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Books > Children's & Educational > Fiction > Adventure stories > Thrillers
Five Nights at Freddy's fans won't want to miss this pulse-pounding collection of three novella-length tales that will keep even the bravest FNAF player up at night... Standing up for yourself can be hard... Jeremiah decides he's done being the butt of his coworker's jokes at their small game studio. Joel is counting the days until he can quit his family's garden centre and hit the road to a new life. Aimee finally works up the courage to ditch her loud-mouthed, annoying friend at Freddy Fazbear's Pizza. But when it comes to Five Nights at Freddy's, even the most well-meaning actions can reap horrible consequences. In this eleventh volume, Five Nights at Freddy's creator Scott Cawthon spins three sinister novella-length stories from different corners of his series' canon. Readers beware: this collection of terrifying tales is enough to unsettle even the most hardened Five Nights at Freddy's fans Perfect for video game fans and fans of horror If you enjoy the FNAF series, check out Bendy and the Ink Machine and Hello Neighbor.
NOW A NEW YORK TIMES BESTSELLER! 'AN INTENSE AND BROODING THRILLER ' - THE OBSERVER A intensely romantic and atmospheric thriller for young adults, full of twists and turns with a simmering supernatural undercurrent. Perfect for fans of Holly Jackson, Karen McManus and Delia Owens' Where the Crawdads Sing When seventeen-year-old Grey makes her annual visit to La Cachette, Louisiana - the tiny bayou town that proclaims to be the "Psychic Capital of the World" - she knows it will be different from past years: her childhood best friend Elora went missing several months earlier and no one is telling the truth about the night she disappears. Grey can't believe that Elora vanished into thin air any more than she can believe that nobody in a town full of psychics knows what happened. But as she digs into the night that Elora went missing, she begins to realize that everybody in town is hiding something-her grandmother Honey; her childhood crush Hart; and even her late mother, whose secrets continue to call to Grey from beyond the grave. When a mysterious stranger emerges from the bayou - a stormy-eyed boy with links to Elora and the town's bloody history - Grey realizes that La Cachette's past is far more present and dangerous than she'd ever understood. She doesn't know who she can trust. In a town where secrets lurk just below the surface, and where a murderer is on the loose, nobody can be presumed innocent-and La Cachette's dark and shallow lies may just rip the town apart.
What would the world look like if the Nazis had won the war? Wolf by Wolf is a gripping thriller about one girl's extraordinary mission to kill Hitler. "Wild and gorgeous, vivid and consuming. I loved it! I can't wait for the sequel." Laini Taylor, bestselling author of the Daughter of Smoke & Bone trilogy The year is 1956, and the Axis powers of the Third Reich and Imperial Japan rule. To commemorate their Great Victory, they host an annual motorbike race across their combined continents. The prize? An audience with the highly reclusive Adolf Hitler at the Victor's ball. Yael has witnessed too much suffering, and the five wolves tattooed on her arm are a constant reminder of the loved ones she lost when she was a prisoner in a brutal concentration camp. Now part of the resistance, Yael has one goal: Win the race and kill Hitler. But the only way to enter the race is to impersonate last year's only female racer, Adele Wolfe. Yael is a master of deception but there are two other competitors it may be impossible to fool - Adele's brother, Felix, and Luka, a boy she clearly has history with. But as Yael grows closer to the other competitors, can she be as ruthless as she needs to be to avoid discovery and stay true to her mission? The future on the world is depending on her . . . A fast-paced, clever story that will leave you breathless.
What starts off as a light-hearted competition to live without modern technology for a year turns into a fight for survival in this unputdownable young adult thriller by New York Times bestselling author Jarrod Shusterman and debut author Sofia Lapuente. It was never meant to happen this way. Things were never supposed to get this out of hand. After a cyberbullying incident at her school goes viral, Luna Iglesias finds herself at the heart of a brewing controversy. When the social media company Limbo--who are also implicated in the scandal--sweeps in with an offer that sounds like an opportunity to turn over a new leaf and receive a scholarship to the college of her dreams, she's happy to jump on the new trend. It's called the Retro Challenge, where contestants live without modern technology, wear vintage clothes, party as if the future weren't already written, and fall in love as if they were living in a movie. At first, the challenge is fun. But then things get dangerous. Kids start disappearing, including Luna's friends. There are voices in the woods. Bloodred markings on the trees. And Luna increasingly begins to wonder if all these strange happenings are connected with the Retro Challenge. Secrets. Lies. Betrayal. The weight of her family on her shoulders. There's so much on the line for Luna, not to mention she's falling in love with the last guy she expected. Unless she can figure out the truth behind who's sabotaging the challenge, the next person to disappear may be Luna herself.
