1752 Books
Details the third thrilling adventure of resourceful young criminal mastermind, Artemis Fowl, who has found a way to construct a supercomputer from stolen fairy technology.
Zoom into space on an exciting adventure in this toddler-friendly board book from the award-winning, bestselling creator of How to Catch a Star and Lost and Found. One day a boy finds an aeroplane in his cupboard. Up, up and away he flies, past clouds and stars until suddenly, phut, phut phut, the plane runs out of petrol and the boy crash lands on the moon. Just as he is beginning to get cold and lonely, a Martian appears from the darkness - could this be the start of an unlikely friendship? And will the boy ever manage to get home again?
'A fast-moving, action-packed read' - Sunday Express 'Wonderfully inventive . . . great stuff' - Mail on Sunday One dark night on the island of Great Saltee, fourteen-year-old Conor is framed for a terrible crime he didn't commit. Thrown into prison by the dastardly Hugo Bonvilain, Conor is trapped in a seaswept dungeon and branded a traitor. He must escape and clear his name; he wants his old life back - his family, his friends . . . and his princess. Conor knows there is only one way out. It's an impossible task, which has never been done before. But Conor is determined to do it. He'll have to fly. 'A swashbuckling adventure full of excitement, betrayal . . . it has a dashing young hero, a dastardly villain . . . explosions and a princess' - Irish Independent 'Better fun than this will be hard to come by . . . enjoy it while it lasts' - The Times
From: Colfer, Eoin (pronounced 'Owen' by the way) Sent: Last night To: The World (and all its time zones) Subject: A message from Artemis Fowl's Official Biographer Artemis Fowl. Where do I begin? This young criminal genius is no stranger to trouble. In fact, he's a magnet for it. Man-eating trolls, armed and dangerous (not to mention hi-tech) fairies, flame-throwing goblins - he's seen the lot. He had decided to forego criminal activity of the more magical kind. However . . . Now his mother is gravely ill. Artemis Fowl must travel back through time to steal the cure from the clutches of the devious mastermind . . . Artemis Fowl. That's right. With fairy ally Captain Holly Short by his side, Artemis is going back in time to do battle with his deadliest enemy yet. Himself. Let the misadventure begin. Eoin Colfer DISCLAIMER: This man is NOT my Biographer. He is a fantasist, writing sensationalist stories about me. I will neither confirm nor deny anything that appears between these covers. However, my lawyers - and my bodyguard - are watching. Signed Artemis Fowl II Visit Artemis Fowl online
When the world's deadliest terrorist organization, Scorpia, stirs up trouble in the Middle East, it is up to fourteen-year-old M16 agent Alex Rider to thwart their plans.
After recovering from a near fatal gunshot wound, teenage spy Alex Rider embarks on a new mission to stop a group of eco-terrorists from sabotaging the launch of the first outer space hotel.
On a small island way out in the middle of a silver lake there once lived a sad young man. He was sad because he had grown up into a giant of a man, very b ig, very strong and very frightening. Because of this, no one liked to go near him. So his only friends were the wild creatures that lived all around him. Then one day, he saves a girl from drowning, a girl in a wide-brimmed straw hat. Little does he know how she is going to change his life forever. Michael Morpurgo draws on traditional storytelling to weave a tale of extraordinary relevance to our own world today. A story of compassion, and love, and a simple belief in the healing powers of nature.
Alex Rider is forced to turn to MI6 for help when a journalist threatens to expose his life as a teenage spy. However, the simple mission he's offered, investigating the director of a GM research centre, turns deadly, and Alex finds himself caught in a deadly game as he rushes to stop the destruction of an entire East African country. Suggested level: secondary.
Rhymed text and illustrations invite the reader to play "I Spy" with a variety of Mother Goose and other folklore characters. On board pages.
