More or less alone in the world, sixteen-year-old Marnie has decided to experience the world through a computer game. It's so much safer than trying to deal with real feelings and real people, face to face. But change is inevitable, and Marnie finds herself imprisoned and kidnapped with her only hope being her archrival in the world of cyberspace gaming. How can they escape? Why are they being held, and what does Marnie do now, as she faces her vulnerability and feelings in such close quarters? Suspenseful.
older readers mature readers loss girl power mystery suspense cyberspace