Hatchet

ALONE

Thirteen-year-old Brian Robeson is on his way to visit his father when the single-engine plane in which he is flying crashes. Suddenly, Brian finds himself alone in the Canadian wilderness with nothing but a tattered Windbreaker and the hatchet his mother gave him as a present — and the dreadful secret that has been tearing him apart since his parent’s divorce. But now Brian has no time for anger, self pity, or despair — it will take all his know-how and determination, and more courage than he knew he possessed, to survive.

For twenty years Gary Paulsen’s award-winning contemporary classic has been the survival story with which all others are compared.

Walk Two Moons

Winner of the 1995 John Newbery Medal. Thirteen-year-old Salamanca Tree Hill, known as Sal, is traveling from Ohio to Idaho with her grandparents, in search of her mother. Along the way, she tells them the story of Phoebe Winterbottom, who received mysterious messages, met a “potential lunatic,” and whose mother disappeared. Beneath Phoebe’s story is Sal’s story and that of her mother, who left one day for Idaho and has not returned. Sal has less than a week to get to Idaho in time for her mother’s birthday and bring her back. Despite her father’s warning that she is fishing in the air, Sal knows this journey is the only chance she has for reuniting her family.

The Invention Of Hugo Cabret

Orphan, clock keeper, and thief, Hugo lives in the walls of a busy Paris train station, where his survival depends on secrets and anonymity. But when his world suddenly interlocks with an eccentric, bookish girl and a bitter old man who runs a toy booth in the station, Hugo’s undercover life, and his most precious secret, are put in jeopardy. A cryptic drawing, a treasured notebook, a stolen key, a mechanical man, and a hidden message from Hugo’s dead father form the backbone of this intricate, tender, and spellbinding mystery.

From The Mixed-Up Files Of Mrs.Basil E. Frank Weiler

When Claudia decided to run away, she planned very carefully. She would be gone just long enough to teach her parents a lesson in Claudia appreciation. And she would live in comfort-at the Metropolitan Museum of Art. She invited her brother Jamie to go, too, mostly because he was a miser and would have money The two took up residence in the museum right on schedule. But once the fun of settling in was over, Claudia had two unexpected problems: She felt just the same, and she wanted to feel different; and she found a statue at the museum so beautiful she could not go home until she had discovered its maker, a question that baffled even the experts. The former owner of the statue was Mrs. Basil E. Frankweiler and without her help Claudia might never have found a way to go home.

Ultimate Game

The story begins when Eric, Charles, and Andreas come upon the video store of their dreams, featuring a vast array of war games they’ve never even heard of (and they’ve heard of, and mastered, all of them). But there, amid the stacks of lurid boxes and scenes of cyber-carnage, is the most remarkable game of all, one pressed on them by the store’s elderly proprietor, a clever sample of computer warfare called “The Ultimate Experience.” Contained in a single diskette, without even a label, the unassuming game surpasses their wildest fantasies: the graphics are better than a movie, the simulated battlefields are historically and geologically perfect, and the action seems to put you right inside the screen. The feeling of “reality” is uncanny.But soon the three friends realize that the Game has a will of its own, and that far from being a dream, it has drawn each of them into his own personal nightmare one that they enter and exit without any control. For Charles, it means suddenly finding himself at the head of a doomed French battalion in the darkest days of World War I, forced to choose which men to send to their deaths. Eric, meanwhile, is a resistance fighter in Guernica during the Spanish Civil War, on the very day in 1937 that German bombers reduced the town and its people to ashes. And Andreas, the oldest and most troubled and most vicious of the three, must face up to his own demons, discovering that, far from being terrified of the carnage around him, he revels in it. Little by little, the Game takes over their lives, leaving Eric, Charles, and their loved ones at its mercy while an increasingly violent Andreas plunges ever deeper into its seductive and deadly power. As the final showdown looms on the stage of virtual history, the three boys are inexorably drawn toward a memorable and horrifying conclusion.

An American Plague

plagueIt’s 1793, and there’s an invisible killer roaming the streets of Philadelphia. The city’s residents are fleeing in fear. This killer has a name–yellow fever–but everything else about it is a mystery. Its cause is unknown and there is no cure. This powerful dramatic account by award-winning author Jim Murphy traces the devastating course of the epidemic. An American Plague offers a fascinating glimpse into the conditions in American cities at the time of our nation’s birth while drawing thought-provoking parallels to modern-day epidemics.

Caddie Woodlawn

Caddie Woodlawn is a real adventurer. She’d rather hunt than sew and plow than bake and tries to beat her brother’s dares every chance she gets. Caddie is friends with Indians, who scare most of the neighbors — neighbors who, like her mother and sisters, don’t understand her at all.

Caddie is brave, and her story is special because it’s based on the life and memories of Carol Ryrie Brink’s grandmother, the real Caddie Woodlawn. Her spirit and sense of fun have made this book a classic that readers have taken to their hearts for more than seventy years.

Shiloh

When he finds a lost beagle in the hills behind his West Virginia home, Marty tries to hide it from his family and the dog’s real owner, a mean-spirited man known to shoot deer out of season and to mistreat his dogs.
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