Ellie, Summer and Jasmine still have to find one more ingredient to save King Merry from getting stuck as a stink toad for ever. But mean Queen Malice is also about, and she's determined to keep the girls from curing him. Can the girls defeat Queen Malice, find the last ingredient, and get the potion to King Merry before it's too late?
"Every Saturday at noon precisely, the T. Middleton Nightingale City Library is transformed, and today Kelly, one of the library pages, arrives just in time to find herself inside the Labyrinth, confronting the Minotaur with Princess Ariadne; her fellow pages are nowhere in sight--and defeating the Minotaur is only the beginning, because other monsters of Greek mythology are also roaming the confusing corridors, and there seems to be no way out of this maze."--Provided by publisher.
In the enchanting world of "Bedtime Stories," imagination knows no bounds and dreams come to life on every page. Journey through a magical realm where children's fantasies flourish, unveiling whimsical adventures and heartwarming tales that capture the essence of bedtime wonder. From brave knights and kind-hearted dragons to spirited princesses and mischievous fairies, these charming stories will transport readers to a land where anything is possible. Delight in the timeless charm of "Bedtime Stories," a collection that will spark the imagination and warm the hearts of both young and old alike.
Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson.
Why can't everybody just leave him alone? All Sean Rafferty wants is solitude to recover from a gunshot wound. That's why he's here on Maine's isolated Osprey Island: to heal and move on. But how can he face going back to being a Massachusetts state police officer since he's sworn off ever playing hero again? Unfortunately, Sean can't avoid heroics when neighboring Connie Bradford's daughter keeps getting into trouble. And the fiercely independent Connie makes it clear she doesn't need a rescuer— reluctant or otherwise. The mother-and-daughter antics make his solitude seem almost too quiet. Despite himself, Sean finds this pair wrestling their way into his heart…as if they belong there.
Organizations around the world face a constant onslaught of attack from cyber threats. Whether it’s a nation state seeking to steal intellectual property or compromise an enemy’s critical infrastructure, a financially-motivated cybercriminal ring seeking to steal personal or financial data, or a social cause-motivated collective seeking to influence public opinion, the results are the same: financial, operational, brand, reputational, regulatory, and legal risks. Unfortunately, many organizations are under the impression their information technology incident response plans are adequate to manage these risks during a major cyber incident; however, that’s just not the case. A Cyber Crisis Management Plan is needed to address the cross-organizational response requirements in an integrated manner when a major cyber incident occurs. Cyber Crisis Management Planning: How to reduce cyber risk and increase organizational resilience provides a step-by-step process an organization can follow to develop their own plan. The book highlights a framework for a cyber crisis management plan and digs into the details needed to build the plan, including specific examples, checklists, and templates to help streamline the plan development process. The reader will also learn what’s needed from a project management perspective to lead a cyber crisis management plan development initiative, how to train the organization once the plan is developed, and finally, how to develop and run cyber war game tabletop exercises to continually validate and optimize the plan.
Welcome, welcome to Finale, the third and final book in Stephanie Garber's #1 New York Times bestselling Caraval series A love worth fighting for. A dream worth dying for. An ending worth waiting for. It's been two months since the Fates were freed from a deck of cards, two months since Legend claimed the throne for his own, and two months since Tella discovered the boy she fell in love with doesn't really exist. With lives, empires, and hearts hanging in the balance, Tella must decide if she's going to trust Legend or a former enemy. After uncovering a secret that upends her life, Scarlett will need to do the impossible. And Legend has a choice to make that will forever change and define him. Caraval is over, but perhaps the greatest game of all has begun. There are no spectators this time: only those who will win, and those who will lose everything. Welcome, welcome to Finale. All games must come to an end...