From acclaimed psychiatrist Dr. Ellen Vora comes a groundbreaking understanding of how anxiety manifests in the body and mind—and what we can do to overcome it. Anxiety affects more than forty million Americans—a number that continues to climb in the wake of the COVID-19 pandemic.
While conventional medicine tends to view anxiety as a "neck-up" problem—that is, one of brain chemistry and psychology—the truth is that the origins of anxiety are rooted in the body. In The Anatomy of Anxiety, holistic psychiatrist Dr. Ellen Vora offers nothing less than a paradigm shift in our understanding of anxiety and mental health, suggesting that anxiety is not simply a brain disorder but a whole-body condition.
In her clinical work, Dr. Vora has found time and again that the symptoms of anxiety can often be traced to imbalances in the body. The emotional and physical discomfort we experience—sleeplessness, brain fog, stomach pain, jitters—is a result of the body’s stress response. This physiological state can be triggered by challenging experiences as well as seemingly innocuous factors, such as diet and use of technology.
The good news is that this body-based anxiety, or, as Dr. Vora terms it, "false anxiety," is easily treated. Once the body’s needs are addressed, Dr. Vora reframes any remaining symptoms not as a disorder but rather as an urgent plea from within. This "true anxiety" is a signal that something else is out of balance—in our lives, in our relationships, in the world. True anxiety serves as our inner compass, helping us recalibrate when we’re feeling lost.
Practical, informative, and deeply hopeful, The Anatomy of Anxiety is the first book to fully explain the origins of anxiety and offer a detailed road map for healing and growth.
How Do You Live? is a profound literary work that explores the intricacies of life, morality, and human connection. Through the story of a young boy and his uncle, the book delves into philosophical discussions that are as relevant today as they were when the book was first published in Japan. It is a coming-of-age tale that invites readers to reflect on their own lives and the choices they make. The narrative is complemented by thoughtful commentary that encourages a deeper understanding of one's purpose and the impact of one's actions on the world.
Ryusuke returns to the town he once lived in because rumors are swirling about girls killing themselves after encountering a bewitchingly handsome young man. Harboring his own secret from time spent in this town, Ryusuke attempts to capture the beautiful boy and close the case.
Starting with the strikingly bloody Lovesickness, this volume collects ten stories showcasing horror master Junji Ito in peak form, including The Strange Hikizuri Siblings and The Rib Woman.
Venus in the Blind Spot by Junji Ito is a "best of" collection that showcases the most remarkable short works of this legendary horror master's career. This volume includes an adaptation of Rampo Edogawa's classic horror tale "Human Chair" and the fan-favorite "The Enigma of Amigara Fault."
The book is presented in a deluxe format with special color pages and color illustrations from Junji Ito's recent long-form manga No Longer Human. Each story in this collection is designed to draw readers into a world of terror, making every page an invitation to explore the depths of horror.
How a New York Times bestselling author and New Yorker contributor parlayed a strong grasp of the science of human decision-making and a woeful ignorance of cards into a life-changing run as a professional poker player, under the wing of a legend of the game.
It's true that Maria Konnikova had never actually played poker before and didn't even know the rules when she approached Erik Seidel, Poker Hall of Fame inductee and winner of tens of millions of dollars in earnings, and convinced him to be her mentor. But in the end, Maria Konnikova is a writer and student of human behavior, and ultimately the point was to render her incredible journey into a container for its invaluable lessons. The biggest bluff of all, she learned, is that skill is enough. Bad cards will come our way, but keeping our focus on how we play them and not on the outcome will keep us moving through many a dark patch, until the luck once again breaks our way.
Encouraged by Fukiishi to stand up for himself, Seiichi exploded in a moment of rage, telling his mother Seiko, "I don't need you"—the first rebellious act of his young life. Now Fukiishi has offered him sanctuary in her room, hidden from her father and away from the watchful eyes of his own parents.
