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Five teens, Finn, Philby, Willa, Charlene, and Maybeck, search to find Wayne, their mentor and head Imagineer, who has mysteriously gone missing. Concerned Wayne has been abducted by the Overtakers, the kids pick up a major clue from a close friend, Jez, whose dreams often accurately predict the future. Each clue seems tied to the last, and with the stakes growing ever higher, what starts out as a puzzle ends up as a fight for their lives.
2) Power play
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The Keepers have many puzzles to solve: Have the Overtakers created their own holograms? Have they found a way to "jump" from the Virtual Maintenance Network onto the Internet, and if so, what does that mean for the safety of the Parks, and the reach and impact of the Overtakers? Trouble looms as the Kingdom Keepers struggle to differentiate friend from foe.
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