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When Little Moe accidently spills the monsters' brew leaving them with nothing to eat, an unexpected guest arrives with a big Halloween surprise.
When the daughter of the Queen of the Mischief Monsters runs away from home, it is up to Edward, Moongobble, Urk, and Fireball to return her to Monster Mountain--then start a new quest.
Gormy is fed up with everyone telling him he isn't monstrous enough yet. Why won't anyone give him a chance? And with perfect Poggy Boggles coming for dinner, Gormy's day has gone from bad to worse! But with a mysterious creature wreaking havoc all through the house, Gormy is going to need to be more than scary! And who knows? Gormy might just be on his way to being a monster after all.
Although gaming was once primarily used for personal entertainment, video games and other similar technologies are now being utilized across various disciplines such as education and engineering. As digital technologies become more integral to everyday life, it is imperative to explore the underlying effects they have on society and within these fields. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations provides emerging research on the societal and mental aspects of gaming and how video games impact different parts of an individual’s life. While highlighting the positive, important results of gaming in various disciplines, readers will learn how video games can be used in areas such as calculus, therapy, and professional development. This book is an important resource for engineers, graduate-level students, psychologists, game designers, educators, sociologists, and academics seeking current information on the effects of gaming and computer simulations across different industries.
Can you crack the case with six clues or less?Welcome back to Moon Hollow, where mystery lurks around every corner--and four kids have come together to solve crimes and puzzles big and small.When a monster is sighted in the woods surrounding Moon Hollow, Viola, Sylvester, Rosie, and Woodrow know they're in for their creepiest case yet. But it's just one of fourteen mysteries competing for their attention. They'll have to uncover the truth in six clues or less--and readers are invited to guess alongside them each step of the way.Each book comes with an exclusive code so that readers can download a FREE copy of the e-book . . . which includes an extra mystery unavailable anywhere else!
Gormy Ruckles is determined to be the most fearsome monster the world has ever seen! But when his father sets him a tall task - to scare a sheep - Gormy realises there might be more to monstering than he first thought...
"Ten mice wake and get their home ready for the circus. As they clean and play, these colorful and acrobatic creatures demonstrate how the numbers from 1 to 9 can add up to 10"--Dust jacket.
Trick 'r Treatdelves into the four stories that make up the feature film,Trick 'r Treatreleasing in October 2007. It reflects Dougherty's personal take on the filmmaking process, details how the ideas and art came together, and presents it with exclusive special features in a unique format. The genre encompasses drama, horror, thriller...mixed with a good dose of twisted humor. Set in a small suburban town,Trick 'r Treatexplores Halloween traditions while following a group of people trying to survive the most terrifying night of the year. From a serial killer who specializes in poisoning candy; to a group of mischievous kids who unearth their town's dark secret; to a young woman hunted by masked stalker at the local festival; to a cantankerous old hermit confronted by a demonic trick-or-treater, the film is filled with horrifying surprises, nervous laughs and strange creatures of every variety--human or otherwise. The atmosphere Dougherty creates on film mirrors the flavor of his art--whimsical, yet eerie. It seems welcoming from a distance, but the closer you look, the more you see the twisted, dark side of Dougherty's mind. Dougherty's third-grade teacher once remarked on a report card that his behavior exhibited "early evidence of what may be an extraordinary morbid ingenuity." Years later, his drawings and doodles of the youthful, eerily pumpkin-headed character, Sam--a kind of ghost of Halloweens past--along with a number of other creepy, unforgettable characters, have made it to the big screen. There, Dougherty's art and storytelling promise to take a fresh twist. At the launch of his career he's already got a loyal following eagerly awaiting his next spooky project.
'So I began thinking again of those two white blanks on the map, of penguins and humming birds, of the pampas and of gauchos, in short, of Patagonia, a place where, one was told, the natives' heads steam when they eat marmalade.' So responded H. W. 'Bill' Tilman to his own realisation that the Himalaya were too high for a mountaineer now well into his fifties. He would trade extremes of altitude for the romance of the sea with, at his journey's end, mountains and glaciers at a smaller scale; and the less explored they were, the better he would like it. Within a couple of years he had progressed from sailing a 14-foot dinghy to his own 45-foot pilot cutter Mischief, readied for her deep-sea voyaging, and recruited a crew for his most ambitious of private expeditions. Well past her prime, Mischief carried Tilman, along with an ex-dairy farmer, two army officers and a retired civil servant, safely the length of the North and South Atlantic oceans, and through the notoriously difficult Magellan Strait, against strong prevailing winds, to their icy landfall in the far south of Chile. The shore party spent six weeks crossing the Patagonian ice cap, in both directions, returning to find that their vessel had suffered a broken propeller. Edging north under sail only, Mischief put into Valparaiso for repairs, and finally made it home to Lymington via the Panama Canal, for a total of 20,000 nautical miles sailed, in addition to a major exploration 'first' all here related with the skipper's characteristic modesty and bone-dry humour, and many photographs.