

Issue 6
Written by Brian Lynch
Pencilled by Stephen Mooney
Colours by Andrea Priorini
“Nicely done, witch. Quickly becoming MVP of the day.”
Spike
‘Jeremy’s’ eyes struggle to adjust, as the trunk of the car boot is opened. Lightning crackles around a woman he doesn’t recognise, a red head, who tells him that this bit is the part that may hurt.

Spike and Drusilla stand next to Willow as she begins and ends the spell to remove the demon from Jeremy’s body. A few yards away, a snake stirs by the side of the road. It looks up – and suddenly speaks!
“I don’t understand,” it tries to say, no longer having the appropriate senses to figure out what’s going on. It’s middle is flattened, obviously by a vehicle. The tyre mark is a giveaway. The red head crouches down by the serpent, as he realises he has no hands! He starts to panic. Willow tells him it’s okay. She’s sorry that she’s had to do this, but there was nothing else here to transfer him into, and, well… the only thing they had was roadkill. She tells him that he still has his mental powers. Telepathic dead snake? If it’ll sell anywhere it’ll be Vegas, right? Positive thinking? The demon tells her to go to Hell. Twice.

On the plus side, Jeremy is now himself again, apart from the suit. He asks Spike what happened and his friend fills him in: Jeremy figured it would be something like that, considering their friendship. Next time, he tells Spike, we’ll just get coffee. Jeremy gets up and, although Spike is happy he’s okay, he tells him that he’s going home and out of dodge. Jeremy hesitates, asking if Illyria is about, but when he discovers that she’s not – and that Spike only has limited back-up – he’s quick to change his mind. He’s coming. Spike’s friends need help.
Willow is happy for the human company. She tells Spike that she’s a bit weakened by the last spell, but they need to get moving. They need help. And they are not, she says twice, bringing her. Spike looks at her and says he’ll take care of Drusilla, who’s wandered off, singing away on the side of the road. He calls her over. “Drusilla,” he orders, “you stick close. You do what I say. Anything you do to anyone on our side, I’ll do to you ten-fold. That was not innuendo.” Drusilla agrees to behave herself. She smiles.

Spike asks her why she’s happy. She pulls the dead snake from around her neck. She met a friend, and then he shouted at her, so she killed him. Spike smacks his forehead in alarm. Oops.
At the burned out offices of Wolfram & Hart Vegas, the board have been summoned for an emergency meeting. They’re being called out by their superior: this office was supposed to be slower, building up it’s power so it could make connections with Las Vegas, intimidate others. And now, five minutes later, due to the recklessness of the board, the place is barely standing. And to make it worse, they were defeated by their inside hire! And then Spike’s ‘sidekick’ torched the place! That’s a beatdown from the sidekick of a sidekick!

The woman raises herself from her seat, full of power. It’s Lilah Morgan, long-term foe of Angel Investigations, and still serving her undead-contract with Wolfram & Hart. The board are told unequivocally: they are to report to her office, one by one, to determine their usefulness to the firm. “Here’s where you say, ‘Yes, Ms. Morgan.’”
In John’s lair, he’s telling his prisoners that the murder he’s just committed, that of the lawyer from Wolfram & Hart, didn’t make him feel anything. It was horrible, gut-wrenching, and he absolutely felt nothing, not even his heart missing a beat. Like a third party was having all the fun. He’s asked Betta George to place his lair’s location in Spike’s head. He’s had enough of waiting.
Beck is still as mouthy as ever: John puts a blade to her throat. He’s surprised that she’s not afraid of him and asks why. She says that she’s been through a lot, and every time, no matter how bad it looked, Spike came to her rescue, beat the bad guys and left them dead in his wake. And the fact that John doesn’t know it, makes him stupid. And that’s why she’s calm. This riles him up – he’s not going to wait for Spike to come through the door, he’s going to kill the annoying Firestarter now.

Suddenly, a green glow begins to emanate from the floor, which starts bulging. George apologises for the ‘mistake’ – he must have told Spike to come in the ‘surprise’ way. With Jeremy, Drusilla and Spike, levitated by Willow, now ready to engage, the fight is on!
Willow is weaker than she’d like and Spike orders Jeremy to her side to watch her. He tells Drusilla to protect them like she would protect him. She agrees, and charges after the bad guys. John tries to approach her, but Spike gets in his way: “Up and left you, huh? Mate, I’ve been there.”
John roars that Spike won’t take anything else from him, and launches himself in Spike’s direction, katana swinging. As Spike kicks him away, he suddenly remembers things from his recent past and wonders what is happening.

