Michael is a gamer. And like most gamers, he almost spends more time on the VirtNet than in the actual world. The VirtNet offers total mind and body immersion, and it’s addictive. Thanks to technology, anyone with enough money can experience fantasy worlds, risk their life without the chance of death, or just hang around with Virt-friends. And the more hacking skills you have, the more fun. Why bother following the rules when most of them are dumb, anyway?
But some rules were made for a reason. Some technology is too dangerous to fool with. And recent reports claim that one gamer is going beyond what any gamer has done before: he’s holding players hostage inside the VirtNet. The effects are horrific—the hostages have all been declared brain-dead. Yet the gamer’s motives are a mystery.
The government knows that to catch a hacker, you need a hacker.
And they’ve been watching Michael. They want him on their team. But the risk is enormous. If he accepts their challenge, Michael will need to go off the VirtNet grid. There are back alleys and corners in the system human eyes have never seen and predators he can’t even fathom—and there’s the possibility that the line between game and reality will be blurred forever.
When the dead come back to haunt the living, Lockwood & Co. step in . . .
For more than fifty years, the country has been affected by a horrifying epidemic of ghosts. A number of Psychic Investigations Agencies have sprung up to destroy the dangerous apparitions.
Lucy Carlyle, a talented young agent, arrives in London hoping for a notable career. Instead she finds herself joining the smallest, most ramshackle agency in the city, run by the charismatic Anthony Lockwood. When one of their cases goes horribly wrong, Lockwood & Co. have one last chance of redemption. Unfortunately this involves spending the night in one of the most haunted houses in England, and trying to escape alive.
Fate of Americans: unknown.
Amy is watching TV when the world is attacked by Them. Most of the population is overtaken, but Amy manages to survive—and even rescue “Baby,” a toddler she finds in an abandoned supermarket.
Then, after years of hiding, they are miraculously rescued and taken to New Hope, a colony of survivors living in a former government research compound. While at first the colony seems like a dream, with plenty of food, safety, and shelter, New Hope slowly reveals that it is far from ideal. And Amy soon realizes that unless things change, she’ll lose Baby—and much more.
Eve has a new home, a new face, and a new name—but no memories of her past. She’s been told that she’s in a witness protection program. That she escaped a dangerous magic-wielding serial killer who still hunts her. The only thing she knows for sure is that there is something horrifying in her memories the people hiding her want to access—and there is nothing they won’t say—or do—to her to get her to remember.
At night she dreams of a tattered carnival tent and buttons being sewn into her skin. But during the day, she shelves books at the local library, trying to not let anyone know that she can do things—things like change the color of her eyes or walk through walls. When she does use her strange powers, she blacks out and is drawn into terrifying visions, returning to find that days or weeks have passed—and she’s lost all short-term memories. Eve must find out who and what she really is before the killer finds her—but the truth may be more dangerous than anyone could have ever imagined.