Medusa's Scream is a thrill-ride that hurtles a train through an out-of-service gold mine in the Fraser Valley. Chase can't believe his luck when he lands a summer job in the food truck outside the ride's entrance. But then he notices strange things happening at the old mine. Chase starts to piece things together, and soon his life is threatened by a villain even scarier than the snake-headed Medusa of myth.
Dylan O'Connor is in trouble again. While riding his bike home after dark, he has a run-in with a truck but doesn't give it a second thought until police show up at his door the next day. CCTV cameras put Dylan at the scene of a crime, and when the police question him, Dylan realizes he was an inadvertent witness. But he doesn't tell them the driver of the truck was Jeff Walker, a nasty piece of work. Dylan knows it's in his best interests to keep his mouth shut. Then he starts getting stalked by Jeff's weirdo sidekick, Eliot Barnes, a classmate of Dylan's. Is Eliot trying to protect Dylan, or is he making sure he stays silent?
Sam and Annabel are on vacation with Annabel's parents in Italy. While visiting the small hilltop town of Civita, they hear rumors of looted gold from World War II buried somewhere in the town's network of underground tunnels and caves. Once again the two friends cross paths with their old nemesis, Humphrey Battleford, but he is not the only one in pursuit of the gold. An intimidating man named Kurt, the grandson of a ruthless Nazi, is also snooping around. After Annabel is kidnapped, Sam must solve the mystery of the hidden treasure to save his friend.
Max knows his mom can't afford to send him to summer camp. But he really, really wants to go. He needs a break from looking after his autistic brother, Duncan. And from his mom's new boyfriend. He is surprised when his mom says that he can go after all. But there's a catch. There are spots available at the camp for families with special needs. A grant would cover Duncan's fees, and Max could attend at no charge. If he goes as Duncan's escort. This is the second story featuring Max and Duncan after Maxed Out.
Fifteen-year-old Aiden is a minor cast member on a long-running high school "dramedy" with a low budget and a loyal following. Aiden and his friends are excited that they're being promoted to lead roles for the upcoming tenth season of Pop Quiz. But then they learn the show is being canceled. According to the producers, no one even watches TV anymore, with kids preferring the antics of YouTube stars. With the help of some former cast members and a group of hardcore fans, Aiden and his friends attempt to create a movie special to wrap up the storylines and give the series the send-off it deserves.
When first-year film student Spencer O'Toole is asked to make a music video for a band, he leaps at the chance. But Jerry, Spencer's dad, shows up, and somehow the band assumes he's in charge, despite the fact that he has zero background in film. And then there's Scratch, violent gang member turned sleazy music producer, who keeps making big promises but fails to deliver on a single one. Spencer has no idea how he's going to get this thing made. When the band invites him and his dad up to a cottage for the weekend, Spencer takes the opportunity to ditch Jerry. But one small fib snowballs into dozens of lies, and soon Spencer finds himself in way over his head.
Two years ago, sixteen-year-old Sydney Hart was kicked out of the prestigious Burke Academy when her mother could no longer afford the tuition. She lost a promising future in the arts, as well as her best friend, who didn't want to be seen with an art-academy reject. But now, without Burke's rigid structure, Sydney has found her true passion in performance painting and is busking on Halifax's boardwalk to earn enough money to go to art camp. After the police shut her down, Sydney learns her old school is hosting a "brush-off" speed-painting contest with a cash prize. Entering would mean facing her painful past, not to mention her former friend, who's also competing.
Cade's dad thinks triathlons are for wimps. He doesn't think it's a real sport and wishes Cade would play football instead, like his older brother, Trent. So Cade trains in secret and qualifies to compete in the provincial championship in Sylvan Lake. The night before the event, Cade's coach suddenly can't go, and Cade is forced to ask his dad for a ride there. He only agrees because Trent has a football game nearby. The road trip takes a nasty turn when his dad swerves to avoid a deer and their car hurtles into an ice-cold river. It's up to Cade to use his skills to save his entire family.
Josh is a gamer. After his parents' divorce and his move from Chicago to a small town where he doesn't know anybody, he copes by staying up way too late playing Killswitch online. Then he discovers a "mod" version of the game that is an exact reproduction of his new town. Strange things start to happen in the game, and they are somehow connected with events in the real world.
