


Amy Henderson's freshman year starts with a new best friend, Cat, and a newfound confidence. But she misses her crush, Craig, who has gone to live with his aunt in Boston. Craig has promised to write, and Amy checks the mail on a daily basis, but to no avail. There are plenty of distractions, however. Cat's brother, Ricky, seems interested in Amy, but is she interested in him? And a new friendship with Finn, the lighthouse keeper, who Amy discovers is a talented artist, keeps Amy and Cat busy as they arrange for him to exhibit his work. But things get complicated when Craig returns from Boston and Finn is accused of arson. There are more questions than answers for Amy as life becomes as turbulent as the cold and stormy ocean of her coastal Maine town. Ideal for preteens, this novel is the sequel to the critically acclaimed Call Me Amy and touches upon issues of friendship, boyfriend troubles, and the power of believing in oneself.MAINE / SEAL PUPS / 1973 / COMING-OF-AGE / ADVENTURE / ROMANCE / MIDDLE-GRADE

Amy Henderson's freshman year starts with a new best friend, Cat, and a newfound confidence. But she misses her crush, Craig, who has gone to live with his aunt in Boston. Craig has promised to write, and Amy checks the mail on a daily basis, but to no avail. There are plenty of distractions, however. Cat's brother, Ricky, seems interested in Amy, but is she interested in him? And a new friendship with Finn, the lighthouse keeper, who Amy discovers is a talented artist, keeps Amy and Cat busy as they arrange for him to exhibit his work. But things get complicated when Craig returns from Boston and Finn is accused of arson. There are more questions than answers for Amy as life becomes as turbulent as the cold and stormy ocean of her coastal Maine town. Ideal for preteens, this novel is the sequel to the critically acclaimed Call Me Amy and touches upon issues of friendship, boyfriend troubles, and the power of believing in oneself.MAINE / SEAL PUPS / 1973 / COMING-OF-AGE / ADVENTURE / ROMANCE / MIDDLE-GRADE


One true friend. Someone shining. That’s all twelve-year-old Arie Mae wants. But shining true friends are hard to come by deep in the mountains of western North Carolina, so she sets her sights on a cousin unseen, someone who lives all the way away in the big city of Baltimore, Maryland. Three unanswered letters later, Arie Mae learns that a group of kids from Baltimore are coming to spend a summer on the mountain.
Arie Mae loves her smudge of a town—she knows there’s nothing finer than Pa’s fiddling and Mama’s apple cake, but she also knows Big City folk might feel differently. How else to explain the song catcher ladies who have descended upon the village in search of “traditional tunes” and their intention to help “save” the townspeople? But when the group from Baltimore arrives, it seems there just might be a gem among them, one shining boy who doesn’t seem to notice Arie Mae wears the same dress every day and prefers to go barefoot. So what if he has a bit of a limp and a rumored heart problem—he also is keen about everything Arie Mae is keen about, and has all the makings of a true friend.
And so what if the boy’s mother warns him not to exert himself? He and Arie Mae have adventures to go on! In between writing letters to her cousin, Arie Mae leads her one shining friend on ghost hunts and bear chases. But it turns out those warnings were for a reason…

With time travel and mysteries that need solving, the Galactic Academy of Science (G.A.S.) series instructs readers on how to think like scientists. Under the guidance of a Dude or Dudette from the future, the middle school characters are faced with treacherous, present-day crimes that require a historical knowledge of science in order to be solved. From investigating problems to analyzing data and constructing explanations and solutions, this series blends elements of sci-fi with educational methods that distill the key thinking habits of scientists and engineers.
Medical science combines with mystery in this G.A.S. adventure about concussions
Is the awkward stranger taking bribes to throw games? When Clinton hits his head in the championship soccer game, the stranger gets him benched, and Clinton’s team loses. Determined to nail the bribe-taker, Clinton and Mae take on a new G.A.S. mission—a journey across three continents and 4,000 years to learn about concussion and the brain.

With time travel and mysteries that need solving, the Galactic Academy of Science (G.A.S.) series instructs readers on how to think like scientists. Under the guidance of a Dude or Dudette from the future, the middle school characters are faced with treacherous, present-day crimes that require a historical knowledge of science in order to be solved. From investigating problems to analyzing data and constructing explanations and solutions, this series blends elements of sci-fi with educational methods that distill the key thinking habits of scientists and engineers.
Only the G.A.S. kids can stop an evil scientist who wants to enslave humans of the future
When a corrupt Dude from the future threatens to harm Sam’s mother unless he steals a zombie potion from his scientist father, Clinton and Mae know they have to help. This time-traveling journey on the science and history of death takes the G.A.S. crew to China, Italy, Belgium, Haiti, New Guinea, Arizona, and Indonesia. Along the way, Sam faces his greatest fears and grows braver, but when disaster threatens his father’s research camp, can he figure out how to save his father, outwit the evil Dr. G, and turn the tables on the bullies who have been tormenting him?

