The Cypher Files


Book Description

THE ULTIMATE GIFT FOR WANNABE SPIES: AN INTERACTIVE PUZZLE BOOK FROM THE CREATOR OF THE BESTSELLING CULT PHENOMENON, JOURNAL 29! In this brain-bending interactive game, you'll solve puzzles on every page, and obtain keys to move forward by submitting answers online. To solve each puzzle, you'll need to think outside the book. You are an agent of CY.P.H.E.R., the secret international agency working on 'unsolvable' code-based cases. Called upon to investigate cryptic clues discovered in the wake of a series of mysterious disappearances, the clock is ticking to crack the codes before it's too late. To escape this book, you must write, draw, search, fold and cut pages, explore virtual escape rooms and think laterally to identify the perpetrator and solve the mystery. All you need to play is a pencil, a pair of scissors, an internet connection, and a curious mind.




Journal 29


Book Description

Journal 29 is a unique book game where you can solve riddles and puzzles and submit your answers online to get the keys and move forward.To solve the riddles, you need to think out of the box.You can write, draw, search, fold pages, combine different methods and try to get those riddles right.Journal 29 is a 148 pages book providing over 63 riddles you can solve.




THE CIPHER


Book Description

Kathe Koja's classic, award-winning horror novel is finally available as an ebook. Nicholas, a would-be poet, and Nakota, his feral lover, discover a strange hole in the storage room floor down the hall - "Black. Pure black and the sense of pulsation, especially when you look at it too closely, the sense of something not living but alive." It begins with curiosity, a joke - the Funhole down the hall. But then the experiments begin. "Wouldn't it be wild to go down there?" says Nakota. Nicholas says "We're not." But they're not in control, not from the first moment, as those experiments lead to obsession, violence, and a very final transformation for everyone who gets too close to the Funhole. THE CIPHER was the winner of the 1991 Bram Stoker Award, and was recently named one of io9.com's Top 10 Debut Science Fiction Novels That Took the World By Storm. Long out-of-print and much sought-after, it is finally available as an ebook, with a new foreword by the author. "An ethereal rollercoaster ride from start to finish." - The Detroit Free Press "Combines intensely poetic language and lavish grotesqueries." - BoingBoing "Kathe Koja is a poet ... [T]he kind that prefers to read in seedy bars instead of universities, but a poet." - The New York Review of Science Fiction "Her 20-something characters are poverty-gagged 'artists' who exist in that demimonde of shitty jobs, squalid art galleries, and thrift stores; her settings are run-down studios, flat-beer bars, and dingy urban streets [a] long way from Castle Rock, Dunwich, or Stepford, that's for sure." - Too Much Horror Fiction "This powerful first novel is as thought-provoking as it is horrifying." - Publishers Weekly "Unforgettable ... [THE CIPHER] takes you into the lives of the dark dreamers that crawl on the underbelly of art and culture. Seldom has language been so visceral and so right." - Locus "[THE CIPHER] is a book that makes you sit up, pay attention, and jettison your moldy preconceptions about the genre ... Utterly original ... [An} imaginative debut." - Fangoria "Not so much about the vast and wonderful strangeness of the universe as it is about the horrific and glorious potential of the human spirit." - Short Form




Gravity Falls: Lost Legends


Book Description

A collection of four all-new strange stories from the sleepy town of Gravity Falls in one original graphic novel. Written by Alex Hirsch. Illustrated by Asaf Hanuka, Dana Terrace, Ian Worrel, Jacob Chabot, Jim Campbell, Joe Pitt, Kyle Smeallie, Meredith Gran, Mike Holmes, Priscilla Tang, Serina Hernandez, Stephanie Ramirez, and Valerie Halla.




The Escape Book 2


Book Description

Will you get to the Orwellians before the Wanstein Club get to you? The clock is ticking… Based on the global phenomenon of Escape Rooms, and following on from the international bestseller The Escape Book by Ivan Tapia, this book puts your ingenuity, wit and perseverance to the test with even more fiendish challenges, puzzles, and enigmas that you must solve to thwart the sinister Wanstein Club. Investigative journalist Candela Fuertes is at rock bottom: her fight against Castian Warnes, the head of the powerful and sinister Wanstein Club, has undermined her credibility as a journalist, and meanwhile she suspects Warnes is behind the car accident that put her boss in hospital. Corroded by the thirst for revenge, she decides to turn to the only people who can help her in a cause that seems already lost: the Orwellians, a group of hackers hell bent on revealing the secrets of the rich and famous. In order to get to the Orwellians, you and Candela must follow their trail all over London. The chapters of the book are jumbled up, and to know where to continue reading, you must solve the puzzles, optical illusions, conundrums and anagrams that you find. Each time you solve a puzzle, the number you arrive at will indicate the page from which you can continue the story.




The Shadow Cipher


Book Description

It was 1798 when the Morningstarr twins arrived in New York with a vision for a magnificent city: towering skyscrapers, dazzling machines, and winding train lines, all running on technology no one had ever seen before. Fifty-seven years later, the enigmatic architects disappeared, leaving behind for the people of New York the Old York Cipher--a puzzle laid into the shining city they constructed, at the end of which was promised a treasure beyond all imagining. By the present day, however, the puzzle has never been solved, and the greatest mystery of the modern world is little more than a tourist attraction. Tess and Theo Biedermann and their friend Jaime Cruz live in a Morningstarr apartment--until a real estate developer announces that the city has agreed to sell him the five remaining Morningstarr buildings. Their likely destruction means the end of a dream long held by the people of New York. And if Tess, Theo, and Jaime want to save their home, they have to prove that the Old York Cipher is real. Which means they have to solve it.




Cypher System Rulebook


Book Description




Learning Cypher


Book Description

An easy-to-follow guide full of tips and examples of real-world applications. In each chapter, a thorough example will show you the concepts in action, followed by a detailed explanation. This book is intended for those who want to learn how to create, query, and maintain a graph database, or who want to migrate to a graph database from SQL. It would be helpful to have some familiarity with Java and/or SQL, but no prior experience is required.




Gravity Falls: Journal 3 Special Edition


Book Description

Untie the string and unwrap the brown paper to reveal . . . Journal 3 Limited Edition! This 288-page book contains all of the content of the regular edition, plus all-new top-secret black light pages on real parchment; a cover with leather texture and shiny metallic pieces; a magnifying glass; a tassel bookmark; and removable photos and notes. This $150 limited edition will also include a signed note from the creator of Gravity Falls and co-writer of Journal 3, Alex Hirsch himself.




Cracking Codes with Python


Book Description

Learn how to program in Python while making and breaking ciphers—algorithms used to create and send secret messages! After a crash course in Python programming basics, you’ll learn to make, test, and hack programs that encrypt text with classical ciphers like the transposition cipher and Vigenère cipher. You’ll begin with simple programs for the reverse and Caesar ciphers and then work your way up to public key cryptography, the type of encryption used to secure today’s online transactions, including digital signatures, email, and Bitcoin. Each program includes the full code and a line-by-line explanation of how things work. By the end of the book, you’ll have learned how to code in Python and you’ll have the clever programs to prove it! You’ll also learn how to: - Combine loops, variables, and flow control statements into real working programs - Use dictionary files to instantly detect whether decrypted messages are valid English or gibberish - Create test programs to make sure that your code encrypts and decrypts correctly - Code (and hack!) a working example of the affine cipher, which uses modular arithmetic to encrypt a message - Break ciphers with techniques such as brute-force and frequency analysis There’s no better way to learn to code than to play with real programs. Cracking Codes with Python makes the learning fun!