Celebrate the power of imagination with this action-packed New York Times bestseller that shows that sometimes the real story starts after you close the book!
What if your favorite characters came to life? Billy’s spending the summer in a lakeside cabin that belongs to the mysterious Dr. Libris. But something strange is going on. Besides the security cameras everywhere, there’s Dr. Libris’s private bookcase. Whenever Billy opens the books inside, he can hear sounds coming from the island in the middle of the lake. The clash of swords. The twang of arrows. Sometimes he can even feel the ground shaking. It’s almost as if the stories he’s reading are coming to life! But that’s impossible . . . isn’t it?
“A wonderful tale. . . . This book is like no other I’ve read. It’s a complete original.” —James Patterson
“Kids will enjoy the cartoonish mayhem, especially given Grabenstein’s breezy narrative voice and jaunty wit….as in ‘Lemoncello’, there is a winning generosity and sweetness to the story’s telling.”–The New York Times
“Chris Grabenstein gleefully plunders great works of literature for his cast of secondary characters . . . a madcap mash-up that 8-to-12 year olds will want to devour in big gulps.”—The Wall Street Journal
“Effortlessly readable and a whole lot of fun.” — Booklist Reviews
For twelve-year-old Emily, the best thing about moving to San Francisco is that it’s the home city of her literary idol: Garrison Griswold, book publisher and creator of the online sensation Book Scavenger (a game where books are hidden in cities all over the country and clues to find them are revealed through puzzles). Upon her arrival, however, Emily learns that Griswold has been attacked and is now in a coma, and no one knows anything about the epic new game he had been poised to launch. Then Emily and her new friend James discover an odd book, which they come to believe is from Griswold himself, and might contain the only copy of his mysterious new game.
Racing against time, Emily and James rush from clue to clue, desperate to figure out the secret at the heart of Griswold’s new game–before those who attacked Griswold come after them too.
Kyle Keeley is the class clown, popular with most kids, (if not the teachers), and an ardent fan of all games: board games, word games, and particularly video games. His hero, Luigi Lemoncello, the most notorious and creative gamemaker in the world, just so happens to be the genius behind the building of the new town library.
Lucky Kyle wins a coveted spot to be one of the first 12 kids in the library for an overnight of fun, food, and lots and lots of games. But when morning comes, the doors remain locked. Kyle and the other winners must solve every clue and every secret puzzle to find the hidden escape route. And the stakes are very high.
In this cross between Charlie and the Chocolate Factory and A Night in the Museum, Agatha Award winner Chris Grabenstein uses rib-tickling humor to create the perfect tale for his quirky characters. Old fans and new readers will become enthralled with the crafty twists and turns of this ultimate library experience.
From internationally acclaimed storyteller Cornelia Funke, this bestselling, magical epic is now out in paperback!
One cruel night, Meggie’s father reads aloud from a book called INKHEART– and an evil ruler escapes the boundaries of fiction and lands in their living room. Suddenly, Meggie is smack in the middle of the kind of adventure she has only read about in books. Meggie must learn to harness the magic that has conjured this nightmare. For only she can change the course of the story that has changed her life forever.
This is INKHEART–a timeless tale about books, about imagination, about life. Dare to read it aloud.
School Library Journal says:
All the evil villains of Disney movie fame have been exiled to the Isle of the Lost. A huge dome covers the island, keeping them from using any magic. They are relegated to eating scraps and wearing castoffs of the good citizens of Auradon, ruled by King Beast and Queen Belle.
The children of Maleficient, Jabar, Evil Queen, and Cruella De Vil (respectively Mal, Jay, Evie, and Carlos) don’t know any other life away from the island. Every aspect of their existence is focused on becoming more evil, and finding nefarious ways to entertain themselves.
When Carlos invents a device that is meant to provide them with more cable channels, he inadvertently opens a hole in the dome, allowing a tiny bit of magic to reactivate Maleficient’s scepter, the Dragon’s Eye. The four go off on a quest to find the staff, each for their own selfish reasons.
All the while, though, the descendants of the most evil villains to ever walk the earth are starting to (gasp!) show signs of caring for each other.