It’s Betta George, who’s sifting through Spike’s memories, telling himself that despite everything he saw about Spike back when, he knows Spike now. That’s the Spike he trusts. That’s the one he calls friend. He just needed reminding. Spike’s a little hurt; he thought they were tighter. George suddenly tells him not to move!
There’s a rune, painted on the floor in blood – a trap to ensnare the vampire within it’s circle. Spike almost missed it. He doesn’t admit that he’s actually quite impressed. John urges him to step into the circle – or he’ll drag Spike into it.
Spike punches him out, leaving John shaken on the ground. He goes to release Beck, needing her to bring the house down. He releases her from her bonds, which were blocking her power and she looks in his eyes and, suddenly, kisses him. Drusilla is devastated when she spies them.
Spike gently pushes Beck away. She understands, she says: he doesn’t feel like that about her, but she just wanted a moment. She thanks him for letting her have it. It’s a sweet moment, but it’s interrupted by a blade slashing straight through Spike, John behind him, gleefully telling Spike that he’s now taking his soul, as he easily batters Beck aside.
Spike is on his knees, having been taken by surprise. Willow, battling demons, urges Drusilla behind her to help. Save your ex! She turns when she gets no response and is horrified: Drusilla has fed off Jeremy and tells Willow that “Spike needs it out,” referring to his soul. Drusilla looks gleeful – maybe she’ll get her man back anyway.
John tells Spike that, while he knows he won’t get his soul back technically, it’ll be worth it all to see Spike without his. And with that, he throws Spike down on the rune. The spell of restoration begins and Willow recognises her first incantation. But it’s too late. Spike’s soul is gone.
He stays on his knees for a minute, adjusting. He tells John that he feels empty. He was good. John says that that is all over now, but Spike slowly gets up and tells John that he doesn’t understand.
“Before I fought for my soul. I fought evil when evil was inside me. Before I met her, even after I knew her, I did terrible things.” As he rises, Willow smiles at his words. “But she made me want to be better. The evil was strong. Heart was stronger. Before it was official. Before the goddamned voodoo.”
He stands, sword in hand. “I. Was. Good.”
He doesn’t care. He’s done it before. If Johnny wants his soul, Spike tells him to take it. Hang it on your wall. Bronze it. I don’t need it. Willow looks over at Spike. She tells him to choose.
Spike says that he has – you heard the speech – but Willow says that’s not what she means. John got one part right – removing the soul – but he’s not the sharpest crayon in the box. The person the soul is extracted from, this time Spike, can choose who gets it.
John pulls Beck close to him with his blade, once again, to her throat. He wants the soul, or he will kill the girl. Beck is adamant – you’re going to do that anyway – only you’ll enjoy it more. Spike thinks for a moment.
“Give it to her. Give it to Drusilla.”
Drusilla is stunned by the sudden sacrifice. The soul heads straight for her and hits her square in the chest. Engulfed by a bright light, Drusilla, previously the scourge of Europe, sire of William the Bloody and progeny of Angelus and Darla, is changed forever.

She now has her soul.
In Vegas, back at the offices of Wolfram & Hart, Lilah is congratulating the only board member to survive the interviews. Mr. Clifton is a specialist in cross-dimensional communications and alternate lifeforms.
Lilah paints him the full picture: Wolfram & Hart are rapidly losing capital – the trip to Hell-A cost them. And worse still, they’ve learnt about an upcoming threat to all of reality. As a result, the firm is cutting it’s losses and retreating from this dimension.
Lilah pulls down a chart. It’s of a transport craft – designed for interstellar and extra-dimensional travel. Or as Lilah calls it, Wolfram & Hart’s ‘exit strategy’.
CONTINUITY
Jeremy offers to travel with Spike to help him and hesitates, before asking if Illyria will be there. Illyria killed Jeremy in Hell in Spike: After the Fall (Part 4). Willow playfully refers to him as Spike’s ‘Xander’ when he says he has no powers (save karate).
At one point, when Willow mentions a ‘her’, Spike mistakes Drusilla for Buffy, reiterating that he doesn’t want to see her. They haven’t seen each other since Chosen.
Drusilla says she’ll be ‘church girl’ good – when Angelus first turned her, she was preparing to join a nunnery, as recounted in Becoming (Part 1) and Dear Boy.
One of the Wolfram & Hart board members appears to be Pylean, like Lorne.
This is Lilah Morgan’s first appearance since Home, Angel‘s fourth season finale, where she ‘gave’ Wolfram & Hart to Angel. She was previously killed in Calvary. She still wears a scarf over the scar where Wesley decapitated her corpse in Salvage and made her resurrection known to Angel Investigations in Peace Out.
To reassure himself about Spike’s intentions, Betta George scans his recent memories. He sees Spike closing the Hellmouth in Chosen, as well as Spike alongside Illyria and Angel during the events of Underneath.
When Willow sees John she recognises the magic – Willow used the same spell in Becoming (Part 1) and Orpheus – in fact it was the first spell she ever learnt.
Spike references the times he was an ally to the Slayer and her friends, even before he received his soul.
Lilah refers to something coming that makes Wolfram & Hart nervous. We later find out she’s referring to Twilight…
As of this story, all four of the Whirlwind (the term used for the vampire group made up of Angelus, Spike, Darla and Drusilla) have all been re-ensouled: Angel in 1798 by the Kalderash, as seen in Becoming (Part 1); Spike in Grave; Darla, via Connor’s maternity in Lullaby; and now Drusilla.
COVER GALLERY


WHERE DO WE GO FROM HERE?
ISSUE
Bedknobs and Boomsticks / Give and Take
STORY ORDER
Bedknobs and Boomsticks / Give and Take









