Anthony Horowitz - Eagle Strike

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Sir Damian Cray is a philanthropist, peace activist, and the world's most famous pop star. But still it's not enough. He needs more if he is to save the world. Trouble is, only Alex Rider recognizes that it's the world that needs saving from Sir Damian Cray. Underneath the luster of glamour and fame lies a twisted mind, ready to sacrifice the world for his beliefs. But in the past, Alex has always had the backing of the government. This time, he's on his own. Can one teenager convince the world that the most popular man on earth is a madman bent on destruction-before time runs out?

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Music blared out of hidden speakers: Cray singing from his last album, White Lines. Alex walked down to the edge of the water. He could hear shouting and, even in the hazy afternoon sun, he was almost blinded by a hundred flashbulbs all exploding at the same time. The mayor of London had just arrived and was waving at the press pack, at least a hundred strong, herded together into a pen next to the bridge. Alex looked around and realized that he knew quite a few of the faces converging on the Pleasure Dome. There were actors, television presenters, models, DJs, politicians … all waving their invitations and queuing up to be let in. This was more than the first appearance of a new game system. It was the most exclusive party London had ever seen. And somehow he had to get in. He ignored a policeman who was trying to move him out of the way and continued towards the bridge, walking confidently, as if he had been invited. Jack was a few steps away from him and he nodded at her.

It had been Ian Rider, of course, who had taught him the basics of pickpocketing. At the time it had just been a game, shortly after Alex"s tenth birthday, when the two of them were together in Prague. They were talking about Oliver Twist and his uncle was explaining the techniques of the Artful Dodger, even providing his nephew with a quick demonstration. It was only much later that Alex had discovered that all this had been yet another aspect of his training; that all along his uncle had secretly been turning him into something he had never wanted to be.

But it would be useful now.

Alex was close to the bridge. He could see the invitations being checked by the burly men in their security uniforms: silver cards with the Gameslayer logo stamped in black. There was a natural crush here as the crowd arrived at the bottleneck and sorted itself into a single line to cross the bridge. He glanced one last time at Jack. She was ready.

Alex stopped.

“Somebody"s stolen my ticket!” he shouted.

Even with the music pounding out, his voice was loud enough to carry to the crowd in the immediate area. It was a classic pickpocket"s trick. Nobody cared about him, but suddenly they were worried about their own tickets. Alex saw one man pull open his jacket and glance into his inside pocket. Next to him a woman briefly opened and closed her handbag. Several people took their tickets out and clutched them tightly in their hands. A plump, bearded man reached round and tapped his back jeans pocket. Alex smiled. Now he knew where the tickets were.

He signalled to Jack. The plump man with the beard was going to be the mark—the one he had chosen. He was perfectly placed, just a few steps in front of Alex. And the corner of his ticket was actually visible, just poking out of the back pocket. Jack was going to play the part of the stall; Alex was in position to make the dip. Everything was set.

Jack walked ahead and seemed to recognize the man with the beard. “Harry!” she exclaimed, and threw her arms around him. “I"m not…” the man began. At that exact moment, Alex took two steps forward, swerved round a woman he vaguely recognized from a television drama series and slipped the ticket out of the man"s pocket and placed it quickly under his own jacket, holding it in place with the side of his arm. It had taken less than three seconds and Alex hadn"t even been particularly careful. This was the simple truth about pickpocketing. It demanded organization as much as skill. The mark was distracted. All his attention was on Jack, who was still embracing him. Pinch someone on the arm and they won"t notice if, at the same time, you"re touching their leg. That was what Ian Rider had taught Alex all those years ago.

“Don"t you remember me?” Jack was exclaiming. “We met at the Savoy!”

“No. I"m sorry. You"ve got the wrong person.”

Alex was already brushing past, on his way to the bridge. In a few moments the mark would reach for his ticket and find it missing, but even if he grabbed hold of Jack and accused her, there would be no evidence. Alex and the ticket would have disappeared.

He showed the ticket to a security man and stepped onto the bridge. Part of him felt bad about what he had done and he hoped the man with the beard would still be able to talk his way in.

Quietly he cursed Damian Cray for turning him into a thief. But he knew that, from the moment Cray had answered his call in the South of France, there could be no going back.

He crossed the bridge and gave the ticket up on the other side. Ahead of him was a triangular entrance. Alex stepped forward and went into the dome: a huge area fitted out with high-tech lighting and a raised stage with a giant plasma screen displaying the letters CST. There were already about five hundred guests spread out in front of it, drinking champagne and eating canapes. Waiters were circulating with bottles and trays. A sense of excitement buzzed all around.

The music stopped. The lighting changed and the screen went blank. Then there was a low hum and clouds of dry ice began to pour onto the stage. A single word—GAMESLAYER—appeared on the screen; the hum grew louder. The Gameslayer letters broke up as an animated figure appeared, a ninja warrior, dressed in black from head to toe, clinging to the screen like a cut-down version of Spiderman. The hum was deafening now, a roaring desert wind with an orchestra somewhere behind. Hidden fans must have been turned on because real wind suddenly blasted through the dome, clearing away the smoke and revealing Damian Cray—in a white suit with a wide, pink and silver striped tie—standing alone on the stage, with his image, hugely magnified, on the screen behind.

The audience surged towards him, applauding. Cray raised a hand for silence.

“Welcome, welcome!” he said.

Alex found himself drawn towards the stage like everyone else. He wanted to get as close to Cray as he could. Already he was feeling that strange sensation of actually being in the same room as a man he had known all his life … but a man he had never met. Damian Cray was smaller in real life than he seemed in his photographs. That was Alex"s first thought.

Nevertheless, Cray had been an A-list celebrity for thirty years. His presence was huge and he radiated confidence and control.

“Today is the day that I launch the Game-slayer, my new games console,” Cray went on. He had a faint trace of an American accent. “I"d like to thank you all for coming. But if there"s anyone here from Sony or Nintendo, I"m afraid I have bad news for you.” He paused and smiled.

“You"re history.”

There was laughter and applause from the audience. Even Alex found himself smiling. Cray had a way of including people, as if he personally knew everyone in the crowd.

“Gameslayer offers graphic quality and detail like no other system on the planet,” Cray went on.

“It can generate worlds, characters and totally complex physical simulations in real time thanks to the floating-point processing power of the system, which is, in a word, massive. Other systems give you plastic dolls fighting cardboard cut-outs. With Gameslayer, hair, eyes, skin tones, water, wood, metal and smoke all look like the real thing. We obey the rules of gravity and friction. More than that, we"ve built something into the system that we call pain synthesis. What does this mean? In a minute you"ll find out.”

He paused and the audience clapped again.

“Before I move on to the demonstration, I wonder if any of the journalists among you have any questions?”

A man near the front raised his hand. “How many games are you releasing this year?”

“Right now we only have the one game,” Cray replied. “But there will be twelve more in the shops by Christmas.”

“What is the first game called?” someone asked.

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