Tark and Zyra are teenaged thieves on a quest. In a world of magic and science, where dragons and mages exist alongside drones and lasers, they endeavour to reach the haven of Designers' Paradise. But their world is not what it appears to be and their haven is about to come under threat of destruction. Can Tark and Zyra save Designers' Paradise . . . and their own world? Book #1 in the Gamers trilogy
For Tark and Zyra, life was literally just a game, controlled by the all-powerful Designers. But then they broke the rules and life got a whole lot more complicated . . . and deadly. Pursued by a powerful computer virus they must locate the Ultimate Gamer with the help of some unexpected allies, and face their greatest challenge finding a way out of the game . . . The action-packed sequel to Game On!. Book #2 in the Gamers trilogy
Tark and Zyra finally make it out into the real world . . . but things are not quite what they expected. When Zyra is captured by the Designers, Tark finds himself among a group of teenage rebels. It seems like everyone has an agenda, and Tark and Zyra are to be the pawns in other peoples power games. They soon discover the sinister uses to which the game is being put and the shocking way it is all operated with dozens of kidnapped children wired directly into the mainframe, their brains keeping the whole thing going. Will Tark and Zyra be able to free these children? Will they be able to save the characters within the game from the people who created them? Will they even be able to remain in the real world? Or will the Designers plans for world domination win out? Book #3 in the Gamers trilogy
Tark and Zyra are teenaged thieves on a quest. In a world of magic and science, where dragons and mages exist alongside drones and lasers, they endeavour to reach the haven of Designers' Paradise. But their world is not what it appears to be and their haven is about to come under threat of destruction.
Tark and Zyra finally make it out into the real world ... but things are not quite what they expected. When Zyra is captured by the Designers, Tark finds himself among a group of teenage rebels. It seems like everyone has an agenda, and Tark and Zyra are to be the pawns in other peoples power games. They soon discover the sinister uses to which the game is being put and the shocking way it is all operated -- with dozens of kidnapped children wired directly into the mainframe, their brains keeping the whole thing going. Will Tark and Zyra be able to free these children? Will they be able to save the characters within the game from the people who created them? Will they even be able to remain in the real world? Or will the Designers plans for world domination win out?
Having shrugged off their programming, Tark and Zyra have been replaced and are now condemned to the fringes of the game. Relentlessly pursued by balls of static that consume everything they come into contact with, it seems certain our heroes wont last long. Then they meet another Outer, Tee, who introduces them to others who have defied the Designers rules. Spurred on by a mythical cheat code, which will release them from the game, Tark, Zyra, Tee and his daughter, Hope, set out to find the Ultimate Gamer -- the only one who can know if the code exists. The Ultimate Gamer is someone Tark and Zyra have met before. If they can prevent him killing them -- something he is determined to do, it would seem -- they just might discover the truth.