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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... tell me why we're able to put on disc wild animal adventures in your tropical island zoo, mountain climbing cliffliangers in your northern highlands, sophisticated comedies of manners in any of a doz-dozen villages and spas, but not one ...
... tell the prince, a break in his voice, “we shall erect a proper monument here.” A bleak nod was Kewart's only response. Buford leaned from the carriage holding a sheaf of digitial stereographs in his hand. “Perhaps you would like to ...
... tell you?” “It leads me to believe the carriage was booby-trapped with explosives, not the target of a missile as was suggested.” “What makes you think that?” demanded the prince. “If, as Shatterhand's report postulated, a missile had ...
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