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Books > Children's Fiction & Fun > Science Fiction
Sixth grade is just out of this world! Susan Simmons can tell that her new substitute teacher is really weird. But she doesn't know "how" weird until she catches him peeling off his face -- and realizes that "Mr. Smith" is really an alien! At first no one will believe her except Peter Thompson, the class brain. When Peter and Susan discover Mr. Smith's horrible plans for their classmates, they know they have to act fast. Only they can get rid of their extraterrestrial visitor -- and save the rest of the sixth-grade class from a fate worse than math tests!
 The dragonets struggle to fulfil the prophecy and - somehow - end the war in this thrilling fifth instalment of the New York Times bestselling Wings of Fire series! One will have the power of wings of fire . . . Sunny has always taken the Dragonet Prophecy very seriously. If Pyrrhia's dragons need her, Clay, Tsunami, Glory, and Starflight to end the war, she's ready to try. She even has some good ideas how to do it, if anyone would listen to her. But shattering news from Morrowseer has shaken Sunny's faith in their destiny. Is it possible for anyone to end this terrible war and choose a new SandWing queen? What if everything they've been through was for nothing? Buried secrets, deadly surprises, and an unexpected side to scavengers are all waiting for her in the shifting sands of the desert, where Sunny must decide once and for all: Is her destiny already written? Or can five dragonets change their fate and save the world . . . the way they choose?  An epic dragon fantasy series for 9+ readers With fast paced text, this is guaranteed to hook young readers The Wings of Fire series has been a New York Times bestseller
It's the new funniest mystery detective series ever, from the genius behind the bestselling Barry Loser books! Things are about to get SUPER WEIRD. When Melvin moves from the city to Donut (a perfectly round island with a hole in the middle), he thinks it's the most rubbish place ever. Then he meets Rhubarb. Rhubarb is OBSESSED with mysteries and has her own school newspaper to investigate the strange goings on in Donut. (Unfortunately nothing ever happens in Donut so she's never had anything to write about.) But then Melvin notices that the kids at school are acting very strangely. Could it be something to do with the Donut Hole Monsters that everyone is collecting? Soon Melvin and Rhubarb are on the trail of a mystery – one that is going to lead them right into the centre of the donut hole… And Rhubarb might actually have something to write about in her newspaper, if they make it out alive. Will they get to the bottom of the Donut Hole Monster mystery before it’s too late and the whole town is brainwashed? Super Weird Mysteries is a hilarious new series, perfect for readers aged 7 and up, and fans of DogMan, Pamela Butchart and Diary of a Wimpy Kid.
Erin Hunter's #1 nationally bestselling Warriors series continues in Warriors: Power of Three-now featuring fierce new art. The second book in this third series, Warriors: Power of Three #2: Dark River, brings more adventure, intrigue, and thrilling battles to the epic world of the warrior Clans. Lionpaw, Hollypaw, and Jaypaw, grandchildren of the Clan leader Firestar, are thriving as ThunderClan apprentices. Yet their new responsibilities bring new dangers, and each young cat is about to discover darkness: in the past, in the Clans-and in themselves.
When Pete, Krish and Nancy read a story in the local paper about weird gunk being found in a field where sheep have gone missing next to Hilltop House, they're sure there's a mystery to be investigated. The new research farm at Hilltop is working on the creation of new bio-fuels, but when a storm knocks out the power in the local area and something escapes from the farm, it's clear that the research has gone horribly wrong ... Can the brave trio save the village in their most terrifying adventure yet?
The dragonets struggle to fulfill the prophecy and -- somehow --
end the war in this thrilling new installment of the bestselling
WINGS OF FIRE series
The Release is the thrilling YA conclusion to Tom Isbell’s suspenseful post-apocalyptic Prey series. Perfect for fans of the MAZE RUNNER! Two months have passed since Book, Cat, Hope, and the two others rescued the remaining Less Thans, but no one is safe yet. The group must leave Liberty for good and escape the wolves, the Brown Shirts and the Hunters. Most important, they need to stop Chancellor Maddox before she executes her Final Solution and grows even more powerful. But for Hope, the battle has become personal; she must seek her revenge, no matter what the cost. The PREY trilogy comes to a thrilling conclusion in THE RELEASE, as the group must risk everything – including their lives – in order to defeat their enemies.
Friendships, loyalty and online anonymity are tested when four of the best young gamers in the world find themselves immersed in the world of their favourite video game, Distant Dawn. Jack, Megan, Ayo and Cameron are the Raid Mob: four teenage misfits whose lifelong friendship involves obsessing over old films, surviving school bullies ... and secretly being four of the best gamers on the entire planet. When the release of radical VR technology draws them deeper than ever into Distant Dawn, the Raid Mob's precious online anonymity is shattered. Now they've got everyone's attention. Including that of an extra-terrestrial menace who's been watching them from across the stars ... About the Game Over series: Game Over is a reality-bending, adventure series that tells the story of the Raid Mob: four teenage misfits who happen to be world-class gamers, until radical technology plucks them from their anonymous existence and hurls them deep into a revolutionary virtual realm. Exploring the worlds of online gaming and virtual reality, and with graphical elements throughout, this four-book series is perfect for teen gamers and sci-fi lovers aged 12+.
