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Authors: Lisa Smedman

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Psychotrope (8 page)

BOOK: Psychotrope
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In the meantime, Retro left his mark on the Matrix, tagging datastores at random with his graffiti. His trademark was changing the iconography of the nodes he visited, leaving behind icons that were "retro" in the extreme.

Old-fashioned paper file folders, galvanized metal garbage cans, non-digital wind-up alarm clocks, and brightly colored suitcases—all icons that were standardized in the previous century by a long-since defunct corp by the name of Macintosh. Ansen's other favorite tag was an image of that corp's logo: a rainbow-colored apple with a sign inviting deckers to "take a byte." Woe betide the decker who took the bait and found the worm virus inside!

Ansen knew the prank was childish, but, hey, he didn't claim to be anything else. He seemed to just have a knack with computers, and he'd been slotting people off with his decking ever since he was a kid. Back when he was eleven, the first time he'd run away from home, he'd hacked his way into the computer system that operated his uncle's hotel and checked himself into one of the "coffin" cubicles. Using the thumbprint scan of another guest, he'd ordered a drekload of fast food, keeping him in growlies for a whole week. And he'd done it with his sister's MatrixPal, a null-value chunk of chip if ever there was one.

Just wait until he had some real hardware in his hands . . .

For now, although the Vista was slow, it had one important advantage. Like the tortoise that gave antiquated decks their derogatory nickname, the Vista's primitive interfaces offered a "shell" that protected the deck's user from harm.

While more modern computers offered direct neural interface with the Matrix, that connection was a two-way street. If the decker trespassed on an IC-protected node and hosed up, lethal biofeedback could flow back along the DNI conduit, frying his brain.

Ansen didn't have to worry about any of that. At worst, any intrusion countermeasures could only fry the chips in his deck. If that happened—and it hadn't yet—there were still eleven other Vistas back at the warehouse as backup.

And optical chips had a way of "falling" into Ansen's pockets when the boss wasn't looking . . .

So the only question was where to go today. Ansen circled his right index finger clockwise (it had taken him a while to figure that command out; the manual that came with the Vista assumed that the user knew what "dialing" was) and a punchpad of glowing letters and numbers appeared in the air ahead of him. He keyed in NA/UCAS-SEA, then chose the four-digit LTG code that would connect him with the
University
of
Washington
. He'd heard they'd been developing some nova-hot sculpted systems and wanted to give them a browse. And leave his mark.

A system access node appeared before him: a fairly standard "office door" icon bearing the U-dub logo. Ansen reached for the knob . . .

And felt a moment of dizzying disorientation as the viewscreen image projected by his goggles zoomed forward, jerked back and forth in an epileptic frenzy, and then lurched drunkenly away from him. Instead of the door, Ansen now faced a dark tunnel draped with moss and fanged with dripping stalactites. Misty vapors wafted out of it like panting breath. Ansen was willing to bet that, had his deck contained an artificial sensory induction system, they would have chilled his skin. The speakers in his goggles broadcast a low, moaning sound that sent a shiver through him.

"Frosty," Ansen said out loud.

And then he frowned. What had happened? His data glove hadn't connected with the door icon; he should have still been outside the SAN leading to the university's system. Was his deck glitching out? Or had some virus scrambled an access code, sending him here?

And where was here?

The SAN in front of him looked like it might be stacked with some pretty hard-hooped IC, but Ansen was willing to give it a try. He touched his fingertips together in the complex pattern that would load and launch a deception utility.

The universal icon associated with the Fuchi-designed program appeared: a black, lozenge-shaped mask materialized a few centimeters away from Ansen's face, then settled in place over his eyes.

Ansen took a deep breath, then sent his persona gliding into the tunnel by focusing his eyes on its center point and jabbing a pointed index finger forward over his sensor board. The tunnel rushed forward to meet him, enveloped him in its stygian darkness . . .

And then that darkness was replaced by the utter blank of a dead viewscreen.

"What the frag . . . ?"

