FBI Special Agent Maggie O'Dell spent two years tracking him down, caught in a game of cat and mouse that left her forever marked by this killer.
Now Albert Stucky has escaped from prison. And he is setting up a new game to draw Maggie back into the chase.
Some say Maggie O'Dell has lost it, lost the professional edge that makes her one of the best criminal profilers, and lost her ability to think clearly. Since capturing Stucky she's been walking a tightwire, battling nightmares and the guilt over the victims she couldn't save. Now with news of his escape, she's been taken out of the field until he's caught again. But Maggie knows the truth: only she can see into the twisted mind of this madman. Only she can catch him. Albert Stucky wouldn't have it any other way.
When it becomes undeniable that Stucky's trail of victims is leading closer and closer to Maggie, the Bureau puts her back on the case. Under the supervision of Special Agent R. J. Tully, Maggie joins the hunt for a psychopath who continues to stay one bloody step ahead of them. And, once again under the control of a cunning killer, Maggie finds herself pushed to the very edge.
What, ultimately, is Maggie O'Dell capable of? Has her desire to stop Albert Stucky, to make him look into her eyes before she ends the game once and for all, become a matter of personal vengeance? Has she crossed that line in her need to make him suffer as he's made others suffer? And is this Stucky's game, to turn Special Agent O'Dell into a monster?
They dubbed him the Collector, so named for his ritual of collecting victims before disposing of them in the most heinous ways possible. FBI Special Agent Maggie O'Dell spent two years tracking him down, caught in a game of cat and mouse that left her forever marked by this killer.
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As a killing spree continues unabated, it becomes clear to Maggie O’Dell - the FBI profiler assigned to the case - that more than one perpetrator is responsible. As she begins to drill down into the facts, Maggie discovers a disturbing Internet role-playing game for youths who have been victims of male authority figures - including Catholic priests. With this first real lead in the investigation, Maggie wonders if this group has turned cyberspace justice into reality by dispensing their own brand of vengeance. Finally, she finds a second lead - one that leaves her stunned.
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In Pensacola Beach, the Coast Guard braces for a Category-5 hurricane that has entered the Gulf of Mexico. During a routine patrol of the waterways, the aircrew spots a massive fishing cooler floating a mile offshore. The guards suspect that the icebox contains smuggled drugs, but when they open it, they’re shocked. It is filled with body parts.
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On a crisp fall evening in Western Nebraska, what started as a group of kids filming their drug-fueled party ends in an explosive light show, leaving the victims apparently electrocuted with odd scorch marks being the only evidence. While Maggie tries to make sense of the different stories, sifting through what is real and what is hallucination, she realizes that the surviving teens are being targeted and systematically eliminated. Meanwhile on the East Coast, Maggie’s FBI partner, R.J. Tully, and Army colonel Benjamin Platt are at the scene of a deadly outbreak....
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