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From the author of Ready Player One, a rollicking alien invasion thriller that embraces and subverts science-fiction conventions as only Ernest Cline could. Zack Lightman has never much cared for reality. He vastly prefers the countless science-fiction movies, books, and videogames he's spent his life consuming. And too often, he catches himself wishing that some fantastic, impossible, world-altering event could arrive to whisk him off on a grand spacefaring adventure. So when he sees the flying saucer, he's sure his years of escapism have finally tipped over into madness. Especially because the alien ship he's staring at is straight out of his favorite videogame, a flight simulator callled Armada--in which gamers just happen to be protecting Earth from alien invaders. As impossible as it seems, what Zack's seeing is all too real. And it's just the first in a blur of revlations that will force him to question everything he thought he knew about Earth's history, its future, even his own life--and to play the hero for real, with humanity's life in the balance. But even through the terror and exhilaration, he can't help thinking: Doesn't something about this scenario feel a little bit like...well...fiction? At once reinventing and paying homage to science-fiction classics as only Ernest Cline can, Armada is a rollicking, surprising thriller, a coming-of-age adventure, and an alien invasion tale like nothing you've ever read before.
The inter-galactic world is taking shape and the armada comes in contact with several species within the sphere. They encounter the evil between species and had to improvise to help their own. Local issues on earth had to be addressed to remove any threat to armada personnel on earth. They first encountered a species made extremely evil by their misguided reading of the texts. They devised a god contest after fighting with bows and arrows. They were forewarned of an exploding star and they launched the largest rescue and evacuation operation in the galaxies. Along the way they had to deal with an errant commander who made more than a million Marinties as robot soldiers and a species out to exterminate their kind violently. An orphan planet moving about revealed a lost moon full of slaves and zombies. The moon revealed its secret forcing the Armada to face the greatest threat from the most powerful empire in the galaxies, fulfill the prophecy and remove the Tosban threat.
#1 NEW YORK TIMES BESTSELLER • The thrilling sequel to the beloved worldwide bestseller Ready Player One, the near-future adventure that inspired the blockbuster Steven Spielberg film. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY THE WASHINGTON POST • “The game is on again. . . . A great mix of exciting fantasy and threatening fact.”—The Wall Street Journal AN UNEXPECTED QUEST. TWO WORLDS AT STAKE. ARE YOU READY? Days after winning OASIS founder James Halliday’s contest, Wade Watts makes a discovery that changes everything. Hidden within Halliday’s vaults, waiting for his heir to find, lies a technological advancement that will once again change the world and make the OASIS a thousand times more wondrous—and addictive—than even Wade dreamed possible. With it comes a new riddle, and a new quest—a last Easter egg from Halliday, hinting at a mysterious prize. And an unexpected, impossibly powerful, and dangerous new rival awaits, one who’ll kill millions to get what he wants. Wade’s life and the future of the OASIS are again at stake, but this time the fate of humanity also hangs in the balance. Lovingly nostalgic and wildly original as only Ernest Cline could conceive it, Ready Player Two takes us on another imaginative, fun, action-packed adventure through his beloved virtual universe, and jolts us thrillingly into the future once again.
#1 NEW YORK TIMES BESTSELLER • Now a major motion picture directed by Steven Spielberg. “Enchanting . . . Willy Wonka meets The Matrix.”—USA Today • “As one adventure leads expertly to the next, time simply evaporates.”—Entertainment Weekly A world at stake. A quest for the ultimate prize. Are you ready? In the year 2045, reality is an ugly place. The only time Wade Watts really feels alive is when he’s jacked into the OASIS, a vast virtual world where most of humanity spends their days. When the eccentric creator of the OASIS dies, he leaves behind a series of fiendish puzzles, based on his obsession with the pop culture of decades past. Whoever is first to solve them will inherit his vast fortune—and control of the OASIS itself. Then Wade cracks the first clue. Suddenly he’s beset by rivals who’ll kill to take this prize. The race is on—and the only way to survive is to win. NAMED ONE OF THE BEST BOOKS OF THE YEAR BY Entertainment Weekly • San Francisco Chronicle • Village Voice • Chicago Sun-Times • iO9 • The AV Club “Delightful . . . the grown-up’s Harry Potter.”—HuffPost “An addictive read . . . part intergalactic scavenger hunt, part romance, and all heart.”—CNN “A most excellent ride . . . Cline stuffs his novel with a cornucopia of pop culture, as if to wink to the reader.”—Boston Globe “Ridiculously fun and large-hearted . . . Cline is that rare writer who can translate his own dorky enthusiasms into prose that’s both hilarious and compassionate.”—NPR “[A] fantastic page-turner . . . starts out like a simple bit of fun and winds up feeling like a rich and plausible picture of future friendships in a world not too distant from our own.”—iO9
A mythmaker of the highest order, China Miéville has emblazoned the fantasy novel with fresh language, startling images, and stunning originality. Set in the same sprawling world of Miéville’s Arthur C. Clarke Award-winning novel, Perdido Street Station, this latest epic introduces a whole new cast of intriguing characters and dazzling creations. Aboard a vast seafaring vessel, a band of prisoners and slaves, their bodies remade into grotesque biological oddities, is being transported to the fledgling colony of New Crobuzon. But the journey is not theirs alone. They are joined by a handful of travelers, each with a reason for fleeing the city. Among them is Bellis Coldwine, a renowned linguist whose services as an interpreter grant her passage—and escape from horrific punishment. For she is linked to Isaac Dan der Grimnebulin, the brilliant renegade scientist who has unwittingly unleashed a nightmare upon New Crobuzon. For Bellis, the plan is clear: live among the new frontiersmen of the colony until it is safe to return home. But when the ship is besieged by pirates on the Swollen Ocean, the senior officers are summarily executed. The surviving passengers are brought to Armada, a city constructed from the hulls of pirated ships, a floating, landless mass ruled by the bizarre duality called the Lovers. On Armada, everyone is given work, and even Remades live as equals to humans, Cactae, and Cray. Yet no one may ever leave. Lonely and embittered in her captivity, Bellis knows that to show dissent is a death sentence. Instead, she must furtively seek information about Armada’s agenda. The answer lies in the dark, amorphous shapes that float undetected miles below the waters—terrifying entities with a singular, chilling mission. . . . China Miéville is a writer for a new era—and The Scar is a luminous, brilliantly imagined novel that is nothing short of spectacular. BONUS: This edition contains an excerpt from China Miéville’s Embassytown.