A darkly twisted detective ghost tale, from the winner of the Guardian Children's Book Prize. Davie travels his small town in search of a supposed murderer. But the landscape soon starts to blur into something dark and twisted. He must make sense of the landscape, if he has any chance of finding answers. The people he encounters on his travels don't seem entirely real either. Then he meets the victim of the murder ... but, is he dead, or alive?
A thrilling debut, reminiscent of new fan favorites like One of Us Is Lying and the beloved classics by Agatha Christie, that will leave readers guessing until the explosive ending. "Welcome to dinner, and again, congratulations on being selected. Now you must do the selecting." What do the queen bee, star athlete, valedictorian, stoner, loner, and music geek all have in common? They were all invited to a scholarship dinner, only to discover it's a trap. Someone has locked them into a room with a bomb, a syringe filled with poison, and a note saying they have an hour to pick someone to kill...or else everyone dies. Amber Prescott is determined to get her classmates and herself out of the room alive, but that might be easier said than done. No one knows how they're all connected or who would want them dead. As they retrace the events over the past year that might have triggered their captor's ultimatum, it becomes clear that everyone is hiding something. And with the clock ticking down, confusion turns into fear, and fear morphs into panic as they race to answer the biggest question: Who will they choose to die?
Five Nights at Freddy's fans won't want to miss this pulse-pounding collection of three novella-length tales that will keep even the bravest FNAF player up at night... Act in haste, repent at leisure... After losing his friend in a terrible accident, Andrew can't spend his money fast enough on a happy companion guaranteed to keep his friend's memory alive. Mott quickly flushes his brother's creepy new pets, but the creatures have other plans. Eager to put her classmates in their place, Homecoming Queen Jessica doesn't stop to double-check her homework ... reprogramming a defunct animatronic. In this tenth volume, Five Nights at Freddy's creator Scott Cawthon spins three sinister novella-length stories from different corners of his series' canon. Readers beware: this collection of terrifying tales is enough to unsettle even the most hardened Five Nights at Freddy's fans. Perfect for video game fans and fans of horror. If you enjoy the FNAF series, check out Bendy and the Ink Machine and Hello Neighbor.
Five Nights at Freddy's fans won't want to miss this pulse-pounding collection of three novella-length tales that will keep even the bravest FNAF player up at night... When left in darkness, rage festers. Years of frustration with his family culminate in a loathsome vacation for Bob, who plots a sinister prank to frighten his wife and kids. Matt redirects the residual anger over his many failed relationships into a video game, and ends up birthing the horrible consequences. In room 1280 of Heracles Hospital, something evil is keeping a man alive, a man with gruesome burns all over his body and an iron will to live. In this fifth volume, Five Nights at Freddy's creator Scott Cawthon spins three sinister novella-length stories from different corners of his series' canon, featuring cover art from fan-favourite artist LadyFiszi. Readers beware: this collection of terrifying tales is enough to unsettle even the most hardened Five Nights at Freddy's fans.
The fourth and final adventure in the brilliant Taylor & Rose series by bestselling author, Katherine Woodfine. For fans of The Sinclair Mysteries and Murder Most Unladylike series Top secret agents, Sophie Taylor and Lil Rose have set sail to New York City on an elegant ocean liner, ready to face their enemies and settle old scores. These two brave friends will need all of their detective skills, courage and derring-do as they race against time to rescue a beloved friend ...