Ansen tore the goggles from his eyes. The light had gone out in his sensor board, and the deck's tiny flatscreen display was also dead. But the power switch glowed cherry red, indicating that juice was still flowing into the deck.

And the speakers in the goggles were emitting a faint static hiss.

Ansen peeled the data gloves from his hands. Something had dumped him out of the Matrix.

He hit a button on the side of the deck and watched as the flatscreen came to life. He scrolled quickly through the text that appeared on the screen: a log of his run. It was pretty brief. He'd logged onto the Matrix at 09:46:51 PST through his LTG, then emerged into the Seattle grid four seconds later. Keying in the LTG code for the university's computer system had taken him five long seconds—no wonder they called his deck a tortoise—and that's when the log went funny. At 09:47:00 exactly, the codes recorded in the log became scrambled. Instead of the usual letter-and-number combination that represented an RTG or LTG, the code became a meaningless string of symbols.

Ansen had no idea which of the communications grids the weird tunnel icon had been in.

According to the log, he'd spent a full ten seconds just staring at the tunnel icon, and another three seconds getting his deception utility up and running. Then he'd tried to access the weird-looking SAN—and been dumped.

He didn't think it was IC that had crashed his deck, since the LTG codes had started going funny a full thirteen seconds earlier, back when he was trying to access the university's system. The fault was more likely to be a simple failure of one of the deck's routing sub-systems, perhaps caused by a faulty peripheral or I/O connector.

Cursing, Ansen crawled across his futon and began rummaging in a packing case for his spare VR goggles and sensor board.

09:46:38 PST

(10:46:38 MST) Cheyenne, Sioux Nation

Kimi laughed and ran after the other children as they chased the "rubber ball" that bounced from one end of the room to the other. Today the FTL Technologies game room was running a lacrosse program—
baggataway,
in Iroquois. The kids called it "bang-it-away." The sticks they carried were made of foam, the netting of a soft foam cup inlaid with a fine web of wires. These "caught" the holographic ball and held it until the glowing blue sphere was hurled away.

Even the goals were holos, so the kids wouldn't hurt themselves by running into them.

Kimi liked playing bang-it-away. It was her favorite of the virtual games that the creche kids got to play—not because she liked running around after a silly ball, but because its holographic displays were the best. Whenever a goal was scored, holos of masked dancers sprang to life, filling the game room with their whoops and dancing in celebration around the kid who scored the goal. The holos were ultra high-rez, almost as good as what you saw in the Matrix. Just the sort of stuff you'd expect from programmers who designed some of the most wiz cyberdeck games on the market—and let their children alpha test them.

These kids were lucky, having parents who worked for FTL. They got to play, and test games, and go to 'puter school, and eat good food. Kimi had grown up in a tiny agri station out on the plains, with no other kids to play with, only soy and vitamin-enriched bannock to eat, and nothing to look at but hectares and hectares of rustling stonewheat.

Until she discovered the Matrix. That's where she'd connected with other young deckers. Lonely kids like herself.

Kids who told her this brain-bending story about being able to run the Matrix without a deck after meeting a great spirit there.

They'd guided her through her own vision quest in the Matrix, taught her how to find the great spirit for herself.

One year ago, she had at last succeeded, and been transformed. Now she could spirit walk through the Matrix, able to jack in directly without need of a cyberdeck. She had become a technoshaman.

She'd used her talent to deck into the FTL personnel files and create a mother who worked for the computer software corp. For the past two months Kimi had shown up every weekday at the corp's daycare creche while her purely fictional mother "went to work" in the tower above.

Most of the time she'd just played with the other kids in the creche or joined them in lessons and at lunch. But she'd also done what she'd been sent here to do: decked into the FTL mainframe from inside this building. The great spirit had explained that it was necessary for Kimi to do this because the system was "closed," not accessible via the Matrix.

Even the great spirit itself couldn't get at it.

But Kimi could. And that made her proud.

She'd done what the great spirit had asked her to: glitching up a program that some FTL decker named Raymond Kahnewake was working on. The great spirit had showed Kimi how to use a complex form that would do the job. She'd memorized its pattern, then jacked into the FTL mainframe and inserted the form she'd been taught. She'd been extra, extra careful to do it just right. And the great spirit had praised her work.