But as Seiichi fumbles toward sexual awakening, his mother's specter is never far from his mind... Shuzo Oshimi's masterwork of psychological terror continues, as Seiichi struggles to navigate the tangled web of his competing emotions. Meanwhile, Seiko's desperate search for her son brings her to Fukiishi's doorstep...
The incredible true story of the decade-long quest to bring down Paul Le Roux—the creator of a frighteningly powerful Internet-enabled cartel who merged the ruthlessness of a drug lord with the technological savvy of a Silicon Valley entrepreneur.
It all started as an online prescription drug network, supplying hundreds of millions of dollars' worth of painkillers to American customers. It would not stop there. Before long, the business had turned into a sprawling multinational conglomerate engaged in almost every conceivable aspect of criminal mayhem. Yachts carrying $100 million in cocaine. Safe houses in Hong Kong filled with gold bars. Shipments of methamphetamine from North Korea. Weapons deals with Iran. Mercenary armies in Somalia. Teams of hit men in the Philippines. Encryption programs so advanced that the government could not break them.
The man behind it all, pulling the strings from a laptop in Manila, was Paul Calder Le Roux—a reclusive programmer turned criminal genius who could only exist in the networked world of the twenty-first century, and the kind of self-made crime boss that American law enforcement had never imagined. For half a decade, DEA agents played a global game of cat-and-mouse with Le Roux as he left terror and chaos in his wake. Each time they came close, he would slip away. It would take relentless investigative work, and a shocking betrayal from within his organization, to catch him. And when he was finally caught, the story turned again, as Le Roux struck a deal to bring down his own organization and the people he had once employed.
Award-winning investigative journalist Evan Ratliff spent four years piecing together this intricate puzzle, chasing Le Roux's empire and his shadowy henchmen around the world, conducting hundreds of interviews and uncovering thousands of documents. The result is a riveting, unprecedented account of a crime boss built by and for the digital age.
A chilling, lavishly illustrated Who's Who of the most despicable people ever to walk the earth, featuring both rare and best-loved stories from the hit podcast Lore, soon to be an online streaming series.
Here are the incredible true stories of some of the mortals who achieved notoriety in history and folklore through horrible means. Monsters of this sort—serial killers, desperate criminals, and socially mobile people with a much darker double-life—are, in fact, quite real, including:
H. H. Holmes, the infamous Chicago serial killer;
William Brodie, the Edinburgh criminal mastermind who inspired The Strange Case of Dr. Jekyll and Mr. Hyde;
And Bela Kiss, a Hungarian tinsmith with a most disturbing hobby: collecting women in gasoline drums.
This riveting best-of-the-worst roundup will haunt your thoughts, chill your bones, and leave you wondering if there are mortal monsters lurking even closer than you think.
A fascinating, beautifully illustrated guide to the monsters that are part of our collective psyche, this book features stories from the Lore podcast—now a streaming television series. It includes tales such as "They Made a Tonic," "Passed Notes," and "Unboxed," as well as rare material.
Monsters live in shadows—deep in the forest, late in the night, in the dark recesses of our minds. Spoken of in stories and superstitions, they are relics of an unenlightened age, old wives' tales passed down through generations. Yet, no matter how wary and jaded we have become, both as individuals and as a society, a part of us remains vulnerable to them: werewolves and wendigos, poltergeists and vampires, angry elves and vengeful spirits.
In this volume, Aaron Mahnke serves as a guide on a fascinating journey through the history of these terrifying creatures, exploring not only the legends but also what they tell us about ourselves. He takes us to places like the desolate Pine Barrens of New Jersey, home of the notorious winged, red-eyed Jersey Devil, and delves into harrowing accounts of cannibalism. He also visits the dimly lit rooms where séances take place, and the European villages where gremlins make mischief.
Whether these beasts and bogeymen are real or just a reflection of our primal fears, we know that not every mystery has been explained and that the unknown still holds the power to strike fear deep in our hearts and souls. As Mahnke reminds us, sometimes the truth is even scarier than the lore.
