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Books > Children's & Educational > Fiction > Adventure stories > Horror & ghost stories, chillers
Turn the pages if you dare. . . .In this collection of thirteen
fabulously chilling stories from thirteen true masters of suspense,
including five "New York Times" bestsellers and a number of Edgar
Award nominees, all edited by none other than R. L. Stine, nothing
is what it seems. From cannibalistic children, to an unwitting date
with a vampire, to a crush on a boy who just might be a werewolf,
no scary stone is left unturned. A must-have for all fans of the
genre
One of us is dead. One of us is broken. One of us will betray the others. And one of us will have to sell her soul to survive . . . It's been eleven years since South Africa was ravaged by the walking dead. Johannesburg's impoverished survivors are ruled over by a minority of rich self-serving bureaucrats. As the remaining Mall Rats confront the dark heart of the twisted political system - in another part of town, Tommy dreams of joining the Army of the Left, a radical organisation intent on fighting for freedom. While Ash is forced to face his traumatic past, and Ginger struggles to regain his sanity; Lele goes head to head against a powerful foe, and Saint is dead set on a mission of her own: a fight for survival. Welcome back to the Deadlands . . .
Zombie Attack When brain-gobbling zombies invade, a sleep-over at Zack Clarke's house quickly turns into a Level-3 creep-over. The undead have infested the streets, filling the air with deathly moans and the stench of rotting flesh. Meet the Zombie Chasers: Zack: His house is a wreck, his sister's a zombie, and he's stolen his mom's Volvo. He's totally going to be grounded if he survives the night. . . . Rice: He's studied The Zombie Survival Guide, but is he prepared to fight the living dead? Madison: She seriously cannot believe her best friend has become a zombie and left her alone with these dweebs They're on a mission to save the world, but first they have to survive their flesh-eating, half-dead neighbors--and one another. Can the Zombie Chasers make it out alive?
Some secrets are so unthinkable you can't even admit them to yourself . . . Lele, Ginger, Ash and Saint - aka the Mall Rats - are hiding out in the Deadlands, a once-prosperous area of Cape Town, now swarming with the living dead. Exiled from the city enclave for crimes against the Resurrectionist State, the Rats face a stark choice: return and risk capture - or leave Cape Town and go in search of other survivors. But what if the rest of South Africa is nothing but a zombie-riddled wasteland? Now Lele has discovered the truth about why the lurching dead leave them alone, she can't bring herself to tell the rest of the gang. And she's not the only Mall Rat harbouring a dangerous secret . . . Can the friends' survive on the road if all they have is each other? Or will their secrets tear them apart?
New York Times bestselling author Gregory Funaro brings us into a world where magic exists, monsters roam in the shadows, and wooden animals come to life. Deep within the enchanted woods in the town of Watch Hollow stands the once-grand Blackford House, whose halls hold a magical secret: a giant cuckoo clock that does much more than tell time. But when the clock’s gears cease to turn, an evil presence lurking among the trees begins to come out of the shadows. When Lucy and Oliver Tinker arrive in Watch Hollow, they have no idea that anything is wrong. A mysterious stranger has made their father an offer that’s too good for him to refuse. All Mr. Tinker needs to do is fix the clock at Blackford House and fistfuls of gold coins are his to keep. It doesn’t take long, however, for the children to realize that there is more to Blackford House than meets the eye. And before they can entirely understand the strange world they’ve stumbled into, Lucy and Oliver must join forces with a host of magical clock animals to defeat the Garr—a vicious monster that not only wants Blackford House for itself, but also seeks to destroy everything the Tinkers hold dear.
Prince Dakkar, son of an Indian rajah, has issues with authority. Expelled from the world's finest schools, he is sent to an unconventional educator, Count Oginski. Dakkar plans his escape immediately. But something about the Count intrigues him, including a top-secret project which he shares with Dakkar - a submarine. But others are interested in the Count's invention and what it might achieve and, when masked men kidnap the Count, leaving Dakkar for dead, he doesn't know who was responsible. It could have been British Intelligence, or perhaps a sinister figure known only as Cryptos. Either way, Dakkar is determined to rescue the Count. Taking the prototype submarine, he sets off for adventure. Cue shark attack, giant sea creatures, spies and an evil megalomaniac. From his undersea refuge, Dakkar plans to take them all on . . . with a bit of help from a Girl.