Rob Maclean and his mom have moved to a small community in northern Ontario in order to be closer to Rob's imprisoned brother, Adam. One night after a rowdy party, Rob and some friends end up in a van speeding through a First Nations reserve. The driver of the van has a deep hatred for Indigenous people, and he lobs rotten fruit at a group of young men gathered in front of a community center. The young men chase them down, and Rob's friend Alan is injured and ends up in a coma. Now the police are pressuring Rob to identify their prime suspect. This is the second story featuring Rob and Adam Maclean after Coming Clean.
Fifteen-year-old Maxwell Stone has been surviving and thriving in the tough part of West Vancouver by being smart and fast. But when a drug deal goes wrong, Max suddenly finds himself on the run from both the bad guys and the cops. Desperate to escape, Max impulsively decides to hop on a moving freight train. His first attempt to climb aboard fails, but at the last second a hand reaches down and pulls him in. Joseph has been riding the rails for years, and his tales inspire Max to take a journey to the last place he ever expected to go.
Lull your little one to sleep while counting the animals also nestling in for the night. Count the stars coming out, fox cubs snuggling, puppies piling and chicks cuddling as baby rocks gently to sleep in this gorgeously illustrated board book from bestselling author Eric Walters and award-winning illustrator Josée Bisaillon.
From the first slip down a slide to the first time picking out a book to read, this rollicking narrative takes readers on a journey of discovery into the memorable firsts in a child's world. A story that will be enjoyed by the whole family, from the youngest, eager to experience their own adventures, to the oldest, so proud to watch them grow.
In 1930 nine-year-old Miriam travels by train from Brooklyn to her grandparents' farm in upstate New York. Her grandparents are kind, generous people, but they aren't exactly ideal playmates for a lonely girl. When Miriam is not doing homework in the kitchen with Bubby or helping prepare meals for the migrant workers that Zayde hires to help out on the farm, she plays with the barn kittens born just before she arrived. Those kittens are her only friends, until the day Miriam discovers a young girl hiding in the barn. Cissy and her brother, Joe, who's one of Zayde's farm hands, are on the run from an abusive uncle back in Mississippi. Miriam and Cissy hit it off immediately. But their friendship is tested when Miriam is forced to choose between keeping a promise and doing the right thing.
According to zombie lore, if a zombie bites a person, he or she will become a hungry flesh-eater, too. But how might a zombie virus actually get started—and spread? This book lifts the lid on a whole range of horrifying theories on how “zombie-fication” might happen. This fascinating new title invites zombie fans to investigate the many spine-chilling zombie origin stories. Packed with gruesome details, the book takes readers on a stomach-churning journey through zombie lore and science. Love zombies? Then lock the doors, hunker down, and discover the many weird ways of Becoming a Zombie!
On the island of Haiti, stories tell of corpses brought back to life. Fact or fiction? Do voodoo witch doctors called bokors really have the power to raise people from their graves? Or is there a scientific—but just as chilling—explanation involving powerful poisons and ruthless con-men? This fascinating new title introduces zombie fans to the spine-chilling world of Haitian zombies. Did a man named Clairvius Narcisse really live as a zombie for almost 20 years? And what do puffer fish and poisonous cucumbers have to do with the undead? Love zombies? Then lock the doors, settle in, and get ready to learn all about Voodoo Zombies!
Imagine looking out your window and seeing a horde of moaning, rotting zombies lumbering your way. What would happen if a mysterious virus were to suddenly sweep through your town, turning people into crazed flesh-eaters? Where would be the safest places to hide? And what should you pack in your zombie survival kit? This fascinating new title gives zombie fans all the information they need to navigate and survive a zombie apocalypse. Packed with gruesome, spine-chilling details, the book takes readers on a journey of survival. Love zombies? Then lock the doors, hunker down, and dare to witness a Zombie Apocalypse!
Our TV screens are filled with terrifying images of the walking dead. However, people have been frightened of zombies long before movies and TV shows. This book uncovers the blood-curdling history of the undead—from Viking draugar to dancing Tibetan corpses to medieval revenants that crawled out of the ground, spreading plague and death. This fascinating new title introduces zombie fans to a horrifying host of zombies, both past and present. Packed with gruesome, spine-chilling details, the book takes readers from lurching Ro-langs in Tibet to zombies in 20th century America. Love zombies? Then lock the doors and dare to investigate Zombies Through the Ages!
