After the fall of Perdido Beach dome, a new set of humans developed mutant powers from the rock infected with alien virus. They are the Rockborn Gang: Dekka, Shade, Cruz, Malik, Armo, and Francis. With their superpowers, they have defended the earth from other rockborn who used their powers for evil, like Dillon Poe.
When another rock carrying the virus strikes New York, a new foe, Bob Markovic, rises with a horrifying and nearly unstoppable ability. Markovic’s unending ambition and lack of a moral compass made him unbearable before the virus. And that was before he was a swarm of plague-ridden insects, with the power and means to take over the city—and maybe the world.
As the Rockborn Gang try to defeat their latest villain, they will find themselves on morally gray grounds and have to make tough decisions if they want to save the world.
In this pulse-pounding finale to the saga more than ten years in the making, Michael Grant delivers an unforgettable conclusion while asking: What does it take to be a hero?
In the blink of an eye, everyone disappears. Gone. Except for the young. There are teens, but not one single adult. Just as suddenly, there are no phones, no internet, no television. No way to get help. And no way to figure out what's happened.
Hunger threatens. Bullies rule. A sinister creature lurks. Animals are mutating. And the teens themselves are changing, developing new talents—unimaginable, dangerous, deadly powers—that grow stronger by the day.
It's a terrifying new world. Sides are being chosen, a fight is shaping up. Townies against rich kids. Bullies against the weak. Powerful against powerless. And time is running out: on your birthday, you disappear just like everyone else. . . .
Michael Grant's Gone has been praised for its compelling storytelling, multidimensional characters, and multiple points of view.
Minka Stanis just wants to be left alone—impossible since the Eyes record and broadcast every moment of her day. Then a humiliating incident in the high school cafeteria makes her the laughingstock of her tower city, and life behind the glass walls becomes unbearable. When the intriguing new boy at school tells her about a place away from the gaze of the cameras, Minka plots her escape from the towers. But the Shuttered Lands are across the desert, and going there will mean leaving everything she’s ever known behind.
Fresh out of tower training, Zedd Fincher is settling into his dream job. When he gets assigned to edit Minka Stanis’s Stream footage, he spins her every misstep into a string of hit clips. As Minka’s fame grows, so do Zedd’s feelings for her. But a crisis at home brings the darker side of his work into focus. And Zedd soon learns editing other people’s lives has consequences.
As Minka is thrust unwillingly into the spotlight and Zedd’s life begins to unravel, only one thing is certain:
The Eyes are always watching.
At any hour of the day or night, millions of people around the globe are engrossed in multiplayer online games, questing and battling to win virtual "gold," jewels, and precious artifacts. Meanwhile, others seek to exploit this vast shadow economy, running electronic sweatshops in the world's poorest countries, where countless "gold farmers," bound to their work by abusive contracts and physical threats, harvest virtual treasure for their employers to sell to First World gamers who are willing to spend real money to skip straight to higher-level gameplay.
Mala is a brilliant 15-year-old from rural India whose leadership skills in virtual combat have earned her the title of "General Robotwalla." In Shenzen, heart of China's industrial boom, Matthew is defying his former bosses to build his own successful gold-farming team. Leonard, who calls himself Wei-Dong, lives in Southern California, but spends his nights fighting virtual battles alongside his buddies in Asia, a world away. All of these young people, and more, will become entangled with the mysterious young woman called Big Sister Nor, who will use her experience, her knowledge of history, and her connections with real-world organizers to build them into a movement that can challenge the status quo.
The ruthless forces arrayed against them are willing to use any means to protect their power—including blackmail, extortion, infiltration, violence, and even murder. To survive, Big Sister's people must out-think the system. This will lead them to devise a plan to crash the economy of every virtual world at once—a Ponzi scheme combined with a brilliant hack that ends up being the biggest, funnest game of all.
Imbued with the same lively, subversive spirit and thrilling storytelling that made LITTLE BROTHER an international sensation, FOR THE WIN is a prophetic and inspiring call-to-arms for a new generation
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Perdido Beach burns and battles rage: Astrid against the Town Council; the Human Crew versus the mutants; and Sam against Drake, who is back from the dead and ready to finish where he and Sam left off. They say that death is a way to escape the FAYZ, but are the kids of Perdido Beach desperate enough to believe that death will set them free?
It's been three months since all the adults disappeared. Gone. Food ran out weeks ago and starvation is imminent. Meanwhile, the normal teens have grown resentful of the kids with powers. And when an unthinkable tragedy occurs, chaos descends upon the town. There is no longer right and wrong. Each kid is out for himself and even the good ones turn murderous. But a larger problem looms. The Darkness, a sinister creature that has lived buried deep in the hills, begins calling to some of the teens in the FAYZ. Calling to them, guiding them, manipulating them.
The Darkness has awakened. And it is hungry.