

Adam, an AI creation of an alien race, prepares to launch a conquest that has been centuries in the making, and if he succeeds he will rule over all humankind-over all sentient life-forms-as a God.

When his five-year-old neighbor goes missing, Jack can’t help feeling responsible. He should have taken Cody home when he found him riding his bicycle near the Pine Barrens. And then a lost man wanders out of the woods after being chased all night by...something. Jack knows, better than anyone, that the Barrens are dangerous—a true wilderness filled with people, creatures, and objects lost from sight and memory. Like the ancient, fifteen-foot-tall stone pyramid he, Weezy, and Eddie discover. Jack thinks it might have been a cage of some sort, but for what kind of animal, he can’t say. Eddie jokes that it could have been used for the Jersey Devil. Jack doesn't believe in that old folk tale, but something is roaming the Pines. Could it have Cody? And what about the strange circus that set up outside town? Could they be involved? So many possibilities, so little time...

Demonic activity has escalated in both the Undercity and the mortal surface level city as the worshipers and servants of the Lord of the Hells strive to complete the rituals that will return their god to the mortal realm. As Rath joins with mages and the Twin Kings' agents to wage a secret battle against this nearly unstoppable foe, he gives Jewel Markess and her den of orphans the opportunity to escape the chaos by providing them with a note of introduction to the head of House Terafin, where Jewel will discover her destiny.


Welcome to the Ozarks, the setting of award-winning author Christine Lynxwiler’s latest breath-taking romance, where the lives of a timid dog whisperer and an out-for-revenge reporter collide. Elyse McCord, the biological daughter of a modern-day Bonnie and Clyde, turns into a mighty warrior when a dog’s well-being is at stake. Finding herself in the sights of a pistol-wielding maniac whose been mistreating his dog, she’s suddenly swept to safety by Andrew Stone, a widower bent on hunting down his wife’s killers. Is there any future for an outlaw’s daughter and a Texas ranger’s son?

For fans of Gabrielle Zevin and Lurlene McDaniel, In a Heartbeat explores the ties of family and the weight of regret when a mistake costs Eagan her life during a figure-skating competition. Left in the afterlife, reflecting on what she could have done differently, Eagan's still-beating heart is given to Amelia who has been waiting patiently for a transplant. When their thought, feelings, and dreams begin to mysteriously overlap, Amelia knows she must search for Eagan's family and find a way to give them all the closure they need move on.
Praise for In a Heartbeat:
"[A] dramatic story of loss and second chances. . . a highly satisfying read." -Booklist
"Readers will likely come away teary-eyed and inspired." -Publishers Weekly



Incarceron is a prison so vast that it contains not only cells, but also metal forests, dilapidated cities, and vast wilderness. Finn, a seventeen-year-old prisoner, has no memory of his childhood and is sure that he came from Outside Incarceron. Very few prisoners believe that there is an Outside, however, which makes escape seems impossible.
And then Finn finds a crystal key that allows him to communicate with a girl named Claudia. She claims to live Outside- she is the daughter of the Warden of Incarceron, and doomed to an arranged marriage. Finn is determined to escape the prison, and Claudia believes she can help him. But they don't realize that there is more to Incarceron than meets the eye. Escape will take their greatest courage and cost more than they know.


When Ali and Doug start dating, Ali is falling so hard she doesn’t notice a few odd signs: he never changes clothes, his head is a funny shape, and he says practically nothing out loud. Finally Marie, the school paper’s fashion editor, points out the obvious: Doug isn’t just a really sincere goth. He’s a zombie. Horrified that her feelings could have allowed her to overlook such a flaw, Ali breaks up with Doug, but learns that zombies are awfully hard to get rid of—at the same time she learns that vampires, a group as tightly-knit as the mafia, don’t think much of music critics who make fun of vampires in reviews. . . .


For eleven-year-old Gopal and his family, life in their rural Indian village is over: We stay, we starve, his baba has warned. With the darkness of night as cover, they flee to the big city of Mumbai in hopes of finding work and a brighter future. Gopal is eager to help support his struggling family until school starts, so when a stranger approaches him with the promise of a factory job, he jumps at the offer.
But Gopal has been deceived. There is no factory, just a small, stuffy sweatshop where he and five other boys are forced to make beaded frames for no money and little food. The boys are forbidden to talk or even to call one another by their real names. In this atmosphere of distrust and isolation, locked in a rundown building in an unknown part of the city, Gopal despairs of ever seeing his family again.
But late one night, when Gopal decides to share kahanis, or stories, he realizes that storytelling might be the boys' key to holding on to their sense of self and their hope for any kind of future. If he can make them feel more like brothers than enemies, their lives will be more bearable in the shop—and they might even find a way to escape.

THE GREATEST GAMER ON EARTH
At the University of California, Escondido, no one would guess that freshman Shesh Maccabee is a hard-core gamer—and in recovery to boot, following a court order, a wireless ban, and months of therapy (all because of one little seven-day Internet café episode). His friend Mike—who personally prefers Japanese-console RPGs—is tasked with keeping Shesh far away from any computer with access to World of Warfare.
Everything's going according to plan—until a Ren Faire fangirl introduces them to the campus gaming club, where they meet Theodore, a fanatical tabletop game master whose single goal in life is to run the greatest Mages & Monsters game in the world. And there just happens to be room for two more players. Soon Shesh and Mike are dragged into the dungeon of hard-core gaming—and cops, baboon men, Sri Lankan cave roaches, and Gothémon card collectors converge in the zaniest adventure that ever involved twenty-sided dice!

Luke was not eager to accompany his best friend, Hayden, and the cocky new kid, Russell, up to the cliff that night. The plan was to watch Russell jump off the cliff into the lake--his initiation to the Briar Academy fencing team. But instead, after an angry confrontation with Hayden, Russell falls to his death.
Now Hayden is in jail and the pressure is on Luke to report what he saw. But what did he see? An accident--or a murder? Luke has always followed Hayden's lead, but this is one decision he'll be forced to make on his own. And to do it, he must face the truth about his friendship with Hayden and his own painful past.
This suspenseful and scandalous tale of rivalry, peer pressure, and finding the courage to take responsibility will have an impact on readers long after the last page.