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Books > Children's Fiction & Fun > Science Fiction
For years Grace's family have been wardens of the Griffin map, using its teleport technology to help people and fight crime across the land of Moreland. At thirteen, Grace is too young become a warden, but she longs to go on missions herself. After all, if her brother Bren can do it, why can't she? So when Grace finds herself alone with the map when a distress call comes in, she jumps at the chance to prove she's up to the task. But the map transports Grace to a remote village where nothing is quite as it seems. Has she landed right in the middle of a treacherous scheme?
Ellie is a twelve-year-old orphan who desperately wants a family. She just doesn't expect to find one when she joins the crew of the Legend, a flying ship in a secret rescue fleet. On board, she meets a boy with a pet tarantula, a bully with eyes like mirrors, and a librarian who can read eighteen languages. Unexpectedly, Ellie also discovers a powerful gift that only she can wield. But when the Legend is called to a dangerous rescue mission, Ellie risks losing everyone she loves. Will her mysterious gift be enough to save her and her friends from a deadly enemy bent on destroying their world?
For generations L. Frank Baum's Land of Oz books have captured and enthralled millions of readers. These stories are as delightful today as they were the day they were written. Now you can thrill will Dorothy and Toto as they discover Oz in the Wonderful Wizard of Oz. Race through the countryside with Tip and Jack Pumpkinhead as they flee the wicked witch Mobi in The Marvelous Land of Oz. Adventure with Ozma as she rescues Dorothy and the royal family from the evil Nome King in Ozma of Oz. Join Dorothy as an earthquake sends her to the land of Mangaboos and the vegetable people in Dorothy and the Wizard in Oz. Journey with Dorothy and Toto as they meet the Shaggy Man, Button-Bright, and Polychrome in The Road to Oz. In The Emerald City of Oz, Dorothy brings Aunt Em and Uncle Henry along for the adventure In The Patchwork Girl of Oz you will accompany Ojo the Unlucky on his quest to gather the five ingredients needed to make the antidote for the Liquid of Petrifaction to save his aunt and uncle. In Little Wizard Stories of Oz you will thrill to six short stories with many of your favorite friends from Oz. And in Tik-Tok of Oz you can travel with the Shaggy Man as he struggles to rescue his brother from the Nome King. In The Scarecrow of Oz, you'll accompany Scarecrow as he journeys to Jinxland to rescue Cap'n Bill and Trot. In Rinkitink in Oz you can join Dorothy and the Wizard of Oz as they set off on a rescue mission. And in The Lost Princess of Oz, Ozma and the Great Book of Records disappear and it's up tp Dorothy to find them. In The Tin Woodman of Oz, join the Tin Woodman, the Scarecrow, Woot, and Polychrom as they journey to Munchkin Country to find Nimmie Amee. In The Magic ofOz, Dorothy and her friends stop an illegal wizard from transforming people into animals. And in Glinda of Oz, Dorothy and Ozma travel to stop a war between the Flatheads and Skeezers
Welcome to the Achar, a huge rotating mobius strip encircling a yellow sun. The Achar is home to hundreds of sentient races, bizarre monsters, thousands of countries, and the Imrhys, a race of immortal humans with great magical abilities who believe it is their responsibility to save the world. More than three thousand years have passed since the last great Gnarrhys War, but Lord Zierath and his fellow Imrhys still remember it. More than half of all the sentients on the Achar died in that war. Now, rumors of a darkness forming off in the west set Zierath out on a quest to gather allies, armies, and information before the darkness envelops them all. Of course, the first trick is to get out of the tedious administrative duties of ruling a large confederation of countries. Zierath's solution is simple. Sneak out of the castle, city, and country before the regent can stop him. However, if the regent can see into the future, things can get complicated very quickly.
In a high-tech, high-security world where bioterrorism threatens to cripple the ecosystem, magic is the last thing on anyone's mind. Something bad is happening to the world. Trees are dying. Cancer is on the rise and becoming more aggressive. When Kelsa's father dies of the disease, science offers no answers. Then, fifteen-year-old Kelsa meets the most beautiful boy she's ever seen. But he's also very strange. Claiming to be a mythological Raven, he goes on about magic, impending ecological disaster, and his need for Kelsa's help to save the world. Maybe he's crazy. But what if he's telling the truth?
