Jack, for his part, sits head down in the seat opposite, rattling his fingertips on a virtual keyboard, so oblivious to the real world that you have to poke him on the shoulder when you want to ask what he’s doing. “Adding another plug-in for Sativa,” he says, as if that’s an explanation. So you go back to skimming the dump of Hayek’s monthly statements that Chris and the gang dug out of them before the incursion, looking for suggestive anomalies. Of which there are many, especially in the petty cash—what on earth is an economics consultancy buying voodoo dolls for? Or paintball guns?—but they’re not the
Eventually the train rolls through a grim landscape of warehouses and high-rise apartments, before diving into some kind of tunnel and surfacing in a huge, vaulted Victorian station. You find yourself in a strange concourse, facing a curved wall that seems to be carved out of a cliff of red sandstone; there are inward-looking windows set in it, and gargoyles about to take flight hunch their wings beneath the cast-iron buttresses that support the arching roof. For some reason there’s a small gingerbread town perched on the platform, entire buildings complete with roofs and gutters untouched by rain. “What the hell is that?” you ask in disbelief.
“Glasgow Central.” Jack positively beams. “Let’s get a taxi!”
Ten car-sickening minutes later (Glasgow seems to be built on a grid system dropped across a bunch of hills, and its roads are populated exclusively by automotive maniacs), the driverless taxi drops you in a concrete wilderness near a river. Before you, a huge glass wall fronts a fifty-year-old concrete groundscraper. Someone’s unrolled a grubby cherry-coloured carpet onto the platform, and put out a notice-board. INTERACTIVE 18 flashes across it in gold letters: and PUBLIC WELCOME below, in a somewhat more subdued font. There are people visible inside—greeters and business types in smart-casual drag—and booths.
You were having misgivings about this trip because it seemed to have all the ingredients of a wild goose chase except for the goose: But you’re here now, and it can’t be helped. You square your shoulders and follow him in. “Two public day passes,” Jack tells the bored attendant on the desk.
“That’ll be fifty euros each, or you can fill in these surveys for a free, complimentary pass,” she tells you in an accent so thick you could use it as a duvet.
You glance at the survey: It’s the usual intrusive rubbish, so (with a malign sense of glee) you answer it truthfully. No, you don’t buy any RPGs or subscribe to any MMOs. Yes, you’re a financial services industry employee. Yes, you make buying decisions with an eye-watering bottom line. Then you change your sex, age, date of birth, and name, just to be on the safe side before you hand it in and accept your free, complimentary (thanks for the market research data) badge.
Inside the wide concourse, everything looks like, well, the kind of trade show that attracts the general public. There are booths and garish displays and sales staff looking professionally friendly, and there are tables with rows of gaming boxes on them. There’s even a stray book-store, selling game strategy guides printed on dead tree pulp. “Check what it looks like in Zone,” suggests Jack, so you tweak your glasses, and suddenly it’s a whole different scene.
The concourse is full of monsters and marvels. A sleeping dragon looms over a pirate hoard, scales as gaudy as a chameleon on a diffraction grating: It’s the size of a young Apatosaurus, scaly bat-like wings folded back along its glittering flanks like a fantastic jet fighter. Beyond it, a wall opens out into the utter darkness of space, broken only by the curling smoke-trail of a nebula and the encrusted flanks of a scabrous merchant spaceship trolling the final frontier for profit or pleasure. Half the sales staff have morphed into gaudy or implausible avatar costumes, from caped and opera-hatted Victorian impresarios to swashbuckling adventurers. “How are we going to find anyone in this?” you ask helplessly, as a whole company of wolves trot past a booth where a group of sober-looking marketers are extolling the virtues of their firm’s reality development engine.
“Check your email…”
He’s right. There’s a note from Wayne, giving you name, rank and serial number on the elusive KingHorror9. It’s probably not strictly legal—there are data protection and privacy laws to tap-dance around—but then, what KingHorror9 is doing isn’t strictly legal, either. And they’re here somewhere. You look around. Then it occurs to you that if there’s a whole bunch of Zone servers running here, and you’ve got a Zone character, you might as well use it. So you tell your phone to load Avalon Four, log yourself in as Stheno, and look around again.
The dragon’s still there, but the gaggle of Victorian maidens in big frocks have vanished, replaced by a huddle of warty-skinned kobolds; the walls have morphed from concrete to the texture of damp granite, and the huckster tables and booths have been replaced by broken-down wooden shacks and brightly painted gypsy carriages. The developers’ booth has decayed into a mausoleum occupied by a grisly vanguard of skeletons and zombies, who hang on the every word of the livid witch-king who stands before the sacrificial altar. Somebody has spray-bombed one side of it with a big neon arrow (it really
JACK: This Is Not a Game
For the first time, you have a target and a true name: Mr. Wu Chen. Never mind which is the family name and which the personal, at least it’s a name. And it’s attached to a credit card number, although you’ve only got the last four digits.
You lock Wu Chen into the map widget hovering over to the left, then simultaneously log all your Zone IDs on simultaneously, collapsing their various shards into a single mish-mash view. Why stick with a single reality when you can walk through a multiverse? Most people are only running avatars in one realm or another, and viewing them all simultaneously is an exercise in whimsy: Here’s an astronaut talking to a devil, next door to an Orc buying a book from a vampire. It’s like being stuck inside a bazaar of the bizarre. A lecture or talk or some kind of interview is breaking up in the room to your right and there’s a coffee stand to your left, starkly mundane between a timber- framed stately home and a parked flying saucer. Then you look closer. Someone’s tagged it: AUCTION IN FOUR MINUTES
You take off up the hall fast, shouldering your way between a troupe of baboons and a Waffen SS officer who glares at you with ill-concealed annoyance. Mr. Wu Chen owes you some answers, and you’re going to get them. But lurking behind your surface preoccupation with the Dietrich-Brunner job, there’s an unpleasant realization gnawing away at your guts. Someone is sending you nastygrams—someone who seems to know you’re working for Elaine and who’s getting all their information about you via the net is trying to get at you via your nieces.
You’re panting as you take the escalator steps two at a time, racing up them and along the corridor against the flow of bodies coming out of the conference room. It’s bang on the hour, and the program items are all changing in lockstep, creating swirling vortices of bodies to drown in. Room 112 is round a corner, and as you get to it, you see that the door’s wedged open and it’s almost empty. There are tables up and down each wall, with laptops open