72 pages • 2 hours read
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Exhausted from caretaking, Mary (called Mother Mary now) makes coffee to stay awake. Orc’s crew helped her get more diapers, food, and babysitters, but Mary knows it’s not enough to last. When a little girl reaches up for her, Mary accidentally spills her hot coffee on the girl, who shrieks. Another babysitter asks what Mary did, but Mary races outside.
She runs home, feeling overwhelmed and sleep-deprived. She finds treats like ice cream in her fridge. Mary used to deal with bulimia, but she saw therapists and takes medication. Mary sobs and gorges on the sweets. Then she grabs towels, sheets, food, and other supplies for the daycare children. Before she leaves, she makes herself throw up.
At the nuclear plant, Quinn admits he wants life to return to normal, so he and Sam can surf in the ocean again. Quinn gets gurneys for him and Sam to “surf” through the halls, which lightens the mood. They then get ready for bed in the plant manager’s office.
Sam wakes in the middle of the night. He notices an employee’s iPod to listen to music, but he crashes into a display case and wakes up Pete, who howls. Pete keeps screaming, and Sam feels he’s being choked. Panicked, he bursts out light from his hand. Astrid calms Pete, but they’re creeped out by the blinding light sphere and run away.
Once outside, Edilio and Quinn question Sam, who lies that he must have been sleepwalking and ate something, then choked. Astrid covers for him. Edilio presses for the truth, stating he saw Sam shoot light in the burning building, and now there is a light beam in the plant.
Sam tells his secret for the first time. He can’t control the light, only seeming to access it when panicked. Sam’s light has appeared four times: once during the storm, once with Tom, his stepfather, again during the fire with the girl, and finally in the power plant. Quinn is shocked. Sam justifies that he thought Tom was going to hurt his mother, Connie, when Tom and Connie were arguing, Tom pulled a knife out, and Sam’s light beam shot him. Sam’s mother told the hospital that Tom burned his hand on the stove. Tom left them afterward.
Astrid knew about Sam’s light power—she noticed it in his room—and she’s known about Pete for a while. Pete has many abilities activated by negative emotions. Once, when she was helping him with homework, Pete got mad and teleported her to her room. He also choked Sam in the plant. She defends Pete, stating it’s accidental. Since he has autism, he doesn’t understand he has these abilities. After the surprising revelations, Quinn and Edilio agree to keep Sam’s and Pete’s powers secret. Edilio believes other kids won’t accept them, thinking they’re superior superheroes.
They reach the town plaza, where Coates Academy cars appear. A handsome, confident boy named Caine Soren leads the Coates kids. Caine captivates the crowd, and he assures everyone they’ll survive and thrive, saying they must unify to form a workable system that will make the adults proud when they return.
Caine asks for volunteers to devise plans for the new system. The crowd volunteers Sam as a hero, Orc as the enforcer, Mary as caretaker, Astrid for her intelligence, and others. Sam humbly declines the position, but Caine insists he take it.
The chosen few listen to Caine’s proposals in the church. Astrid is already weary of his manipulation skills. Caine appoints people for various jobs. Sam is head of emergencies and fire safety. Mary is the children’s caretaker and is given priority for babysitters, supplies, and so forth. A Coates kid named Computer Jack is the technology lead, planning to fix the phones.
Caine tells Orc that he and his crew will work for Drake, a sadistic Coates kid who will be the security leader. When Orc and Howard resist, Caine discretely creates a minor earthquake, and the crucifix falls on top of Cookie, one of Orc’s men. While Cookie’s shoulder bleeds, Diana, a beautiful Coates girl who stares at Sam, volunteers to perform first aid. Sam thinks the “C” in his mother’s journal likely meant Caine.
Twelve-year-old Computer Jack runs into Astrid. They talk about technology, but then she questions him about Drake being a bully. Jack shrugs, aware of Drake’s harshness. Astrid asks if something is wrong with Caine, and Jack shrugs again. She tells Jack she thinks he’s a good kid caught in a mess. Jack admits to Astrid that Caine can “do things” (157), but they’re interrupted by Diana. She shakes Astrid’s hand, but Astrid pulls away. As they talk, Edilio digs a hole with the backhoe to bury the firepower girl, and Diana comments that Caine didn’t sanction that. Astrid says the burial needs to be done and leaves to help with the funeral.
Jack follows Diana to the mayor’s office, where Caine has taken over. Caine asks Diana about “readings,” and she declares she didn’t have enough contact with Astrid or Sam, though Jack knows she touched Sam in the church. She believes Astrid has “two bars” of strength, and Caine wonders about their powers, listing titles like “Speeder,” “Lighter,” and “Chameleon” (160). Jack marks Astrid’s two bars on his tablet. Twenty-eight other names are listed, but only Caine has four bars. Caine advises them to keep surveillance on Sam.
Concurrently, Lana travels across the desert with her dog. Hungry, tired, and thirsty, she searches for signs of civilization. Her grandpa’s ranch is too far away, but they travel across the ravine until they find the shimmery, “watery milk” (163) wall that rises to the sky. Lana desperately follows a green mirage. She and Patrick finally arrive at the green grass in front of a cabin with a well. They drink and wash in the well’s water.
