Famous professor Joseph Wieder was brutally murdered, and the crime was never solved. Years later when literary agent Peter Katz receives an incomplete memoir written by a student of the murdered professor, he becomes obsessed with solving the crime.
Each glossy page is jam-packed with never before seen art, commentary and insight from the creators of the game. See the concepts behind Faith and her world take shape!
Deconstruction is no game of mirrors, revealing the text as a play of surface against surface. Its more radical philosophical effort is to get behind the mirror and question the very nature of reflection. The Tain of the Mirror explores that gritty surface without which no reflection would be possible.
• Complete Strategy Guide • Detailed labeled maps • Locations of every collectable • Strategy for every building and every enemy encounter • In-dept DICE Studio Profile Paired with Exciting Behind the Scenes Info • 30+ pages of behind the scenes content • Stunning concept art • Revealing interviews with the developers of your favorite DICE titles • Photo tour of the DICE Studio • Beautifully labeled maps detailing every hidden package, foothold, and leap of faith • Pro-tips and strategy to help you complete every Xbox 360 Achievement and PlayStation 3 Trophy • Locate every package and follow the quickest route to the drop off point • Become the master of your environment with multiple strategies for every enemy encounter–the choice is yours
Saving the multiverse is no game in this New York Times bestseller! When the Demon Queen shows up in her bedroom, smelling of acid and surrounded by evil-looking bees, twelve-year-old Kiranmala is uninterested. After all, it's been weeks since she last heard from her friends in the Kingdom Beyond, the alternate dimension where she was born as an Indian princess. But after a call to action over an interdimensional television station and a visit with some all-seeing birds, Kiran decides that she has to once again return to her homeland, where society is fraying, a terrible game show reigns supreme, and friends and foes alike are in danger. Everyone is running scared or imprisoned following the enactment of sudden and unfair rules of law.However, things are a lot less clear than the last time she was in the Kingdom Beyond. Kiran must once again solve riddles and battle her evil Serpent King father -- all while figuring out who her true friends are, and what it really means to be a hero.
Cecelia looks like a peasant girl and lives in a village so small that it's not even on the map. But she knows that secretly, she is the true princess, hidden away as a baby to be kept safe from the enemies of the kingdon. A commoner named Desmia was placed on the throne as a decoy. Cecelia has always known that when it was safe, she would be taken out of hiding and returned to her rightful place on the throne. Then danger finds her in her village, and Cecelia has to act. With the help of her best friend Harper, she decides to take matters into her own hands, relieve Desmia of the the crown, and take up her own rule. But when they venture from their small village to the capital city and into the famed Palace of Mirrors, Harper and Cecelia discover that all is not as it seems, and that they have placed themselves in more danger than ever before.
A New York Times NOTABLE BOOK OF THE YEAR An NPR BEST BOOK OF THE YEAR A Publishers Weekly BEST BOOK OF THE YEAR A globetrotting, time-bending, wildly entertaining masterpiece hailed by the New York Times Book Review as "Audaciously well written … the book I was raving about to my friends before I'd even finished it." Set in three different eras, and in three different locations—all, coincidentally, named Venice—this “startling, beautiful gem of a book” (NPR) calls to mind David Mitchell and Umberto Eco in its mix of entertainment and literary bravado. The core story is set in sixteenth-century Venice, where, on the island of Murano, the famed makers of Venetian glass were perfecting one of the old world's most wondrous inventions: the mirror. An object of glittering yet fearful fascination—was it reflecting simple reality, or something more spiritually revealing?—the Venetian mirrors were state-of-the-art technology, subject to industrial espionage by desirous sultans and royals world-wide. Thus, for the skilled craftsmen that made them, any attempt to leave the island—to steal the technology—was a crime punishable by death. One man, however—a world-weary war hero with nothing to lose—has a scheme he thinks will allow him to outwit the city's terrifying enforcers of the edict, the ominous Council of Ten . . . Meanwhile, in two other Venices—Venice Beach, California, circa 1958, and the Venice casino in Las Vegas, circa today—two other schemers launch similarly dangerous plans to get away with a secret . . . All three stories weave together into a spell-binding tour de force that is impossible to put down—an old-fashioned, stay-up-all-night novel that, in the end, returns the reader to a stunning conclusion in the original Venice . . . and the bedazzled sense of having read a truly original and thrilling work of art.