Read Tron Legacy - It's Your Call - Initiate Sequence Online

Authors: Carla Jablonski

Tags: #Fiction - Young Adult

Tron Legacy - It's Your Call - Initiate Sequence (13 page)

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Y
ou fling yourself at Rinzler. He parries your tackle and judo flips you. You slam onto the bridge, the air knocked out of you.

As you struggle to your feet you see Quorra leap into action. She pulls out her baton, and a grappling hook shoots out. She uses it to swing herself under the swaying bridge past your dad and Rinzler. She flips up beside you and helps you to your feet.

Rinzler draws his discs and stalks toward you and Quorra.

You feel an enormous shudder and are horrified to see that the bridge is retracting from each end! A gap is widening in the center of the bridge.

“What's happening?” you shout over the roaring winds.

“The bridge does this when the Portal is about to close,” your father shouts back. He's staggering toward the ever-widening gap. Rinzler still stands between you. You clutch the bridge rail to keep from being tipped over into the infinite chasm below.

Rinzler whirls around to face your father again. “You're never getting out, Flynn,” he snarls. You've got to do something. The Portal will close any minute, and you'll all be trapped here! But what?

Do you use your disc to try to derezz Rinzler? Your aim has to be perfect or you could hit your dad.
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Do you use Quorra's grappling hook and try to bypass Rinzler, grab your dad, and get back before the Portal closes? Complicated, but it could work.
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.

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T
rying to escape sounds like a really good way to get killed. And you are pretty sure you don't want this guy bossing you around. You carefully extract yourself from the huge guy's grip. “Sorry. I'm not much of a joiner.”

The mountain of a man steps back and glares at you. “You will regret that.” Now you get nervous. You're trapped in a small cell with a guy who takes up most of the space in it.

“You know, on second thought—”

You never get to finish your sentence. The man's enormous pawlike hand suddenly grips your throat. “You know too much,” he hisses into your ear as he lifts you off the ground. “And now we could never trust you. You must be eliminated.”

You struggle, wriggling and kicking, but it's no use. The giant is just too strong. The world spins, and then everything goes black.

THE END

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Y
ou've got to take out Rinzler or the Portal will close and trap you all here forever.

“Look out, Dad!” you shout. You grab your disc and hurl it at Rinzler's head. He smacks it with his baton, and it careens back at you. You lurch to the side to avoid being sliced by the whirling disc.

Unfortunately, your dad and Quorra both lunge the same way, and the sudden weight of all three of you tilts the already precarious bridge. All of you topple over the side…and into the yawning chasm below. This is your…

THE END

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Y
ou are whisked away to a sparse chamber, where you are outfitted by a group of four beautiful and identical Sirens. You're impressed by the form-fitting armor they give you, but you are worried. Why would you need to wear armor? You shudder, remembering that the nervous dude would rather fling himself to his death than play.

One of the Sirens removes a luminescent disc from a container and stands behind you. She inserts it into a sheath in your armor. The disc hums and glows. “Mirroring complete,” the Siren states. “Disc activated and synchronized.”

“What is that?” you ask.

The Sirens look confused by the question.

“I'm new to this whole”—you gesture broadly—“this whole scene.”

“The disc holds all of your information. It is who you are,” one of the Sirens says. “We all have them.”

“He is different,” another Siren states.

“You're ready,” a third Siren declares. “Proceed to games.”

“Games? What am I supposed to do?” you ask.

“Survive,” the fourth Siren says. You stare, open-mouthed, as they melt into the walls and freeze into statues.

“S-survive?” you stammer. What kinds of games are these?

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Z
use leaps up onto the bar and starts dancing across it, like an old-fashioned vaudeville performer doing a soft-shoe number. A spotlight shoots out of his cane, marking your every move. “Behold the Son of Flynn!” he cries. “Behold the son of our maker!” All the guards are now focused on you. Another disc spins across the room right at your head when—

Clack! A disc flies in from the opposite direction, deflecting the weapon away from you. You spin around and see Quorra striding through the club!

You race to her, ducking through the crowd, trying to put programs between you and the Black Guard. Maybe they won't be able to aim as effectively with so many distractions and obstacles.

Quorra does a double take when she sees Zuse dancing on the bar. The disappointment on her face is obvious. “Come on,” you urge her. You know seeing her old mentor Zuse acting like a cartoon is unsettling, but now is not the time.

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“T
hird call for winks on the upper level,” the new guy shouts at you. “Move it. Or it will be your hide!”

You'd better get on this winks problem. Even if you have no idea what the problem is! All you can figure is that “winks” are seriously important here.

You find a box labeled winks. You don't even bother to check inside. You just grab it and rush upstairs. You come to a sudden stop at the edge of the game platform.

You're at a tiddledywinks tournament and in charge of keeping the winks flowing. Who knew something this boring was part of your dad's cool digital world!

The tournament may not really last forever—but it sure feels that way!

THE END

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F
rom where you're standing you don't see any way back to your world. The stretch of land you're on is desolate and almost desertlike. You have a feeling you're not going to be able to get back home unless you find the missing arcade. At least, that's your theory. For all you know, there could be exits and entrances all over the place.

“Come on!” Alex says, grabbing your arm and tugging hard. “What are you waiting for?”

He's right. And then it hits you. Something amazing has just happened: you somehow ended up inside a world created by your father. You'll worry about getting back home later. You rack your brain, trying to remember the map on your dad's office wall and on the console. Alex pushed on the Outlands—so that must be where you are now. Then that should be the main city, you reason, looking to your left. And those lights are coming from the Sea of Simulation. Whatever that is.

So which way do you go?

Do you head for the glittering city
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Or do you check out those amazing bursts of light at the Sea of Simulation
ON PAGE 37
.

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