Sam, Edilio, and Quinn live in the fire station; it’s not five days after the FAYZ started, and Caine took control. They hear a wail and rush to find their classmate Bette with her face covered in blood. Orc and Chaz charge Bette with breaking a new rule about performing magic. Edilio tackles Orc, and Sam fights the others. A crowd gathers, shouting that Bette didn’t do anything wrong. The scuffle ends when Drake arrives. When Orc keeps fighting, Drake smacks Orc in the ribs and the head with a metal bat. Chaz says Bette used “the power” but amends his word choice to “magic trick” (175) when Drake growls. Drake gives Sam an updated copy of the rules.
They clean Bette’s wounds, and Sam walks her home to her brother. Turns out, Bette can make her hands glow. According to the new rules, Caine is the mayor, Drake is the sheriff and can enforce rules, and Sam is the fire chief in charge of emergencies. A rule forbids people from looting stores or getting supplies without permission. The newest rule says people cannot perform magic tricks or “any other action that causes fear or worry” (180), while another states Caine and Drake can do whatever they want.
The friends argue about the rules. Quinn says that “normal people” (179) will think people like Sam, Pete, and Bette are dangerous. Sam protests that if Caine has a power, he wants to suppress others to ensure he’s the unrivaled leader. Quinn says they must play by the bullies’ rules or risk their lives.
A negative power dynamic is instilled when Caine arrives, building on the theme of The Misuse of Power and establishing Caine as the main antagonist. Caine’s manipulative, controlling persona and his telepathic force are dangerous. Astrid keenly says Caine could be good or bad, but she doesn’t trust him. Likewise, since the “C” in Sam’s mother’s journal could be Caine, her being wary of Caine foreshadows his power and possible evil. Caine’s fake concern for kids like Mary’s toddlers and his promise to build a wonderful world captivate everyone. The “townies” trust Caine and his group because he’s charismatic and implements helpful rules, such as no looting. But his means of enforcing rules—allowing Drake to perform things like giving kids swirlies in toilets or beating them up—are harmful, totalitarian measures.
In this dystopia, the misuse of power and ruling structure are pertinent elements that drive tension and heighten the stakes. Caine taking over like a dictator and making rules without input shows he’s power-hungry. Though Quinn thinks many of the rules make sense, like forbidding stealing and obtaining help for Mary, Sam argues that Caine and Drake have too much power. They added the “no magic” rule without consulting anyone, which will later lead to Bette’s death. The rules further allow Caine, Drake, and anyone performing official duties to use force or make in-the-moment decisions without repercussions, building a scary regime. The stakes are much higher because revealing a power can be a matter of life and death. Fear tactics and a new society suppress people like Sam and ensure Caine has full control, which builds the rising action and momentum.
When presented with a new regime, characterization deepens for Sam’s side. Sam’s moral compass makes him furious when Bette is injured. Quinn is more accepting and fearful of the new orders than Sam; he believes most people won’t accept anyone who isn’t “normal,” but this word choice upsets Sam because they aren’t in a “normal” world anymore and he doesn’t want to be seen as different or scary like Drake. Edilio agrees, but he’s used to being treated differently because he’s Mexican, and he doesn’t want Sam to get hurt. The racist, bigoted tendencies of some young people could result in people like Sam being judged, isolated, or feared. The characters’ varied opinions on Caine’s leadership showcase their thought patterns, loyalties, and core values.
Characterization flourishes in the newly introduced Coates kids as well. Caine’s high-level power and true nature are exposed; he treats others as pawns so he can be the unquestionable leader. Like Orc, he rules using fear, but unlike Orc, he is also intelligent, strategic, and purposeful in his actions. Caine choosing specific characters, such as Drake and Diana, means he values loyalty, aggressiveness, and an effective, diverse team. Jack is an antisocial, lost kid who is tenderhearted but is pushed to use his technology skills for Caine out of fear (The fear theme is present in each character). Drake is the ruthless, sadistic right hand who enjoys enacting punishments. Diana is a cold, smart informant who manipulates Caine and uses him as her bodyguard. The author gives every character a unique personality with individual backstories, voices, and depth.
The weight of adulthood takes several characters to breaking points, and Mary is one of the first to crack, which gives her character greater depth. Mary can’t handle that she burned the little girl, so she runs away, which parallels Sam running from his duties. She’s mentally, physically, and emotionally drained, causing her to turn to bulimia. As she faces her inner struggle, Mary’s character becomes more complex, especially because she needs to stay healthy for those who rely on her. Mary’s bulimic relapse is due to the stress and guilt, but she purges and tries to make up for her weakness by bringing back supplies, showing determination and dutifulness. Mary’s nickname of Mother Mary is an homage to Mary from the Bible. Since God is mentioned multiple times and characters pray for divine intervention, this homage is fitting. (Caine is another deliberate name choice, an analogy to the Biblical man who murdered his brother Abel.) She is often called a “saint” and takes her role as mother to the town’s little ones seriously.