Count Zero
William Gibson
 As with later Gibson works, there are multiple story-line threads which eventually intertwine: Thread One: In the southwestern USA, Turner, a corporate mercenary soldier, has been hired out to help Mitchell, a brilliant researcher, make an illegal career move from Maas' corporate fortress built into a mesa in the Arizona desert to another corporation. The attempt is a disaster, and Turner ends up escaping with the scientist's young daughter, Angie Mitchell instead. Her father had apparently altered her nervous system to allow her to access the Cyberspace Matrix directly, without a "deck" (a computer), but she is not conscious of this. She also carries the plans, implanted in her brain by her father, of the secrets of construction of the extremely valuable "biosoft" that has made Maas so influential and powerful. This "biosoft" is what multibillionaire Josef Virek (see thread three) desires above all else, so that he can make an evolutionary jump to something resembling omniscience and immortality. Thread Two: A young New Jersey-suburbs amateur computer hacker, Bobby Newmark, self-named "Count Zero", is given a piece of black market software by some criminal associates "to test". When he plugs himself into the matrix and runs the program, it almost kills him. The only thing that saves his life is a sudden image of a girl made of light who interferes and unhooks him from the software just before he flatlines. This event leads to his working with his associates' backers to investigate similar strange recent occurrences on the Net. It is eventually revealed that Bobby's mysterious savior is Angie (see Thread One); the two only meet physically at the very end of the book. Thread Three: Marly Krushkova, a small gallery owner in Paris until she was tricked into trying to sell a forgery, and newly infamous as a result, is recruited by ultra-rich, reclusive (cf. Howard Hughes) industrialist and art patron Josef Virek to find the unknown creator of a series of futuristic Joseph Cornell style boxes. Unbeknownst to her, the reason behind Virek's interest in these boxes is related to indications of biosoft construction in the design of one, which he suspects may be contained in the others. All of these plot lines come together at the end of the story and Virek – the hunter of his immortality and unlimited power – becomes the hunted. It is hinted that multiple AIs secretly inhabiting cyberspace are the fragmented, compartmentalized remains of two AIs, Neuromancer and Wintermute, having joined together (introduced in Neuromancer, and designed by the head of this Rockefeller-like family, the Tessier-Ashpools). These AI units now interface with humanity in the form of different Haitian voodoo gods, as they have found these images to be the best representations of themselves through which they can communicate with people. Hackers worldwide are becoming aware that there is something weird loose in the cyberspace matrix, but most are understandably reluctant to talk about (or deal with), "voodoo spooks" supposedly haunting cyberspace. The "voodoo gods" have constructed the elaborate series of events in the novel, having originally given Mitchell the information for developing the biosoft, instructing him to insert a biosoft modification in his daughter's brain, and then sent the Cornell boxes into the world to attract, and enable the disposal of, the malicious Virek. The Cyberspace Matrix, a synergistic linked computer database that encompasses all information on Earth, has become home to sentient beings. But most of humanity remains unaware.