34.
Eight mothmen swarm toward me. I brace myself for their attack, but then they’re beyond me. My eyes track them over the parking lot, where they merge with a cloud of mothmen circling the Neuro building like the Wicked Witch of the West’s flying monkeys around a volcano. At the center of the Dread cyclone is the centipede thing—ōmukade—which angles itself downward and falls. The impact shakes the earth in all dimensions as the massive body strikes the oscillium frame. While the building is well defended against the Dread, I don’t think anyone planned on facing such a colossal specimen. How could they? It’s never been seen before.
But ōmukade isn’t just a heavy hitter. It’s a transport. Bulls, pugs, and Medusa-hands jump from the thing’s sides, where they’d been clinging. Lyons said that the Dread are driven by a territorial nature, that they’re ruled by emotions, feelings, instincts. But what I’m seeing looks like a very well thought out and coordinated attack plan. Military precision and forethought. This isn’t purely instinctual behavior. We already know the Dread are highly intelligent, but Lyons has underestimated their capabilities and intellect.
They’re ignoring me. I’m the guy who can move between dimensions. Who can kill them. Reveal them. But they’re not interested in me. Not right now.
They’re after something else.
Someone else.
This leaves just one possibility in my mind. They’re here for Lyons. Like me, they’re ignoring the foot soldiers and aiming for the guiding mind. It’s a strategy as old as warfare. Cut off the head, kill the leader, and the enemy no longer functions. Definitely intelligent.
I rev the engine and speed off. The long driveway is empty now, not a person or Dread in sight. The mob has either served its purpose or the Dread met their human quota for how many people are required for a successful assault. The security gate is in ruins, ransacked by the mob. I work my way through the debris, hit the road, and speed south, pushing the ATV toward its fifty-mph top speed.
The thickly treaded wheels buzz over the pavement. I keep an eye on the woods to either side of the road but see nothing of concern in either dimension. And for a moment, I breathe. The air smells of pine. And water. And deep-woods rot. My body relaxes. I haven’t forgotten the stifling chemical scents of SafeHaven. Despite all that’s happened and is about to happen, I’m still pleased to be free of that place and smelling real air again.
With a clear mind, I turn my thoughts to my route. Follow route 202 south for three miles. Turn right onto Old Pine Road. A mile farther, the road ends at the Old Pine Memorial Cemetery. I’ll be there in four minutes, tops. It’s not a lot of time, but it might be too much. I’m in a race with the Dread, but the odds are stacked against me. They have two armies, human and Dread, one on each side of the mirror. I have me. Both sides are vying for the other’s leadership, and whoever reaches that target first and kills it wins. Though the stakes are higher for humanity. Should Lyons and Neuro be taken out today, the war will essentially be over. After my four-minute journey, the plan gets shaky, but it’s basically “find and kill anything that looks in charge,” with the hopes of disrupting the Dread’s psychic network of communication, which out here, in the woods, is silent.
The windy road bends to the right. I take the turn fast, tires screeching and then biting, keeping me in my own lane, which is good. If I’d slid across the double yellow lines, I would have plowed right into a brown state-trooper cruiser heading in the opposite direction.
When he speeds past me, driving equally fast in the opposite direction, I’m positive he’s heading for Neuro. He’ll probably just become part of the problem when he gets there, but at least he won’t be my problem.
A surge of whispering fills my head.
It’s followed by the sound of screeching tires.
MirrorWorld
Jeremy Robinson's books
- Herculean (Cerberus Group #1)
- Island 731 (Kaiju 0)
- Project 731 (Kaiju #3)
- Project Hyperion (Kaiju #4)
- Project Maigo (Kaiju #2)
- Callsign: Queen (Zelda Baker) (Chess Team, #2)
- Callsign: Knight (Shin Dae-jung) (Chess Team, #6)
- Callsign: Deep Blue (Tom Duncan) (Chess Team, #7)
- Callsign: Rook (Stan Tremblay) (Chess Team, #3)
- Prime (Chess Team Adventure, #0.5)
- Callsign: King (Jack Sigler) (Chesspocalypse #1)
- Callsign: Bishop (Erik Somers) (Chesspocalypse #5)