Amy and Dan Cahill are still hot on the trail of the 39 Clues, the real life treasure hunt they began in The 39 Clues #1 Maze of Bones and #2 One False Note. Amy, Dan and their nanny Nellie begin their third adventure at an Italian airport preparing to board a plane to Japan, where they think they will find the next clue. Nellie boards the plane while Dan and Amy try to figure out a problem with security – could it be the swords hidden in Dan’s luggage?! No, it isn’t the swords, it’s their evil cousins Ian and Natalie Kabra who have boarded the plane in Amy and Dan’s place. Dan and Amy are stranded at the airport with No Nellie, no money and no plane tickets.
Who should come to their rescue but Uncle Alistair Oh, the man who left them inside their Grandmother’s burning home. Alistair offers them passage to Japan. Should they trust him? When they began their clue hunt, their only directions were “trust no one.” The thing is, Alistair can get them to Japan. The Cahills take a chance and forge an alliance with Uncle Alistair. Is this the beginning of a new chapter in their quest…or the beginning of the end?
Alex has a happy life living with her Uncle at the top of his doorknob shop. Happy except for school, that is. Alex doesn’t like wearing a uniform with a skirt. She thinks her teachers are old and smell funny. The girls at her school are so concerned with how their hair looks they are ridiculous. Quite simply, Alex is bored out of her mind.
And then one day, everything changes. Alex gets a new teacher at school, Mr. Underwood. Mr. Underwood is interesting and funny and he teaches the kids how to fence (fight with swords.) He also reveals to Alex and her uncle an old family secret that involves buried treasure and secret map.
When Mr. Underwood is kidnapped and held prisoner on the pirate ship the Ironic Gentleman, it is up to Alex to rescue him, and the family treasure map. Pursued by a band of evil old ladies and befriended by various interesting characters along the way, Alex fights her way to the sea and onto the docked Ironic Gentleman. Author: Adrienne Kress
Prince Nestor is used to being treated like, well, a prince. He bosses people around, he’s spoiled, he expects people to immediately do what he has asked them to do. But the Prince has a problem. He knows about a magic daggar and some magic swords that are the key to ultimate power. His problem is that he needs to get to the swords before the evil Lord Spite gets to them.
The prince decides to seek out Quest, a former hero who has lived in seclusion for the last 20 years. Quest is smart, strong and experienced, but he is also retired. Quest is not interested in helping out, but when the prince is attacked right in front of him, Quest has no choice but to take action, and when he does, he gets caught up in the Prince’s adventures.
This is a really colorful and action packed comic book. Quest and Nestor are both seriously stubborn – both are used to getting their own way. Quest kind of reminds me of Shrek – he’s roped into being a hero when he really just wants to be left alone. Like Shrek, Quest is also sharp-witted and sarcastic. He continues to help Nestor, despite being constantly annoyed by him.
Otto and his friends Wing, Laura, & Shelby are still at H.I.V.E., the Higher Institute of Villainous Education, for another year learning how to become the world’s supervillains. Still held against their will for this most unusual eduction, the kids are only sure of one thing, each other.
When Wing’s father unexpectedly dies, Wing and Otto are allowed to leave the island for the funeral, chaperoned of course, to prevent their escape. At the funeral, events take a terrible turn. The boys have been lured into a trap set up by Cypher, a criminal mastermind and the worst supervillain around. What Cypher wants is the Overlord Protocal, a device that will help him take over the world.
To fight Cypher, and make him pay for the terrible thing he’s done, Otto teams up with his friends and makes a tentative alliance with Dr. Nero, the man who holds them all captive inside H.I.V.E. Nothing makes a friendship like a common enemy, right? Who is Cypher? What is the Overlord Protocol? And what does Dr. Nero know? Author: Mark Walden
On one of their many trips abroad, Henry’s parents fail to return and Henry is sent to live with his Uncle Frank, Aunt Dotty and three cousins on their Kansas farm. At Uncle Frank’s, Henry discovers something new – people that care about him. He discovers good home cooking, riding in the back of a pickup trick and playing in the barn loft. He begins thinking that he just might get the chance to learn how to throw a baseball.
One night when Henry can’t sleep, he hears a thumping sound in the wall. A mouse? A squirrel? He decides to ignore the sound and go back to sleep. The next morning he wakes up with dust and bits of plaster in his hair. When he opens his eyes, he discovers two knobs poking through the wall, and one of them is slowly turning!
Henry picks at the plaster around the knobs and discovers a hidden door. He picks at some more plaster, and then more and more…until he uncovers 99 small doors of various sizes and shapes behind his bedroom wall. Through one door, he can smell the ocean and feel the ocean breeze. Through another he can peek inside a post office. One door that is completely dark, he is too afraid to open. The doors seem to lead to other places, 99 other places.
Henry and his cousin Henrietta set out to solve the mystery of the 99 cupboards…plus 1 more. The two unravel a safely guarded family secret and unleash a magical power that hasn’t been heard from for years and years. And some magical powers, the world is better off without! Author: N.D. Wilson