
Some choices change everything. Scarlett chose to run. And the consequences will be deadly.
Stolen from her family as a young girl, Scarlett was lucky enough to eventually escape her captor. Now a teen, she's starting a summer job at an amusement park. There are cute boys, new friends, and the chance to finally have a normal life.
Her first day on the job, Scarlett is shocked to discover that a girl from the park has gone missing. Old memories come rushing back. And now as she meets her new coworkers, one of the girls seems strangely familiar. When Scarlett chose to run all those years ago, what did she set into motion? And when push comes to shove, how far will she go to uncover the truth . . . before it's too late?
A New York Public Library's Best 50 Books for Teens
"Panitch tells a harrowing story of captivity, survival, and the pursuit of hope. . . . A jaw-dropping final twist gives way to a surprising, satisfying conclusion to this tense, clever thriller." --Publishers Weekly, Starred Review
"With flashbacks that slowly reveal the terrible secret of Scarlett's escape and Pixie's fate, this psychological thriller evokes well-paced fear." --Kirkus Reviews
"This layered, satisfying read brims with spine-tingling psychological suspense." --Booklist
"Don't start the last fifty pages without time to finish this absorbing thriller." --The Bulletin

Rules for Being a Princess:
1. Your name must be on the Fairy Godmother’s list.
2. You must always be elegant and graceful.
3. A unicorn must choose you.
When Grace arrives at Tall Towers Princess Academy, her name isn’t on the Fairy Godmother’s list of students. She isn’t elegant at all—not even her curtsy is graceful. And all the other girls are sure she’s headed straight back to her tiny, messy kingdom. But one unicorn knows better. He’s clumsy and dirty and the perfect match for Grace! And together they have tons of fun. But the other princesses aren’t convinced Grace belongs at the academy. Can she prove that being a princess is about more than just being perfect?

"A richly imagined novel. Themes of conquering fear and believing in oneself are woven throughout, along with an acknowledgment of humans' environmental impact on the sea and its inhabitants. Despite the high stakes and a few frightening moments, the story is never over serious; it's just right for readers who have grown up with, but aged out of, The Little Mermaid and the Disney Fairies franchise."
- Publishers Weekly
"A fantastic addition to the genre of mermaids, this book will also appeal to readers of action and those who appreciate usurped leaders taking back their kingdom. It starts with a common enough concept: a royal girl who is worried about her betrothal and about love. Donnelly then adds layers of complexity to the tale and weaves her story into that of Atlantis. Friendship, trust, and responsibility are major themes as Sera struggles to grasp that she is really her kingdom's only hope. Quick-witted, loveable characters and a well-planned fantasy world make this an all-encompassing book. Readers will eagerly await future volumes and the answers they will provide."
- VOYA
"Best-selling Donnelly (Revolution, 2010) builds an alluring mermaid civilization and history, filled with painterly descriptions of Sera's underwater palace and its unearthly architecture, her sumptuous wardrobe, and the menagerie of half-human, half-marine animal denizens. There's also plenty of romantic tension with handsome mermen, strife between merls (that's girl mermaids) from rival regions, and some powerful female friendships amid the fast-paced plot, filled with wondrous magic."
- Booklist


Things Finley Hart doesn’t want to talk about:
-Her parents, who are having problems. (But they pretend like they’re not.)
-Being sent to her grandparents’ house for the summer.
-Never having met said grandparents.
-Her blue days—when life feels overwhelming, and it’s hard to keep her head up. (This happens a lot.)
Finley’s only retreat is the Everwood, a forest kingdom that exists in the pages of her notebook. Until she discovers the endless woods behind her grandparents’ house and realizes the Everwood is real—and holds more mysteries than she’d ever imagined, including a family of pirates that she isn’t allowed to talk to, trees covered in ash, and a strange old wizard living in a house made of bones.
With the help of her cousins, Finley sets out on a mission to save the dying Everwood and uncover its secrets. But as the mysteries pile up and the frightening sadness inside her grows, Finley realizes that if she wants to save the Everwood, she’ll first have to save herself.

Andrea Faraday is junior class valedictorian at the exclusive Woodruff School, where she was voted Most Likely to Do Everything Right. But looks can be deceiving. When her parents disappear, her life and her Perfect Girl charade begins to crumble, and her scheme to put things right just takes the situation from bad to so much worse. Pretty soon she's struck up the world s least likely friendship with the juvenile delinquents at Justice Academy, the last exit on the road to jail and the first stop on the way out.
If she were telling it straight, friendship might not be the right word to describe their alliance, since Drea and her new associates could not be more different. She s rich and privileged; they re broke and, well, criminal. But Drea s got a secret: she has more in common with the juvie kids than they d ever suspect. When it turns out they share a common enemy, Drea suggests they join forces to set things right. Sometimes, to save the day, a good girl s gotta be bad."

By making him human.
After angering his father Zeus, the god Apollo is cast down from Olympus. Weak and disoriented, he lands in New York City as a regular teenage boy. Now, without his godly powers, the four-thousand-year-old deity must learn to survive in the modern world until he can somehow find a way to regain Zeus's favor.
But Apollo has many enemies-gods, monsters, and mortals who would love to see the former Olympian permanently destroyed. Apollo needs help, and he can think of only one place to go . . . an enclave of modern demigods known as Camp Half-Blood.