A murder that echoes across the years . . . When archaeologist Neil Watson finds the body of an American veteran of the D-Day landings in the ruins of an old chapel, he turns to his old friend DS Wesley Peterson for help. Both men are researching an invading force: Wesley, a group of American veterans on a sentimental journey to their wartime base; and Neil, a group of Spaniards killed by outraged locals as they limped from the wreckage of the Armada. Four hundred years apart, two strangers in a strange land have died violently. Could the same motives of hatred, jealousy and revenge be at work? Wesley is running out of time to find out . . . The second gripping installment in the Wesley Peterson series by acclaimed crime writer Kate Ellis. Why readers love Kate Ellis: 'I hardly put this novel down from the moment I picked it up. Oh yes, and as with all great crime novels, I would never have guessed 'whodunnit'!' Amazon Reviewer, 5 stars 'A beguiling author who interweaves past and present' The Times 'Kate Ellis and Wesley Peterson have done it again. Strong characters, strong plotting, no detail escapes Kate Ellis' Amazon Reviewer, 5 stars 'Haunting' Independent 'Enjoyed the first in the series but through this was even better!' Goodreads Reviewer, 5 stars 'I loved this novel . . . a powerful story of loss, malice and deception' Ann Cleeves 'The chilling plot will keep you spooked and thrilled to the end' Closer 'Unputdownable' Bookseller 'It's fast paced with twists and turns guaranteed to keep you hooked right until the final page' York Evening Press 'A cracking multi-layered mystery with red-herrings a-plenty...an outstanding read. Highly recommended!' In Search of the Classic Mystery Novel
In this timely and thrilling novel, Ender's Game meets Ready Player One and several terabytes of fast-paced video game action as five gamers are recruited into a tech giant's secret program. After Rogan Webber levels up yet again on his favorite video game, Laser Viper, the world-famous creator of the game invites him to join the five best players in the country for an exclusive tournament. The gamers are flown to the tech mogul's headquarters, where they stay in luxury dorms and test out cutting edge virtual-reality gaming equipment, doing digital battle as powerful fighting robots. It's the ultimate gaming experience.But as the contest continues, the missions become harder, losing gamers are eliminated, and the remaining contestants face the growing suspicion that the game may not be what it seems. Why do the soldiers and robots they fight in Laser Viper act so weird? What's behind the strange game glitches? And why does the game feel so... real?Rogan and his gamer rivals must come together, summoning the collective power of their Gamer Army to discover the truth and make things right... in a dangerous world where video games have invaded reality.
The story of the last great naval battle between England and Spain, evoking a number of colorful and dangerous personalities who fought in the climactic conclusion to these two countries’ great rivalry on the sea. Ireland: Christmas Eve, 1601. As thunder crashes and lightning rakes the sky, three very different commanders line up for a battle that will decide the fate of a nation. General Juan del Águila has been sprung from a prison cell to command the last great Spanish armada. His mission: to seize a bridgehead in Queen Elizabeth's England and hold it. Facing him is Charles Blount, a brilliant English strategist whose career is also under a cloud. His affair with a married woman edged him into a treasonous conspiracy—and brought him to within a hair’s breadth of the gallows. Meanwhile, Irish insurgent Hugh O’Neill knows that this is his final chance to drive the English out of Ireland. For each man, this is the last throw of the dice. Tomorrow they will be either heroes or failures. These colorful commanders come alive in this true story of courage and endurance, of bitterness and betrayal, and of drama and intrigue at the highest levels in the courts of England and Spain.
When Sam Aronow decided to move from the US to Israel, the only travel books he could find about it were more interested in religion or politics than an actual place. Naturally, he would have to write his own. The result is an eclectic and irreverent journey to almost every corner of his adopted homeland, from major cities to forgotten wildernesses, from battlefields to blizzards, and from ancient artifacts to the annoyances of modern life.