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Other titles in the Pathfinder Trilogy series:

Pathfinder Trilogy #02: Ruins

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Pathfinder Trilogy #02: Ruins Cover

ISBN13: 9781416991779
ISBN10: 1416991778
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Synopses & Reviews

Publisher Comments:

From the author of andlt;Iandgt;Enderand#8217;s Gameandlt;/Iandgt;, the soon-to-be major motion picture!andlt;BRandgt;andlt;BRandgt;A complex fate. A deadly path. Book two in the andlt;Iandgt;New York Times andlt;/Iandgt;bestselling series andlt;Iandgt;Publishers Weekly andlt;/Iandgt;calls and#8220;an epic in the best sense.and#8221;andlt;BRandgt; andlt;BRandgt;When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadeshand#8212;a machine shaped like a human, created to deceiveand#8212;but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he canand#8217;t yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param canand#8217;t work together to alter the past, there will be no future.andlt;BRandgt; andlt;BRandgt;The adventure, suspense, and time travel continue in this second installment in the critically acclaimed andlt;Iandgt;New York Timesandlt;/Iandgt; and andlt;Iandgt;Publishers Weeklyandlt;/Iandgt; bestselling Pathfinder series.

Review:

"Continuing the epic science fiction series that began with 2010's Pathfinder, this overstuffed but fascinating second installment sees trapper-turned-royal-exile Rigg and his companions exploring more of their compartmentalized world, while mastering their various time travel — related abilities and negotiating complicated interpersonal relationships. The brilliant yet complicated premise, which sees the young quintet racing to save the world while unable to fully trust anyone they meet or anything they learn, is weighed down somewhat by roundabout conversations and overly angsty internal monologues in which characters simmer over perceived slights or insecurities. However, the way Card explores time travel, logic puzzles, and parallel societal development, as well as the clever fashion in which various problems are resolved and the engrossing details of the world he has created, keep the plot moving forward — and often backward in time. For all its twisty, intelligent, and thought-provoking intricacy, the story still seems best summed up by the observation of one character: 'I really hate philosophy.... You talk and talk, and in the end, you don't know any more than you did.' Ages 12 — up. Agent: Barbara Bova Literary Agency." Publishers Weekly Copyright PWxyz, LLC. All rights reserved.

Synopsis:

From the author of Ender’s Game, the soon-to-be major motion picture!

A complex fate. A deadly path. Book two in the New York Times bestselling series Publishers Weekly calls “an epic in the best sense.”

When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadesh—a machine shaped like a human, created to deceive—but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he can’t yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param can’t work together to alter the past, there will be no future.

The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.

Synopsis:

Book two in the New York Times bestselling series Publishers Weekly calls “an epic in the best sense.”Rigg has the power to change the past. But nothing can prepare him for the future...

The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.

About the Author

Orson Scott Card is the author of numerous bestselling novels and the first writer to receive both the Hugo and Nebula awards two years in a row; first for andlt;iandgt;Enderand#8217;s Gameandlt;/iandgt; and then for the sequel, andlt;iandgt;Speaker for the Deadandlt;/iandgt;. He lives with his wife and children in North Carolina.

What Our Readers Are Saying

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Average customer rating based on 1 comment:

Bethany Dotson, November 13, 2012 (view all comments by Bethany Dotson)
If you go on Amazon and Goodreads and look at the reviews for this book, they inevitably mention their disappointment; Orson Scott Card writes FANTASTIC first novels (Ender's Game, Pathfinder), and then--the argument goes--lets the reader down with the second installment, which "sucks."

I beg to differ. Sure, Card does write fantastic first novels--but this particular second novel isn't a flop. It may not be a gamechanger the way, say, Ender's Game was and is, but it's a good, well-written story in its own right.

The characters are well-fleshed out, the world is well-built, and Card has absolutely thought through his dialogue--some of the conversations are so convoluted regarding time-travel that I honestly gave up after a while and skimmed, but I have no doubt that he maintained the logic he started with. Best of all, Card always seems to take your assumptions and turn them four different ways until you have NO idea what to assume anymore, or who to believe; and that's the point.

I give this four stars rather than five because to me, the ending was a total letdown. I felt cheated, like Card was like "whoops, made the page count, time to end this baby and start the next volume!" And unlike the first volume, this one didn't have been searching online to preorder the sequel.

Four stars for another very likely hit from Orson Scott Card; one star off because the ending felt like Card took a shortcut & cheated.
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Product Details

ISBN:
9781416991779
Author:
Card, Orson Scott
Publisher:
Simon Pulse
Subject:
Science Fiction, Fantasy, & Magic
Subject:
Children s-Adventure Stories
Edition Description:
Hardback
Publication Date:
20121031
Binding:
HARDCOVER
Grade Level:
from 7
Language:
English
Illustrations:
f-c jacket w- metallic stock-matte lam-o
Pages:
544
Dimensions:
8.25 x 5.5 in
Age Level:
from 12

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Related Subjects


Children's » Action and Adventure » Adventure Stories
Children's » General
Children's » Middle Readers » General
Children's » Science Fiction and Fantasy » General
Children's » Science Fiction and Fantasy » Science Fiction
Fiction and Poetry » Science Fiction and Fantasy » A to Z
Fiction and Poetry » Science Fiction and Fantasy » Sale Books
Young Adult » General

Pathfinder Trilogy #02: Ruins New Hardcover
0 stars - 0 reviews
$18.99 In Stock
Product details 544 pages Simon Pulse - English 9781416991779 Reviews:
"Publishers Weekly Review" by , "Continuing the epic science fiction series that began with 2010's Pathfinder, this overstuffed but fascinating second installment sees trapper-turned-royal-exile Rigg and his companions exploring more of their compartmentalized world, while mastering their various time travel — related abilities and negotiating complicated interpersonal relationships. The brilliant yet complicated premise, which sees the young quintet racing to save the world while unable to fully trust anyone they meet or anything they learn, is weighed down somewhat by roundabout conversations and overly angsty internal monologues in which characters simmer over perceived slights or insecurities. However, the way Card explores time travel, logic puzzles, and parallel societal development, as well as the clever fashion in which various problems are resolved and the engrossing details of the world he has created, keep the plot moving forward — and often backward in time. For all its twisty, intelligent, and thought-provoking intricacy, the story still seems best summed up by the observation of one character: 'I really hate philosophy.... You talk and talk, and in the end, you don't know any more than you did.' Ages 12 — up. Agent: Barbara Bova Literary Agency." Publishers Weekly Copyright PWxyz, LLC. All rights reserved.
"Synopsis" by , From the author of Ender’s Game, the soon-to-be major motion picture!

A complex fate. A deadly path. Book two in the New York Times bestselling series Publishers Weekly calls “an epic in the best sense.”

When Rigg and his friends crossed the Wall between the only world they knew and a world they could not imagine, he hoped he was leading them to safety. But the dangers in this new wallfold are more difficult to see. Rigg, Umbo, and Param know that they cannot trust the expendable, Vadesh—a machine shaped like a human, created to deceive—but they are no longer certain that they can even trust one another. But they will have little choice. Because although Rigg can decipher the paths of the past, he can’t yet see the horror that lies ahead: A destructive force with deadly intentions is hurtling toward Garden. If Rigg, Umbo, and Param can’t work together to alter the past, there will be no future.

The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.

"Synopsis" by , Book two in the New York Times bestselling series Publishers Weekly calls “an epic in the best sense.”Rigg has the power to change the past. But nothing can prepare him for the future...

The adventure, suspense, and time travel continue in this second installment in the critically acclaimed New York Times and Publishers Weekly bestselling Pathfinder series.

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