Jake and Kyle have a few new friends to play Clan Castles with. Abby McQuade always has perfect timing. Game creator Erik van Syke is a good person to have on their side. Prince Robo and King Nojra don’t stand a chance. But when Jake and Kyle get in a fight, a strange new update makes the game—and reality—spin out of control. Can Jake and Kyle save their friendship while also saving the world?
Jake and Kyle were sucked into their video game. Virtual reality became reality. They had to beat Level 99 or else they would be stuck in the game for good! And they did it! But then they realize something awful has happened ... They escaped the game, but now the game is being played in the real world. The stakes have never been higher.
Ninety-nine levels. That's how tough it is to win the video game Clan Castles. Jake and his best friend, Kyle, have been playing the game for months. Now they're at Level 99. The toughest and most challenging. With luck and skill, they clear it! What happens next is unbelievable. They get transported inside the game. And they're back at Level 1. Will they ever be able to get out?
Searching for a sea monster, a scientist discovers an amazing underwater vessel. At first he's thrilled to be invited aboard the Nautilus. What changes his mind? He discovers that the mad captain plans to stay at sea forever.
A bored school teacher seeks adventure as a whale hunter. He has no idea that the mad captain of the Pequod is interested in pursuing only one whale- the enormous white beast that bit off his leg! Now it's too late to turn back. Will Ahab's insane quest for revenge cost the entire crew their lives?
Just one family survives the shipwreck. Now the father, mother, and their four young sons find themselves stranded on a remote island. What will it take to stay alive? The odds are against them. But the clever, hard-working Robinsons have what it takes to face the ultimate test.
The young man has only one dream-- join the brave company of the king's musketeers. Will he be clever and daring enough to make his dream come true? He rides into Paris on his old, broken-down horse. A world of adventure is just ahead.
Victorian England is riding high. People are so prosperous and smug they imagine themselves the masters of the universe. Then the unthinkable happens: England is attacked by Martians! Panic erupts as the countryside goes up in flames. Is there no way to stop the ghastly, machinelike creatures and their deadly heat rays?
Life is a constant struggle in the frozen wilderness of Alaska. For a wolf-dog called White Fang, every day is a fight for survival-- until he's taken in by a young American mining engineer. White Fang's world turns upside down when his new owner takes him home to California. How does he react? Is it likely that a wild wolf-dog can adjust to civilization?
As usual, Tom Sawyer and his pal Huck Finn were only out looking for fun. They never dreamed they'd witness a murder! And that isn't Tom's only problem. There's a new girl, Becky Thatcher, and the fence he's suppose to paint-- not to mention the hunt for Injun Joe's buried treasure!
Freedom is everything to Huckleberry Finn. How can he avoid being "civilized" by the good-hearted Widow Douglas? But just now Huck has more important things on his mind-- like helping his friend Jim escape the slave-catchers!
Buck is much bigger and stronger than the other dogs. But he wasn't born to the savage life of the Alaskan frontier. Is it too late for him to learn the "law of club and fang"? Can he survive the bitter weather, a vicious rival, and the deadly mistakes of his bungling owners?
Boy overboard! After falling off a luxury liner the spoiled teenager is rescued by a crew of rough fishermen. His parents think he drowned. Little do they know that, for the first time in his life, their lazy son is working hard... and becoming a man.
Phileas Fogg must be insane. No one has ever been able to circle the globe in only 80 days! Yet he's bet his friends that he'll do just that. Half of his fortune is one the line... and the outcome looks far from certain.
n the night before his wedding, an innocent young man is arrested and imprisoned. How could such a thing have happened? When he finally discovers the truth, he bitterly plots revenge. Then he escapes from prison and begins to punish his enemies, one by one.
Billy Stuart, the young raccoon leader of the Zintrepids Scout troop, aspires to be just like his grandfather, a globe-trotting adventurer who knows no fear. After accidentally traveling through time in pursuit of Grandpa, Billy and friends find themselves on the island of Crete, snout to snout with King Minos's Minotaur. It's a formidable challenge; Billy and his buddies have to escape the Minotaur, the labyrinth and King Minos's wrath and maybe, just maybe, find their way home! Brightly illustrated and enhanced with games and puzzles, this sequel to Billy Stuart and the Zintrepids is sure to amuse readers of all ages.