"As a heartless killing machine, I was a complete failure."
In a corporate-dominated spacefaring future, planetary missions must be approved and supplied by the Company. Exploratory teams are accompanied by Company-supplied security androids, for their own safety. But in a society where contracts are awarded to the lowest bidder, safety isn’t a primary concern.
On a distant planet, a team of scientists is conducting surface tests, shadowed by their Company-supplied ‘droid—a self-aware SecUnit that has hacked its own governor module, and refers to itself (though never out loud) as “Murderbot.” Scornful of humans, all it really wants is to be left alone long enough to figure out who it is. But when a neighboring mission goes dark, it's up to the scientists and their Murderbot to get to the truth.
In One-Punch Man, Vol. 13: Monster Cells, the Class-A heroes are in a fierce battle against the giant monster Multieyed Octopus. As the situation intensifies, Class-S hero Flashy Flash enters the fray, adding his strength to the chaotic confrontation. Meanwhile, the Monster Association escalates its onslaught, but their ultimate objective remains shrouded in secrecy.
Amidst the action, the martial arts tournament advances to the semifinals, promising to showcase the prowess and skills of the remaining fighters.
Many people dream of escaping modern life, but most will never act on it. The Stranger in the Woods: The Extraordinary Story of the Last True Hermit tells the remarkable true story of Christopher Knight, a man who lived alone in the woods of Maine for 27 years, not out of anger at the world, but simply because he preferred to live on his own.
In 1986, a shy and intelligent twenty-year-old named Christopher Knight left his home in Massachusetts, drove to Maine, and disappeared into the forest. He would not have a conversation with another human being until nearly three decades later, when he was arrested for stealing food. Living in a tent even through brutal winters, he had survived by his wits and courage, developing ingenious ways to store edibles and water, and to avoid freezing to death. He broke into nearby cottages for food, clothing, reading material, and other provisions, taking only what he needed but terrifying a community never able to solve the mysterious burglaries.
Based on extensive interviews with Knight himself, author Michael Finkel provides a vividly detailed account of Knight's secluded life—why did he leave? what did he learn?—as well as the challenges he has faced since returning to the world. It is a gripping story of survival that asks fundamental questions about solitude, community, and what makes a good life, and a deeply moving portrait of a man who was determined to live his own way, and succeeded.
Life gets pretty boring when you can defeat any opponent with a single punch. Saitama, an average-looking guy with an unimpressive physique and a bald head, faces a unique problem—he's too strong. Finding a worthy challenger seems impossible, leaving him feeling empty and unfulfilled.
During a martial arts tournament, the formidable Suiryu of the Dark Body Art displays his remarkable strength, catching everyone's attention. Meanwhile, outside the venue, an onslaught of monsters is pushing the heroes to their limits, including Genos. Inside the stadium, Saitama, oblivious to the chaos, is set to face Bakuzan in his match.
The Man in the High Castle is an alternate history novel by American writer Philip K. Dick. Published and set in 1962, the novel takes place fifteen years after an alternative ending to World War II, and concerns intrigues between the victorious Axis Powers—primarily, Imperial Japan and Nazi Germany—as they rule over the former United States, as well as daily life under the resulting totalitarian rule.
The novel features a "novel within the novel" comprising an alternate history within this alternate history wherein the Allies defeat the Axis (though in a manner distinct from the actual historical outcome).
While Saitama's distracted at a martial arts tournament, Centichoro, a threat-level Dragon monster, attacks! Metal Bat engages it in battle but struggles against its gargantuan size. The monster knocks him into the distance and right into the path of hero-hunter Garo!
A Head Full of Ghosts is a chilling thriller that brilliantly blends psychological suspense and supernatural horror. The novel is reminiscent of Stephen King's The Shining, Shirley Jackson's The Haunting of Hill House, and William Peter Blatty's The Exorcist.
