Tío sends Elena, Jorge, and Marcus to a small town in Iowa in 1983. This sounds like a boring adventure, until they learn that they're going to one of the first video game competitions--and they're there to identify and hide a flock of zombies from the public! Will they be able to find and save the zombies in time? And will Marcus ever get to play an original PacMan arcade game? Join the Secret Society of Monster Hunters to find out.
It is 1972--a cold summer in Minneapolis, Minnesota. Tío has sent the monster hunters to find a dangerous werewolf. They need to stop it from hurting others--and from getting hurt itself. But is it really that dangerous? Join Marcus, Elena, and Fiona to find out. They explore downtown Minneapolis and the Minnesota State Fair. As they search for the werewolf, they learn about 1970s history and culture, and make friends with the theater folk of Minnesota along the way.
Elena, Jorge, and Marcus must brave the Chicago winter in search of a vampire. In a bleak, post-Depression city, the children must not only find this creature of the night, but also find her lost locket. Will it be downtown at Marshall Fields? Or at a roller derby event? And will they find it in time to get home? Readers will find out, as they learn about the 1930s--and how to survive an encounter with the undead.
The kraken is the biggest monster in the sea. And in the 1950s, it seems to be headed straight for Boston! Marcus, Jorge, and Amy travel in Tío's time machine to the world of the Red Sox and Boston Harbor, racing to find the kraken and send it back to the northern seas where it belongs. Their journey takes them from Fenway Park to a high seas adventure as they learn about the culture of the 1950s, the mythology of the kraken, and even some marine biology.
Jorge, Elena, and Amy need to find a poltergeist before it reveals itself to the world. The only catch? It's in Seattle--and it's in the 1990s. Join the gang as they travel back to the rainy "Emerald City" in 1996. There, they will chase the poltergeist, racing against the clock to lay it to rest before it lays waste to historic Pioneer Square. Readers will learn about the history, culture, and fashion of the late 1990s, and meet someone very special along the way!
Is there a unicorn wandering around Woodstock? Or is it just a figment of some hippie's imagination? Marcus, Jorge, and Elena will have to find out as Tío sends them back to the Summer of Love. They will explore the world's happiest--and muddiest--rock festival along the way, learning about both the groovy and the controversial aspects of 1960s culture and history. Readers will get acquainted not only with the 1960s, but also with the beautiful, mysterious beast that is the unicorn.
Tío has an urgent mission for Jorge, Elena, and Amy. They must voyage to Harlem in the late 1920s. A fairy with a beautiful voice has been imprisoned. They must rescue her from her gangster captors before history learns of her and her fairy kind! Readers will learn about the Jazz Age and the Harlem Renaissance as they embark with the monster hunters on a thrilling adventure through jazz clubs, the streets of Harlem, and Central Park.
Elena, Amy, and Fiona are going on a wartime mission! They must join Rosie the Riveter and other women workers at the Bath Iron Works, a huge shipyard in Bath, Maine. But they're not there to build ships--they're looking for a huge red dragon! They have to be careful not to blow their cover, and to stay on this dangerous dragon's good side. Join the girls as they search for the dragon, outwit evildoers, and learn about the history of the 1940s.
The painting of the orange man is Tabitha’s favorite birthday present. Soon, though, she realizes it’s not a normal painting. Can Tabitha solve the mystery of the orange man before he ruins her life--and the entire world of art?
New seventh-grade student Carson Roberts learns the hard way not to cross the school bully, and it's only her first day. Book #1 in the series.
Jake Woods has a small construction business and will be dry walling a five-story building, but he cannot figure out why the basement is smaller than the first floor, so he seeks out his friends the Silvas and, with their help, discovers a sinister plot.
The smell of smoke was strong. And the sky was dark. All he could see was fire. Smoke filled the air. It was hard to breathe. "Leave everything! Run!" These traditional reads are brimming with spirited characters and positive values- but with a little extra excitement and bite, so hold on to your hats!
These high-interest novels feature characters in situations encountered by real-life teens everyday. The student body of Dawson High study hard, date, root for the home team, hold down part-time jobs, succeed and fail, just like most American teenagers. Characters are faced with tough choices- and must decide and react based on their principles. However, choices are complicated and learning to do the right thing is almost never easy. When opposing teams stay at the same motel, the coaches give the players strict rules to follow. Be polite and keep to yourselves. At first Rick appears to be cooperative, but Cole begins to question his actions. When Garrett goes missing, Rick acts strangely. What has he been up to?