What was supposed to be a relaxing ocean crossing for Billy Stuart and his friends after their adventures on the island of Crete quickly transforms into a veritable odyssey. A violent storm throws them off their maritime course and leads to a downpour of events with potentially tragic consequences: mutiny, vicious monster attacks, siren songs and more. The dire situation doesn't get any better when they finally make it to shore. A thousand dangers make the Zintrepids' every waking moment seem like a nightmare. And is Billy Stuart still on the trail of his grandfather, the explorer Virgil Stuart who has traveled through time? Or are the Zintrepids forever lost in an unknown age and strange place? Brightly illustrated and enhanced with games and puzzles throughout, Billy Stuart and the Sea of One Thousand Dangers is the third title in the Billy Stuart Adventures series, following Billy Stuart and the Zintrepids and Billy Stuart in the Minotaur's Lair.
After the death of her boyfriend, sixteen-year old Valentine stops going to school, quits seeing her friends and, finally, won’t leave her bed. Desperate for her daughter to recover, Valentine’s mother takes her on a trek in Thailand. In the mountains north of Chiang Mai, Valentine finds a world she didn’t know existed, where houses are on stilts and elephants still roam wild. She learns about the Burmese civil war and the relentless violence against the Karen and Rohingya peoples. Then she meets Lin, a mysterious young elephant keeper tormented by his hidden past, and an orphaned elephant calf, pursued by violent poachers. Together, the three flee deep into the jungle, looking for refuge and redemption.
Ethan helps rescue a friend from the rapids.
Michael went into a cave to get some moss and stalactite drippings for his jungle journal . . . and that was just the beginning!
The first installment in the new Graphic Guide Adventure Series. Devin, Nadia and Marcus are on their way to visit their environmentalist parents who are working to stop a logging company from clear-cutting a remote valley. When their plane crashes and the pilot is killed, the kids are left to survive in the wild with Wiley, a government bureaucrat, who is the only other passenger on the plane. Learning to build a shelter and make a fire in the woods, they discover that Wiley is working with the logging company and will do anything to stop the secret getting out. On the run and in mortal danger, the three must outrun Wiley, escape a raging forest fire and outwit a hungry grizzly bear to make it to safety.
Pema, Bounce and Jagroop are battling a greedy developer for control of the airwaves. When Karl Reed, Owner of Oasis Developments, tries to force the sale of a local fruit farmâ€”through whatever means necessaryâ€”Pema, Bounce and Jagroop decide to expose him through the media. Little do they realize that when it comes to the news and the advertisers who make it possible, the truth is not always part of the story and nothing can be taken at face value. While learning about media consolidation and the power of money over truth, Bounce, Pema and Jagroop decide to take on the developers and the media.
When Adam Murphy learns that his late, revered grandfather, David McLean, hid a huge stash of foreign cash and fake passports in the family’s cottage, he is stunned. Was Grandpa really a traitor, as some of the evidence suggests? And why was a loaded Walther PPK pistol hidden at the cottage? Determined to prove his grandfather’s innocence, Adam takes the famous James Bond gun and follows the clues to Bermuda, where he encounters danger, evidence of espionage, and an unusual girl named Angel Dahl. Desperate and on the run with Angel, pursued by a deadly operative, Adam races to other exotic locations, unsure if Angel is friend or foe, or if his grandfather was a hero or a villain. Three clues hold the dark secret of David McLean’s past—the letter W, a glass eye with a golden iris, and the haunting words of someone named Mr. Know. Double You is the sequel to both Separated, part of The Seven Prequels and Last Message, part of Seven (The Series).
One day Abby and Clara find a time portal and are swept into the future. No test! No school dance! But then they decide to abuse the portal's power. Some would call Largo Bay quirky. Others would call it downright strange. To Abby McQuade it's just home. Abby has a big imagination. And her curiosity always leads to trouble. Every adventurer has a sidekick. Holmes had Watson. Batman had Robin. Abby has her bestie, Clara Erickson. Clara is regimented, hyper-scheduled, and disciplined. Abby is … not. Abby is yin to Clara's yang. Would her bestie be bored without Abby's curious mind? Totally.
It's time for Crazy-Con again. Sweet! The convention is pure pop culture. Abby and Clara can't wait. They want to watch the sequel to their fave movie, Scream Night.