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An Agent Zero Spy Thriller, Book 4
Spieldauer: 11 Std. und 3 Min.
5 out of 5 stars
5 out of 5 stars
5 out of 5 stars
Although Agent Zero’s daughters are home safely, the mental anguish from their experience weighs heavy on their small family. Zero, working to be a good father and to repair the damage, decides the time has come to undergo surgery to regain all of his memories. But will it work? In the midst of it all, he is again thrust into the line of duty as a US embassy is destroyed in the Mideast and as an experimental new weapon is uncovered. But without his memories, with some of his own CIA allies intent on his destruction, whom can he really trust?
No Mama. An abusive father. A hound dog for a best friend. Jake escapes from the remote Appalachian cabin - the only home he has ever known. And Father hunts him down with the very rifle he used to kill Sam and Mama. Led by unseen forces. Protected by his dog. Will he find a new life - one filled with acceptance, love, and hope for the future?
Agent Zero, trying to come up for air on the heels of the president’s impeachment and Sarah’s close brush with danger, wants to retire from the service and try to get his family back together. But fate has other choices for him. With the safety of the world at stake, Zero knows he must follow the call to duty. Yet, his memories are shifting, and with it, new secrets are flooding back. Tormented, at his low point, Agent Zero may be able to save the world, but he may not be able to escape from himself.
When an incident in the Strait of Hormuz threatens to mushroom into an all-out war, Agent Zero’s memory comes rushing back, and with it, a chance to uncover the plot that caused his memory loss to begin with. Discredited, with few friends left, Zero is on his own as he tries to stop the CIA while also saving his targeted family. Yet as he digs deeper, another, more nefarious, plot comes to surface, one which will require him to trust no one, and to risk it all to save the country he loves.
In Recall Zero (Agent Zero, Book 6), the President’s translator is the only one privy to a secret conversation that can change the world. She is targeted for assassination and hunted down, and Agent Zero, called back into the line of duty, may just be the only one who can save her. Agent Zero, trying to get his life back in order and to win back the trust of his girls, vows not to return to service. But when he is needed to save the life of this defenseless translator, he can’t say no.
It's been twelve years since the undead hordes swept over the earth forcing mankind to the brink of extinction. We now live like rats, scavenging in the ruins of our fallen civilization as the dead hunt us night and day. There is little left to scavenge, however. Grocery stores were emptied ages ago, gas tanks have long been dry and bullets are so precious that a man is lucky to have two to his name. Still, we survive. But for how much longer? Instinct and love have combined to turn Darwin's theory on its head. The strongest didn't survive in this world. They were the first to die, leaving behind a generation of orphans. It's a generation that's never had a full belly. It's a generation that has no idea what an Xbox did, or what algebra is for. It's a generation of children who never laugh out loud, and who have learned to cry softly because the dead are always near and the dead are always so very, very hungry.
Savage fighting rages from one end of the bay to the other as the still-dangerous Corsairs splinter into factions, each battling to see who will end up in ultimate control. Trapped in the middle of the bay on a little nub of an island, Jenn Lockhart and her shattered defenders can only watch helplessly, knowing full well that they will be the eventual prize. And Jenn can do nothing. The battle has left them fearfully low on ammunition, and they have no way to cross the zombie-infested waters. Only Jillybean’s return gives them any hope - and yet this is the same woman who started the war in the first place.
The Corsairs have been driven away but only temporarily. Jillybean knows they'll be back in even greater numbers, lusting for vengeance. Yet she is trapped on the hilltop surrounded by thousands of zombies, and worse, she is out of medicine and fast becoming dangerously unpredictable. Things spiral quickly out of control when she is charged with cold-blooded murder, barely escapes a fire that turns the hilltop and half the state to ash, and flees to a city that is being ravaged by a deadly disease
With the threat of more assassinations on Bainbridge paralyzing the fortified island and spies in her own ranks turning her own men against her, Jillybean has to look to unlikely allies as The Black Captain brings his fury south to destroy her. He is consumed with the idea of revenge, yet he retains a cold, calculating rationality that Jillybean does not. The stress of war, as well as the deaths of her friends and the man she loves by her own hand, is eating away at what little mental stability she has left.
