- Paperback: 960 pages
- Publisher: Orbit; New Ed edition (7 Sept. 2000)
- Language: English
- ISBN-10: 1857239903
- ISBN-13: 978-1857239904
- Product Dimensions: 10.8 x 5.1 x 17.8 cm
- Average Customer Review: 21 customer reviews
- Amazon Bestsellers Rank: 299,551 in Books (See Top 100 in Books)
Otherland 3: Mountain Of Black Glass: Mountain of Black Glass Bk. 3 Paperback – 7 Sep 2000
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Otherland, the quartet of which Mountain of Black Glass is the powerful third part, combines some terrifying speculation on the future of virtual reality with adventures none the less terrifying because they are technologised dreaming--these are dreams from which the adventurers cannot awaken and in which, if they die, they are dead...An epidemic of comatose children has led Rennie and her San friend !Xabbu into the net and to a series of dream worlds created as palaces by the corrupt aspiring immortals, the Grail Brotherhood; two of those children, Orlando and Fredericks, have become adventurers in their own right, while their parent s' lawyer Ramsey follows real world money, and lesbian cop Calliope tracks a serial killer with serious ambitions to become an angry god. In this volume we have adventures in a mythic Ancient Egypt and a rambling Gormenghast-like house before all the virtual adventurers meet where they were always destined to, before the walls of Troy... (All around, death. It was not a quiet presence during the long day--not a pale-faced maiden bringing surceasse from pain, not a skillful reaper with a scalpel-sharp blade... Death on the Trojan plain was a crazed beast that roared and clawed and smashed,)
Tad Williams takes the gameworld and turns it on its head, passionately; how do we know that what bleeds does not feel pain? He is writing a classic of cyberspace adventure which has a sorrowful heart. (Roz Kaveney, AMAZON.CO.UK REVIEW)
Epic storytelling at its very best, the Otherland series gets better and better with each new volume.See all Product description
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Meanwhile, Rennie, Martine, !Xabbu, Florimel, T4b, and Emily 22813 (from the Oz simworld) find themselves in a building. Not just any building, but one that stretches to infinity. Yet, like in the other worlds, they find and are able to follow the river. On the long trek through balconies, hallways and cavernous ballrooms, Florimel, Martine and T4b finally reveal their histories and motivations for responding to Sellers' call to Otherland. And then, disaster strikes.
Long Joseph, Rennie's dad, and Jeremiah are still monitoring Rennie and !Xabbu in the abandoned military facility, but their stories diverge when Joseph, tired of waiting, escapes on a foolhardy quest to see his son and maybe find something to drink. Of course, he makes things worse, adding to the danger when the organization who murdered the woman who was Rennie's friend and Jeremiah's employer takes note of and begins to follow him. Meanwhile, Jeremiah, left alone finds the silence, and perhaps his sanity, shattered when the unthinkable happens: the phone rings.
My favorite duo, the ailing Orlando and his pal Fredericks now travel through ancient Egypt, where Osiris (a.k.a. Felix Jongluer, leader of the Grail Brotherhood) reigns. Soon, they find themselves irresistibly drawn to a strange temple. But the mysterious winged woman (who they remember as the sleeping woman from the freezer) had released The Wicked Tribe into their care, and these flying monkey children have a plan that just might help Orlando and Fredericks survive their encounter with the looming structure.
The villains don't stand idly by while the heroes make their way through the simulation. Dread plans his revenge against his former comrades, attempting to unlock the power of the golden lighter. Jongleur makes deals with key members of the Grail Brotherhood as the final preparations for the immortality ceremony are put in place. Dulcie, one time co-inhabitor of the sim who spied on Seller's heroes, finds herself equally drawn to and frightened by her charming employer, Dread. And the forces put in play to keep Rennie and her friends from investigating the Otherland network and Grail Brotherhood and closing in on her physical location. And, of course, there is the ever present threat of The Twins, the nasty duo that haunts nearly every simworld.
The tension and worry for the wayward heroes mount ever greater as the story progresses. The villains are heartless and clever, unrelenting in their personal and combined quests. The rich simworlds include both the familiar and the legendary, and those with a familiarity with the Iliad will find they cannot help to wonder just how closely the tragic tale will affect those caught up in its story.
I love this third installment in Tad Williams' Otherland series and would highly recommend it to people who enjoy epic sci-fi novels and who don't mind a story that takes its time. Those who have made it this far into the series will find that this is perhaps the best one so far.
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