Tenet

About The Book

<p><strong>Ten strangers. One deadly game. One rule you must not break.</strong></p><p>Finch wakes up on a cold marble floor in a windowless art gallery known as the Silentium. He isn't alone. Surrounded by nine terrified strangers he listens as a disembodied voice delivers a chilling ultimatum: <em>Welcome to the collection.</em></p><p>Here your deepest psychological compulsion has become a fatal law-your <strong>Tenet</strong>.</p><p>For one player the rule is Do not touch fabric. For another Do not stop moving. For Finch a man obsessed with order the world must be perfectly symmetrical. If he interacts with chaos the penalty is instant death.</p><p>The goal is simple: Navigate a shifting labyrinth of traps mechanical puzzles and psychological torture to reach the exit. But there is a catch. The Gallery isn't just a prison; it is a machine fueled by elimination. To survive you don't just have to follow your own rule-you have to figure out everyone else's. And then use it against them.</p><p>As the traps become more sadistic and the survivors turn on one another Finch forms a dangerous alliance with Mara a ruthless lawyer who possesses a terrifying ability to watch everything without blinking. Together they must decode the Curator's design and break the machine before it breaks them.</p><p>In a place where a crooked picture frame a drop of blood or a moment of hesitation means execution only the most disciplined will survive.</p><p><strong>One Rule. One Winner. Welcome to the Gallery.</strong></p>
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