Discover the original bone-chilling adventures that made Goosebumps one of the bestselling children's book series of all time! Gabe just got lost--in a pyramid. One minute, his crazy cousin Sari was right ahead of him in the pyramid tunnel. The next minute, she'd disappeared.But Gabe isn't alone. Someone else is in the pyramid, too. Someone. Or some thing.Gabe doesn't believe in the curse of the mummy's tomb. But that doesn't mean the curse isn't real. Does it?Now with all-new bonus materials including a Q&A with the author and more!
The Spook's Mistake is the fifth book in Joseph Delaney's terrifying Wardstone Chronicles - over 3 million copies sold worldwide! 'The moment of danger is close. Very soon our enemies will be here.' The Spook has sent his apprentice, Tom, to be trained by another Spook whose methods are harsh and tough. But faced with a powerful water witch, Bill makes a fatal error, leaving Tom to face his enemies alone. Can the Spook get there in time to save his apprentice? Or will his own mistakes give final victory to the dark?
From horror superstar K.R. Alexander . . . Something horrible happened to Josie -- something so horrible she won't talk about it. But when the horror returns for her little sister, Anna, she's back in the battle against a fearsome force that manifests in diabolically deadly dolls. It's been five years since Josie squared off against the evil Beryl and her killer haunted dolls. She hasn't talked about it since, and likes to pretend it didn't happen. Too bad she didn't tell her younger sister, Anna. Because Anna is now the one being drawn in to the evil -- and the evil has some new tricks this time.
From the New York Times bestselling author of Asylum comes the second book in an all-new creepy fantasy series praised as “darkly delightful.”* After the frightful events of last autumn, seventeen-year-old Louisa Ditton has settled into her role as a maid at Coldthistle House, but she has not settled into what that means for her humanity. As Louisa struggles to figure out whether she is worthy of redemption, the devilish Mr. Morningside plans a fete—one that will bring new guests to Coldthistle House. From wicked humans to Upworlders, angelic beings who look down on Mr. Morningside’s monstrous staff, all are armed with their own brand of self-righteous justice. Even a man claiming to be Louisa’s father has a role to play, though what his true motive is, Louisa cannot tell. The conflicts will eventually come to a head on the grounds of Coldthistle House—and the stakes include Louisa’s very soul. In this second book of Madeleine Roux’s suspenseful House of Furies series, illustrations from artist Iris Compiet and chilling photographs help bring to life a twisted world where the line between monsters and men is ghostly thin.
An atmospheric, chilling page turner from rising star Martin Stewart, reminiscent of Stand by Me and Stranger Things. Sep, Arkle, Mack, Lamb and Hadley: five friends thrown together one hot, sultry summer. When they discover an ancient stone box hidden in the forest, they decide to each make a sacrifice: something special to them, committed to the box for ever. And they make a pact: they will never return to the box at night; they'll never visit it alone; and they'll never take back their offerings. Four years later, the gang have drifted apart. Then a series of strange and terrifying events take place, and Sep and his friends understand that one of them has broken the pact. As their sacrifices haunt them with increased violence and hunger, they realise that they are not the first children to have found the box in their town's history. And ultimately, the box may want the greatest sacrifice of all: one of them.
The saga and success of The Magic Tree House continues! The tenth adventure, Ghost Town at Sundown, is filled with the excitement, action, and fun facts always found in Magic Tree House books.
The mystery of the Tower at Ravenscliff is at last revealed in the long await continutation of The Ravenscliff Series. "The terror begins on page one and never stops This is my kind of book-filled with magic and dozens of frightening surprises." -R.L. Stine "A rich, riveting and sophisticated read. Readers will be hypnotized by its brew of New England Gothic, character driven suspense and childhood magic. I am hungrily waiting for the further adventures of Devon March." -Christopher Rice "Seriously scary... Best described as Buffy meets teenage Goosebumps...Not for the squeamish " -The Sunday Times London A returning threat roams the halls of Ravenscliff Manor, the mad sorceress Clarissa, but she is only one of many problems facing Devon March. His budding relationship with Cecily takes a hit when he discovers she might be his (gulp ) sister, while his pal Marcus is mysteriously linked with the savage, gorilla-like beast that turns up in Misery Point on nights of the full moon. The only way to solve these mysteries is to take another trip down the Staircase Into Time, with Devon emerging at the Ravenscliff of thirty years ago. A time when his guardian Amanda and the mysterious Rolfe are toddlers, and the Madman, Jackson Muir, is very much alive.
