Then his parents would ship him off to a new school. And the same thing would happen again.
Mr. Holloway, are you with us?
Well, that had been Phate's problem all along. No, basically he hadn't been with anyone ever; he was light-years ahead of them.
His teachers and counselors would try. They'd put him into gifted-and-talented classes and then advanced G &T programs but even those didn't hold his interest. And when he grew bored he became sadistic and vicious. His teachers – like poor Mr. Cummings, the freshman math teacher of the octal number incident – stopped calling on him, for fear that he'd mock them and their own limitations.
After some years of this his parents – both scientists themselves – pretty much gave up. Busy with their own lives (Dad, an electrical engineer; Mom, a chemist for a cosmetics company), they were happy to hand off their boy to a series of tutors after school – in effect, buying themselves a couple of extra hours at their respective jobs. They took to bribing Phate's brother, Richard, two years older, into keeping him occupied – which usually amounted to dropping the boy off on the Atlantic City boardwalk video arcades or at nearby shopping malls with a hundred dollars in quarters at 10:00 A.M. and picking him up twelve hours later.
As for his fellow students… they, of course, disliked him on first meeting. He was the "Brain," he was "Jon the Head," he was "Mr. Wizard." They avoided him during the early days of class and, as the semester wore on, teased and insulted him unmercifully. (At least no one bothered to beat him up because, as one football player said, "A fucking girl could pound the crap out of him. I'm not gonna bother.")
And so to keep the pressure inside his whirling brain from blowing him to pieces he spent more and more time in the one place that challenged him: the Machine World. Since mom and dad were happy to spend money to keep him out of their hair he always had the best personal computers that were available.
A typical high school day would find him tolerating classes then racing home at three P.M. and disappearing into his room, where he would launch himself into bulletin boards or crack the phone company's switches or slip into the computers of the National Science Foundation, the Centers for Disease Control, the Pentagon, Los Alamos, Harvard and CERN. His parents weighed the $800 monthly phone bills against the alternative – missed work and an endless series of meetings with teachers and counselors – and happily opted to write a check to New Jersey Bell.
Still, though, it was obvious that the boy was on a downward spiral – his increasing reclusiveness and vicious outbursts whenever he wasn't online.
But before he bottomed out and, as he'd thought back then, "did a Socrates" with some clever poison whose recipe he'd downloaded from the Net, something happened.
The sixteen-year-old stumbled onto a bulletin board where people were playing a MUD game. This particular one was a medieval game – knights on a quest for a magic sword or ring, that sort of thing. He watched for a while and then shyly keyed, "Can I play?"
One of the seasoned players welcomed him warmly and then asked, "Who do you want to be?"
Young Jon decided to be a knight and went off happily with his band of brothers, killing orcs and dragons and enemy troops for the next eight hours. That night, as he lay in bed, after signing off, he couldn't stop thinking about that remarkable day. It occurred to him that he didn't have to be Jon the Head, he didn't have to be the scorned Mr. Wizard. All day long he'd been a knight in the mythical land of Cyrania and he'd been happy. Maybe in the Real World he could be someone else too.
Who do you want to be?
The next day he signed up for an extracurricular activity at school, something he'd never done before. What he picked was drama club. He soon learned that he had a natural ability to act. The rest of his time at that particular school didn't improve – there was too much bad blood between Jon and his teachers and fellow students – but he didn't care; he had a plan. At the end of the semester he asked his parents if he could transfer to yet a different school for the next, his junior, year. Since he said he'd take care of all the paperwork himself and the transfer wouldn't disrupt their lives they agreed.
The next fall, among the eager students registering for classes at Thomas Jefferson High School for the Gifted was a particularly eager youngster named Jon Patrick Holloway.
The teachers and counselors reviewed the documentation e-mailed to them from his prior schools – the transcripts, which showed his consistent B+ performance in all grades since kindergarten, counselors' glowing reports describing a well-adjusted and -socialized child, his outstanding placement test scores and a number of recommendation letters from his former teachers. The in-person interview with the polite young man – cutting quite a figure in tan slacks, powder blue shirt and navy blazer – went very well and he was heartily welcomed into the school.
The boy always did his assignments and rarely missed a class. He was consistently in the upper-B and lower-A range – pretty much like the other students at Tom Jefferson. He worked out diligently and took up several sports. He'd sit on the grassy hill outside the school, where the in-crowd gathered, and sneak cigarettes and make jokes about the geeks and losers. He dated, went to dances, worked on homecoming floats.
Just like everybody else.
He sat in Susan Coyne's kitchen and fumbled under her blouse and tasted her braces. He and Billy Pickford took his dad's vintage Corvette out onto the highway, where they got the car up to a hundred, and then sped home, where they dismantled and reset the odometer.
He was happy some, moody some, boisterous some.
Just like everybody else.
At the age of seventeen Jon Holloway social engineered himself into one of the most normal and popular kids in school.
He was so popular, in fact, that the funeral of his parents and brother was one of the most widely attended in the history of the small New Jersey town where they were living. (It was a miracle, friends of the family remarked, that young Jon just happened to be taking his computer to a repair shop early Saturday morning when the tragic gas explosion took the lives of his family.)
Jon Holloway had looked at life and decided that God and his parents had fucked him up so much that the only way he could survive was to see it as a MUD game.
And he was now playing again.
Who do you want to be?
In the basement of his pleasant suburban house in Los Altos Phate washed the blood off his Ka-bar knife and began sharpening it, enjoying the hiss of the blade against the sharpening steel he'd bought at Williams-Sonoma.
This was the same knife he'd used to tease to stillness the heart of an important character in the game – Andy Anderson.
Hiss, hiss, hiss…
Access…
As he swiped the knife against the steel Phate's perfect memory recalled a passage from the article, "Life in the Blue Nowhere," which he'd copied into one of his hacking notebooks several years ago:
The line between the real world and the machine world is becoming more and more blurred every day. But it's not that humans are turning into automatons or becoming slaves to machines. No, humans and machines are simply growing toward each other. We're bending machines to our purposes and nature. In the Blue Nowhere, machines are taking on our personalities and culture – our language, myths, metaphors, philosophy and spirit.
And those personalities and cultures are in turn being changed more and more by the Machine World itself.
Think about the loner who used to return home from work and spend the night eating junk food and watching TV all night. Now, he turns on his computer and enters the Blue Nowhere, a place where he interacts – he has tactile stimulation on the keyboard, verbal exchanges, he's challenged. He can't be passive anymore. He has to provide input to get some response. He's entered a higher level of existence and the reason is that machines have come to him. They speak his language.