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 yearâs 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.
Heatherâs 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 didnât 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 didnât feel any pain. And though everyone was still cheering and shouting, it sounded distant.
Mattâs words drowned out all the voices.
Look, itâs just not working .
Thereâs 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 woodsâbut she wasnât 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 Digginâs voice, distorted by the megaphone.
âLate in the game . . . a new competitor . . .â
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 Heatherâs first thought was: Natalie .
But then Diggin boomed out, âAnd heâs in , ladies and gentlemen! Merl Tracey, our thirty-second gamer, is in !â
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 Dotâs 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. Mattâs 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; thatâs 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.
Janwillem van de Wetering