In the thrilling conclusion to Generation Z, Peter Meredith has created a work of unsurpassed vision, power, and imagination. The Queen Unchained transports us to a world filled with zombies that are unlike any we have ever experienced before. But there are worse things than the undead. The Black Captain emerges victorious at every turn.
Because of his well-placed spies, his hidden assassins, and his backstabbing traitors, the Black Captain reigns supreme in every facet of the war. He has Jillybean in his clutches. She’s chained, caged, and guarded day and night, meaning escape, even for someone as brilliant as her, is impossible. She won’t be held forever. Her life expectancy has been reduced to only as long as her body can hold out against the most vile tortures devised by the most sadistic of men.
A hundred million on-line players with thousands of choices, but everyone knows there's only one game: Infinite Reality. When a judge declares it a monopoly, the co-creators become competitors and then very quickly become murder victims with one thing in common: they were all online when they died. Everything points to the sole-surviving creator, Atticus Arching. When the FBI can't find Arching in the real world, they send Agent Daniel Roan and his team to the other side to track him down, only to find out that the game is more than just a game and Arching is more than just a computer programmer. He's the most dangerous person in two worlds and can kill in both.
Kane Kulpa learned which laws could be bent and which broken after a short stint in prison courtesy of Detective Vincent Bayonne. Bound by time, integrity, and the reality of life in Central City, Bayonne and Kane made peace with the past. Now, gang tension spirals from corrupt to deadly, and a series of murders stresses Kane and Bayonne’s uneasy alliance. Kane balances on a razor’s edge to protect his bar, power, life, and family, and Bayonne hustles to keep another lonely man from being strangled.
In a near future Toronto, a naïve young scientist named Kel invents a device to produce the mysterious state of "flow" on demand, hoping to unleash humanity's creative potential on our greatest problems. But the prototype she invents to record and then play back the neurological and physiological states associated with flow can be used to record other mind-body states. Her prototype is stolen, duplicated, and put to use for an astonishing range of causes, some good, and some very bad.
Jason Lex and Sadie Callahan are together again in their hometown of Salton, recovering from personal tragedies and bearing the burden of new secrets. Both are wishing for nothing but normalcy, but when Skyfish swarm and a rogue Bigfoot attacks, Jason and Sadie know looming danger can't be ignored. Their friendship is challenged when a vanquished enemy returns from the dead, bringing imminent threat to the lives of their friends and family.
This original short story takes us back in time to show us how it all began. On a whirlwind, action-packed thriller ride through Italy, Denmark, Germany, Switzerland, it shows us the beginning of CIA operative Agent Zero's career - and brings us up to the fateful moment when his memory came to be lost.
It’s been 12 years since the undead hordes swept over the earth, forcing mankind to the brink of extinction. We now live like rats, scavenging in the ruins of our fallen civilization as the dead hunt us night and day. There is little left to scavenge, however. Grocery stores were emptied ages ago, gas tanks have long been dry, and bullets are so precious that a man is lucky to have two to his name. Still, we survive. But for how much longer?
After nearly being wiped out, the remnants of the U.S. Military launch a daring mission against the Reapers. If it works, it could destroy millions of Reapers in an instant. But if it fails, then the Reapers dominance could grow even more. A new group arises from the shadows, one which operates under a simple mantra: Join us or die. Meanwhile, a single Reaper commander pursues a personal vendetta as he hunts former police officer Malcolm Foster.
In the first 24 hours, the Reapers have already begun to shift the balance of power in their favor. Inside their own ranks, one creature rises to become their undisputed leader. Hiding in the rural suburbs of Philadelphia, Malcolm Foster has gathered "The Wretched", a rag-tag group of survivors, and gone underground in hopes of avoiding the Reaper attacks. But it doesn't take long for Foster to realize the Reapers have sprung a new plan: A targeted culling of those who protect Americans.
Kyllan, the Tribunal Elder, is not happy with the idea of taking the mothership to Earth to save the remaining Sirens that have asked for help. There is no help for it. He has given his word to the Siren Queen and she will hold him to it. First, they must make a few stops along to way, to right some wrongs. Kyllan couldn't have foreseen the trouble a simple trip that should have only taken a couple days could cause, but then again the people on Earth had never been easy to deal with.