The mysterious Mr. Socrates rescues Modo, a child in a traveling freak show. Modo is a hunchback with an amazing ability to transform his appearance, and Mr. Socrates raises him in isolation as an agent for the Permanent Association, a spy agency behind Brittania’s efforts to rule the empire, and sets him up against the murderous plots of the Clockwork Guild.
John Smith has just arrived in Paradise, Ohio, just another stop in a string of small towns as he hides out from the Mogadorians, terrifying aliens that bent on destroying him and the other nine Loric children who have sought refuge on Earth. The first three are dead and John's number is up. Will his Legacies, his defining super powers, develop in time for him to fight against the enemy?
An astounding tale of adventure, danger, magic, science, friendship, spaceships, and, oh yeah, the battle to save all the people in all the worlds in all possible dimensions. Joey's walk between worlds makes him prey to armies of magic and science, both determined to harness Joey's power to travel between the dimensions. The only thing standing in their way is Joey—or, more precisely, an army of Joeys, all from different dimensions and all determined to save the worlds. Now Joey must make a choice: return to the life he knows or join the battle to the end.
As the war between the Republic and the scattered remnants of the Empire continues, two children –the Jedi twins – will come into their powers in a universe on the brink of vast changes and challenges. In this time of turmoil and discovery, an extraordinary new Star Wars saga begins....
What if you could go anywhere in the world, in the blink of an eye? Davy can. To survive, Davy must learn to use and control his teleportation power in a world that is more violent and complex than he ever imagined. But mere survival is not enough for him. Davy wants to find others like himself, others who can Jump. And that's a dangerous game.
An epileptic teenager, nicknamed Spaz, begins the heroic fight to bring human intelligence back to the planet. In a world where most people are plugged into brain-drain entertainment systems, Spaz is the rare human being who can see life as it really is. When he meets an old man called Ryter, he begins to learn about Earth and its past. With Ryter as his companion, Spaz sets off an unlikely quest to save his dying sister – and in the process, perhaps the world.
After the mutant Erasers abduct the youngest member of their group, the "birdkids," who are the result of genetic experimentation, take off in pursuit and find themselves struggling to understand their own origins and purpose. Fang, Iggy, Nudge, the Gasman, Angel, and Maximum: Six kids who are pretty normal in most ways-except that they're 98% human, 2% bird. They grew up in cages, living like rats, but now they're free. Riding the wind, their wings are an amazing gift, and yet their world can morph into a nightmare in a single instant. For when the bloodthirsty Erasers-half men, half-wolves genetically engineered by sick and sinister scientists-kidnap little Angel, the Flock embarks on a rescue mission that will change them forever (Sequels: School's Out Forever, Saving the World)
When Thomas wakes up in the lift, the only thing he can remember is his first name. His memory is blank. But he’s not alone. When the lift’s doors open, Thomas finds himself surrounded by kids who welcome him to the Glade—a large, open expanse surrounded by stone walls. All they know is that every morning the stone doors to the maze that surrounds them have opened. Every night they’ve closed tight. And every 30 days a new boy has been delivered in the lift. (sequels: Scorch Trials, Death Cure)
It's just a game . . . isn't it? The alien spaceship is in his sights. His finger is on the Fire button. Johnny Maxwell is about to set the new high score on the computer game Only You Can Save Mankind. Suddenly, a message appears: We wish to talk. We surrender. But the aliens aren't supposed to surrender—they're supposed to die!