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Player vs. Player #3: The Final Boss
List Price:
$8.99
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Product Details
Author:
M. K. England, Chris Danger
Format:
Paperback
Pages:
288
Publisher:
Random House Children's Books (May 28, 2024)
Language:
English
Age Range:
8 to 12
Grade Level:
3rd Grade to 7th Grade
ISBN-13:
9780593433485
ISBN-10:
0593433483
Weight:
6.6oz
Dimensions:
5.19" x 7.63" x 0.67"
File:
RandomHouse-PRH_Book_Company_PRH_PRT_Onix_full_active_D20260405T171453_155746866-20260405.xml
Folder:
RandomHouse
List Price:
$8.99
Series:
Player vs. Player
Case Pack:
48
As low as:
$6.92
Publisher Identifier:
P-RH
Discount Code:
A
QuickShip:
Yes
Audience:
Children/juvenile
Country of Origin:
United States
Lexile Measure:
770L
Pub Discount:
65
Imprint:
Random House Books for Young Readers
Overview
In the epic finale of this illustrated series, the best kid gamers in the world face their biggest battle yet, as they fight for their friend's freedom and all their gaming futures. Perfect for young fans of Ready Player One and Mr. Lemoncello's Library.
Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love.
To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again.
With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?
Welcome to Affinity, the hottest battle royale video game around! The Weird Ones—Josh, Hannah, Larkin, and Wheatley—have become four of the biggest stars in gaming. But a surprising twist to their first professional Affinity tournament leaves Wheatley in huge trouble . . . with Hurricane Games, the company that made the game they all love.
To save Wheatley, Hurricane offers them a deal: win three near-impossible challenges and Wheatley will be free. But if they lose, the kids will be banned from Affinity for life . . . and they’ll never see Wheatley again.
With their futures on the line, The Weird Ones will have to play the best they ever have. But is winning even possible when your opponent literally controls the game?








