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When Tobias Richard Vandevelde wakes up in a hospital with no memory of the night before, his horrified mother tells him that he was found unconscious. At Featherdale Wildlife Park. In a dingo pen. He assumes that his two best friends are somehow responsible, until the mysterious Reuben turns up, claiming that Toby has a rare and dangerous "condition." Next thing he knows, Toby finds himself involved with a strange bunch of sickly insomniacs who seem convinced that he needs their help. It's not until he's kidnapped and imprisoned that he starts to believe them--and to understand what being a paranormal monster really means.
In the violent and predatory world of thirteenth-century Languedoc, Pagan's sixteen-year-old daughter disguises herself as a boy and runs away with a priest who claims to be a friend of her dead father and mother, not knowing whether or not she can trust him, or anyone.
In this deliciously spooky tale, Allie's family is haunted by Eglantine Higgins, the ghost of a young girl who used to live in their house. After mysterious writings appear on the walls of Bethan's room, Bethan moves in with his older sister, much to her dismay. Irritated by her younger brother, Allie becomes determined to get rid of the unwanted guest in Bethan's room. This suspenseful tale combines mystery, cleverness, and a little bit of humor to create a frightfully fun ghost story for younger readers.
When Allie's friend Bettina begs her to help her aunt contact a dead relative, Allie decides to join the Exorcists' Club. Playing with ghosts can be dangerous, so Allie needs all her detective skills--and the help of her friends--to solve the creepy and compelling mystery of Eloise.
To Allie, the Jenolan Caves ghost tour sounded like the perfect weekend for a ghost hunter like herself. She didn't realize she was setting herself up for a whole lot more than just a haunted hotel and endless family squabbles. Something was on her trail -- something vicious, mysterious, and very, very smelly.
After Allie's last experience with a ghost, she thought she was finally free of phantoms in her life-- but that was before she went on a school trip to Hill End and found herself investigating several more of them. First there is the ghost of Granny Evans, pacing around the museum. Then she comes upon "Eustace" Harrow, possibly the ghost of a baby long dead; smashing things up in Taylor's cottage. When two of her classmates disappear, Allie realizes that things have gotten much more serious, and she must take action.
Cadel Piggott has a genius IQ and a fascination with systems of all kinds. At seven, he was illegally hacking into computers. Now he's fourteen and studying for his World Domination degree, taking classes like embezzlement, forgery, and infiltration at the institute founded by criminal mastermind Dr. Phineas Darkkon. Although Cadel may be advanced beyond his years, at heart he's a lonely kid. When he falls for the mysterious and brilliant Kay-Lee, he begins to question the moral implications of his studies. But is it too late to stop Dr. Darkkon from carrying out his evil plot?
Now that the Axis Institute for World Domination has been blown up; the founder, Dr. Phineas Darkkon, has died; and Prosper English (who enrolled Cadel in the first place) is in jail for myriad offenses, Cadel Piggott has round-the-clock surveillance so he'll be safe until he testifies against Prosper English. But nobody seems to want Cadel. Not Fiona, his social worker; not Saul Greeniaus, the detective assigned to protect him. When he is approached by the head of Genius Squad--a group formed to investigate GenoME, one of Darkkon's pet projects--Cadel is dubious Genius Squad can offer him a real home and all the technology his heart desires. But why can't he bring himself to tell Saul what the group is really up to? And how can Genius Squad protect Cadel once Prosper English breaks out of jail?
Boy-genius Cadel Piggot has a new name (Cadel Greenaius), a new family, and a new life. No more illegal hacking, no more false identities, and most of all, no more Prosper English. But when his best friend Sonja is attacked, it's up to him to figure out who was behind it. Before he knows it, Cadel is crossing oceans and continents, barrelling back into the depths of the criminal activity he thought he'd left behind, and coming face to face with Prosper English once again. Can Cadel track down Prosper before it's too late? And what rules will he have to break in the process?
If ever a chill entered her soul, or the hope suddenly drained from her heart, she knew a bogle was to blame. Birdie McAdam, a ten-year-old orphan, is tougher than she looks. She's proud of her job as apprentice to Alfred the Bogler, a man who catches monsters for a living. Birdie lures the bogles out of their lairs with her sweet songs, and Alfred kills them before they kill her. On the mean streets of Victorian England, hunting bogles is actually less dangerous work than mudlarking for scraps along the vile river Thames. (See glossary!) Or so it seems--until the orphans of London start to disappear . . .
With the plague of bogles in Victorian London barely contained, bogle hunter Alfred Bunce needs all the help he can get. So Ned Roach becomes a bogler's apprentice, luring child-eating monsters from their lairs just like his friends Jem and Birdie. It's dangerous work that takes Ned into mysterious and hidden parts of the city. Yet times in London are changing; as the machine age emerges, the very existence of bogles is questioned, and the future of bogling is in jeopardy. And the stakes get even higher for the team of boglers when an old enemy appears--a threat that may be deadlier than any bogle.
What happens when a single moment changes everything? For seventeen-year-old Cheney, life on earth exists only in history books. He and more than one thousand other people have known life only aboard the Plexus spacecraft: self-contained, systematic, and serene. But that was before the radiation wave. Now Plexus has suddenly turned on them, becoming a terrifying and unrecognizable force. As the crew dwindles under attack, Cheney and his friends need to fight back before the ship that's nurtured them for so long becomes responsible for their destruction.
"This is top-notch storytelling, full of wit, a colorful cast of rogues, and delectable slang." --Publishers Weekly, starred review of How to Catch a BogleJem Barbary spent most of his early life picking pockets for a wily old crook named Sarah Pickles--until she betrayed him. Now Jem wants revenge, but first he needs a new job. Luckily Alfred the bogler, the man who kills the child-eating monsters that hide in the shadows of Victorian London, needs a new apprentice. As more and more orphans disappear under mysterious circumstances, Alfred, Jem, and Birdie find themselves waging an underground war in a city where science clashes with superstition and monsters lurk in every alley.
Think vampires are romantic, sexy, and powerful? Think again. Vampires are dead. And unless they want to end up staked, they have to give up fanging people, admit their addiction, join a support group, and reform themselves. Nina Harrison, fanged at fifteen and still living with her mother, hates the Reformed Vampire Support Group meetings every Tuesday night. Even if she does appreciate Dave, who was in a punk band when he was alive, nothing exciting ever happens. That is, until one of group members is mysteriously destroyed by a silver bullet. With Nina (determined to prove that vamps aren't useless or weak) and Dave (secretly in love with Nina) at the helm, the misfit vampires soon band together to track down the hunter, save a werewolf, and keep the world safe from the likes of themselves. The perfect anecdote to slick vampire novels, this murder-mystery comedy of errors will thrill fans of Evil Genius.
Noble is a knight with a heart that's true and, well, noble. With his not-so-trusty sword, Smite, he fights his way through a vicious, unfriendly landscape, sure (or at least, he thinks he's sure) that one day he'll defeat the bad guys (whoever they are) and win the heart (at least he guesses that's the idea) of a beautiful princess. Then one day Rufus comes along and turns his world upside down. Rufus has his own ideas about how to get ahead: don't fight, negotiate! Don't play by the rules! Suddenly, life is more interesting--and less painful--than ever before. But the new rules are harder to live by than the old ones, and suddenly, it appears possible that Rufus might have an ulterior motive--at the very least! With a slippery, ever twisting plot that is set inside a very confused computer, Catherine Jinks's latest novel will pull in fans of adventure, computer games, and just plain fun.Releases simultaneously in electronic book format (ISBN 978-1-60684-284-3)
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