Grace is just slogging through high school, while her brilliant older sister Emily is at college with full scholarships for computer science. So why does Rasmussem Corporation need Grace’s help to get Emily out of a virtual reality game?
Their mother is frantic with worry, Dad is away on business, and the note Emily left behind sounds very, very final. Her body is there, hooked up to the virtual reality game panel, but she’s disabled every fail-safe that would allow the company to bring her back to the real world.
So away Grace goes, into the cotton-candy and unicorns world that Emily’s team was developing for preteen girls. Butterflies that give gold coins, quests to collect flower bouquets and tiaras, tea parties and fancy dress balls – Emily wants to stay in little-princess land forever? When Em ignores Grace during her first venture into the game, it might be a fluke.
But when big sister has her thrown out of the manor house, Grace knows something is truly wrong. Wish-granting sprites with a grudge, close calls with disaster – every time Grace reboots and re-enters the game, something else goes haywire (and this is a game for kids?).
And the clock keeps ticking down, edging ever-closer to the known-safe time limits for Emily’s brain to stay in virtual reality without a break. What’s so wrong in the real world that Em has to escape to the virtual world that she helped create? What will happen to Emily’s brain if they can’t get her out of the game in time? Can Grace convince her to come home?
Recommended by: Katy Manck, Librarian-at-Large (retired academic/corporate/school librarian), Gilmer, Texas, USA – blogging young adult books beyond the bestsellers at http://BooksYALove.blogspot.com