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Kevin Anderson: The Trinity Paradox

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Kevin Anderson The Trinity Paradox

The Trinity Paradox: краткое содержание, описание и аннотация

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Activist Elizabeth Devane wished for an end to nuclear weapons. Surely, she thought, if they'd known what they were unleashing, the scientists of the Manhattan Project would never have created such a terrible instrument of destruction. But during a protest action, the unthinkable happened: a flash of light, a silent confusion, and Elizabeth awakes to find herself alone in a desolate desert arroyo… and almost fifty years in the past. June 1944. Los Alamos, New Mexico. While the Allies battle in the Pacific and begin the Normandy invasion in Europe, Nazi Germany deviates from the timeline Elizabeth knows and uses its newfound nuclear arsenal against America. Somehow, someway, Elizabeth has been given the chance to put the genie back in the bottle… yet could she—should she—attempt the greatest sabotage in history?

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But sometimes they are wrong.

Falsely accused of murder, Troy Boren trusts the young Truthsayer Kalliana… until, impossibly, she convicts him. Still shaken from a previous reading, Kalliana doesn’t realize her power is fading. But soon the evidence becomes impossible to ignore. The Truthsayers’ Veritas has been diluted and someone in the colony is selling smuggled telepathy. Justice isn’t blind—it’s been blinded .

From an immortal’s orbital prison to the buried secrets of a regal fortress, Kalliana and Troy seek the conspiracy that threatens to destroy their world from within. For without truth and justice, Atlas will certainly fall….

GAMEARTH—Book 1 of the Gamearth Trilogy

It was supposed to be just another Sunday night fantasy role-playing game for David, Tyrone, Scott, and Melanie. But after years of playing, the game had become so real that all their creations—humans, sorcerers, dragons, ogres, panther-folk, cyclops—now had existences of their own. And when the four outside players decide to end their game, the characters inside the world of Gamearth—warriors, scholars, and the few remaining wielders of magic—band together to keep their land from vanishing. Now they must embark on a desperate quest for their own magic—magic that can twist the Rules enough to save them all from the evil that the players created to destroy their entire world.

GAMEPLAY—Book 2 of the Gamearth Trilogy

The Gamearth Trilogy continues. It was written in the Rules—Save the World! Over the past two years, a group of four players had given so much to their role-playing world that it had developed a magic of its own. The creatures, warriors, sorcerers, thieves—all had come alive. And now there is an odd connection between the gamers and their characters, splitting into factions to determine the fate of the Game itself and both the inside and the outside worlds.

GAME’S END—Book 3 of the Gamearth Trilogy

The finale to the Gamearth Trilogy. It’s all-out war between the players and characters in a role-playing game that has taken on a life of its own. The fighter Delrael, the sorcerer Bryl, as well as famed scientists Verne and Frankenstein, use every trick in the Book of Rules to keep the world of Gamearth intact while the outside group of players does everything possible to destroy it.

Digital works by Kevin J. Anderson & Doug Beason:

ASSEMBLERS OF INFINITY

Nebula Award Nominee . The crew of Moonbase Columbus make an amazing discovery on the far side of the Moon—a massive alien structure is erecting itself , built up atom by atom by living machines, microscopically small, intelligent, and unstoppable, consuming everything they touch. The mysterious structure begins to expand and take shape, and its creators begin to multiply.

Is this the first strike in an alien invasion from the stars? Or has human nanotechnology experimentation gone awry, triggering an unexpected infestation? As riots rage across a panicked Earth, scientists scramble to learn the truth before humanity’s home is engulfed by the voracious machines.

ILL WIND

A supertanker crashes into the Golden Gate Bridge, spilling oil. Desperate to avert environmental & PR disaster, the oil company uses an oil-eating microbe to break up the spill. But the microbe, becomes airborne… and mutates to consume petrocarbons: oil, gas, synthetic fabrics, plastics. When all plastic begins to dissolve, it’s too late…

IGNITION

NASA—you have a problem. In this high-tech action adventure from Kevin J. Anderson and Doug Beason, terrorists seize control of the Kennedy Space Center and hold the shuttle Atlantis and its crew hostage on the launchpad. But astronaut “Iceberg” Friese, grounded from the mission because of a broken foot, is determined to slip through the swamps and rocket facilities around Cape Canaveral and pull the plug on the terrorists. With their years of experience in the field, Anderson and Beason have packed Ignition with insider information to create an extremely plausible, action-packed thriller.

VIRTUAL DESTRUCTION—Craig Kreident #1

At the Lawrence Livermore National Laboratory in California—one of the nation’s premier nuclear-weapons design facilities—high-level physicists operate within heavy security to model and test new warhead designs. But politics can be just as dangerous as the weapons they design, and with gigantic budgets on the line, scientific egos, and personality clashes, research can turn deadly.

When a prominent and abrasive nuclear-weapons researcher is murdered inside a Top Security zone, FBI investigator Craig Kreident is brought in on the case—but his FBI security clearance isn’t the same as a Department of Energy or Department of Defense clearance, and many of the clues are “sanitized” before he arrives. Kreident finds that dealing with red tape and political in-fighting might be more difficult than solving a murder.

Written by two insiders who have worked at Lawrence Livermore, Virtual Destruction is not only a gripping thriller and complex mystery, but a vivid portrayal of an actual US nuclear-design facility.

FALLOUT—Craig Kreident #2

They call themselves Eagle’s Claw, one of the most extreme militia groups in the United States. They have infiltrated the Device Assembly Facility at the Nevada Nuclear Test Site, and the most frightening display of nuclear terrorism is about to unfold.

Only the Nebula-nominated collaboration of Kevin J. Anderson and Doug Beason could masterfully blend hard-as-nails high-technology with hard-driving intrigue to deliver such an explosive thriller. FBI Special Agent Craig Kreident—the unforgettable hero from Virtual Destruction —returns in this breathtaking tour de force of terrorism, cutting-edge technology, and raw emotional power.

Written by two insiders who have worked at the nation’s nuclear design laboratories and high-security research facilities, including the Nevada Nuclear Test Site, Fallout is a pulse-pounding thriller of an extremist group and stolen nuclear weapons, as well as a detailed portrait of what happens behind the fences of government facilities.

LETHAL EXPOSURE—Craig Kreident #3

At Fermilab near Chicago, researchers use the world’s largest particle accelerator to unlock the secrets of the subatomic universe. While working late one night, Dr. Georg Dumenico—candidate for the Nobel Prize in physics—is bombarded with a lethal exposure of radiation. He will die horribly within days.

FBI Special Agent Craig Kreident knows it was no accident—but he has to prove it, and the clock is ticking. The nation’s most valued research is at stake, and only Dumenico himself knows enough to track down his own murderer… if he survives long enough to do it.

Copyright

Copyright WordFire, Inc. & Doug Beason

Originally published by Bantam Spectra, 1991

Kindle edition

www.wordfire.com

All rights reserved. No part of this book may be reproduced without the publisher’s prior consent in any form of binding or cover other than that in which it is published and without a similar condition including this condition being imposed on the subsequent purchaser. This book is a work of fiction. Names, characters, places and incidents are either a product of the author’s imagination or are used fictitiously. Any resemblance to actual events, locales or persons, living or dead, is entirely coincidental.

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