Jayden is having a horrible nightmare about a very tall, thin man with long, sharp nails. But it's only a dream. Or so he thinks... Filled with monsters, intelligent technology and an eccentric hotel manager who may or may not be there to help, who will manage to escape from Horror Hotel and who will be permanently checked in? Written with carefully controlled language and exciting plots, this six-book series is aimed at teenagers aged 12+ who have a reading age of 6-7. Including elements of action, adventure, artificial intelligence and the supernatural, reluctant readers are sure to be drawn into the drama unfolding inside each title.
Christopher Rowe is back and there are more puzzles, riddles, and secrets to uncover in this third novel of the award-winning Blackthorn Key series. Wherever Christopher Rowe goes, adventure—and murder—follows. Even a chance to meet King Charles ends in a brush with an assassin. All that’s recovered from the killer is a coded message with an ominous sign-off: more attempts are coming. So when Christopher’s code-breaking discovers the attack’s true target, he and his friends are ordered to Paris to investigate a centuries-old curse on the French throne. And when they learn an ancient treasure is promised to any assassin who succeeds, they realize the entire royal family is at stake—as well as their own lives. In the third heart-pounding installment of the award-winning Blackthorn Key series, Christopher, Tom, and Sally face new codes, puzzles, and traps as they race to find the hidden treasure before someone else is murdered.
The Saga of Darren Shan book 10: The Lake of Souls.
PART STORY, PART GAME - PURE ADVENTURE! "A new way of telling stories and in many ways the birth of modern gaming, these books captured the imaginations of a generation of kids - it's great to think that a new generation are going to be similarly captivated" bestselling author Charlie Higson You, the hero, must beat seven deadly serpents to the fortress of Mampang and destroy them before they can warn the Archmage of your mission to find the Crown of Kings. ABOUT THE SERIES The multi-million copy globally bestselling choose-your-own-adventure series is repackaged and reignited for a brand new generation of children. All you need is a dice and you can choose which way the story goes Be careful - the main character can die at any point! 20 million copies sold worldwide in 32 languages Perfect for kids who love gaming A great way to encourage children away from gaming on screens and get them back into reading books!
In the small college town of Morganville, vampires and humans lived in (relative) peace - until all the rules got rewritten when the evil vampire Bishop arrived, looking for the lost book of vampire secrets. He's kept a death grip on the town ever since. Now an underground resistance is brewing, and in order to contain it, Bishop must go to even greater lengths. He vows to obliterate the town and all its inhabitants - the living and the undead. Claire Danvers and her friends are the only ones who stand in his way. But even if they defeat Bishop, will the vampires ever be content to go back to the old rules, after having such a taste of power?
In an old-fashioned "trapped-in-a-haunted-house" story, twins Riley and Scarlett receive an interesting assignment from their teacher, Mrs. Stermon. Everyone in class needs to do a documentary video about an adventure, something exciting that they experienced. Mrs. Stermon gives them a suggestion, along with their friends Carter, Lee, Danitia, and Mia. She shows them a brochure about a scary old house on the edge of town, called Shudder Mansion. "If you six kids and your parents can stay there overnight, you'll all get A's," says the teacher. "I'll even give you extra credit." Just how scary is Shudder Mansion? It's terrifying.
'D'you - er - have you seen her before?' 'Yes. I know who she is.' 'But, Grinstead, this painting is seventy years old - probably nearer eighty! You're not being serious - I mean . . . What do you mean?' On a dark winter's night in 1970, Horley and Grinstead huddle for warmth in the Senior Common Room of a college in Oxford. Conversation turns to the two impressive works of art that Horley has recently added to his collection. What the two men don't know is that these pieces are connected in mysterious and improbable ways; and they are about to be caught in the cross-fire of a story which has travelled time and worlds.
This is the first book in the exhilarating new fantasy sequence from Joseph Delaney, the multi-million-selling author of The Spook's Apprentice. Welcome to Arena 13. Here warriors fight and death is never far away... Leif has one ambition: to become the best fighter in the notorious Arena 13. Here, punters place wagers on which fighter will draw first blood. And in grudge matches, they bet on which fighter will die. But the country is terrorized by the creature Hob, an evil being who delights in torturing its people, displaying his devasting power by challenging an Arena 13 combatant in a fight to the death whenever he chooses. And this is exactly what Leif wants... For he knows Hob's crimes well, and at the heart of his ambition burns the desire for vengeance. Leif is going to take on the monster who destroyed his family. Even if it kills him. |
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