate’s Den. It’s another reminder of how many people will be on the NeuroLink during the final game, and it makes me move faster.
I stop at a currency stall to exchange a huge chunk of my money for notes. Even now, converting this much money physically hurts—what I wouldn’t have given just a few months ago to hang on to this much for the rest of my life. But I trade it anyway, looking on as the numbers in my view change from one type to another. Then I continue on. Finally, I reach the intersection of the Silk Road and Big Top Alley. When I look down the alley, I see the vendor I’m looking for: the Emerald Emporium, home to expensive, valuable, and very, very rare power-ups.