Ryan is helping Tenley clean the basement of her parents’ antique shop when a mysterious phone rings. There’s a strange man on the other end. To figure out what he wants, the friends go on a journey unlike any they have taken before. In the fictional town of Scarecrow, California, tweens keep discovering mysterious and sometimes magical objects at the Vintage Rose Antique Shop. When they take these objects home, strange things begin to happen. Does the family who inherited the store have an active imagination? Or is the store really haunted? Each story is a tale about a specific relic found at the store. Stories will appeal to the most reluctant reader who enjoys the mysterious and somewhat creepy.
Fresh from his adventures in Wild Ride, Marcus is back and helping his cousin, Bounce, learn to skate. Between learning how to ollie and do a 50-50 grind, Bounce and his friends also have to avoid the skate-park goons and take on the outlaw bikers who are terrorizing the small town. Excitement, action and some radical skating tips. Hang on for another wild ride!
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?
A mellow sleepover is too dull for Abby. She convinces Clara to check out the nightlife. Nobody is shocked when the early morning takes an unexpected turn.
Clara and her swim team feel refreshed after their retreat. Upon their return, weird things happen. Clara confesses that they tried to summon a spirit.
Paris is worried that Max isn't really visiting his grandparents. She thinks he's dating another girl. Instead of asking Max her real question, Paris takes her cousin's advice and accepts a date with Blake. After all, if Max can date someone behind her back, why can't she? Besides, no one will know her at the Wayfield homecoming game... or will they?
Jim Webb’s pursuit of the truth about his grandfather’s role in the Vietnam War puts him squarely in the sights of someone high up in the US military—someone who wants certain events from that war left in the past. Webb goes on the run in the American Deep South with Lee, a Vietnam vet, trying to smoke out the man they call the Bogeyman by using Webb as bait. The Bogeyman may be powerful and smart, but Webb and Lee, with the help of a few of Lee’s old army buddies (and one motorcycle-riding girl), are ready to take him down. Tin Soldier is the sequel to both Barracuda, part of The Seven Prequels and Devil's Pass, part of Seven (The Series).
Confronting a prowler in the backyard, Dinah is determined to find out why someone has taken an interest in her older sister and herself. Who is the buck-tooth burglar? Why are the Rinaldi's tomatoes always involved? And what is the connection between Madge's boyfriend and GASP, a group of well-intentioned anti-smoking activists? When it becomes apparent that Wellman Talent, the modeling agency Madge works for, is making deals with an unscrupulous tobacco company, and that the spy is out to sabotage GASP’s plans to expose the connection, Dinah has to call on all her talents, both sleuthing and singing, to solve the case. In the spirit of Sammy Keyes, Dinah gets by on pluck, courage and an irrepressible sense of humor as she is catapulted into a mystery that twists and turns from the blackberry patch to the corporate boardroom.
Katie and Rusty are heading East. Fresh from their thrilling adventures in Alberta, facing down devious developers, the cousins have made their way to Aunt Margaret's farm in Saskatchewan. After rescuing her aunt when she is trapped under a piece of farm equipment and learning of other acts of possible sabotage, Katie decides that she has found another mystery to solve. Puzzled by the changes they notice in their cousin Megan, and alarmed by a series of threatening phone calls, Katie and Rusty embark on another adventure. With no shortage of suspects—from Cousin Megan to the jilted boyfriend and the controlling farmhand—the two detectives find themselves in deeper than they thought and are soon in real danger.
It's all aboard! for mystery when Dinah Galloway takes the cross-country train from Vancouver to Toronto, to appear on a TV talent show. But will she make it-or be permanently derailed? Along with her sister Madge, and her fellow junior musicians, tree fanatic Pantelli Audia and history buff Talbot St. John, Dinah is shadowed by someone who wants to get hold of an $80,000 treasure left by her late dad. But what is the treasure? The redheaded, singing sleuth realizes that the secret dwells somewhere in her dad's murky past, and involves a funny, if less than respectable, ex-con named Ardle McBean, and a mysterious man with a bowl cut. The mystery accelerates when Dinah's sweet, elderly piano teacher, also on the train, disappears and the danger to Dinah increases. She struggles to keep on the tracks of the mystery before the shadows, past and present, overwhelm her. This is the fifth installment in the best-selling Dinah Galloway Mystery series.