You find yourself alone in an empty theater. The curtain has fallen, and it’s eerily quiet. Suddenly, you hear footsteps. You follow the sound toward the stage. Then, the heavy red curtain swings open. Yet the stage is empty. What unearthly being is performing tonight? Get ready to read four spine-tingling stories about ghostly theaters. This 24-page book features controlled, narrative nonfiction text with age-appropriate vocabulary and simple sentence construction. The colorful design and spooky art will engage and terrify emergent readers.
It was the night of April 14, 1912. Jessie Sayre, a young orphan, tossed and turned in a feverish sleep. Meanwhile, hundreds of miles away, the Titanic cruised in the dark waters of the Atlantic Ocean toward an unseen iceberg. Yet somehow Jessie sensed the Titanic’s doom. “I am so afraid. Can’t you see that big ship sinking in the water?” she called out in the night. “Look at all those people who are drowning!” Then Jessie fell into a coma and died at 11:40 P.M.— the same time an iceberg pierced the Titanic’s hull. A Haunted Titanic uncovers the chilling stories, uncanny revelations, and ghostly premonitions surrounding the doomed ship. The tales, like the ship herself, are cloaked in icy darkness and mystery—and will undoubtedly captivate readers. Large-format color images, maps, and fact boxes enrich the creepy content. A Haunted Titanic is part of Bearport’s Titanica series.
On May 31, 1911, thousands of excited people crammed into a shipyard in Belfast, Northern Ireland. They were there to watch the empty hull of RMS Titanic enter the water for the very first time. Proud workers hugged their children as they pointed at the massive ship they had helped build. In just 62 seconds, the giant ocean liner was floating for the very first time. It was the largest human-made object the world had ever seen! Creating the Ship of Dreams tells the compelling story of how the largest and most luxurious ship in the world was built and the workers who risked their lives in the process. The fascinating content and large-format color images, maps, and fact boxes bring the Titanic’s tragic story to life. Creating the Ship of Dreams is part of Bearport’s Titanica series.
After the Titanic sank in 1912, many schemes were proposed to lift the great ship from its watery grave. But there were problems—no one knew exactly where the Titanic had sunk, and, even if they had, the technology to reach the ship, which lay on the ocean floor almost two miles down, didn’t exist. By the 1970s, however, new technologies allowed explorers like Dr. Richard Ballard to search the deep ocean. Finally, in 1985, Dr. Ballard found something . . .Discovering Titanic’s Remains is the thrilling story of how the most famous shipwreck of all time was found. It’s a tale of unbelievable persistence and the amazing technology that revealed the once-grand ship disintegrating on the deep ocean floor. The fascinating content and large-format color images, maps, and fact boxes bring the Titanic’s amazing re-discovery to life. Discovering Titanic’s Remains is part of Bearport’s Titanica series.
Twisted vines cover crumbling buildings. Shards of glass jut out of empty windows. The wind whips up a cloud of dust. Could someone—or something—be living in this eerie town forgotten by time? Get ready to read four spine-tingling stories about ghostly towns! This 24-page book features controlled, narrative nonfiction text with age-appropriate vocabulary and simple sentence construction. The colorful design and spooky art in the book will engage and terrify emergent readers.
The old amusement park has been deserted for years. Thick vines surround a roller coaster track. The glass eyes of the horses on a merry-go-round stare off into the dark night. There’s a low creaking sound. Is it the wind pushing the rusted swing ride, or is it something else? Get ready to read four frightening stories about haunted amusement parks. This 24-page book features controlled, narrative nonfiction text with age-appropriate vocabulary and simple sentence construction. The colorful design and spooky art in the book will engage and terrify emergent readers.
You’ve just closed your eyes and placed your head on a pillow. An icy breeze grazes your neck. Suddenly, the floor creaks. You hear footsteps beside your bed. Your hands shake as you slowly turn on the lamp. Then you realize you’re the only person in the room! Get ready to read four chilling tales about haunted hotels! This 24-page book features controlled, narrative nonfiction text with age-appropriate vocabulary and simple sentence construction. The colorful design and spooky art in the book will engage and terrify emergent readers.