Street Game (GhostWalkers, #8)(2)
No activity in the lower warehouse that I can spot, Mack, Kane said. I can’t detect heat on the second floor either, but someone’s on the third floor.
Just one person? That made no sense.
Just one.
Mack moved first, his brain more reluctant than his body. He rolled inside the door of the first floor, under a trip wire, and crawled military fashion beneath the maze of track beams. The entire room was empty, deserted, with the exception of scattered building materials here and there. The sophisticated alarm system seemed ridiculous. Something was nagging at the back of his mind, refusing to leave him alone.
Where are the sentries, Kane?
I don’t know, bro, but this is all wrong.
The roof was clean, protected only by an alarm. His man, Gideon, was up there now, with a rifle and a radio. Gideon could see in the dark, hear like an owl, and shoot the wings off a fly in the middle of the night if necessary. Mack should have been feeling good, but that punch in his gut was getting stronger. And where the hell was the sentry on the ground level? Was this an elaborate trap? Had Doomsday been tipped off that they were coming?
The little band of terrorists had no cause, no politics, no religious war to fight. They were mercenaries, a brand-new type spawned by the times. They showed off their talents, sparing no country, no man, woman, or child, with one idea: working for the highest bidder. They sold their services to whoever paid, which made them difficult to track, as no one could ever figure out who they worked for and where they would be next. This was the GhostWalkers’ one opportunity to get them, by following the weapons, yet Mack just couldn’t shake it that something was wrong.
Even as his mind struggled desperately with the problem, he was aware of every detail around him, aware that the newbie, young Paul, was an inch too high, close beneath one of the beams. Mack hissed and all movement ceased. The warehouse was utterly still. His cold gaze pinned Paul. Mack signaled with a flat hand. The rookie’s body hugged the cold cement. Despite the cover of darkness, Mack knew Paul flushed crimson.
The kid blushed a lot. What the hell he was doing with their team, Mack couldn’t figure out. Basically, they were babysitting, and that could get them all killed. No one on the team wanted the kid with them, but Sergeant Major Griffen had been more than insistent. It wasn’t that the kid wasn’t highly intelligent—he was. He also was psychic, although none of them had gone through Dr. Whitney’s program with him. All the GhostWalkers tended to know or at least recognize one another. Paul was an exception. Mack didn’t like question marks, and the kid posed too many.
Mack rolled free of the interlocking track beams. The loudness of the freight lift was out of the question. It had to be the stairs, each one more perilous than the next. There would be two flights to get to that third floor.
Where the hell are the sentries? The question nagged at him, would not let him go.
Everyone was on high alert now, the question as disturbing to them as it was to him. He waited a heartbeat, but couldn’t find a reason not to continue.
He moved cautiously. Four stairs . . . seven. He felt it on eight. The wire puzzled him. It was an alarm, not a mine. His mind seized on that, worried at it.
Mack had done this so many times that he knew exactly how each one of his men was feeling. Adrenaline pumping, heart racing, fear choking, guns rock steady. Something was off-kilter. Wrong. The word fluttered in his head, beat at him like tiny wings.
Definitely off.
Kane’s anxiety heightened his own.
Mack gained the second floor. Where the first floor had been mostly empty space and building materials, this one was packed with electronic equipment. A bank of computers was built into the far wall, the only thing completed. Everything else was in boxes, all electronics equipment, high-end.
“Bingo,” Paul’s whisper came over the radio, trembling with excitement. “Moving day.”
Check it, Kane. Maybe we’re looking at how they transported the guns.
Inside electronic equipment? This is satellite tracking, cameras, stuff like that. Not guns. We’ve stumbled onto something, but I’m not certain it’s what we’re after.
Mack wasn’t certain either. He shook his head, his mind screaming at him now. This was all wrong. No sentries. This type of equipment was far too advanced for the kind of terrorists that made up the Doomsday organization.
He moved up the staircase. Third stair this time. No explosives. Seventh stair. He rolled beneath the beam on the landing, came up on one knee, breathing deeply. Here! Here! His men were spreading out, back-to-back, in a standard search pattern.
What is it? What’s wrong? Find the answer! Find the answer! Mack moved carefully through the furniture.
The furniture, Mack. All wrong, Kane hissed in his mind.
A long plush couch, a hand-carved wooden coffee table, a priceless Persian rug. Beautiful, expensive. A small object on an end table. A dragon. Like in a living room. A home. Knowledge came a heartbeat too late.
Something stirred just feet from him, a weapon glinted.
“Break off! Break off!” He yelled it even as he launched himself toward the small figure crouched behind the recliner. His body, solid, heavily muscled, hit the smaller, softer one squarely, knocking the woman flat, pinning her to the floor.
She shocked him by fighting hard, going for pressure points, obviously having a working knowledge of hand-to-hand combat tactics. It took some strength and finesse to subdue her. He successfully blanketed her body with his, tensed for the bullets he was certain would tear into him. His team was well trained, superb even. Not a shot was fired. Even so, as a precaution, Kane caught Paul’s weapon, pushing it away so it wasn’t pointed at McKinley’s body.
Christine Feehan's Books
- Christine Feehan
- Mind Game (GhostWalkers, #2)
- Spider Game (GhostWalkers, #12)
- Shadow Game (GhostWalkers, #1)
- Samurai Game (Ghostwalkers, #10)
- Ruthless Game (GhostWalkers, #9)
- Predatory Game (GhostWalkers, #6)
- Night Game (GhostWalkers, #3)
- Murder Game (GhostWalkers, #7)
- Deadly Game (GhostWalkers, #5)