77 pages • 2 hours read
Orson Scott CardA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more. For select classroom titles, we also provide Teaching Guides with discussion and quiz questions to prompt student engagement.
Ender and Alai return to the dormitory after a meal, and Alai discovers orders for Ender’s promotion to Salamander Army, though the school doesn’t promote Launchies until they are eight years old (Ender is still six). Ender is upset, and Alai gives him a peculiar farewell—a kiss on the cheek and a foreign word, salaam—which Ender realizes is a sacred ritual from a suppressed religion. Frustrated, Ender goes to the game room, logs onto his private game, and begins exploring Fairyland beyond the Giant’s Drink.
Salamander Army is surprised by Ender’s appearance, though he makes a fast friend in the group’s only girl—Petra Arkanian. The army’s commander, Bonzo Madrid, isn’t happy about gaining Ender, and he orders Ender to stay out of the way during practice and games. Later, Petra offers to teach Ender a few basics every day after breakfast, which Ender gladly accepts. Eager for extra practice, Ender asks Petra to coach him during Free Play as well, but she declines. Ender decides to team up with the only other people who will practice with him: his Launchy friends. Their Free Play sessions are largely experimental, discovering what works by trial and error rather than instruction, but they are all serious about improving. Bonzo isn’t happy with Ender’s plan because Salamander Army should not be associating with Launchies, and he forbids it in front of the other army members. Privately, Ender points out that Bonzo has no authority over Ender’s Free Play time, but he offers to let Bonzo retract his order the next morning rather than publicly lose the argument. Bonzo seethes but complies.
During Ender’s first battle with Salamander, he follows Bonzo’s orders and stays in the corridor for five minutes before entering the battleroom. Once in the battleroom, an opponent freezes Ender’s legs, but Ender pretends he’s eliminated for the remainder of the game because Bonzo has ordered him not to even unholster his gun. He has an opportunity to shoot some of the last five enemy players—which would lead to a draw—but Ender opts to follow orders and allows the opponent to win. Confused that not all Salamander players were eliminated, Bonzo discovers Ender had an opportunity to change the game’s outcome, but he doesn’t retract his orders. Consequently, Ender has a perfect efficiency score. Ender finally tires of Bonzo’s orders and, in the last moments of a game against Leopard Army, eliminates the opponent’s final players, resulting in a draw. Bonzo is furious. To Ender’s relief, he transfers Ender to Rat Army, but first punches Ender in the stomach, causing the rest of Salamander Army to talk. Ender also tells Petra it is best for her not to be seen with him in morning practice anymore.
Graff and Major Anderson (a teacher) discuss their plans to stack the odds against Ender’s favor, presenting him with opportunities to rapidly overcome challenges and speed along his training. Anderson worries such intervention threatens the school’s credibility, but Graff argues that if Ender doesn’t develop quickly, the school and its credibility won’t exist.
Ender meets the Rat Army’s commander, Rose de Nose, and is surprised to find their barracks in disorder despite their high game ranking. Ender quickly learns that his recruitment wasn’t Rose’s decision but that of a toon leader named Dink Meeker. Dink trains his toon separately from the rest of Rat Army, and Ender discovers Dink singlehandedly, though quietly, upholds the army’s reputation. Dink insists Ender practices with the toon and even implements Ender’s strategy, though he clearly doesn’t understand Ender’s logic. Later, when Rose learns Bonzo oversold Ender’s value during the trade, he punishes Ender by throwing him into the battleroom without reinforcements as soon as the game begins. Ender utilizes what little tactical advantage he has by shooting as many opponents as he can reach before he’s eliminated, abandoned to drift aimlessly for the remainder of the game. Once again, Ender’s handicap only impresses onlookers, and the game suddenly changes for the whole school: Instead of waiting a few precious seconds before entering the arena, armies enter instantly.
Dink reveals he has turned down promotions because he hates the school’s politics: “These other armies, they aren’t the enemy. It’s the teachers, they are the enemy. They get us to fight each other, hate each other. The game is everything” (77). Ender becomes more sensitive to his worldview, though he doesn’t agree with Dink’s conclusion that the bugger war itself is a lie. Against Dink’s request, Ender continues training with the Launchies, but they start receiving the older boys’ unfriendly attention. The older boys first start picking bathroom fights with the Launchies, then they escalate to a full-on attack in the battleroom. The Launchies, who have rehearsed coordinated attacks, have an advantage over the unorganized assault, and they (especially Ender) manage to drive them off. Ender hates how he continually chooses violence to get his way, both in that battleroom and in the Giant’s Drink game. Some of the other commanders encourage Ender to keep up the practices and send some of their bigger soldiers to both protect Ender and his training group and to train with him. that night, Ender sees the face of his brother when he looks in a mirror in the Giant’s Drink.
Ender’s unprecedented progress in the fantasy game confuses Graff; nobody has graduated beyond the Giant’s Drink, and somehow the game knows to simulate Peter into the environment.
