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!
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.
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 farm ”through whatever means necessary” 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.
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.
Dylan is back, and this time he is making a movie, The Rise of the Zombie Scarecrows, with his best friend, Cory, and his girlfriend, Monica. The film is for school credit, and their plan is to film on Halloween. Everything is falling into place until Dylan and Monica encounter a zombie scarecrow that causes Mr. Dalton, a friend of Dylan’s grandmother, to have a heart attack. Dylan and Monica learn that a couple of zombie scarecrows are pranking a local neighborhood. The police shut down Dylan’s project until the pranksters are caught. But Dylan is determined to see his film through to completion, no matter what the cost.
Steve thinks a trip to Europe is out of the question—until he hears his grandfather's will. Suddenly he's off to Spain, armed with only a letter from his grandfather that sends him to a specific address in Barcelona. There he meets a girl named Laia and finds a trunk containing some of his grandfather's possessions, including a journal he kept during the time he fought with the International Brigades in the Spanish Civil War. Steve decides to trace his grandfather's footsteps through Spain, and with Laia's help, he visits the battlefields and ruined towns that shaped his grandfather's young life, and begins to understand the power of history and the transformative nature of passion for a righteous cause. Steve's adventures start in The Missing Skull, part of The Seven Prequels and continue in Broken Arrow, part of The Seven Sequels.
Darren Dirkowitz thought his life was over when his tippity-top-secret alter ego, Dirk Daring, Secret Agent, was outed to the entire Preston Middle School student body. If only he’d been so lucky. Now the Wolf Lords—a gang of teen thugs bent on wringing every last penny out of Preston students—are breathing down his neck. There’s only one solution: Dirk Daring must embark on his most daring mission yet. A mission so audacious, so cunning, so doggone crazy, that if it succeeds, the Wolf Lords will wind up begging for mercy. But first, Darren must bring his own disobedient “associates” to heel. Let Sleeping Dogs Lie is the sequel to the runaway bestseller Dirk Daring, Secret Agent.
While Devin and Nadia spend summer vacation at a university camp for little kids—Nadia as a counselor and Devin as an unwilling participant—their mother's research project is vandalized and her motives are questioned. Devin, Nadia and Simon stumble upon shady characters, corporate conspiracy and a plot to take over the nation's food supply with genetically modified fertilizer. Mixing action and suspense with information on the agricultural system and the intricacies of the food supply, Food Fight is another gripping installment in the Graphic Guide Adventure series.
Modo, who first made his appearance in The Hunchback Assignments, is a young, disfigured spy trained to be the ultimate secret agent. Not only is Modo brilliant and strong, but he also has a special ability: he can temporarily take on the appearance of other people. While on holiday, Modo and fellow spy Octavia Milkweed find themselves in Ember's End. Created by the slightly mad scientific genius Dr. Ebenezer Ember, this is no ordinary wild-west town. It is surrounded by an energy field that prevents gunpowder from firing, and messages are sent via pneumatic tubes. There are also rumors that before Dr. Ember died, he built a weapon so powerful it could end all wars. With the local sheriff recently deceased, the two travelers are suddenly put in charge of Ember's End law enforcement.
When Gravelmuck Elementary's cleaning slimes escape and destroy the schoolyard with their acidic ooze, all claws and tails point to Mr. Snag, the school's caretaker, as the culprit. Determined to clear Mr. Snag's name, Tank and Fizz dive into the case, only to discover that the goop under Rockfall Mountain runs deep. The detective duo must outwit their eight-legged principal and survive an ancient war between high-tech janitors and spell-slinging wizards. Can Tank and Fizz find the real monsters behind the slime stampede in time to clear Mr. Snag's name?
Bunny is on a camping trip with his brother and his grandpa. How much trouble can he get into? As it turns out, a lot. For one thing, there are soldiers all over the place. Canada is about to go to war with the United States, and the battle starts tomorrow. Bunny is worried. A hockey rivalry is one thing, but this is serious. And why is everybody so happy? Things get personal when an American soldier steals his brother Spencer's cell phone. Bunny decides to track down the phone himself. Maybe they can get out of there before the war starts. That’s when things get confusing... In this zany prequel to Ink Me and The Wolf and Me, the hockey-loving, indomitable Bunny goes camping with his brother and his grandpa.
DJ is always thrilled to spend time with his grandfather, a person he idolizes. When his grandfather announces that he's going to take all of his grandsons on individual adventures, it seems only fair that DJ, as the oldest grandchild, will get his adventure first - an adventure that sees his grandfather at the controls of a small plane as the two fly to Central America for a week. But when someone tries to kidnap him, DJ must flee through the jungle and down a crocodile-infested river, pursued by armed gunmen. When he isn't busy trying to stay alive, DJ discovers things about himself he never suspected and uncovers information that leads him to believe his beloved grandfather is living a secret life. In this exciting prequel to Between Heaven and Earth and Sleeper, the responsible and athletically gifted DJ flies to Central America.
