Finders, keepers, he thought. But he found the wrong thing. When Daran stumbles upon an abandoned machine, he decides to fix it. He soon discovers that it's a gizmo: a machine capable of basic thoughts. These are only owned by the Thought Academy, and they want it back-except they're not the only ones that are interested. Daran quickly becomes a pawn in a game he knows nothing about. But when his family is involved, he has no option but to play along...