Caught up in an alien war on a distant galaxy, Casey and her team are fighting for their lives - but which side should they be on? The second in an exciting and original debut sci-fi adventure trilogy for the gaming generation. Casey and hundreds of other SkyWakers are now stuck on the planet Hosin, thousands of miles out in space, forced by the Red Eyes to fight the elusive Squids. Casey and her squad, the Ghost Reapers, are determined to rescue the other gamers and return to Earth - but when the strangely compelling Squids enter Casey's mind, begging for help, Casey faces an impossible decision. With the team split in two and Casey's brother on the other side, home seems further away than ever. How can Casey save the planet if she can't keep her friends?
From Rick Riordan, the bestselling author of PERCY JACKSON, comes a
brand-new adventure, inspired by Jules Verne's Twenty Thousand Leagues
Under the Sea.
Meet rock star Layla and her team of Bots! Pick a book. Grow a Reader!This series is part of Scholastic's early chapter book line Branches, aimed at newly independent readers. With easy-to-read text, high-interest content, fast-paced plots, and illustrations on every page, these books will boost reading confidence and stamina. Branches books help readers grow!Layla and the Bots are in an awesome rock band! They also use problem-solving and creativity to build cool inventions. When a local amusement park is in danger of shutting down, Layla knows just how to bring in the crowds... build an amusement park for DOGS! But will cool doggie rides like the Rub-a-Dub Mud Slide and the Tummy Rubbing Machine be enough to keep the park open? With full-color artwork on every page and speech bubbles throughout, this early chapter book series brings kid-friendly STEAM topics to young readers!
Shortlisted for the Edgar Award for Best Mystery "Mystery lovers will be satisfied by the plot and adults will love the curriculum and social awareness tie-ins." --School Library Journal Eleven-year-old Luis is left looking for answers after a city-wide blackout leads him to an electrifying mystery in this edge-of-your-seat thriller from Martha Freeman. Luis Cardenal is toasting a Pop-Tart when a power outage strikes Hampton, New Jersey. Elevators and gas pumps fail right away; soon cell phones die and grocery shelves empty. Cold and in the dark, people begin to get desperate. Luis likes to know how things work, and the blackout gets him wondering: Where does the city's electricity come from? What would cause it to shut down? No one seems to have answers, and rumors are flying. Then a slip of the tongue gives Luis and his ex-best friend Maura a clue. Brushed off by the busy police, the two sixth graders determine they are on their own. To get to the bottom of the mystery, they know they need to brave the abandoned houses of Luis's poor neighborhood and find the homeless teen legend known as Computer Genius. What they don't know is that someone suspects they know too much, someone who wants to keep Hampton in the dark. In this highly charged mystery, two can-do sleuths embark on a high-tech urban adventure to answer an age-old question: Who turned out the lights?
The thrilling sequel to the New York Times bestseller and international multimedia phenomenon, Endgame: The Calling. Endgame is here. Earth Key has been found. Two keys - and nine Players - remain. The keys must be found, and only one Player can win. Queens, New York. Aisling Kopp believes the unthinkable: that Endgame can be stopped. But before she can get home to regroup, she is approached by the CIA. They know about Endgame. And they have their own ideas about how it should be Played. Ideas that could change everything. Kingdom of Aksum, Ethiopia. Hilal ibn Isa al-Salt narrowly survived an attack that leaves him horribly disfigured. He now knows something the other Players do not. But the Aksumites have a secret that is unique to their line. A secret that can help redeem humanity - and maybe even be used to help defeat the beings behind Endgame. London, England. Sarah Alopay has found the first key. She is with Jago - and they are winning. But getting Earth Key has come at a great cost to Sarah. The only thing that keeps the demons at bay is Playing. Playing to win. Sky Key - wherever it is, whatever it is - is next. And the nine remaining Players will stop at nothing to get it...
A companion to the New York Times bestselling Endgame series, The Complete Zero Line Chronicles is a collection of prequel novellas that follows the Zero Line, an underground group of conspiracy theorists determined to put a stop to Endgame - and save the world. Several decades before the Players of Endgame meet at the Calling, an earlier generation of Players is learning the rules. Each has been chosen as the one to save their ancient bloodline-and win Endgame. But not everyone wants to see Endgame take place. One group in particular has other ideas. They call themselves the Zero Line, and this is their mission: Kill the Players. Stop Endgame. Prevent the end of the world. Originally published as three individual ebook novellas, the Zero Line Chronicles are now together in one print volume.
Is 'n witmuis nog 'n witmuis as hy groen is? Miek is in groot moeilikheid omdat hy die natuurwetenskapklas se witmuis groen gekleur het, en boonop het hy nog nie aan 'n projek gedink vir entrepreneursdag nie. Al wat hom nou kan red, is as 'n luislang vir juffrou Makhetha en meneer Roux insluk.
Penguin Readers is an ELT graded reader series for learners of English as a foreign language. With carefully adapted text, new illustrations and language learning exercises, the print edition also includes instructions to access supporting material online. Titles include popular classics, exciting contemporary fiction, and thought-provoking non-fiction, introducing language learners to bestselling authors and compelling content. The eight levels of Penguin Readers follow the Common European Framework of Reference for language learning (CEFR). Exercises at the back of each Reader help language learners to practise grammar, vocabulary, and key exam skills. Before, during and after-reading questions test readers' story comprehension and develop vocabulary. The War of the Worlds, a Level 1 Reader, is A1 in the CEFR framework. Short sentences contain a maximum of two clauses, introducing the past simple tense and some simple modals, adverbs and gerunds. Illustrations support the text throughout, and many titles at this level are graphic novels. The Martians are coming! They are burning houses and killing the people of Earth. How can the people stop them? Visit the Penguin Readers website Exclusively with the print edition, readers can unlock online resources including a digital book, audio edition, lesson plans and answer keys. |
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