The lives of the Barretts, a normal suburban New England family, are torn apart when fourteen-year-old Marjorie begins to display signs of acute schizophrenia. To her parents' despair, the doctors are unable to stop Marjorie's descent into madness. As their stable home devolves into a house of horrors, they reluctantly turn to a local Catholic priest for help. Father Wanderly suggests an exorcism, believing the vulnerable teenager is the victim of demonic possession. He also contacts a production company that is eager to document the Barretts' plight for a reality television show.
With John, Marjorie's father, out of work for more than a year and the medical bills looming, the family agrees to be filmed, and soon find themselves the unwitting stars of The Possession, a hit reality television show. When events in the Barrett household explode in tragedy, the show and the shocking incidents it captures become the stuff of urban legend.
Fifteen years later, a bestselling writer interviews Marjorie's younger sister, Merry. As she recalls those long-ago events that took place when she was just eight years old, long-buried secrets and painful memories that clash with what was broadcast on television begin to surface. A mind-bending tale of psychological horror is unleashed, raising vexing questions about memory and reality, science and religion, and the very nature of evil.
In the tenth volume of One-Punch Man, titled Pumped Up, the excitement continues as the hero hunter Gato ramps up his attack. In response, the ever-unconcerned Saitama decides it's the ideal moment to enter a combat tournament. As the battles intensify, the Class-S hero Metal Bat embarks on a mission to protect a Hero Association executive and his son. But it doesn't take long for trouble to find them, setting the stage for a series of events that will keep readers on the edge of their seats.
The Dark Forest is part of a near-future trilogy that presents the first opportunity for English-speaking readers to delve into the multiple-award-winning universe created by China's most beloved science fiction author, Cixin Liu. In this installment, Earth is on edge with the disclosure of an impending alien invasion set four centuries in the future.
The defeat of the aliens' human allies is overshadowed by the fact that sophons—subatomic particles used by Trisolaris—grant them instant access to all human information, leaving Earth's defense strategies utterly transparent to the enemy. The human mind, however, remains an enigma, concealed from the aliens. This secrecy is the driving force behind the Wallfacer Project, an audacious initiative that empowers four individuals with vast resources to devise covert strategies, concealed through trickery from both Earth and Trisolaris.
Among the Wallfacers are three prominent statesmen and scientists, but the fourth is a mystery. Luo Ji, a modest Chinese astronomer and sociologist, is puzzled by his newfound prominence. His only certainty is that he is the Wallfacer marked for death by Trisolaris.
Fragments of Horror offers a new collection of delightfully macabre tales from Junji Ito, a celebrated master of horror manga. The stories range from the terrifying to the comedic, and from the erotic to the loathsome.
Readers will encounter an old wooden mansion that turns on its inhabitants, a dissection class with a most unusual subject, and a funeral where the dead refuse to rest in peace. These chilling narratives mark Junji Ito's much-anticipated return to the realm of horror.
Nothing about Saitama passes the eyeball test when it comes to superheroes, from his lifeless expression to his bald head to his unimpressive physique. However, this average-looking guy has a not-so-average problem—he just can't seem to find an opponent strong enough to take on!
When aliens invade Earth, a group of Class S heroes finally finds a way to fight back and go on the offensive! Inside the enemy mother ship, Saitama fights Boros. Faced with the alien's frightful power, he decides to get serious! What is the Earth's fate?
Nothing about Saitama passes the eyeball test when it comes to superheroes, from his lifeless expression to his bald head to his unimpressive physique. However, this average-looking guy has a not-so-average problem - he just can't seem to find an opponent strong enough to take on!
To stop a Demon-level crisis, Saitama and company head toward the action. However, even Class 8 heroes prove to be no match for the Deep Sea King! In order to protect the good citizens, our heroes will need to summon all their courage and confront this threat!