As the eve of the great Wizards' Summit approaches, wizards from all over Rockfall Mountain descend on the school at Shadow Tower to refine their craft. When professors start disappearing, it's up to magic-fearing monster sleuths Tank and Fizz to solve this spell-packed mystery and find the missing mages. Aleetha, their detective partner and a wizard-in-training, has dragged Tank and Fizz into the heart of the Shadow Tower, where libraries fly, spells fill the air, and an ancient army of darkness stirs, when she receives a mysterious message from her missing teacher. Using their detective skills, a pinch of magic and a trickle of technology, the friends stumble into a battle that's been brewing for decades. And what starts as a simple missing-persons case turns into a clash of light versus dark magic. Can Tank and Fizz overcome their fears and track down the missing mages before the black magic makes them disappear for good? The Case of the Missing Mage is the third book in the Tank & Fizz series about two crime-solving monsters living under a mountain, following The Case of the Slime Stampede and The Case of the Battling Bots.
How can you liven up a boring camping trip with your grandpa and your younger brother? Spencer has the answer: lose the new cell phone you weren't supposed to bring with you. Add a War of 1812 reenactment, a student film crew, an old flame of Grandpa's, Laura Secord's cowbell and a larcenous hardcore history buff, and you get a weekend that gives Spencer his first taste of independence and maybe a glimpse of his future, by way of the past. In this funny prequel to Jump Cut and Coda, the goofy and creative Spencer gets caught up in a War of 1812 reenactment.
When Adam's grandfather first suggests taking him on a quick trip to Sweden to celebrate his upcoming thirteenth birthday, visions of being in one of the coolest places on earth—and he's not thinking of the temperature—dance in Adam's mind. But on his way there he reads that Swedes have a darker past, and present, than he ever imagined. Then he finds himself alone and separated from his grandfather in busy Stockholm. He is followed by unsmiling strangers, chased by ghosts down alleyways and constantly watched by the strangest girl he's ever seen. And then another terror, perhaps bigger than the terror of being lost, begins to overwhelm him. In this fast-paced prequel to Last Message and Double You, the outwardly confident but often secretly anxious Adam wanders the streets of Stockholm.
A trip to a remote lake in northern Ontario with his grandfather doesn't thrill Steve, especially since his twin brother, DJ, was taken to Central America. Matters start to look up when his grandfather tells Steve about the mysterious death of the artist Tom Thomson and sets him the task of finding Thomson's missing skull. Steve loves mysteries, but when odd things begin happening and strange people start threatening him, Steve wonders whether this is part of his grandfather's plan. Is this still a simple puzzle, or is something far more sinister going on? In this thrilling prequel to Lost Cause and Broken Arrow, the history- and mystery-loving Steve ends up in remote northern Ontario.
Fishing for barracuda from a kayak in the Florida Keys. That's what Jim Webb thinks this resort vacation with his grandfather should be about. Except the dying resort owner holds the key to legend about a generations-old crime, a crime that is worth way too much to those who want the legend to be true. Webb soon discovers that what lurks in the sun, sand and shallow waters of the Keys is much more dangerous than a slashing game fish. And along the way, he learns an important truth about himself and his own past. In this exciting prequel to Devil’s Pass and Tin Soldier, the musically gifted and tenacious Webb finds himself caught in a dangerous mystery.
When Rennie's dad, the Major, goes overseas on assignment, he enlists his mother-in-law to babysit Rennie. Babysit! A guy who's about to turn fifteen! But Grandma is no surrogate drill sergeant. She has fun on her mind. That means ditching school and heading to avalanche country for a surprise ski trip. Nothing can ruin Rennie's vacation, not the lodge owner, who turns out to be Grandma's geriatric long-ago boyfriend, not the annoying backcountry guide or the crooked park ranger or the pushy businessman from Mumbai, not even the explosions. And definitely not the most beautiful girl in the world, whom he meets while stumbling onto a murder plot. In this hair-raising prequel to Close to the Heel and From the Dead, the loyal, smart and observant Rennie heads to avalanche country.
Sheila, Rusty and Katie are on the road again. Fresh from their adventures in Barkerville, the trio is now in southern Alberta. Sheila has been anxiously anticipating her reunion with her father and is worried about how they will get along. Her fears are confirmed when they arrive at the Triple W Ranch and he is not there to greet them. When the police arrive, Sheila finds that her father is in big trouble. Developers want to take over his land to build new housing and a golf course, and when the night watchman at the development is shot, all the evidence points to Sheila's father. Sheila tries to help out, but the clues she finds only make things worse. Is Sheila's dad guilty? She doesn't think so and with help from the others sets out to prove it.
Rusty, Katie and Sheila are sent out of town with Rusty's grandparents to keep them out of trouble. This time the trio is in historic Barkerville, a gold rush town with a secret. After witnessing what they take to be a ghost in the night, the three friends find themselves involved in a mystery from the past that seems to have a few other people interested as well. New information has come to light about a fortune in missing gold, a centuries-old curse and a missing miner. While the three budding detectives try and figure out which of the aging prospectors they keep running into is actually a ghost, they find they are in a race against time to recover the gold and return it to its rightful owners to avert a tragedy. Will they find the gold in time? Or will they suffer the fate of Three Finger Evans, the missing miner?
In The White Horse Talisman, Chantel, Adam, Holly and Owen must help Equus, the great white horse, find his mate and foal and regain his magical talisman. But as the horse rises, so does the dragon. The age-old battle between good and evil threatens the bond between Chantel and Adam and endangers the quest. Book 1 in the series.