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Ormond thinks helplessly. That must be what he means!

"...Alright." Ormond's face shows a slightly bitter smile as he finally gives up trying to explain. After studying Haunter's face for a few seconds, he smiles warmly. "I'm Haunter's distant uncle. In our family, Haunter is the last relative I could find. I want to take him back."

Ah! It's still about the family business! Is he going to bring him back into the gang?

"Ah..." The principal suddenly breaks into a heavier sweat, his demeanor becoming increasingly respectful. "I see, welcome."

"Wait." Ormond's gaze falls on the detailed records from Haunter's orphanage and the evidence laid out before him, causing his expression to shift slightly.

"May I ask what happened?"

……

Ormond walks to the roadside and sighs. Ormond Reed, that's his name. Beside him is his daughter, Anastasia Reed. Today, Ormond has driven from the southern part of the Arkham Federation to the north to learn about someone and bring him back—Haunter Reed.

There are many reasons to find him. The foremost is the curse on the Reed family; every member of the Reed family doesn't live past forty-five. Ormond is already thirty-nine.

Additionally, his daughter An needs a companion. An's mother passed away a few years ago, and a few months ago, she lost her best friend. The impact of these losses has drastically changed her personality. When Ormond saw her after she recovered and was discharged, he could hardly believe she was his daughter. She seemed to have developed significant psychological issues, becoming sensitive, extreme, and filled with radical thoughts.

Ormond, being a history professor at Miskatonic University, understands the importance of family education. Considering the curse, he might not live past forty-five, and An needs social activities and time to heal her inner wounds and emptiness.

"I can't be with her forever." So for An, for the entire Reed family, and for himself, he chooses to bring this distant relative back. He hopes this little guy can bring some warmth to An—he doesn't ask for much, just hopes Haunter is a normal person.

Before this, Ormond used his status to get an accurate fortune-telling opportunity, and the answer he received was only Haunter. This means that, a century later, the once-mighty Reed family only has three members left in the world: Ormond, An, and Haunter.

"...Are you sure you want to keep standing here trying to look cool?" An suddenly tugs at his sleeve, pulling Ormond's thoughts back to reality. Her eyes show a hint of helplessness.

"What’s wrong?"

"If you keep daydreaming and don’t get that guy out, your car’s going to suffer."

Ormond's gaze instantly shifts to his car, and sure enough, a traffic cop is already there writing a ticket.

"Oh no, what's he going to do to my Subaru?"

"Slap a parking ticket on it."

"That's not good."

Ormond has no choice but to rush over and explain to the officer. Strangely, the officer's expression changes upon seeing him, and his attitude improves significantly.

"You’d better leave here quickly," the officer says before hurriedly walking away.

"Let's go inside."

Ormond shrugs, pulling a cigarette from his pocket. As he reaches for his lighter, he finds it missing. That's odd—he never goes without his lighter and cigarettes.

He stands still for a moment, trying to remember where he might have left it.

"Smoking is prohibited on school grounds, Dad," An says calmly, tossing something unidentified into the nearby garbage truck as if it were an insignificant item.

Wait a minute.

"What did you just throw away?" Ormond suddenly realizes, "Give me back my lighter!"

But as soon as he speaks, the garbage truck drives off. Unless he wants to chase it down and stop it, there's no getting his lighter back.

Well, maybe he should stop it! His lighter!

Hmm.

But the smell is unbearable, and Ormond can't muster the courage to chase after the truck, let alone dig through it for his lighter.

"Cutting back on smoking is good for your health, Dad," An comforts Ormond, lowering her head slightly, her short black hair covering her slightly reddened eyes. Her shoulders tremble slightly.

She's trying to hold back laughter.

See, this is her extreme side.

Ormond sighs. She's probably laughing at him, but this look reminds him so much of her late mother that he chooses to forgive her.

"Alright, my dear daughter, this cool dad is quitting smoking today," Ormond says, using the statement to mask his bewilderment.

He approaches the school entrance and knocks on the window. The guard inside immediately looks up, and upon recognizing Ormond's face, stands up quickly.

"We've already paid the protection fee!" The guard appears a bit uneasy, his eyes nervously darting over Ormond's attire, and his right hand somehow finds its way to the radio on his chest.

Wait, what did I do? Ormond is puzzled.

"What are you talking about?" He doesn't quite understand but tries to communicate with the guard.

"I'm here to see someone," Ormond raises his hands. "Listen, I'm not a criminal."

"Hold on, you’re not planning to cause trouble here, are you? Are you threatening our students?"

"What are you trying to say?"

"Don't play dumb! What exactly are you up to?"

The guard's hand suddenly moves under the desk. Ah, this scenario is all too familiar. Ormond recalls that there's usually a panic button under these desks.

What does this guard think I am? Part of the Glass gang? What does that have to do with me? Ormond frowns.

"I think you should take a look at this first." Ormond slowly and elegantly pulls a gold-embossed business card from his pocket and places it in front of the guard. The card, from the world-renowned Miskatonic University, serves as the perfect credential. It not only waives highway tolls but also exempts visas in most countries.

"I believe this can verify my identity. Feel free to authenticate it; I assure you it's genuine."

In the mysterious realm, this card is the investigator's badge, naturally accompanied by numerous privileges.

"When did Glass gang members start having university credentials?" the guard mutters, but the wariness in his eyes quickly dissipates. The card is so famous that its authenticity is easy to verify.

"It's the real deal. I never expected a cultured gangster."

Unbelievable.

Deep breath, Ormond. You're a mature scholar; don't lose your temper.

"So, I'm not a gangster."

What is this Glass gang, anyway? Ormond wonders aloud, and the guard readily explains that it's a gang known for its reasonableness, and Ormond's attire coincidentally resembles theirs.

"I'll report this to the principal immediately."

After all that, the guard finally understands Ormond's intentions. With trembling hands—this time from excitement—he calls the principal, having never encountered such a prestigious card in real life.

Ormond quickly receives permission, and with that, he and An are allowed inside.

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