Murphy's mother has just moved him and their cat, Mousetrap, back to the reserve in Port Alberni. Although he belongs to the Nuu-chah-nulth Nation, Murphy is sure that he won't fit in, and he worries about Mousetrap, who has always been an indoor cat. When a bunch of local boys drag him to their soccer practice, put him in goal and pelt him with balls, he believes that his worst fear has come true. However, he seems to be discovering a new talent at the same time. And perhaps he has misjudged. Being a light-skinned city boy thrust onto a reserve far from the city is not easy, but maybe Murphy has what it takes.
When Molly learns a talent competition is coming to town, her friend Murphy (A Different Game, Murphy and Mousetrap) becomes her manager. Molly is certain she is a good singershe has been singing in her head for as long as she can remember. She doesn't sing out loud because of a promise she made to herself. Years ago, Molly vowed that her mom would be the first one to hear her sing. The only problem is, Molly knows nothing about her mom, who left when Molly was a baby. With the talent competition only weeks away, she has to decide whether to break her promise to herself and let her voice out into the world, or wait for her mother's uncertain return before singing for anyone else.
Addison's mother wants to sell their comfortable old house and move into a townhouse in a new development across town - a shoe box near a shoe factory, Addison calls it. As usual, Addison's brain goes into overdrive as he tries to solve two problems: first he must get his mother to see their old house in a new light, and then he must figure out who is responsible for a rash of neighborhood break-ins that make his mother feel unsafe. With the help of his friend Sam, he puts his own unique spin on optical illusions (and home decor) and ends up surprising everyone, even himself.
In the sequel to Discovering Emily, Emily Carr is determined to become an artist. But her parents have died, and she and her siblings are ruled by the iron-willed eldest, Dede. Dede is more concerned with decorum than with ridiculous dreams and is not averse to punishing Emily severely. In the face of such resistance, and in the conservative climate of nineteenth-century Victoria, Emily must find a way to make her dream come true.
Jaz lives in the small northern community of Destiny and is a new member of the Junior Canadian Rangers. Her divorced parents argue a lot, and Jaz hopes if she wins a dog-mushing derby, they will be so proud of her they will stop arguing. But the derby would be a lot more fun if she wasn't paired with Colly, an older boy who is a more experienced JCR. On the derby trail all Jaz's newfound skills, her will to survive and her ability to get along with Colly, are put to a life-and-death test.
Addison Addley hates math. He hates public speaking too. Actually, he hates anything that involves work, but he only has a couple of weeks to write and memorize his grade five speech. The problem is, he can't think of a single topic. When he finally comes up with an excellent idea for a speech, it almost writes itself, but it's his poor math skills that make speech day unforgettable.
Addy has worn hearing aids for as long as she can remember. Her mother tells her this makes her special, but now that Addy's in grade six, she wants to be special for what she's done. When Addy joins the school running club to keep her best friend, Lucy, company, she discovers she is a gifted runner. Lucy isn't, which is problematic. Further troubles surface when Addy gets paired on a school project with Sierra, a smart, self-assured new classmate who wears a cochlear implant. Addy is surprised to discover hearing loss is all they have in common and a shared disability is not enough of a foundation for a friendship. True friends support each other, even if they have different passions and dreams. More importantly, Addy comes to understand that she is defined by more than her hearing loss. She has the power to choose how people will see her, and she does.