245. The go-ahead

Brad Wesley has the people of Jasper, Missouri so shook that bartenders ask for permission before serving him, as if the act of pouring a shot for Brad Wesley is like letting a highly inebriated man pull a knife on you for trying to stop his girlfriend from dancing on a table. The bartenders, Ernie and Nameless, look straight to Dalton when Wesley makes his request, and fulfill it when and only when Dalton gives them an affirmative head-nod signal. Suddenly even the bartenders are acting like bouncers on the Dalton Path. Recall that it’s not their job to know when it’s time to not be nice; they won’t know, Dalton will tell them. As there are still a few grains left in the hourglass at this particular moment, Wesley gets his drink.

Given what is about to unfold one wonders if Dalton should have 86’d him right then and there. The numbers game appears—and I stress appears, because Wesley is holding several aces up his sleeve, along with a Jimmy-shaped Joker—to be even, which is to say it works in Dalton’s favor. Assuming Wesley to be a non-combatant, arrayed against Dalton, Wade, Jack, Hank, and Younger we can see Morgan, O’Connor, Tinker, and Ketcham, all of whom have fallen in Double Deuce–based combat already, in O’Connor’s case twice. (Maybe Wesley was right about him being a weak bleeder after all.) And since the bar is largely empty, with most of the crowd still outside watching the fire, the risk to civilians in the event of a brawl would be minimal.

But Dalton is reluctant to start something unless and until his opponent displays violent intent. As we will see, Wesley’s initial gambit is disruption rather than destruction—still a bounceable event, but not yet grounds for expulsion. I’ve never said this once during the course of this project but I’ll by-god quote it now: Man’s gotta have a code.

Tags: , , ,