8)  Sparks

Charles and the others are in search of an engineer  called Alec Campbell.  As they near the settlement  where they believe him to live, Hubert is attacked by Campbell himself.  He is  thrown from his horse and hurts his back.   Campbell's companion Lettie, an old woman, helps him back to the settlement which is in a  church. The others catch them up on the way. Lettie  doesn't realise that the death happened - she thinks that there has been a  Communist uprising, and that she never sees her son  because he is now a guerrilla freedom fighter.

Greg had already passed through - Campbell hadn't  liked him either - he wants nothing to do with their  great plans, just to be left alone.

The settlement is lead by a man nicknamed 'Queenie'  due to his beekeeping knowledge - there are hives in the  church grounds. Due to his background, as an engineer  with the Electricity Board, Campbell has been named  'Sparks'. Queenie sees him as useless (his job is to  collect wood with Lettie).

They stay at the settlement, during which time Charles  keeps on at Campbell about his duty to humanity - to get  the hydro-electric plants in Norway working, a task at  which Greg had failed. Campbell believes that mankind is  better of as they now are - he despises his previous life  in the rat-race.

To help earn his keep, Charles attempts to repair an  old disused water pump at the front of the church.   Meanwhile, Frank questions the others in the settlement  about Campbell's past to learn more about him. Lettie  reveals that he has nightmares, and misses his wife,  Rita.

Charles decides he needs some lifting tackle to help  him in his task - they try a nearby engineering works -  Campbell comes along to help.  Charles attempts to  engage his interest in the machinery there, but fails  again.

Frank forms a theory about Campbell's character. This  is that he resents the system in which he had to strive  to work his way up, just to have everything snatched away  from him by the death.  Frank suggests that they may  be able to feed Campbell a strong drug (obtained from  mushrooms) to bring his troubles to the surface and help  him defeat them.

Jenny doesn't like the idea of drugging Campbell, and  is given a last chance to use her womanly wiles to  persuade him to come with them.  She fails, but  realises that Campbell's attitude to his dead wife is key  to his problem.

Frank feeds the whole settlement a bogus worm  repellent potion one evening, and puts the drug in  Campbell's drink. When he reacts, they say he must be  having a allergic reaction, and take him back to his  room. 

Campbell is delirious, and as he rambles, takes Jenny  to be his wife - he is guilt-ridden that he'd been away  from home when the death struck, and instead of going  home to his family had continued to work to try and sort  out the chaos which reigned at that time.  He'd got  home too late, and found Rita already dead.  Jen  stays with him while he sleeps it off.

Frank thinks things are going well, as Campbell is  confronting his guilt about failing his family.   However while he is left unattended for a short time,  Campbell escapes and climbs the church tower intending to  jump. Charles follows him and manages to overpower him.  Jen feels guilty for putting him through such hell.

While Campbell rests, Queenie asks Charles if he'll  act as a go-between between him and the leaders of a  local settlement to help them get together.  Frank lets Alec know they are  all going.

As they prepare to leave, Campbell appears,  miraculously cured and raring to go and put the world  right.  He suggests they make their way up to his  native Scotland where there are plenty of hydro-electric  generating plants, in an attempt to get power back to  this country.

Before they set off, Charles tests his repaired  pump.  They all watch as he pumps the handle,  expecting success - however no water emerges. Charles  gives a wry smile and, for a change, admits defeat.

mcgreig@oocities.com
Home
The Story
Series Three
Three 1
Three 2
Three 3
Three 4
Three 5
Three 6
Three 7
Three 8
Three 9
Three 10
Three 11
Three 12

Powered by FreeFind