With their new series, Moritaka and Akito start beating Eiji Nizuma in the Shonen Jump rankings for the first time. But in the actual book sales, Eiji is somehow still on top. The duo is as determined as ever to achieve their dreams, but a new scandal threatens to destroy everything!
Bakuman, Vol. 20: Dreams and Reality marks the culmination of a decade-long journey for two young manga artists who have dedicated themselves to their craft. As they reach the pinnacle of the manga industry, the fulfillment of a long-held promise is within grasp. This volume captures the essence of their struggle, the beauty of their friendship, and the relentless pursuit of their creative dreams.
Nothing about Saitama passes the eyeball test when it comes to superheroes, from his lifeless expression to his bald head to his unimpressive physique. However, this average-looking guy has a not-so-average problem—he just can't seem to find an opponent strong enough to take on!
Saitama is now a certified hero! And with that title comes great responsibility—he's required to perform one heroic deed per week. While Saitama makes the rounds to meet his quota, an incoming threat from outer space is screeching toward Earth...
Moritaka and Akito complete their new story, Reversi, and hope it will finally lead to their getting an anime. But standing in their way is Eiji Nizuma with his new story, Zombie Gun. This intense head-to-head battle may have ramifications for the entire manga industry!
With Hattori, their former editor, helping out again, Moritaka and Akito do everything they can to make their new series the best it can be. Moritaka works on the character designs while Akito tries to come up with the perfect names for the characters and the series itself. But when it debuts in Weekly Jump magazine, can it take the top spot?
A thirst for blood, nocturnal debauchery, hypnotic trances ... this is Dracula. Jonathan Harker is travelling to Castle Dracula to see the Transylvanian noble, Count Dracula. He is begged by locals not to go there, because on the eve of St. George's Day, when the clock strikes midnight, all the evil things in the world will come full sway. But business must be done, so Jonathan makes his way to the Castle - and then his nightmare begins. His beloved wife Meena and other lost souls have fallen under the Count's horrifying spell. Dracula must be destroyed.
Cuentos de Amor de Locura y de Muerte is a collection of short stories by Horacio Quiroga that delves into the themes of illness, family tragedy, personal despair, geographical exile, and the often brutal nature of humanity. This anthology, selected by the author himself, showcases Quiroga's mastery of the short story form, often drawing comparisons to the works of Edgar Allan Poe, Rudyard Kipling, and Jack London.
The stories explore the humanization of animals, with rational thought guiding the narratives, yet ultimately succumbing to the brute force of man. Another prevalent theme is the dehumanization of individuals who surrender to their most primitive instincts, leading to conflict and the unfolding of various plots. The element of appearance also plays a significant role, as Quiroga invites readers to question their initial perceptions, culminating in the author's own revelations.
When Akito is unable to come up with a storyboard within the time frame he promised, Moritaka decides to break up their partnership! As they go their separate ways to create manga, it may turn out that they're actually headed in the same direction…
Big changes are in store now that Moritaka and Akito have their very own series in Shonen Jump. Hanging out with their favorite manga creators, hiring assistants, keeping track of the weekly reader surveys—life as a professional manga artist is tough! Can these two survive the pressure?
By the creators of Death Note! The mystery behind manga-making revealed! Average student Moritaka Mashiro enjoys drawing for fun. When his classmate and aspiring writer Akito Takagi discovers his talent, he begs Moritaka to team up with him as a manga-creating duo. But what exactly does it take to make it in the manga-publishing world?
After Moritaka and Akito collaborate on a manga together, they venture to publishing house Shueisha in hopes of capturing an editor's interest. As much potential as these two rookies have, will their story impress the pros and actually get printed?
Hikaru no Go follows the story of a young boy named Hikaru who encounters an ancient ghost that possesses him and unleashes his hidden genius for the game of Go. In this volume, Go players under the age of 18 from Japan, Korea, and China are preparing to qualify for the prestigious Hokuto Cup. Among them are Hikaru and Akira, both vying for a spot on the Japanese team.
