Missing Man
George Sanford has a gift for guessing right the first time and very little else going for him. When Ahmed and his other friends graduate school and got jobs in The City, George finds himself left behind. He never wanted to sign his name, let alone fill out applications and reports.
Then George bumps into the Rescue Squad and is swept up in the excitement of a hunt for a trapped girl. It is George who finds her with his special talent for guessing right ... and it is George who suddenly becomes the pride of the Rescue Squad. With a friend running interference for him with the bureaucracy, George lands a place for himself as a "consultant" - and the more he works, the more his strange talents grow.
With each success George begins to change. Using his special talents to rescue a computer technician from a gang of revolutionaries, he finds he has become a pawn in a mad iconoclastic game. A game where his own talents pose the greatest threat to The City - and the world!
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