Pip & Flinx
2 primary works • 7 total works
Book 3
It is a strange childhood for a kid, to be adopted by the restless Mother Mastiff and raised in the bustling marketplace of Drallar. Flinx never knew the mom and dad who abandoned him years ago. In fact, his birth has always been shrouded in mystery. But Flinx eventually discovers that his unknown parents have left him a curious legacy–extraordinary mental powers that are both a marvelous gift and a dreaded curse.
This double-edged legacy will lead Flinx, along with his loyal protector, the mini-dragon Pip, on a harrowing journey in search of the truth . . . about who he is and where he comes from. It is a daring adventure that brings him to another world–and into the clutches of one of the most evil and powerful men in the galaxy. . . .
Book 4
Flinx is the only one with any chance of stopping the evil colossus barreling in to destroy the Humanx Commonwealth (and everything else in the Milky Way). His efforts take him to the land of his mortal enemies, the bloodthirsty AAnn, where chances are excellent that Flinx may be executed. And he must also seek out an ancient sentient weapons platform wandering around the galaxy and then communicate with it, a powwow that could very well fry his brain. Then there are the oblivion-craving assassins determined to stop Flinx before he can prevent total annihilation. With a future that rosy, it’s no surprise that Flinx is flirting with disaster. Still, he’s no quitter. Now he’s going to need every ounce of his know-how, because he’s venturing to places where no one’s ever been, to do what no one’s ever done, and where his deadliest enemy is so close it’s invisible.
Praise for Flinx Transcendent
“One last grand adventure.”—Publishers Weekly
“A rousing goodbye [for] one of the most popular duos in science fiction.”—Charleston Post and Courier
“The grand finale gathers pace and brings in numerous other plot elements to build an enjoyable and exciting conclusion. Fans of the series will certainly be satisfied.”—SFcrowsnest
Wandering out there in some remote region of the galaxy is a gargantuan sentient Tar-Aiym weapons’ system. All Flinx has to do—while his pals look after his injured love Clarity Held—is find the hefty object and persuade it to knock out the monstrous evil that is hurtling through space to waste the entire Commonwealth.
A no-brainer, really, especially for Flinx, who is never without his loyal entourage of official snoops, crazed zealots, assorted goons, and the occasional assassin. Indeed, the boy wonder and his mini-drag, Pip, are eager to commence their heroic task . . . just as soon as Flinx visits Visaria—a dangerously depraved planet—to convince himself that humans are indeed worth saving.
The chances of stumbling across high moral values and utopian ideals don’t look promising–what with Flinx playing a lawless Pied Piper to a gang of lying, thieving juvenile delinquents. But prospects really go south when Flinx runs afoul of the corrupt planet’s ruthless crime king.
Still, life is full of surprises, and Flinx is about to get smacked by a passel of them—by turns devastating, heartening, and positively jaw-dropping. For although Flinx came to Visaria to plumb the enigma of humankind, there’s another mystery waiting here, a shocking clue about his own shadowy past.
Flinx was just a freckle-faced, redheaded kid with green eyes and a strangely compelling stare when Mather Mastiff first saw him an the auctioneer's block. One hundred credits and he was hers.
For years the old woman was his only family. She loved him, fed him, taught him everything she knew—even let him keep the deadly flying dragon he called Pip. But when Mother Mastiff mysteriously disappears, Flinx tails her kidnappers on a dangerous journey. Across the forests and swamps of the winged world called Moth, their only weapons are Pip’s venom . . . and Flinx’s unusual talent.
In the outer depths of the universe lies the Great Emptiness, where something dreadful lurks, hidden behind a great gravitational lens of dark matter. Something horrific that howls and writhes and rages across three hundred million light-years of space–and is now heading straight for the Commonwealth and moving faster all the time.
One slim chance exists to avert catastrophe, and only Flinx can take it. Roaming the galaxy is a conscious planet-size weapons system, the legacy of a long-extinct race. As Flinx is the only one who has ever experienced mental contact with the machine, it is his job to find the powerful alien artifact and coax it into joining the battle against the behemoth from beyond.
So Pip and Flinx valiantly sail into the unknown aboard their little spaceship, which is immediately forced down for emergency repairs on planet Arrawd, home to less advanced sentients and therefore off-limits to space travelers. But what with Arrawd being very beautiful, and Flinx being Flinx, this particular rule doesn’t stand a chance.
Now, Flinx is no stranger to murderous attacks and stalking assassins—evading them occupies most of his waking hours–but to be besieged by hordes bent on worshipping him as a god? Worse still, escaping this fate is going to be as impossible as fulfilling his dire mission. What’s a deity to do?
Using his enhanced empathic abilities, Flinx finesses his way into a top-secret security installation on Earth. Once there, he bamboozles a sophisticated AI program into releasing classified information about the Meliorare Society, the sect of renegade eugenicists whose experiments with human beings had horrified the civilized universe more than twenty years ago. After all, as one of the few Meliorare experiments to survive, Flinx has a right to know about his past. Especially since his telepathic powers seem to be evolving. The question is, evolving into what? The excruciating headaches afflicting Flinx with increasing frequency make him wonder if he will be alive to find out. . . .