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The Eye of Minds (The Mortality Doctrine, Book One) - Hardcover

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9780385741392: The Eye of Minds (The Mortality Doctrine, Book One)

Synopsis

From James Dashner, author of the #1 New York Times bestselling Maze Runner series, comes the first book in the bestselling Mortality Doctrine series, an edge-of-your-seat cyber-adventure trilogy that includes The Rule of Thoughts and The Game of Lives

Includes a sneak peek of The Fever Code, the highly anticipated conclusion to the Maze Runner series—the novel that finally reveals how the Maze was built!
 
    The VirtNet offers total mind and body immersion, and the more hacking skills you have, the more fun it is. Why bother following the rules when it’s so easy to break them? But some rules were made for a reason. Some technology is too dangerous to fool with. And one gamer has been doing exactly that, with murderous results.
     The government knows that to catch a hacker, you need a hacker. And they’ve been watching Michael. If he accepts their challenge, Michael will need to go off the VirtNet grid, to the back alleys and corners of the system human eyes have never seen—and it’s possible that the line between game and reality will be blurred forever.
 
Praise for the Mortality Doctrine Series:

“Dashner takes full advantage of the Matrix-esque potential for asking ‘what is real.’” —io9.com
 
“Set in a world taken over by virtual reality gaming, the series perfectly capture[s] Dashner’s hallmarks for inventiveness, teen dialogue and an ability to add twists and turns like no other author.” —MTV.com
 
“A brilliant, visceral, gamified mash-up of The Matrix and Inception, guaranteed to thrill even the non-gaming crowd.” —Christian Science Monitor

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About the Author

James Dashner is the author of the #1 New York Times bestselling Maze Runner series: The Maze Runner, The Scorch Trials, The Death Cure, The Kill Order and The Fever Code, as well as the bestselling Mortality Doctrine series: The Eye of Minds, The Rule of Thoughts, and The Game of Lives. Dashner was born and raised in Georgia, but now lives and writes in the Rocky Mountains. To learn more about him and his books, visit JamesDashner.com, follow @jamesdashner on Twitter, and find dashnerjames on Instagram.

Reviews

Gr 8 Up–Michael doesn't mind spending time in his NerveBox, aka “Coffin,”–it protects his physical body while he's in the VirtNet, a virtual world where he can meet friends, rack up Experience Points in games, and occasionally is killed. When that happens, he is Lifted to the Wake, where he emerges sore but otherwise physically unharmed. When Michael witnesses a true suicide on VirtNet, he is troubled by the fellow gamer's last words and her warnings about a man named Kaine. Days later, Michael is kidnapped by VirtNet Security agents, who make him an offer he can't refuse: track down the cyber-terrorist Kaine so the virtual world will again be safe. Michael enlists gamer/hacker friends Bryson and Sarah, and they set off through the dark underbelly of virtual spaces. The center portion of the book focuses largely on imaginative adventures in VirtNet. Readers familiar with online gaming will identify with the heroes as they query characters for information, look for Portals, and rewrite code to bring weapons over from other games. The final chapters find Michael alone in the level “the Deep,” with the safety measures disabled. Like Dashner's action-packed “Maze Runner” series (Delacorte), this title is fast paced. Cory Doctorow's For the Win (Tor, 2010) is more realistic, and Ernest Cline's Ready Player One (Crown, 2011) is slightly more sophisticated, but this book delivers an adrenaline rush.–Maggie Knapp, Trinity Valley School, Fort Worth, TXα(c) Copyright 2013. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

In Dashner’s futuristic series starter, virtual life offers Michael opportunities to escape the real world. He spends most of his time on the Virtnet, playing Lifeblood Deep with his virtual friends Bryson and Sarah. Now, haunted by his daytime experiences, he needs them more than ever. What Michael fears most comes true: Virtual Network Security tracks him down, but not to chastise him for wrongdoing; rather, they want his hacking skills to get to Kaine, a gamer who is causing terrible tragedies. Michael and his friends begin the trek into the hand-to-hand combat warfare game Devils of Destruction, but with the virtual death of his friends, Michael finds himself alone in his quest. Harrowing evil and dastardly demons place themselves in his path, and he almost capitulates to the pain and exhaustion. What awaits him in the bowels of the game hangs over readers’ heads with each page turn, raising a constant question: Who is human and who is not? In typical Dashner style, this is quick and involving, with the main frustration being the wait time until the next book. HIGH-DEMAND BACKSTORY: Dashner’s Maze Runner trilogy was huuuuge. With a video game, author tour, and major outdoor advertising, this could be even huger. Grades 7-10. --J. B. Petty

Excerpt. © Reprinted by permission. All rights reserved.

Michael spoke against the wind, to a girl named Tanya.

“I know it’s water down there, but it might as well be concrete. You’ll be flat as a pancake the second you hit.”

