Fear floats up my throat, a primal thing, a physical twinge as I step through, close the door behind me, and hear the voices. Not true voices, really, but murmurs and whispers and words stretched thin by distance. They could be halls, or whole territories, away. Sounds travel here in the Narrows, coil through the corridors, bounce off walls, find you from miles away, ghostlike and diffused. They can lead you astray.
The corridors stretch out like a web or a subway, branching, crossing, the walls interrupted only by those doors. City blocks’ worth of doors mere feet apart, space compressed. Most of them are locked. All of them are marked.
Coded. Every Keeper has a system, a way to tell a good door from a bad one; I cannot count the number of X’s and slashes and circles and dots scribbled against each door and then rubbed away. I pull a thin piece of chalk from my pocket—it’s funny, the things you learn to keep on you at all times—and use it to draw a quick Roman numeral I on the door I just came through, right above the keyhole (the doors here have no handles, can’t even be tried without a key). The number is bright and white over the dozens of old, half-ruined marks.
I turn to consider the hall and the multitude of doors lining it. Most of them are locked—inactive, Da called them—doors that lead back into the Outer, to different rooms in different houses, disabled because they go places where no Keeper is currently stationed. But the Narrows is a buffer zone, a middle ground, studded with ways out. Some doors lead to and from the Archive. Others lead to Returns, which isn’t its own world, but it might as well be. A place where even Keepers aren’t allowed to go. And right now, with a History on my list, that’s the door I need to find.
I test the door to the right of Door I, and to my surprise it’s unlocked, and opens onto the Coronado’s lobby. So it wasn’t just a ripple in the wallpaper after all. Good to know. An old woman ambles past, oblivious to the portal, and I tug the door shut again and draw a II above the keyhole.
I take a step back to consider the numbered doors, set side by side—my ways out—and then continue down the hall, testing every lock. None of the other doors budge, and I mark each one with an X. There’s this sound, a fraction louder than the others, a thud thud thud like muffled steps, but only a fool hunts down a History before finding a place to send him, so I quicken my pace, rounding a corner and testing two more doors before one finally gives.
The lock turns and the door opens, this time into a room made of light, blinding and edgeless. I draw back and close the door, blinking away little white dots as I mark its surface with a circle and quickly shade it in. Returns. I turn to the next door over and don’t even bother to test the lock before I draw a circle, this one hollow. The Archive. The nice thing about the Archive doors is that they’re always to the right of Returns, so if you can find one, you’ve found the other.
And now it’s time to find Emma.
I flex my hands and bring my fingers to the wall, the silver ring safely in my pocket. Histories and humans alike have to touch a surface to leave an impression, which is why the floors here are made of the same concrete as the walls. So I can read the entire hallway with a touch. If Emma set a foot here, I’ll see it.
The surface of the wall hums beneath my hands. I close my eyes and press down. Da used to say there was a thread in the wall, and you had to reach, reach right through the wall until you catch hold of that thread and not let go. The humming spreads up my fingers, numbing them as I focus. I squeeze my eyes shut harder and reach, and feel the thread tickling my palms. I catch hold, and my hands go numb. Behind my eyes the darkness shifts, flickers, and then the Narrows take shape again, a smudged version of the present, distorted. I see myself standing here, touching the wall, and guide the memory away.
It plays like a skipping film reel, winding back from present to past, flickering on the insides of my eyelids. The name showed on my list an hour ago, when Emma Claring’s escape was registered, so I shouldn’t have to go back far. When I twist the memories back two hours and find no sign of her, I pull away from the wall and open my eyes. The past of the Narrows vanishes, replaced by an only slightly brighter but definitely clearer present. I head down the hall to the next branching corridor and try again: closing my eyes, reaching, catching hold, winding time forward and back, sweeping the last hour for signs of—
A History flickers in the frame, her small form winding down the hall to a corner just ahead, then turning left. I blink and let go of the wall, the Narrows sharpening as I follow, turn the corner, and find…a dead end. More accurately, a territory break, a plane of wall marked by a glowing keyhole. Keepers have access only to their own territories, so the speck of light serves as nothing more than a stop sign. But it does keep the Histories from getting too far away; and sitting on the floor right in front of the break is a girl.
Emma Claring sits in the hall, her arms wrapped tightly around her knees. She’s not wearing any shoes, only grass-stained shorts and a T-shirt; and she’s so small that the corridor seems almost cavernous around her.
“Wake up, wake up, wake up.”
She rocks back and forth as she says it, the beat of her body against the wall making the thud thud thud I heard earlier. She squeezes her eyes shut, then opens them wide, panic edging into her voice when the Narrows don’t disappear.
She’s obviously slipping.
“Wake up,” the girl pleads again.
“Emma,” I say, and she startles.
Two terrified eyes swivel toward me in the dark. The pupils are spreading, the black chewing away the color around them. She whimpers but doesn’t recognize me yet. That’s good. When Histories slip far enough, they start to see other people when they look at you. They see whomever it is they want or need or hate or love or remember, and it makes the confusion worse. Makes them fall faster into madness.
I take a slow step forward. She buries her face in her arms and continues whispering.
I kneel in front of her. “I’m here to help you,” I say.
Emma Claring doesn’t look up. “Why can’t I wake up?” she whispers. Her voice hitches.
“Some dreams,” I say, “are harder to shake.”
Her rocking slows, and her head rolls side to side against her arms.
“But do you know what’s great about dreams?” I mimic the tone my mother used to use with me, with Ben. Soothing, patient. “Once you know you’re in a dream, you can control it. You can change it. You can find a way out.”
Emma looks up at me over her crossed arms, eyes shining and wide.
“Do you want me to show you how?” I ask.
She nods.
“I want you to close your eyes”—she does—“and imagine a door.” I look around at this stretch of hall, every door unmarked, and wish I’d taken the time to find another Returns door nearby. “Now, on the door, I want you to imagine a white circle, filled in. And behind the door, I want you to imagine a room filled with light. Nothing but light. Can you see it?”
The girl nods.
“Okay. Open your eyes.” I push myself up. “Let’s go find your door.”
“But there are so many,” she whispers.
I smile. “It will be an adventure.”
She reaches out and takes my hand. I stiffen on instinct, even though I know her touch is simply that, a touch, so unlike the wave of thought and feeling that comes with grazing a living person’s skin. She may be full of memories, but I can’t see them. Only the Librarians in the Archive know how to read the dead.
Emma looks up at me, and I give her hand a small squeeze and lead her back around the corner and down the hall, trying to retrace my steps. As we weave through the Narrows, I wonder what made her wake up. The vast majority of names on my list are children and teens, restless but not necessarily bad—just those who died before they could fully live. What kind of kid was she? What did she die of? And then I hear Da’s voice, warning about curiosity. I know there’s a reason Keepers aren’t taught to read Histories. To us, their pasts are irrelevant.