When Calder Pillay travels with his father to a remote village in England, he finds a mix of mazes and mystery . . . including an unexpected Alexander Calder sculpture in the town square. Calder is strangely drawn to the sculpture, and then, on the same night, they disappear! Calder's friends Petra and Tommy must fly out to help his father find him. But this mystery has more twists and turns than a Calder mobile . . . with more at stake than first meets the eye.
Florian is twelve years old and has just moved to Washington D.C. He's learning his way around using TOAST, which stands for the Theory of All Small Things. It's a technique he invented to solve life's little mysteries such as: where to sit on the on the first day of school, or which Chinese restaurant has the best eggrolls. But when he teaches it to his new friend Margaret, they uncover a mystery that isn't little. In fact, it's HUGE, and it involves the National Gallery, the FBI, and a notorious crime syndicate known as EEL.
Aven Green was born without arms—so when her dad takes a job running a dying western theme park in Arizona, she knows she’ll become the center of unwanted attention at her new school. But she bonds with Connor, a classmate with his own disability to conquer. Then they discover a room at the park that holds bigger secrets than Aven ever could have imagined.
In the spell-powered city of Tarreton, the wealthy have all the magic they desire while the working class can barely afford a simple spell to heat their homes. Twelve-year-old Isaveth’s father has just been wrongfully arrested for murder, and Isaveth is determined to prove his innocence. Quiz, the eccentric, eyepatch-wearing street boy who befriends her, swears he can’t resist a good mystery. Together they set out to solve the magical murder of one of Tarreton’s most influential citizens and save Isaveth’s beloved Papa from execution.
In an unnamed Third World country three ‘dumpsite boys’ make a living picking through the mountains of garbage on the outskirts of a large city. One unlucky-lucky day, Raphael finds something very special and very mysterious. So mysterious that he decides to keep it, even when the city police offer a handsome reward for its return. That decision brings with it terrifying consequences, and soon the dumpsite boys must use all of their cunning and courage to stay ahead of their pursuers.
When some quirky art donated to a school fundraising effort to help a Pakistani American family, victims of a possible hate crime, is revealed to be an unknown work by a famous outsider artist, worth hundreds of thousands of dollars, adults and teenagers alike debate who should get the money and begin to question each other's motivations.
Twelve-year-old Theodore "Teddy" Roosevelt Fitzroy has murder on his hands and trouble on his tail. He believes that Henry, the hippopotamus at the brand-new FunJungle, has been murdered. The zoo's top brass claim the hippo went belly up the natural way, but Teddy and his feisty friend Summer McCraken have other ideas. Could the culprit be FunJungle's animal-hating head of operations? Or is it FunJungle's owner--Summer's dad--a man who is much more concerned about money than animal welfare?
Way up in the Swiss mountains, there's an old grand hotel steeped in tradition and faded splendor. Sophie, who works at the hotel as an intern, is busy making sure that everything goes according to plan. But unexpected problems keep arising, and some of the guests are not who they pretend to be. Very soon, Sophie finds herself right in the middle of a perilous adventure—and at risk of losing not only her job, but also her heart.
Best friends Libby Deaton and May Harper invented Princess X when they were in fifth grade, but when the car Libby is in goes off a bridge, she is presumed dead, and the story came to an end--except now, three years later. May is sixteen and lonely, wandering the streets of Seattle, and she sees Princess X everywhere: stickers, patches, graffiti. There’s a whole underground culture focused on a webcomic, and May believes her friend must be alive. (Graphic novel hybrid)
Prosper is the only unexceptional Redding in his old and storied family history-that is, until he discovers the demon living inside him. Turns out Prosper's great-great-great-great-great-something grandfather made-and then broke-a contract with a malefactor, a demon who exchanges fortune for eternal servitude. And, weirdly enough, four-thousand-year-old Alastor isn't exactly the forgiving type. Prosper must now must rid himself of the ancient demon inhabiting his body and break his family's curse.
1426, Joseon (Korea). Hwani's family has never been the same since she and her younger sister went missing and were later found unconscious in the forest near a gruesome crime scene. Years later, Detective Min--Hwani's father--learns that thirteen girls have recently disappeared from the same forest that nearly stole his daughters. He travels to their hometown on the island of Jeju to investigate...only to vanish as well. Determined to find her father and solve the case that tore their family apart, Hwani returns home to pick up the trail.
Following the various clues his uncle left behind, using the same knowledge of Ancient Egyptian history, culture, and religion he once hated, Sam makes his way across Egypt, trying to solve the mystery of his uncle's disappearance and, eventually, the secret of the Iron Tomb.
On a distant island where day and night exist on fourteen-year cycles and the islanders migrate south each sunset, three children get left behind and must find a way off the island before the Night finds them.
The students of St. Etheldreda's School for Girls face a bothersome dilemma: Their irascible headmistress, Mrs. Plackett, and her surly brother, Mr. Godding, have been most inconveniently poisoned at Sunday dinner and now the school will almost certainly be closed and the girls sent home—unless these seven very proper young ladies can hide the murders and convince their neighbors that nothing is wrong.
Long before they became famous writers, Truman Capote (In Cold Blood) and Harper Lee (To Kill a Mockingbird) were childhood friends in Monroeville, Alabama. This tale inspired by their friendship opens at the beginning of the Great Depression, when Tru is seven and Nelle is six. They love playing pirates, but they like playing Sherlock and Watson-style detectives even more. It’s their pursuit of a case of drugstore theft that lands the daring duo in real trouble.