By James Patterson
Greatest trip and the opposite participants of the Flock have slightly recovered from their final arctic event, after they are faced by way of the main scary disaster but. thousands of fish are loss of life off the coast of <ST1:STATE w:st="on"><ST1LACE w:st="on">Hawaii</ST1LACE></ST1:STATE> and someone--or something--is destroying hundreds and hundreds of ships. not able to find the reason, the govt enlists the Flock to aid them resolve the catastrophe sooner than it's too late.
While Max and her staff are exploring the depths of the sea, their each circulation is being conscientiously tracked via Mr. Chu--a legal mastermind together with his personal plans for the Flock. Can they shield themselves from Mr. Chu's military of mercenaries and shop the sea from utter destruction?
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Extra info for Max (Maximum Ride, Book 5)
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.