Curl up with this tale of mystery and magic as Aurelia Panade attempts to overcome horrific losses and the curse of Candleborough. Follow her across The Land between Sleep and Awake, where, aided by a mystical guide, she discovers her true legacy. Songs, dances, brews, and recipes — both charmed and wicked — interlace Aurelia’s passage through enchanted realms. Will Aurelia triumph over her inner struggles and the dangers of her worst enemy? How will she reach her destiny?

Dead souls looking for a new leader.
Incredible new powers.
It’s enough to make any 7th grader doubt his sanity!
Thirteen year old Pack's world is turned upside down when his deceased ancestors arrive to test his worthiness to be the next Kylxon. Clueless about his unique ancient family, and with only the help of his best friend, Sydney, he must endure their challenges as he discovers the amazing abilities and powers of the Kylxon. Unfortunately, there’s plenty of rotten fruit on Pack’s family tree to lead a young boy astray and down a dark path which could ultimately destroy his friend. But Sydney's a tough girl and she's not giving up her best buddy to a bunch of dead guys without a fight!
Book one in the exciting new series “The Kylxon Chronicles”, a fantasy adventure about a reluctant hero.

In the secret realm of toys, there are many mysteries.
There is the Code of the Toys, which is as ancient as childhood.
There’s also the magic of becoming a child’s favorite, the highest honor in the Toy World.
Made by hand by Billy’s mother, Ollie is a special toy, “a toy who will matter.” He becomes Billy’s best friend, confidant, pal, and yes, Billy’s “favorite.”
But there are villains in the Toy World, and Zozo, the clown king, is the most feared. He and his toy henchman (the Creeps) have sworn to steal and imprison favorite toys until they forget their children and become forever lost.
When Ollie is toynapped, Billy must rescue his beloved favorite from Zozo’s subterranean lair in the old Carnival Place, past the park, through the woods, and into the night.
Never has a journey of ten blocks been more epic.

Eleven-year-old Rocco is an Italian immigrant who finds himself alone in New York City after he's sold to a padrone by his poverty-stricken parents. While working as a street musician, he meets the boys of the infamous Bandits' Roost, who teach him the art of pickpocketing. Rocco embraces his new life of crime—he's good at it, and it's more lucrative than banging a triangle on the street corner. But when he meets Meddlin' Mary, a strong-hearted Irish girl who's determined to help the horses of New York City, things begin to change. Rocco begins to reexamine his life—and take his future into his own hands.

When Little Dee meets a motley crew of animals deep in the forest, she knows she’s found the perfect set of new friends. Between the bossy vulture, the slightly dim dog, the nurturing bear, and the happy-go-lucky penguin, this mismatched group of big personalities doesn’t always get along—but they’re a family.
And they’re on the run. A pair of hungry polar bears are after the penguin, and the rest of the team are determined to protect her. They’re not interested in adopting a tiny human. But Dee loves them—especially Ted the bear—and she won't let them go. Instead, she hops on their getaway plane and joins them on an around-the-world adventure.
This hilarious and heartwarming story is the perfect addition to any graphic novel reader’s library.

Recast the spell. Light the flame. Make the world anew.
With the ruins of New Kandy still smoldering around them and Nat’s bond to her beloved drakon quickly fraying, Nat and Wes are lost amid a sea of destruction—with Wes at death’s door. Wes tried to save his sister, Eliza, and protect them from her cruelty, only to see firsthand just how dark her power had become.
Desperate to escape the dangers lurking in New Kandy, Wes accepts help from a mysterious voice calling out to him from the Blue, leading Nat and his crew into even more perilous surroundings. They quickly realize that their only chance for survival lies with Nat and the quest for a new world to replace their broken one—but at what cost?
In this epic conclusion to the Heart of Dread trilogy, Nat and Wes must put their love to the ultimate test in hopes of seeing their world reborn.

Set in the world of the New York Times bestselling Seven Realms series, a generation later, this is a breathtaking story of dark magic, chilling threats, and two unforgettable characters walking a knife-sharp line between life and death. This dazzling beginning to a new series is indispensable for fans of Cinda Williams Chima and a perfect starting point for readers who are new to her work.
Adrian sul’Han, known as Ash, is a trained healer with a powerful gift of magic—and a thirst for revenge. Ash is forced into hiding after a series of murders throws the queendom into chaos. Now he’s closer than ever to killing the man responsible, the cruel king of Arden. With time running out, Ash faces an excruciating choice: Can he use his powers not to save a life but to take it?
Abandoned at birth, Jenna Bandelow was told that the magemark on the back of her neck would make her a target. But when the King’s Guard launches a relentless search for a girl with a mark like hers, Jenna assumes that it has more to do with her role as a saboteur than any birth-based curse. Though Jenna doesn’t know why she’s being hunted, she knows that she can’t get caught.
Eventually, Ash’s and Jenna’s paths will collide in Arden. Thrown together by chance and joined by their hatred of the ruthless king, they will come to rescue each other in ways they cannot yet imagine.


Can you crack the code? Test your brain with the Code Busters to see if you have the right stuff to be an ace detective. Answers are in the back, if you ever get stuck.