In 1978, to avoid becoming a desaparecido like her mother, eighteen-year-old Mavi takes a teaching job at Vaccaro School, an isolated finishing school in Patagonia, rumored to be haunted.
The Girl with the Dragon Tattoo meets Six of Crows this international bestseller is an edge-of-your-seat thriller that chills to the bone, and not just because of the icy winter setting.
In the year and a half since the flight of the first manned balloon in 1783, an Italian has flown, a Scot has flown, a woman has flown, even a sheep has flown. But no one has flown from one country to another. John Jeffries, an Englishman, and his pilot, Jean-Pierre Blanchard, a Frenchman, want to be the first. On January 7, 1785, they set out to cross the English Channel to France in a balloon. All seemed to be going fine, until Jeffries decides the balloon looks too fat and adjusts the air valvhow hard could it be? Too bad he drops the wrench over the side of the aerial car. With no way to adjust the valve, the balloon begins to sink. Jeffries and Blanchard throw as much as they can overboard until there is nothing left, not even their clothes. Luckily, they come up with a clever (and surprising) solution that saves the day. A VOYAGE IN THE CLOUDS from Matthew Olshan and Sophie Blackall is a journey that will keep kids laughing the whole way.
Cassica and Shiara have grown up in Coppermouth, a dust choked town in the Outback, but now they hope to use their skills as race driver and mechanic to take on the Widowmaker, an off-road rally through some of the most dangerous places on Earth, to win fame and fortune–provided they survive the race.
A brand new offering from the award-winning author-illustrator of the OTTOLINE books Ada Goth is the only child of Lord Goth. The two of them live together in the enormous Ghastly-Gorm Hall, which is so big that they hardly ever see each other. Lord Goth believes that children should be heard and not seen, so Ada has to wear large clumpy boots around the house so that he can hear her coming. This makes it hard for her to make friends and if she’s honest, she’s rather lonely. Then one day William and Emily Cabbage come to stay at the house, and together with a ghostly mouse called Ishmael, they begin to unravel a dastardly plot that Maltravers, the mysterious indoor gamekeeper, is hatching. Ada and her friends must work together to foil Maltravers before it’s too late!
A new drug is on the street. Everyone’s buzzing about it. Take the hit. Live the most intense week of your life. Then die. It’s the ultimate high at the ultimate price. Adam thinks it over. He’s poor, and doesn’t see that changing. Lizzie, his girlfriend, can’t make up her mind about sleeping with him, so he can’t get laid. His brother Jess is missing. And Manchester is in chaos, controlled by drug dealers and besieged by a group of homegrown terrorists who call themselves the Zealots. Wouldn’t one amazing week be better than this endless, penniless misery? After Adam downs one of the Death pills, he’s about to find out.
When the students at Mortingham Boarding Academy find a group of strange, silvery beetles on school grounds they are excited, but when the beetles attack them and a mysterious virus starts spreading, a group of mismatched students must work together to survive.
After his parents’ death, Michael Vyner’s future is unclear. All he knows is that his new wealthy guardian had invited him to a remote country estate. But Michael begins to suspect something is not right on the very night he arrives, when he spots a mysterious woman in the frozen mists.
The chilling solitude of the house itself is another surprise. His guardian is rarely seen, and there’s an evil force lurking in an old hallway mirror. Michael soon realizes that the house and its grounds harbour many more secrets– both dead and very much alive. And Michael’s reason for being there is quickly becoming clearer.
Sixteen-year-old Nick Dunmore’s classmates have a secret. When he receives a package with a mysterious computer game called Erebos, he hopes it will explain their strange behavior. He’s quickly drawn into the cryptic world of the game, where players must obey a strict code.
Erebos watches its players and begins to manipulate their lives in frightening ways. It soon becomes clear the game has a deadly agenda. When Nick sets out on a dangerous mission, reality and the virtual world begin to blur…
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.