The royal children's guardian, Hannah the White, goes missing, Resident Wizard Fuzbud vanishes, and Wizard Gloxnix disappears. The king and queen are worried and have nowhere to turn. Without Hannah and Fuzbud or Gloxnix, who is going to find out what is going on? Is the castle under siege? Is magic involved? Who is responsible?The children are restless and dragon watching becomes their current excitement. They are overjoyed when Saraly War-Daughter returns home with her dragon, Zibannli. Saraly has no idea what she is about to discover. Then a new and unsuspected talent surfaces, uniting princess and dragon. But how could a small girl have any effect on such events?While Fuzbud is gone, a strange wizard turns up asking for a job. Might he be the help that is needed during this crisis? Is he really what he seems?"Moon-Daughters, War-Daughters, and Wizards" is the sixth book in the adventures of all these friends. Working together, they struggle with one of the strangest events in Milara's history. Things are never going to be the same.
The twelve cousins are transported to a distant world called Al Kiam. Their abilities can bring war or peace to the land, but first they have to get along. The twelve cousins fight about the old stone teapot Grandpapa brought back from the war in Iraq. Grandpapa says it may be magic; some of the cousins disagree while others believe his claim with all their hearts. While they go through the old ritual explained by Grandpapa, a swirl of light fills the room, followed by a wave of blackness. As the darkness changed to light, the twelve cousins realize they are in a different world: the world of Al Kiam. What's more, each cousin has acquired a strange, unique power, the purpose of which is unknown to them. They soon learn they are surrounded by an ancient battle that threatens to tear the world of Al Kiam apart-unless they do something about it. No matter how much these cousins may love each other, they don't always agree. Deciding what they must do-fight the good fight or quickly find a way home-could tear them apart. With the fate of a world in their hands, however, the twelve cousins must learn to use their powers as one and solve the riddles of Al Kiam. By harnessing their newfound powers, they may become heroes.
Now safely back at home, Ian and Lilli are free to return to normal life. Except there's a major problem: Ian keeps seeing the big bad boss dragon Atreus everywhere, and he can't tell whether it's real or in his imagination. So the internet is no longer an option. That's right. Ian, king of online gaming, is out on the soccer court instead. When Atreus shows up . . . everywhere, he knows he needs his sister. But he's legally obligated to never say Dra-er, the name of the game, so how is he supposed to ask for help? When Ian and Lilli finally sign back online, it's clear that Atreus has truly been released on the open web-and even worse, Ikumi has been kidnapped and imprisoned in a video game. It's back into virtual reality, but this time it's to Mech Ops, a futuristic world of zombies and evil robots-and the game's not even finished. Will Ian and Lilli have what it takes to jump through unfinished levels undetected? Or will they get booted . . . and even worse, are there do-overs in VR that isn't even built yet?
Wesley, Kurt, Lisa, and Mary aid the forces of good in the mythical kingdom of Anthropos and fight the evil witch, Mirmah. Sequel to "The Tower of Geburah.
Shortly before the fall of Atlantis, genetic engineers create three new prototypes, Kam, Mel and Leon, the first humans to have blue eyes and shapeshifting capabilities. With climatic conditions on Earth spinning rapidly out of control, it seems the future of Atlantean civilization depends entirely on whether the three test subjects can find a way to work together to solve the deepening crisis. But first they need to find each other.
The United Commonwealth teeters on the brink of all-out civil war. Testing survivor Cia Vale knows that she alone can lead the rebellion against the government, but to do so she must risk the lives of those she loves, and gamble on the loyalty of her lethal classmates. In the electrifying conclusion to this bestselling trilogy, Cia must use all she's learned to fight for a future that's free from fear, and the stakes are higher than ever... Ready or not, it's Graduation Day.
Book 1 of the Aliens, Inc. Series. Shipwrecked on earth and desperate to make money, an alien family decides to make a living by opening Aliens, Inc., an intergalactic event-planning business master-minded by 9 year old alien boy, Kell Smith. Kell discovers that his neighbor, Bree Hendricks, turns 9-years-old next month and she wants a party with an alien theme. That should be simple as flying from star to star. But things aren't that easy: Earthling's ideas about aliens are totally wrong. Even worse, Principal Lynx is a UFO-Chaser and suspects aliens around every corner. Will the Aliens totally blow the Aliens Party? Will Principal Lynx capture Kell and his family and them over to the government?
Fans of action-packed sci-fi thrillers such as I Am Number Four and The Maze Runner will love bestselling author Patrick Carman's Pulse, with its epic action scenes and memorable love story. In the year 2051, Faith Daniels discovers that she can move objects with her mind. This telekinetic ability is called a "pulse," and her mysterious classmate, Dylan Gilmore, has the talent, too. In riveting action scenes, Faith demonstrates her ability to use her pulse against a group of telekinesis masters who are so powerful they can flatten their enemies by uprooting streetlights and throwing boulders. But even with her unusual talent, the mind--and the heart - can be difficult to control. If Faith wants to join forces with Dylan and save the world, she'll have to harness the power of both. |
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