The journey to the Hokuto Cup is fraught with intense competition, and the preliminaries are especially challenging. Hikaru, after being struck by a harsh reality check, dedicates himself to the game with newfound focus. Yet, he faces the daunting task of overcoming the unique and powerful Go techniques of Kiyoharu Yashiro from the Kansai Go Association.
Will Hikaru's intense dedication be enough to conquer the obstacles ahead and secure his place in the tournament? Vol. 20: The Young Lions! explores the high-stakes world of competitive Go with a blend of drama and strategy that will captivate readers.
Moritaka is hesitant to seriously consider Akito's proposal because he knows how difficult reaching the professional level can be. Still, encouragement from persistent Akito and motivation from his crush push Moritaka to test his limits!
Hikaru no Go, Vol. 19: One Step Forward! follows the journey of Hikaru Shindo who, after discovering a haunted go board, is possessed by the spirit of a master player named Fujiwara-no-Sai. This encounter awakens an untapped genius for the game within Hikaru, propelling him to pursue his dream of defeating Akira Toya, a famed go prodigy.
In the world of The Minority Report, Commissioner John Anderton is credited for the absence of crime. He is the creator of the Precrime System, which employs "precogs"—individuals with the ability to see into the future—to pinpoint criminals before they can act. Tragically for Anderton, he is identified by the precogs as the next perpetrator. Despite knowing he has never considered such an act, this premonition suggests the precogs can err. Caught in a dire situation, Anderton's fate seems sealed unless he can uncover the precogs's "minority report"—the singular dissenting opinion that might allow him to unearth the truth and save himself from the very system he designed.
A motion picture adaptation of The Minority Report, directed by Steven Spielberg and featuring Tom Cruise, has been released, signifying the lasting influence of Philip K. Dick's imaginative literature.
It was January 2021, and Rick Deckard had a license to kill. Somewhere among the hordes of humans out there, lurked several rogue androids. Deckard's assignment--find them and then retire them. Trouble was, the androids all looked exactly like humans, and they didn't want to be found!
By 2021, the World War has killed millions, driving entire species into extinction and sending mankind off-planet. Those who remain covet any living creature, and for people who can't afford one, companies built incredibly realistic simulacra: horses, birds, cats, sheep. They've even built humans. Immigrants to Mars receive androids so sophisticated they are indistinguishable from true men or women. Fearful of the havoc these artificial humans can wreak, the government bans them from Earth. Driven into hiding, unauthorized androids live among human beings, undetected.
Rick Deckard, an officially sanctioned bounty hunter, is commissioned to find rogue androids and retire them. But when cornered, androids fight back--with lethal force.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a grip on himself can he possibly make a showing, but that's far easier said than done!
Step aside from the main journey of Hikaru Shindo to explore intriguing side stories in Hikaru no Go, Vol. 18: Six Characters, Six Stories. This volume diverges from the central narrative to delve into the backgrounds and personal tales of six characters who have impacted Hikaru's journey in the world of Go. Readers will gain a deeper understanding of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and the enigmatic spirit Fujiwara-no-Sai.
In these stories, Hikaru Shindo might make an appearance, but the spotlight shines on the individual paths and challenges each character faces. The collection culminates with Hikaru taking a stand against a deceitful antique shop owner, engaging in a strategic battle of Go to reclaim a treasured heirloom vase for its rightful owner.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son? The suspense is getting unbearable!
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?
Under the streets of London there's a world most people could never even dream of. A city of monsters and saints, murderers and angels, knights in armour and pale girls in black velvet. Neverwhere is the London of the people who have fallen between the cracks.
Strange destinies lie in wait in London Below - a world that seems eerily familiar. But a world that is utterly bizarre, peopled by unearthly characters such as the Angel called Islington, the girl named Door, and the Earl who holds Court on a tube train.
