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The third book in The 13th Reality series finds that things have changed for Atticus Higgenbottom.
Thomas knows that Wicked can't be trusted, but they say the time for lies is over, that they've collected all they can from the Trials and now must rely on the Gladers, with full memories restored, to help them with their ultimate mission. It's up to the Gladers to complete the blueprint for the cure to the Flare with a final voluntary test. What Wicked doesn't know is that something's happened that no Trial or Variable could have foreseen. Thomas has remembered far more than they think. And he knows that he can't believe a word of what Wicked says. The time for lies is over. But the truth is more dangerous than Thomas could ever imagine. Will anyone survive the Death Cure? From the Hardcover edition.
From Duluth, Georgia, fourteen-year-old Jimmy Fincher sets off on a quest that takes him across the country and to other, sometimes terrifying, worlds, armed with a powerful gift and a mission: to prevent the evil Stompers from destroying Earth.
From James Dashner, the author of the New York Times bestselling Maze Runner series, comes an all-new, edge-of-your seat adventure. The Eye of Minds is the first book in The Mortality Doctrine, a series set in a world of hyperadvanced technology, cyberterrorists, and gaming beyond your wildest dreams . . . and your worst nightmares. 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.From the Hardcover edition.
In an impossible place under "A Door in the Woods", Jimmy received the first of The Four Gifts -- contributions of a mysterious and desperate people trying to save the world from an enemy unprecedented in ruthlessness. Not much is known about this enemy, or what their purposes may be. But a haunting phrase has been spoken as a warning. Having temporarily sealed the entrance to the Black Curtain -- that strange portal from whence the Stompers will come -- Jimmy has fled to Japan with his family in search of The Second Gift, with only scant clues as their guide. Peril will be inescapable, mysteries will abound. Nothing can be assumed, and help will be found in the least likely of places. The weight of the world will fall upon Jimmy.
After being kidnapped by Mr. Chu, Atticus "Tick" Higginbottom and his friends Paul and Sofia must survive a series of tests in several different Realities.
Scholastic's next multi-platform mega-event begins here! History is broken, and three kids must travel back in time to set it right! When best friends Dak Smyth and Sera Froste stumble upon the secret of time travel -- a hand-held device known as the Infinity Ring -- they're swept up in a centuries-long secret war for the fate of mankind. Recruited by the Hystorians, a secret society that dates back to Aristotle, the kids learn that history has gone disastrously off course. Now it's up to Dak, Sera, and teenage Hystorian-in-training Riq to travel back in time to fix the Great Breaks . . . and to save Dak's missing parents while they're at it. First stop: Spain, 1492, where a sailor named Christopher Columbus is about to be thrown overboard in a deadly mutiny!
James Dashner returns to the New York Times bestselling series! They've sailed on the Santa Maria, defended famous cities from Vikings and Mongols, and come face-to-face with some of the greatest figures in history. Now, at long last, Dak, Sera, and Riq travel back in time to the moment it all began. Their mission: to save the life of young Alexander the Great. But they are not the only time travelers in ancient Greece. An epic battle against their most dangerous foe awaits them . . . and history will be written by the victors. Fix the past. Save the future. It's now or never!
Atticus Higginbottom, a.k.a. Tick, is a regular thirteen-year-old boy living a regular life until the day a strange letter arrives in his mailbox. Postmarked from Alaska and cryptically signed with the initials "M.G.," the letter informs Tick that dangerous -- perhaps even deadly -- events have been set in motion that could result in the destruction of reality itself. M.G. promises to send Tick twelve riddles that will reveal that on a certain day, at a certain time, at a certain place, something extraordinary will happen. Will Tick have the courage to follow the twelve clues M.G. sends to him? Will he be able to solve the riddles in time?
Before WICKED was formed, before the Glade was built, before Thomas entered the Maze, sun flares hit the earth and mankind fell to disease. The Kill Order is the story of that fall.A prequel to the Maze Runner trilogy, The Kill Order has been in the works since the completion of The Maze Runner. The story of civilization's fall was kept under wraps and is the explication of the events that began this bestselling series.
The Maze Runner Files is a 50+ page collection of classified records and concealed information from the world of the New York Times bestselling Maze Runner series. Lost emails between WICKED employees, memos meant to be destroyed after reading, and a selection of the Gladers suppressed memories make up this e-original short. These documents offer a unique glimpse of the world of The Maze Runner and are a must for any fan of The Maze Runner.
When Thomas wakes up in the lift, the only thing he can remember is his first name. His memory is blank. But he's not alone. When the lift's doors open, Thomas finds himself surrounded by kids who welcome him to the Glade--a large, open expanse surrounded by stone walls. Just like Thomas, the Gladers don't know why or how they got to the Glade. All they know is that every morning the stone doors to the maze that surrounds them have opened. Every night they've closed tight. And every 30 days a new boy has been delivered in the lift. Thomas was expected. But the next day, a girl is sent up--the first girl to ever arrive in the Glade. And more surprising yet is the message she delivers. Thomas might be more important than he could ever guess. If only he could unlock the dark secrets buried within his mind. From the Hardcover edition.
History is broken, and three kids must travel back in time to set it right. When best friends Dak Smyth and Sera Froste stumble upon a secret of time travel - a hand-held device known as the Infinity Ring - they're swept up in a centuries-long secret war for the fate of mankind.
Solving the Maze was supposed to be the end. No more puzzles. No more variables. And no more running. Thomas was sure that escape meant he and the Gladers would get their lives back. But no one really knew what sort of life they were going back to. In the Maze, life was easy. They had food, and shelter, and safety . . . until Teresa triggered the end. In the world outside the Maze, however, the end was triggered long ago. Burned by sun flares and baked by a new, brutal climate, the earth is a wasteland. Government has disintegrated--and with it, order--and now Cranks, people covered in festering wounds and driven to murderous insanity by the infectious disease known as the Flare, roam the crumbling cities hunting for their next victim . . . and meal. The Gladers are far from finished with running. Instead of freedom, they find themselves faced with another trial. They must cross the Scorch, the most burned-out section of the world, and arrive at a safe haven in two weeks. And WICKED has made sure to adjust the variables and stack the odds against them. Thomas can only wonder--does he hold the secret of freedom somewhere in his mind? Or will he forever be at the mercy of WICKED?
The Tower of Three Days must be found. Jimmy Fincher has been given two powerful Gifts and with them a responsibility he wouldn't wish on his worst enemy.
Suspense meets sacrifice in the action-packed conclusion to "New York Times "bestselling author James Dashner's 13th Reality series. Atticus Higginbottom--aka Tick--has known all along that when the battle for every reality is on the line, his role will be a crucial one. But he never could have imagined how this final challenge would go down. While Tick's friends Paul, Sofia, and Sato work together with the Realitants to fight the newest and biggest threat to the very fabric of all that exists, Tick finds himself alone with the villains responsible for the damage: Mistress Jane and Reginald Chu. Each character faces unimaginable choices and death-defying odds in this breathless conclusion to a quirky, clever series. Ultimately, it will take a stunning sacrifice to save the day. . .
The world was falling asleep. The pace of it seemed to be quickening, people falling over left and right, sleeping in everything from gutters to pumpkin patches. Nothing would wake them up. Not shaking. Not water. Not even the classic of all wake-up classics-pinching--would make them stir. Things were getting bad.
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