But then Raymond Kahnewake had designed another program—one that did pretty much the same thing as the first. And so the great spirit had told Kimi it was time to play a game with him, a game that would scare him into being good. The great spirit said he was a dangerous man, that he had to be stopped from making things that would hurt Kimi and her friends—that would hurt the great spirit itself.

To prepare for the game, Kimi made sure the security guards at the FTL Technologies headquarters in Cheyenne got to know her. She deliberately got caught playing on the building's high-speed elevators, riding them from the second-floor creche to the building's uppermost, twentieth floor and back again. And she made sure the guards saw her playing "coup counter" up and down the halls, stalking the FTL workers with her toy bow and suction-cup-tipped arrows. This was all practice for when she would count coup against Raymond Kahnewake.

Kimi was frightened about confronting an adult, and the game the great spirit had asked her to play seemed a little silly. But she didn't question it. She loved the great spirit and would do anything for it. She'd practiced, and she was ready. Even so, she'd put the game off as long as she could, just in case the great spirit changed its mind. Maybe she should log on and see . . .

Kimi ran to the side of the game room and dropped her lacrosse stick, pretending to be out of breath. It was an easy fake; she was a pudgy girl with short legs, at least a head shorter than any of the other nine-year-olds in the room. Her long black hair was cut in bangs over her forehead and elsewhere hung down to her waist. It hid the flesh-toned datajack high above her right ear; the cyberdoc who'd done the implant had only shaved a tiny patch on her skull, leaving her hair long.

Slipping out of the game room, she walked down the hall to the water fountain. She took a drink, glanced around, then ducked around a corner to a public telecom unit—a terminal that was connected with the outside world, rather than with the FTL mainframe. She pulled a fiber-optic cable out of her pocket, plugged one end into the port that would normally be used to connect a cyberterminal to the telecom, and slotted the other end of the cable into the datajack above her ear.

She closed her eyes and threw her mind into the Matrix, then followed a familiar dataline to the Seattle RTG. SANs blurred past like beads on a neon string until she found the one leading to the LTG where her friends liked to hang out—a system hosted by Toys 4 U, in which the latest toys were displayed in virtual in all their simsense glory. Amid the flash and commotion, Kimi found three familiar personas. Their icons floated toward her, bright and reassuring: the grinning pink plastic doll that was Technobrat, the segmented green body of Inchworm, and the bulbous white snowman Frosty with his carrot nose and red and white scarf. Kimi's own persona was based oh the trideo character Suzy Q. Her icon was a fuzzy turquoise bear with oversized eyes and a high-pitched voice.

An unfamiliar figure hung beside Frosty—a fluffy white mouse with a big pink bow around its neck and a bright pink nose and ears. A thin piece of fiber-optic cable formed its tail. Its face looked funny; after a sec Kimi figured out it was because the mouse didn't have a mouth.

"Hoi," Kimi squeaked.

"Hoi," the mouse answered. The sound came from its silver whiskers, which were vibrating.

Inchworm reared up on his tiny legs, waving a multitude of arms at Kimi. "Hoi, Suzy Q. Did you complete your mission?"

"You mean the coup-counting game?" Kimi's bear icon hung its head. "Not yet."

Technobrat's doll face scowled at her. "You were supposed to do it before the experiment began." The doll gestured, and glowing numbers appeared in the air beside it. The display showed the local time zone for the grid: 9:46:57. "See? It's almost time. We begin in three seconds."

"The great spirit only said that today was the last day I could do it," Kimi squeaked. "I didn't know it had to be this morning!" She looked at the numeric display, which hung motionless. She was talking with her friends at the speed of thought—a second in the Matrix felt like minutes sometimes. Hours even. In the meat world, her body was between breaths, between heartbeats—even though her heart was beating furiously from having exerted herself in the game.

BOOK: Psychotrope
7.49Mb size Format: txt, pdf, ePub
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