The Haunting of Hill House meets Get Out in this chilling YA psychological thriller and modern take on the classic haunted house story from New York Times bestselling author Tiffany D. Jackson! Marigold is running from ghosts. The phantoms of her old life keep haunting her, but a move with her newly blended family from their small California beach town to the embattled Midwestern city of Cedarville might be the fresh start she needs. Her mom has accepted a new job with the Sterling Foundation that comes with a free house, one that Mari now has to share with her bratty ten-year-old stepsister, Piper. The renovated picture-perfect home on Maple Street, sitting between dilapidated houses, surrounded by wary neighbors has its . . . secrets. That's only half the problem: household items vanish, doors open on their own, lights turn off, shadows walk past rooms, voices can be heard in the walls, and there's a foul smell seeping through the vents only Mari seems to notice. Worse: Piper keeps talking about a friend who wants Mari gone. But "running from ghosts" is just a metaphor, right? As the house closes in, Mari learns that the danger isn't limited to Maple Street. Cedarville has its secrets, too. And secrets always find their way through the cracks. * An Amazon Best Book of the Month * Parade's Best YA Books of the Year * Indigo Best Books of the Year * SLJ Best Books of the Year * Kirkus Best Books of the Year * A YALSA Amazing Audiobooks for Young Adults Book of the Year *
The third and final book in the bestselling, award-winning MISSING
series.
Fans won't want to miss this ultimate guide to Five Nights at Freddy's - bursting with theories, lore, and insights from the games, books and more! This all-encompassing guidebook concentrates material from The Freddy Files (Updated Edition) and adds over 100 pages of new content exploring Help Wanted, Curse of Dreadbear, Fazbear Frights, the novel trilogy, and more! Fans hungry for fresh Five Nights at Freddy's lore can sink their teeth into this massive guidebook packed with mythology, gameplay and secrets to help unwind the twisted mysteries lurking behind the smiling face of Fazbear Entertainment. Delving into each game, players can map the animatronics' paths, learn how timed elements of the games work, and discover how to trigger unique events. Special sections throughout highlight FNAF fans' most talked-about topics, from the alternate endings in Help Wanted and Curse of Dreadbear, to the new technology introduced in Fazbear Frights, to the ways that Easter eggs, rare screens, and hidden content can shed light on some of the more elusive questions in the FNAF universe. A comprehensive animatronics inventory and reproduced content from the Fazbear Entertainment Archives complete this compendium, helping fans bring their theories straight to the source. All the evidence, along with every detail of the games, books and more, is laid out for fans to explore in this one-of-a-kind guide to the warped world of Five Nights at Freddy's. Over 100 pages of new content The ultimate guide, full of gameplay, secrets and mythology Perfect for gamers and fans of horror.
A vibrant, powerful follow-up to the electrifying THE BOOK OF STORMS. Danny O'Neill hasn't had a single good night's sleep in the year since he discovered the book of storms. Exhausted and a social outcast, he wishes only to escape the shadowy figure of Sammael who controls his dreams and nightmares. Cath Carrera, from the other side of town, dreams of escaping her brutish father and spiteful step-family. So when she meets Barshin, a talking hare who offers her protection from her dad's latest violent rage, she doesn't think twice about going with him. But she didn't expect to find a place like Chromos: a vibrant, addictive dreamland built from her imagination, in all its colours. In return for his protection, Barshin wants Cath to deliver a message to Danny: he must rescue his cousin Tom from Sammael before it is too late. Together, the three must find a way to stop Sammael before he destroys Tom. But even with the help of talking plants and creatures, and a friendly stag, the journey to Chromos and beyond is a dangerous, near-impossible mission, and Danny and Cath will have to muster every scrap of bravery and ingenuity to have a hope of succeeding.
The third gripping installment in bestselling children's author Sophie McKenzie's MEDUSA PROJECT series – back with a bold new cover look! Fourteen years ago, four babies were implanted with the Medusa gene– a gene for psychic abilities. Now teenagers, Nico, Ketty, Ed and Dylan have been brought together by government agents to create a secret crime-fighting force: The Medusa Project. Since their existence became known to members of the criminal underworld, they have been hidden away in a secluded training camp in Spain, where their identities are being kept secret. Life in camp is hard enough, but then things take a turn for the worse. Ed is blackmailed into using his mind-reading powers – and in doing so he threatens to endanger the whole Medusa Project . . .
