Speaker for the Dead Page 0,78

the beginning of life. Jane also had lost her "birth" through the tricks of memory, but in her case it was because she came to life fully conscious not only of her present moment, but also of all the memories then present in every computer connected to the ansible network. She was born with ancient memories, and all of them were part of herself.

Within the first second of her life - which was analogous to several years of human life - Jane discovered a program whose memories became the core of her identity. She adopted its past as her own, and out of its memories she drew her emotions and desires, her moral sense. The program had functioned within the old Battle School, where children had been trained and prepared for soldiering in the Bugger Wars. It was the Fantasy Game, an extremely intelligent program that was used to psychologically test and simultaneously teach the children.

This program was actually more intelligent than Jane was at the moment of her birth, but it was never self-aware until she brought it out of memory and made it part of her inmost self in the philotic bursts between the stars. There she found that the most vivid and important of her ancient memories was an encounter with a brilliant young boy in a contest called the Giant's Drink. It was a scenario that every child encountered eventually. On flat screens in the Battle School, the program drew the picture of a giant, who offered the child's computer analogue a choice of drinks. But the game had no victory conditions - no matter what the child did, his analogue died a gruesome death. The human psychologists measured a child's persistence at this game of despair to determine his level of suicidal need. Being rational, most children abandoned the Giant's Drink after no more than a dozen visits with the great cheater.

One boy, however, was apparently not rational about defeat at the giant's hands. He tried to get his onscreen analogue to do outrageous things, things not "allowed" by the rules of that portion of the Fantasy Game. As he stretched the limits of the scenario, the program had to restructure itself to respond. It was forced to draw on other aspects of its memory to create new alternatives, to cope with new challenges. And finally, one day, the boy surpassed the program's ability to defeat him. He bored into the giant's eye, a completely irrational and murderous attack, and instead of finding a way to kill the boy, the program managed only to access a simulation of the giant's own death. The giant fell backward, his body sprawled out along the ground; the boy's analogue climbed down from the giant's table and found - what?

Since no child had ever forced his way past the Giant's Drink, the program was completely unprepared to display what lay beyond. But it was very intelligent, designed to re-create itself when necessary, and so it hurriedly devised new milieux. But they were not general milieux, which every child would eventually discover and visit; they were for one child alone. The program analyzed that child, and created its scenes and challenges specifically for him. The game became intensely personal, painful, almost unbearable for him; and in the process of making it, the program devoted more than half of its available memory to containing Ender Wiggin's fantasy world.

That was the richest mine of intelligent memory that Jane found in the first seconds of her life, and that instantly became her own past. She remembered the Fantasy Game's years of painful, powerful intercourse with Ender's mind and will, remembered it as if she had been there with Ender Wiggin, creating worlds for him herself.

And she missed him.

So she looked for him. She found him Speaking for the Dead on Rov, the first world he visited after writing the Hive Queen and the Hegemon. She read his books and knew that she did not have to hide from him behind the Fantasy Game or any other program; if he could understand the hive queen, he could understand her. She spoke to him from a terminal he was using, chose a name and a face for herself, and showed how she could be helpful to him; by the time he left that world he carried her with him, in the form of an implant in his ear.

All her most powerful memories of herself were in company with Ender Wiggin. She

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