Valentine receives no response from the hundreds of letters she sends Ender. Still, she burns a small fire in honor of Ender’s eighth birthday. The Wiggin family has moved to North Carolina, far from where Ender knows to find them, and Peter starts releasing his violent urges on the forest squirrels. Consequently, he appears more palatable to other people, especially his worried mother, but Valentine sees through his façade. However, Peter presents an olive branch: He proposes that, together, they become a political force and adopt online personas using their father’s citizen access. Valentine resists at first, but the idea compels her. They spend time refining their writing style and ideas on the public forums before adopting aliases, Locke and Demosthenes, to write paid newsnet columns. Peter writes as Locke, the level-headed pacifist, while Valentine writes Demosthenes, whose ideology aligns more with Peter’s aggression. The backward personas ensure that one cannot diverge without the other. Valentine is disappointed when she hears her father quoting Demosthenes’s ideas at the dinner table, especially ones she particularly hates.
By age nine, Petra (now Phoenix Army’s commander) makes Ender a toon leader. Older students now also join Ender’s evening practices. Despite his ideal situation, Ender isn’t happy. The bond among his friends has strengthened, but they leave Ender on the outside: “He had so much damn respect he wanted to scream. […] with his old friends there was no laughter, no remembering. Just work. Just intelligence and excitement about the game, but nothing beyond that” (99).
Colonel Graff requests a meeting with Valentine while she’s at school. Graff drills her for information about her brother and why Peter is appearing in Ender’s Giant’s Drink game, but Valentine feels no goodwill toward him. Eventually, she reveals vague details about Ender’s relationship with Peter. She insists that Ender is nothing like Peter, though she confesses she might be more like Peter than she wants. Graff has Valentine write a letter to Ender reminding him that he is not like Peter.
Ender reads Valentine’s letter four times over, crying in his bed, to his army’s dismay. He reenters the fantasy game and conquers the level that no one knew existed: the End of the World.
Graff writes to Valentine, informing her that the IF has awarded her the highest military honor given to any civilian. Valentine regrets her involvement, feeling that she betrayed her brother.
In both Salamander and Rat Armies, Ender finds ways to turn his commanders’ punishments to his advantage, conquering without looking like a bad soldier or a bully. Ender accomplishes this by turning their own insecurities and weaknesses against them—not by digging up dark secrets, but by bringing to light the stubbornness and pride already existing within their leadership styles. Bonzo doesn’t allow Ender to shoot his weapon, and Ender only disobeys when Bonzo’s demand can only appear foolish and unjust to everyone else. Later, Dink tells Ender, “That’s why [Bonzo] hates you, because you didn’t suffer when he tried to punish you” (78). Ender has a way of exposing others’ intentions, so when Ender’s superiors punish him unjustly, their plan always backfires. The same happens with Rat Army’s commander, Rose de Nose, when he plots revenge against Ender for being misled about his abilities and experience. Again, Ender reimagines Rose’s punishment as an advantage by capitalizing on the element of surprise: Rose expects Ender to respond shamefully, but Ender’s wits only sharpen to new possibilities. The key difference between Ender and the other soldiers is his ability to embrace the unexpected and improvise. Consequently, this particular formula (atypical situations and creative improvisation) usually results in Ender changing the game as everyone knows it: “Word got around. From now on no one could take five or ten or fifteen seconds in the corridor to size things up. The game had changed” (76). Rose looks foolish, and Ender doesn’t become the source of everyone’s pity, but rather he becomes more esteemed for his genius and innovation.
With each success, Ender differentiates himself from the rest of the Battle School. He transforms into a natural leader—not only for his genius, but also for his kind nature. Though Ender should feel elated, he’s deeply unsatisfied: “He had so much damn respect he wanted to scream” (99). Ender misses opportunities to make meaningful connections with his friends to inspire them to care about him as a whole person instead of simply respecting him as a leader and needing to live up to his expectations. As Graff explained previously, Ender can’t feel like he has parental figures looking after him, and his current status smothers any such possibility.
Though the Wiggin siblings initially appear drastically different with only a few commonalities—most prominently, their intelligence—Chapter 9 begins highlighting crucial similarities among them that lie beneath the surface. In their youth, they can act according to their intentions: Peter wants to bully others, so he does; Valentine wants justice, so she defends Ender; Ender cares about people, so he doesn’t retaliate unless self-defense is necessary. As they grow older and their decisions become more complex, they step into a moral grey area. Valentine wants the best for Ender, but she also feels a duty for humanity. The latter prompts her to comply with Graff’s plan, which simultaneously betrays Ender’s trust. Ender, in turn, pushes his moral boundaries—especially in the fantasy game—to overcome challenges and prove himself the best.
By Orson Scott Card
Action & Adventure
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Appearance Versus Reality
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Brothers & Sisters
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Fantasy
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Guilt
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Memorial Day Reads
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Military Reads
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Science Fiction & Dystopian Fiction
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Sexual Harassment & Violence
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Teams & Gangs
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War
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YA & Middle-Grade Books on Bullying
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