Everyone is a portal to oblivion in Room 6, where reality is redefined for five friends charging blindly into the gates of a virtual eternity--perhaps never to return.Room 6 is a mind- and genre-bending tale that proceeds along two distinct tracks, both filled with ever-mounting suspense. Continually, we witness the cat-and-mouse colloquy between a precocious narrator, 16-year-old Francis Drake, and his coolly professional psychiatrist, Dr. Finnity. Along the second story track, the reader slowly uncovers the reason for these fascinating, often surreal sessions. Somehow, Francis has been grievously affected by a series of technologically wondrous events in a place called "the Room"--an advanced virtual-reality chamber, which is covertly housed in the Olympic Mountains of Washington. There, Francis and four friends completely immerse themselves in a world of fantasy, overarching all bounds of time, space, and perception. On the surface, the novel operates as an adventurous page-turner, with dollops of humor sprinkled throughout. Darker and deeper layers are to be found, however, as the reader delves headlong into the perils of human ambition and artificial intelligence. Eventually, Room 6 aspires to leave an indelible imprint on the psyche, even prompting a fundamental pondering on the nature of madness and reality itself. This occurs as chronology and characters careen together toward a dramatic crescendo, including frantic efforts to preserve both life and sanity--and to escape the Room.
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