Alex (Delirium #1.1)

Thirty-one people had already jumped—all of them Heather’s friends and former classmates. Only a small knot of people remained at the top of the ridge—the jagged, rocky lip of shoreline jutting forty feet into the air on the north side of the quarry, like a massive tooth biting its way out of the ground.

It was too dark to see them. The flashlights and the bonfire only illuminated the shoreline and a few feet of the inky dark water, and the faces of the people who had jumped, still bobbing in the water, triumphant, too happy to feel the cold, taunting the other competitors. The top of the ridge was a shaggy mass of black, where the trees were encroaching on the rock, or the rock was getting slowly pulled into the woods, one or the other.

But Heather knew who they were. All the competitors had to announce themselves once they reached the top of the ridge, and then Diggin Rodgers, this year’s sportscaster, parroted back the names into the megaphone, which he had borrowed from his older brother, a cop.

Three people had yet to jump: Merl Tracey, Derek Klieg, and Natalie Velez. Nat.

Heather’s best friend.

Heather wedged her fingers in a fissure in the rocks and pulled. Earlier, and in years past, she had watched all the other gamers scrabbling up the ridge like giant, waterlogged insects. Every year, people raced to be the first to jump, even though it didn’t earn any extra points. It was a pride thing.

She banged her knee, hard, against a sharp elbow of rock. When she looked down, she could see a bit of dark blood streaking her kneecap. Weirdly, she didn’t feel any pain. And though everyone was still cheering and shouting, it sounded distant.

Matt’s words drowned out all the voices.

Look, it’s just not working.

There’s something about her.

We can still be friends.

The air was cool. The wind had picked up, singing through the old trees, sending deep groans up from the woods—but she wasn’t cold anymore. Her heart was beating hard in her throat. She found another handhold in the rock, braced her legs on the slick moss, lifted and levered, as she had watched the gamers do, every summer since eighth grade.

Dimly, she was aware of Diggin’s voice, distorted by the megaphone.

“Late in the game . . . a new competitor . . .”

But half his words got whipped away by the wind.

Up, up, up, ignoring the ache in her fingers and legs, trying to stick to the left side of the ridge, where the rocks, driven hard at angles into one another, formed a wide and jutting lip of stone, easy to navigate.

Suddenly a dark shape, a person, rocketed past her. She almost slipped. At the last second, she worked her feet more firmly onto the narrow ledge, dug hard with her fingers to steady herself. A huge cheer went up, and Heather’s first thought was: Natalie.

But then Diggin boomed out, “And he’s in, ladies and gentlemen! Merl Tracey, our thirty-second gamer, is in!”

Almost at the top now. She risked a glance behind her and saw a steep slope of jagged rock, the dark water breaking at the base of the ridge. It suddenly seemed a million miles away.

For a second the fog cleared from her head, the anger and the hurt were blown away, and she wanted to crawl back down the rock, back to the safety of the beach, where Bishop was waiting. They could go to Dot’s for late-night waffles, extra butter, extra whipped cream. They could drive around with all the windows open, listening to the rising hum of the crickets, or sit together on the hood of his car and talk about nothing.

But it was too late. Matt’s voice came whispering back, and she kept climbing.

No one knows who invented Panic, or when it first began.

There are different theories. Some blame the shuttering of the paper factory, which overnight placed 40 percent of the adult population of Carp, New York, on unemployment. Mike Dickinson, who infamously got arrested for dealing on the very same night he was named prom king, and now changes brake pads at the Jiffy Lube on Route 22, likes to take credit; that’s why he still goes to Opening Jump, seven years after graduating.

None of these stories is correct, however. Panic began as so many things do in Carp, a poor town of twelve thousand people in the middle of nowhere: because it was summer, and there was nothing else to do.

The rules are simple. The day after graduation is Opening Jump, and the game goes all through summer. After the final challenge, the winner takes the pot.

Everyone at Carp High pays into the pot, no exceptions. Fees are a dollar a day, for every day that school is in session, from September through June. People who refuse to pony up the cash receive reminders that go from gentle to persuasive: vandalized locker, shattered windows, shattered face.

It’s only fair. Anyone who wants to play has a chance to win. That’s another rule: all seniors, but only seniors, are eligible, and must announce their intention to compete by participating in the Jump, the first of the challenges. Sometimes as many as forty kids enter.

There is only ever one winner.

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