Now a single act of kindness has catapulted young businessman Richard Mayhew out of his safe and predictable life - and into the realms of Neverwhere. Richard is about to find out more than he ever wanted to know about this other London. Which is a pity. Because Richard just wants to go home...
Digital Fortress is a techno-thriller novel written by American author Dan Brown. The book explores the theme of government surveillance of electronically stored information on the private lives of citizens, and the possible civil liberties and ethical implications of using such technology.
When the NSA's invincible code-breaking machine encounters a mysterious code it cannot break, the agency calls its head cryptographer, Susan Fletcher, a brilliant, beautiful mathematician. What she uncovers sends shock waves through the corridors of power. The NSA is being held hostage—not by guns or bombs—but by a code so complex that if released would cripple U.S. intelligence.
Caught in an accelerating tempest of secrecy and lies, Fletcher battles to save the agency she believes in. Betrayed on all sides, she finds herself fighting not only for her country but for her life, and in the end, for the life of the man she loves.
Jurassic Park is a science fiction novel that delves into the dangers of genetic engineering. It depicts the disastrous events that unfold in a theme park where dinosaurs, brought back to life through advanced cloning techniques, are put on display.
The novel explores the concept of chaos theory and its real-world implications, serving as a cautionary tale about the unforeseen consequences of tampering with nature. Jurassic Park became a significant cultural phenomenon, especially after its adaptation into a blockbuster film directed by Steven Spielberg, which sparked the widespread 'dinomania' of the 1990s.
As if Dio wasn't diabolical enough, now he's an immortal vampire with incredible strength! But Jonathan Joestar's not one to back down, even when it seems like victory is impossible! It's a classic battle! Good versus evil! Grit and determination against power and arrogance! Who will win?!
Neuromancer is the seminal work in the cyberpunk genre, offering a vision of the future that has become a cornerstone of science fiction literature. It is the first novel in William Gibson's Sprawl trilogy, and it stands as a classic that has influenced countless other works.
Henry Dorsett Case was once the sharpest data-thief in the business, until his employers crippled his nervous system as retribution for his thefts. Now, a mysterious new employer has offered him a chance at redemption and a return to the cyberspace he was banished from. The mission: to pull off a seemingly impossible heist against an artificial intelligence of staggering power. Joined by Molly, a street-samurai with mirror implants for eyes, Case is thrust into a world of danger and intrigue that will test his abilities to the fullest.
William Gibson's Neuromancer is not only a must-read for fans of the genre but also for anyone interested in the relationship between humanity and technology. The novel's impact on the language and landscape of our digital culture cannot be overstated, making it a true masterpiece of modern literature.
2001: A Space Odyssey is a classic work of science fiction that remains an influential part of the genre fifty years after its original publication. The story begins with the discovery of a black monolith on the moon, an event that leads humanity to send a manned expedition deep into the solar system in hopes of establishing contact with an alien intelligence. As the crew embarks on their momentous journey, they encounter unforeseen and inexplicable disasters.
Arthur C. Clarke's novel is not only compelling and prophetic but also addresses the perennial question of mankind's place in the universe. With Clarke's extensive knowledge of physics and astronomy, the narrative is both scientifically informed and richly imaginative, offering readers a gripping adventure that extends to the very limits of time and space.
Psychiatrist Viktor Frankl's memoir has riveted generations of readers with its descriptions of life in Nazi death camps and its lessons for spiritual survival. Between 1942 and 1945 Frankl labored in four different camps, including Auschwitz, while his parents, brother, and pregnant wife perished.
Based on his own experience and the experiences of others he treated later in his practice, Frankl argues that we cannot avoid suffering but we can choose how to cope with it, find meaning in it, and move forward with renewed purpose. Frankl's theory-known as logotherapy, from the Greek word logos ("meaning")-holds that our primary drive in life is not pleasure, as Freud maintained, but the discovery and pursuit of what we personally find meaningful.