By Gordon Korman
"A outstanding page-turner, choked with unforeseen twists and revelations. Buckle up."—James Patterson
The moment booklet within the acclaimed, action-packed sequence from New York occasions bestselling writer Gordon Korman.
The clones of venture Osiris are free—but they’re being hunted. . . . After their slim break out from their “perfect” place of birth, Eli, Tori, Amber, and Malik are eventually within the genuine international and decided to show the leaders of Serenity. They choose to music down Tamara Dunleavy, the mysterious billionaire and founding father of undertaking Osiris. Evading seize by means of breaking legislation and sneaking into homes, lodges, buses, and cars—are they turning into the criminals they have been destined to be?
What they become aware of will swap every thing, top them instantly into the Plastic Works and the center of the test, with a purpose to discover the lethal criminals they’re cloned from—and any proof that might persuade the skin global to think the reality. however the outdoor international isn’t precisely what they expected—strangers aren’t simply unfriendly, they’re risky. And the inaccurate stream may well ship them correct again into the palms of Dr. Hammerstrom—and trapped in Serenity for good.
On a breakneck trip from Jackson gap to a greatest protection prison—Eli, Tori, Amber, and Malik will cease at not anything to take venture Osiris down.
Read or Download Criminal Destiny (Masterminds, Book 2) PDF
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Extra resources for Criminal Destiny (Masterminds, Book 2)
Score below three and you'd better fall to 72. 91 The corridor runs north/south, ending in a flight of gloomy stone steps at its southern end. The steps lead downwards into darkness, broken by 93-94 92 just the barest flicker of dull red light somewhere below. ' complains EJ. ' Taking the steps down will lead you to 81. But you ignore him, since an adventurer often has to do grotty things no ordinary squeamish mortal would face up to. You open the first pouch and discover therein . . Two vials of Healing Potion!
Now stop messing about with ducks when you've a kingdom to save. Return to 20 and decide what to do from there. 64 Climbing down, are you? Better check to make sure you don't slip and break your neck. Roll two dice. Score 4 or below and go to 45. Score 5 or more and turn to 37. 65 The tunnel, which runs east/west ends in a blank wall to the west and a crossroads to the east at 44. 66 Roll two dice to determine how many LIFE POINTS you have lost falling down this stupid pit. If the result kills you, go to 14.
Torches have been set in wall brackets so you can see a long way. There are three openings in the western wall and one towards the northern end of the eastern wall. These places can get confusing without a map, Pip. The first opening on the western wall will take you to 148. The second may be reached at 154. The third at 110. If you decide to go via the eastern opening, however, turn to 113. Or you may continue north on the corridor you're in at 131. 129 By the haggis-infested sporran of St Andrew, 129 you're under attack already.