With time travel and mysteries that need solving, the Galactic Academy of Science (G.A.S.) series instructs readers on how to think like scientists. Under the guidance of a Dude or Dudette from the future, the middle school characters are faced with treacherous, present-day crimes that require a historical knowledge of science in order to be solved. From investigating problems to analyzing data and constructing explanations and solutions, this series blends elements of sci-fi with educational methods that distill the key thinking habits of scientists and engineers.
Learn to create and crack codes in this latest G.A.S. installment
Dr. G and his companions are using coded messages in a plot to corrupt the International Science Fair. Quarkum Phonon, a Dude from the future, calls on four middle school students for help. Benson and Anita work on their computers while two new G.A.S. recruits, Ella and Shomari, travel through time, facing kidnappers, thieves, and spies in their scramble to learn about codes and ciphers. Across two millennia and five countries, they meet Julius Caesar, Thomas Jefferson, Alan Turing, and others, while learning about substitution ciphers, frequency analysis, wheels, cylinders, book codes, the Verginère Table, the Enigma, and public and private keys. But will they break Dr. G’s code in time to save the science fair? A computer-based online extension that allows readers to create and decode their own secret messages is also included.

Twelve-year-old Hope has always felt a little different from everyone else who lives in White Rock. She tries hard, but she doesn’t always think before she acts. She takes big risks. Sometimes her risks pay off, but sometimes they fail. Sometimes she fails.
Hope knows that the most dangerous thing about living in White Rock is that it’s so close to the deadly Bomb’s Breath—the invisible, fifteen-foot-thick band of compressed air that’s hovered over the earth since the Green Bombs of World War III. The citizens of White Rock live in fear of the Bomb’s Breath. Only Hope has figured out a way to go through it—and lived to tell the tale.
But when a massive tremor rips across the earth, the Bomb’s Breath begins to lower over White Rock. It’s up to Hope and her friends Brock and Aaren to make the dangerous journey far from home, across the bandit-ridden Forbidden Flats to the wilds of the Rocky Mountains, and obtain the one thing that may be able to stop it—before the Bomb’s Breath sinks too far and destroys them all. This time, Hope can’t fail.

Middle school is constant drama. Everyone’s changing. Everyone’s emotions are moody. And everyone’s brains are overloaded. How can anyone survive this awkward, challenging, and at times just plain miserable period of life?
Based on her first day of seventh grade, Gaby has no idea. First her two best friends ditch her. She then gets stuck sitting with Lily, one of the most unpopular girls in the grade. And English class doesn’t make life any better, as she has to write a nonfiction book on anything—anything—by the end of the term. Gaby has too many problems to even think about writing a book. But Lily thinks the answer is just that: to write about middle school nightmares, and deal with cliques, crushes, bullies, friend fights, and more.
Perhaps Lily's really not that bad. And maybe Gaby will survive the seventh grade after all…
Find out how to turn life’s challenges and crises into something less dramatic and maybe even humorous, through Gaby and Lily’s funny and honest middle school survival guide. Discover, along with Gaby and Lily, all sorts of tips for middle school survival. Learn to combat shyness, stop beating yourself up, and most importantly discover that you’re not alone.

Sammy doesn’t go looking for trouble, but she seems to find it everywhere. She’s forever sniffing out clues and chasing down bad guys—and driving her friends a little nuts. She’s gone up against thieves and counterfeiters and gangsters and blackmailers and murderers, and always stayed one step ahead.
Until now.
Last night, one of the bad guys caught up.
Last night, someone followed Sammy up the fire escape and pushed her from the third story.
Now she’s in the hospital, out cold. And her friends are left with the questions Sammy’s always been so good at answering: Why? How? But most of all . . . WHO?
In this emotional conclusion to her beloved long-running series, Wendelin Van Draanen shows just how many lives one nosy girl can touch and pays tribute to a life well sleuthed.
Praise for Sammy Keyes:
“If Kinsey Millhone ever hires a junior partner, Sammy Keyes will be the first candidate on the list. She’s feisty, fearless, and funny. A top-notch investigator!” —Sue Grafton
“Sammy’s brave, resourceful, observant and a loyal friend, but this girl sleuth is no well-mannered Nancy Drew. She’s endearingly hot-tempered, nosy, and not always obedient—in short, she’s someone I want to read about again.” —Margaret Maron



Cheesie and his best friend, Georgie, are too old for trick-or-treating. Besides, all that spooky nonsense is just for kids! To prove it, they pull a “far out” prank that has the whole school abuzz about aliens. When Cheesie and Georgie reveal that they were the masterminds behind the trick, Cheesie’s evil sister, Goon, plots revenge. She recruits one of Cheesie’s friends to pull off a prank that will have Cheesie wondering if the truth really is out there. . . .

Pay It Forward is a moving, uplifting novel about Trevor McKinney, a twelve-year-old boy in a small California town who accepts his teacher’s challenge to earn extra credit by coming up with a plan to change the world. Trevor’s idea is simple: do a good deed for three people, and instead of asking them to return the favor, ask them to “pay it forward” to three others who need help. He envisions a vast movement of kindness and goodwill spreading across the world, and in this “quiet, steady masterpiece with an incandescent ending” (Kirkus Reviews), Trevor’s actions change his community forever.
This middle grade edition of Pay It Forward is extensively revised, making it an appropriate and invaluable complement to lesson plans and an ideal pick for book clubs, classroom use, and summer reading. Includes an author'snote and curriculum guide.