Read this sensational mystery bestseller before you watch the 13-part Netflix series, executive produced by Selena Gomez. This special edition is complete with exclusive behind-the-scenes content including a 16-page full-colour photo insert featuring scenes from the show, and interviews with the cast and crew. You can't stop the future. You can't rewind the past. The only way to learn the secret . . . is to press play. Clay Jensen returns home from school one day to find a mysterious box with his name on it, outside his front door. Inside he discovers a series of cassette tapes recorded by Hannah Baker - his classmate and crush. Only, she committed suicide two weeks earlier. On the first tape, Hannah explains that there are 13 reasons why she did what she did - and Clay is one of them. If he listens, Clay will find out how he made the list - what he hears will change his life forever. If you're affected by any of the issues raised in Thirteen Reasons Why, click below for a list of UK-based support organisations that can help.
New York Times bestselling author Katherine Arden thrills once again in the finale to the critically acclaimed, bone-chilling quartet that began with Small Spaces. Now in paperback. It’s been three months since Ollie made a daring deal with the smiling man to save those she loved, and then vanished without a trace. The smiling man promised Coco, Brian and Phil, that they’d have a chance to save her, but as time goes by, they begin to worry that the smiling man has lied to them and Ollie is gone forever. But then a terrified and rambling boy who went missing at a nearby traveling carnival appears with a message for the trio from the mysterious man who took him: Play if you dare. Game on! The smiling man has finally made his move. Now it’s Coco, Brian, and Phil’s turn to make theirs. And they know just where to start. The traveling carnival is coming to Evansburg. Meanwhile, Ollie is trapped in the world behind the mist, learning the horrifying secrets of the smiling man's carnival, and trying everything to help her friends find her. Brian, Coco and Phil will risk everything to rescue Ollie—but they all soon realize this game is much more dangerous than the ones before. This time the smiling man is playing for keeps.
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...
'Not since Nancy Drew has a nosy, crime-obsessed kid been so hard to resist' - New York Times Woody Lambert is in trouble. He comes from a broken family, suffers bad grades at school and his older brother, Tony, is on probation for a drug offence. When Woody inadvertently gets caught up with Tony and one of his friends, Garth, cruising around Strattenburg in a beaten-up Mustang drinking beer, one thing leads to another and Garth holds up a convenience store with a fake gun. Though he had no involvement in the crime other than being in Garth's car, Woody is arrested as an accomplice. He's going to need serious legal advice to avoid juvenile prison. Enter Theodore Boone: after all, Theo has already decided that he will become the best courtroom lawyer in the state. It's just that, at the age of thirteen, Theo is years from being a qualified lawyer - and Woody needs help right now . . .
With a dad who disappeared years ago, and a mother who’s a bit too busy to parent, Emmy has always felt a little out of place. So when her mother announces she’s being shipped off to Wellsworth, a prestigious boarding school in England, Emmy’s positive this will be the same. Until she finds a box of mysterious medallions in the attic of her home. Medallions that belonged to her father. Her father who may have gone to Wellsworth. When she arrives at school, she finds the strange symbols from the medallions etched into the walls and books, which leads Emmy and her new friends to Wellsworth’s super-secret society: The Order of Black Hollow Lane.
From Brendan Reichs, co-author of the Virals series with Kathy Reichs, comes Chrysalis, the nail-biting conclusion to the Project Nemesis series - a fast-paced, high concept thriller perfect for fans of The 100 and The Maze Runner. 'Twisty and unpredictable to the very last page. I loved this series.' Ransom Riggs, bestselling author of Miss Peregrine's Home for Peculiar Children The sixty-four members of Fire Lake's sophomore class have managed to survive the first two phases of the Program - and each other. Now, they alone have emerged into the dawn of a new era on Earth, into a Fire Lake valley that's full of otherworldly dangers and challenges. Although staying alive in this broken world should force Min, Noah, Tack and the others to form new alliances, old feuds die hard, and the brutality of the earlier Program phases cannot be forgotten. But being a team isn't easy for the sophomores, and when they discover that they may not be alone on the planet after all, they'll have to decide if they're going to work together . . . or die together. |
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