Not the most comforting choice of words when talking to someone who wanted to end her life, but it was certainly the truth. Tanya had just climbed over the railing of the Golden Gate Bridge, cars zooming by on the road, and was leaning back toward the open air, her twitchy hands holding on to a pole wet with mist. Even if somehow Michael could talk her out of jumping, those slippery fingers might get the job done anyway. And then it’d be lights-out. He pictured some poor sap of a fisherman thinking he’d finally caught the big one, only to reel in a nasty surprise.

“Stop joking,” the trembling girl responded. “It’s not a game--not anymore.”

Michael was inside the VirtNet--the Sleep, to people who went in as often as he did. He was used to seeing scared people there. A lot of them. Yet underneath the fear was usually the knowing. Knowing deep down that no matter what was happening in the Sleep, it wasn’t real.

Not with Tanya. Tanya was different. At least, her Aura, her computer-simulated counterpart, was. Her Aura had this bat-crazy look of pure terror on her face, and it suddenly gave Michael chills--made him feel like he was the one hovering over that long drop to death. And Michael wasn’t a big fan of death, fake or not.

“It is a game, and you know it,” he said louder than he’d wanted to--he didn’t want to startle her. But a cold wind had sprung up, and it seemed to grab his words and whisk them down to the bay. “Get back over here and let’s talk. We’ll both get our Experience Points, and we can go explore the city, get to know each other. Find some crazies to spy on. Maybe even hack some free food from the shops. It’ll be good times. And when we’re done, we’ll find you a Portal, and you can Lift back home. Take a break from the game for a while.”

“This has nothing to do with Lifeblood !” Tanya screamed at him. The wind pulled at her clothes, and her dark hair fanned out behind her like laundry on a line. “Just go away and leave me alone. I don’t want your pretty-boy face to be the last thing I see.”

Michael thought of Lifeblood Deep, the next level, the goal of all goals. Where everything was a thousand times more real, more advanced, more intense. He was three years away from earning his way inside. Maybe two. But right then he needed to talk this dopey girl out of jumping to her date with the fishes or he’d be sent back to the Suburbs for a week, making Lifeblood Deep that much further away.

“Okay, look . . .” He was trying to choose his words carefully, but he’d already made a pretty big mistake and knew it. Going out of character and using the game itself as a reason for her to stop what she was doing meant he’d be docked points big-time. And it was all about the points. But this girl was legitimately starting to scare him. It was that face--pale and sunken, as if she’d already died.

“Just go away!” she yelled. “You don’t get it. I’m trapped here. Portals or no Portals. I’m trapped! He won’t let me Lift!”

Michael wanted to scream right back at her--she was talking nonsense. A dark part of him wanted to say forget it, tell her she was a loser, let her nosedive. She was being so stubborn--it wasn’t like any of it was really happening. It’s just a game. He had to remind himself of that all the time.

But he couldn’t mess this up. He needed the points. “All right. Listen.” He took a step back, held his hands up like he was trying to calm a scared animal. “We just met--give it some time. I promise I won’t do anything nutty. You wanna jump, I’ll let you jump. But at least talk to me. Tell me why.”

Tears lined her cheeks; her eyes had gone red and puffy. “Just go away. Please.” Her voice had taken on the softness of defeat. “I’m not messing around here. I’m done with this--all of this!”

“Done? Okay, that’s fine to be done. But you don’t have to screw it up for me, too, right?” Michael figured maybe it was okay to talk about the game after all, since she was using it as her reason to end it--to check out of the Virtual-Flesh-and-Bones Hotel and never come back. “Seriously. Walk back to the Portal with me, Lift yourself, do it the right way. You’re done with the game, you’re safe, I get my points. Ain’t that the happiest ending you ever heard of ?”

“I hate you,” she spat. Literally. A spray of misty saliva. “I don’t even know you and I hate you. This has nothing to do with Lifeblood !”

“Then tell me what it does have to do with.” He said it kindly, trying to keep his composure. “You’ve got all day to jump. Just give me a few minutes. Talk to me, Tanya.”

She buried her head in the crook of her right arm. “I just can’t do it anymore.” She whimpered and her shoulders shook, making Michael worry about her grip again. “I can’t.”

Some people are just weak, he thought, though he wasn’t stupid enough to say it.

Lifeblood was by far the most popular game in the VirtNet. Yeah, you could go off to some nasty battlefield in the Civil War or fight dragons with a magic sword, fly spaceships, explore the freaky love shacks. But that stuff got old quick. In the end, nothing was more fascinating than bare-bones, dirt-in-your-face, gritty, get-me-out-of-here real life. Nothing. And there were some, like Tanya, who obviously couldn’t handle it. Michael sure could. He’d risen up its ranks almost as quickly as legendary gamer Gunner Skale.

“Come on, Tanya,” he said. “How can it hurt to talk to me? And if you’re going to quit, why would you want to end your last game by killing yourself so violently?”

Her head snapped up and she looked at him with eyes so hard he shivered again.

“Kaine’s haunted me for the last time,” she said. “He can’t just trap me here and use me for an experiment--sic the KillSims on me. I’m gonna rip my Core out.”

Those last words changed everything. Michael watched in horror as Tanya tightened her grip on the pole with one hand, then reached up with the other and started digging into her own flesh.

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