This Month in YA
We’ll be hosting a
‘Gingerbread House Making’
On the weekends of
New Lego sets!
Rachel died at two a.m . . . Three hours after Skyler kissed me for the first time. Forty-five minutes after she sent me her last text.
Jaycee and Rachel were best friends. But that was before. . .before that terrible night at the old house. Before Rachel shut Jaycee out. Before Jaycee chose Skyler over Rachel.
Then Rachel is found dead. The police blame a growing gang problem in their small town, but Jaycee is sure it has to do with that night at the old house. Rachel’s text is the first clue—starting Jaycee on a search that leads to a shocking secret. Rachel’s death was no random crime, and Jaycee must figure out who to trust before she can expose the truth.
Anthem Fleet, talented ballerina and heir to the Fleet fortune, is closely guarded by her parents in their penthouse apartment. But when she goes to a dangerous party in the wrong part of town, she meets the handsome Gavin and is immediately drawn into his forbidden world. Then, in a tragic accident, Anthem falls to her death. She awakes in an underground lab, with a bionic heart ticking in her chest. As she negotiates her dangerous new life, she uncovers the sinister truth behind those she trusted the most.
Evaline Stoker and Mina Holmes never meant to get into the family business. But when you’re the sister of Bram and the niece of Sherlock, vampire hunting and mystery solving are in your blood. And when two society girls go missing, there’s no one more qualified to investigate.
Now fierce Evaline and logical Mina must resolve their rivalry, navigate the advances of not just one but three mysterious gentlemen, and solve murder with only one clue: a strange Egyptian scarab. The stakes are high. If Stoker and Holmes don’t unravel why the belles of London society are in such danger, they’ll become the next victims.
Michael is a gamer. And like most gamers, he almost spends more time on the VirtNet than in the actual world. The VirtNet offers total mind and body immersion, and it’s addictive. Thanks to technology, anyone with enough money can experience fantasy worlds, risk their life without the chance of death, or just hang around with Virt-friends. And the more hacking skills you have, the more fun. Why bother following the rules when most of them are dumb, anyway?
But some rules were made for a reason. Some technology is too dangerous to fool with. And recent reports claim that one gamer is going beyond what any gamer has done before: he’s holding players hostage inside the VirtNet. The effects are horrific—the hostages have all been declared brain-dead. Yet the gamer’s motives are a mystery.
The government knows that to catch a hacker, you need a hacker.
And they’ve been watching Michael. They want him on their team. But the risk is enormous. If he accepts their challenge, Michael will need to go off the VirtNet grid. There are back alleys and corners in the system human eyes have never seen and predators he can’t even fathom—and there’s the possibility that the line between game and reality will be blurred forever.
When the dead come back to haunt the living, Lockwood & Co. step in . . .
For more than fifty years, the country has been affected by a horrifying epidemic of ghosts. A number of Psychic Investigations Agencies have sprung up to destroy the dangerous apparitions.
Lucy Carlyle, a talented young agent, arrives in London hoping for a notable career. Instead she finds herself joining the smallest, most ramshackle agency in the city, run by the charismatic Anthony Lockwood. When one of their cases goes horribly wrong, Lockwood & Co. have one last chance of redemption. Unfortunately this involves spending the night in one of the most haunted houses in England, and trying to escape alive.