By Eoin Colfer
Thirteen-year-old felony mastermind Artemis bird has built a supercomputer from stolen fairy expertise. within the improper palms it may be deadly for people and fairies alike. yet no use to fret, Artemis has a super plan. He's unlikely to take advantage of the pc; he's simply going to teach it to a ruthless American businessman with Mafia connections. His bodyguard, Butler, may be with him. What might be able to get it wrong?
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Extra resources for Artemis Fowl and the Eternity Code (Artemis Fowl, Book 3)
Score 5—8 and you'll swim to 92. Score 9—12 and you will get back safely, allowing you to retrace your steps to 59. 112 You really do get the most disgusting ideas into your head at times, Pip. In moments, you are covered in the stuff and ponging to high heaven. Needless to say, there is absolutely nothing to be found in the lizard droppings except more lizard droppings. There is one bonus, however: you now smell so dreadful that in your next three fights your enemy will be so overcome by nausea that you can subtract 3 from any damage he may score against you.
117 This corridor runs east-west, joining with a northsouth corridor in the east and turning north into another corridor in the west. There may be some sort of lesson to be learned from that, Pip. But in the interim, you have reached a fork with corridors branching northwest to 123 and northeast to 131. 118 The wave passes over harmlessly a little to your right. You tumble expertly, drawing old EJ with a flourish as you regain your feet and drop into the old familiar fighting stance. You can enter the western corridor at 88 or the north-south corridor to the east at 75.
And turning towards you . . If you run like mad right now, you'll find yourself back at 90. If you're prepared to face this undead Undead, which has already survived your best efforts once, you have my blessing as you turn to 171. You've fallen down a pit! 161-162 161 The passageway you have been following ends in a stout wooden door which stands slightly ajar as most doors do in tombs since the majority of their inhabitants aren't going anywhere. You push it further open and peer into a lowceilinged chamber with no indication of an exit.