Choose your own adventure. Your dog Homer is your best friend. One afternoon he chases a white cat into a creepy old house. You call Homer's name, but he doesn't come back! You think this house looks haunted. You can follow Homer into the old house, but if you meet a ghost or ghoul, you'll have to decide what to do.
Pick-your-own-path and puzzle-packed mystery collide in the first book in Lauren Magaziner’s hilarious and high-stakes four-book middle grade series in which the reader must help Carlos and his friends put together the clues to save his mom’s detective agency. In this wildly entertaining and interactive adventure, YOU pick which suspects to interview, which questions to ask, and which clues to follow. You pick the path—you crack the case! Carlos Serrano has never solved a mystery in his life. But when Carlos’s mom gets sick with a flu on the morning of an investigation that could save her failing detective agency, Carlos takes on the case. With the help of his best friend, Eliza, and her wild little brother, Frank, Carlos must uncover a mystery involving an eccentric local millionaire, anonymous death threats, and a buried treasure. But with tricky riddles, cagey suspects, hidden secrets, and dozens of impossible choices, they need your help! Can you help Carlos and his friends find the culprit and save Las Pistas Detective Agency? Or will it be case closed? Middle grade readers will enjoy all four books in this favorite series: Mystery in the Mansion (#1), Stolen from the Studio (#2), Haunting at the Hotel (#3), and Danger on the Dig (#4)!
(Ages 5-8) You live in Tibet in 1696. Your parents say you're not old enough to go on the long caravan to India, through the Himalayan mountains of Nepal. You know the trip could be dangerous (bandits, bad weather, rock falls), but it would be the journey of a lifetime.
Reader beware--you choose the scare! GIVE YOURSELF GOOSEBUMPS! You're off to visit your grandmother, whose house backs up to a graveyard. At first the tombstones seem far away. But every day they move a little closer. Then you discover the headstones are disappearing. But the dead aren't gone -- their ghosts are moving. Right into your grandmother's house!If you decide to stay, you must battle a warrior ghost. If you decide to run, one of the kid ghosts follows you home. Will you be haunted...for the rest of your life? The choice is yours in this scary GOOSEBUMPS adventure that's packed with over 20 super-spooky endings!
The reader's decisions determine the outcome of a young detective's investigation of a house haunted by a civil war ghost and visited by alien invaders.
Your parents are scientists. One day, they throw some pieces of a robot into the rubbish. If you can figure out how to put the pieces together, you'll have a robot of your very own! But do you know enough to control it? Or will it take over your school?
Jim moves to ancient Minerva Hall and encounters the ghosts of six children. They urge him to find the seventh child and leave him cryptic clues that point to a dark, ancient prophecy that only Jim can stop from being fulfilled. Jim turns to Einstein, a brilliant autistic boy who lives at the Hall. If anyone can help Jim, Einstein can. But the boy, who speaks in riddles, proves to be as mysterious as the dead children. Time is running out; if Jim doesn't figure out the clues, innocent people will die. Christine Morton-Shaw has linked ancient rites with modern mystery to create a chilling, suspenseful tale that will keep readers guessing to the very end.
You live in a house on the beach in Hawaii. Your favorite thing to do is build sandcastles right in your front yard! One night a strange storm rolls in from the ocean. You hear someone calling to you--from your sand castle. Has the storm brought an enchantment with it? You must decide whether to explore now or wait until morning.