Mind GamesConditioned to enhance an inborn ability to acutely perceive another's emotional state, Klavik, security director of a massive world ruled by the sole monarchy in neohuman interstellar society, investigates the ruler's assassination while on holiday in parsecs-distant Eden, a terraformed pleasure world operated by a distant syndicate peopled by alien exotics. A pair of royal companions force themselves upon Klavik during his sojourn in Eden, where his empathic perception “sixth sense” enables him to fasten on a nervous official as a prime suspect to interrogate, but is frustrated because his energies must be channeled toward protecting his illustrious companions. Eden's planetary director, Shatterhand, ushers the threesome into a “hall of mirrors” where nothing is as it seems. After feints and ploys designed to distract or frighten he and his charges away, Klavik senses “nibblings” at the limbic fringes of his mind, and intuits the the presence of an alien telepath. Sly mental assaults persist until his charges are taken hostage, and the ultimate confrontation erupts in a rapacious battle of wills. |
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... poor creature is gratified.” The neutral, uninflected response, totally devoid of resonance, had the sound of a flat computer voice. “The endgame's initial moves often invite error on the part of both contestants. The opening gambit we ...
... poor creature distinguishes a potential advantage in that intriguing concept. It may well expedite progress. Proceed, and keep this poor creature fully informed. We abhor the prospect of an indefinite stay in this frigid, unwholesome ...
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