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The Eye of Minds
Cover of The Eye of Minds
The Eye of Minds
The Mortality Doctrine Series, Book 1
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The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner. Includes a sneak...
The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner. Includes a sneak...
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Description-

  • The world is virtual, but the danger is real in book one of the bestselling Mortality Doctrine series, the next phenomenon from the author of the Maze Runner series, James Dashner.

    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.
    The author who brought you the #1 New York Times bestselling MAZE RUNNER series and two #1 movies—The Maze Runner and The Scorch Trials—now brings you an electrifying adventure trilogy an edge-of-your-seat adventure that takes you into a world of hyperadvanced technology, cyber terrorists, and gaming beyond your wildest dreams . . . and your worst nightmares.

    Praise for the Bestselling 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
 

Awards-

Excerpts-

  • From the book 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...

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-

  • DOGO Books benper - Today we will be taking a look at a good book. The Eye Of Minds is written by James Dashner, who wrote The Maze Runner. The book takes place in a VR world (Virtual Reality) in the near future. The protagonists are Michael, Sarah, and Bryson. The Antagonist is Kaine or the major villain in the book. One major conflict in the book is when Michael gets kidnapped he tried running away but eventually got caught. When the people got him they didn't treat him kindly and just tossed him in a van. Another major conflict is when Michael had to talk a girl out of suicide but let's just say things didn't go so well…. A turning point when Michael tried to solve his problem by trying to find Kaine. I absolutely loved this book because there was the right mix of gore, action, and mystery.
  • Publisher's Weekly

    August 26, 2013
    This first book in the Mortality Doctrine series from Maze Runner author Dashner offers an irresistible premise: three teens must track down a dangerous rogue player in a popular virtual game. Michael, Bryson, and Sarah live for their hours in the VirtNet, where they seek out the wildest adventures possible without any risk to their physical selves. Then Michael encounters a player so haunted by a gamer named Kaine that she disables her safety device in order to kill herself. Michael is drafted by VirtNet Security to root out Kaine, and a violent quest ensues. Though the plot makes this an easy sell, some clunky writing and weak characterizations diminish the story (Michael notices the VNS agent’s “long pretty legs” and remarks, “It was clear that she was manipulative, that she used her beauty to melt men’s hearts”). The protagonists are fairly interchangeable, though when Michael explains what the VNS wants, it’s Sarah who wonders, “Why would they ask three teenagers to solve their problems?” A smart question that presumably will be answered in the next installment. Ages 12–up. Agent: Michael Bourret, Dystel & Goderich Literary Management.

  • Kirkus

    Digital nightmares lurk in this Sleep. Now that the Internet is a completely immersive experience, gamers like Michael find themselves drawn to the real-life simulators that make daily living seem so much more real than outside the Sleep. But when a young woman disables the safety measures and kills herself in front of him, Michael is forced to help VirtNet Security hunt down Kaine, a dangerous gamer who is wreaking havoc in the digital world and is targeting the physical one as well. Michael heads off into the Sleep with two virtual friends and quickly finds that the safety he had previously found there no longer exists. Dashner's matryoshka vision of digital worlds is oddly limited by realism--despite the impressive tech setups and the nod to the infinite creative possibilities of virtual reality, both Michael's home life and real-world simulator lack presence. That absence carries over to Michael and his friends as well. They have few defining features or preferences, seemingly nothing but an immersion in a virtual world and some skills at coding. Secondary characters are much more defined through names, vivid descriptions, actual personality traits and more. While the pacing is mostly solid, Dashner goes overboard in the setup for the plot twist, revealing it too soon and making the last 50 pages a bit of a slog. High on concept, this is an intriguing read for the digital generation. (Science fiction. 12 & up) COPYRIGHT(1) Kirkus Reviews, ALL RIGHTS RESERVED.

  • School Library Journal

    September 1, 2013

    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, TX

    Copyright 2013 School Library Journal, LLC Used with permission.

  • Kirkus Reviews "High on concept, this is an intriguing read for the digital generation."

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    Random House Children's Books
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