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One puzzling mystery. Several slippery suspects. Endless possibilities! Welcome to Haventry, a town where the ordinary and extraordinary collide! With ghosts, werewolves and zombies living side by side, trouble is always brewing. And when a fiendish crime is committed, YOUare the detective in charge of the case. Dr Franklefink's precious Monster Maker has gone missing and there are lots of suspects! Along with your yeti partner, it's up to YOUto find the culprit. Should you trail Bramwell Stoker, the terrifying vampire, or Grundle and Grinola, the mischievous goblin twins? Should you follow up a lead about the cunning witches? Or will investigating the doctor's monstrous son Monty lead you to the thief? YOUdecide! With hundreds of paths to choose from and no dead ends, you'll solve the mystery every time! A fantastically imaginative detective story for readers looking for an interactive adventure.
A fantastically imaginative detective story for readers looking for an interactive adventure. Welcome to Haventry, a town where the ordinary and extraordinary collide! With ghosts, werewolves and zombies living side by side, trouble is always brewing. And when a fiendish crime is committed,?YOU?are the detective in charge of the case. The Museum of Magical Objects and Precious Stones is putting on a special time-travelling showcase, but when the main exhibit is stolen, it's up to YOU to find the thief. The Time Sponge has the ability to stop and start time for whoever squeezes it, so who has the strongest motive? The minotaur chief of police who has a lot on at work or the shoplifting band of mermaids? Should you trail the museum's petrifying gorgon curator? Or could your very own yeti partner be responsible? YOU?decide!
A fantastically imaginative detective story for readers looking for an interactive adventure. One puzzling mystery. Several slippery suspects. Endless possibilities! Welcome to Haventry, a town where the ordinary and extraordinary collide! With ghosts, werewolves and zombies living side by side, trouble is always brewing. And when a fiendish crime is committed, YOU are the detective in charge of the case. Dr Franklefink's precious Monster Maker has gone missing and there are lots of suspects! Along with your yeti partner, it's up to YOU to find the culprit. Should you trail Bramwell Stoker, the terrifying vampire, or Grundle and Grinola, the mischievous goblin twins? Should you follow up a lead about the cunning witches? Or will investigating the doctor's monstrous son Monty lead you to the thief? YOU decide! With hundreds of paths to choose from and no dead ends, you'll solve the mystery every time!
A hair-raising family adventure that will have you howling with enjoyment!
Monsters are more than things that go bump in the night... Monsters are lurking in the woods, beneath the waves, and within our favorite books, films, and games--and there are good reasons why they appear so often. Monsters are manifestations of our fears and symbols of our society--not to mention they're a lot of fun--but each should serve a purpose and enhance the themes and tension in your fiction. In Writing Monsters, best-selling author Philip Athans uses classic examples from books, films, and the world around us to explore what makes monsters memorable--and terrifying. You'll learn what monsters can (and should) represent in your story and how to create monsters from the ground up. Writing Monsters includes: • In-depth discussions of where monsters come from, what they symbolize, and how to best portray them in fiction • Informative overviews of famous monsters, archetypes, and legendary creatures • A Monster Creation Form to help you create your monster from scratch • An annotated version of H.P. Lovecraft's chilling story "The Unnamable" Whether you write fantasy, science fiction, or horror, your vampires, ghouls, aliens, and trolls need to be both compelling and meaningful. With Writing Monsters, you can craft creatures that will wreak havoc in your stories and haunt your readers' imaginations--and nightmares.
A wealthy family shrouded in scandal; a detective tasked with solving an impossible cold case; and a woman with a dark past collide in Hannah Morrissey's stunning new Black Harbor mystery, The Widowmaker. Ever since business mogul Clive Reynolds disappeared twenty years ago, the name "Reynolds" has become synonymous with "murder" and "mystery." And now, lured by a cryptic note, down-on-her-luck photographer Morgan Mori returns home to Black Harbor and into the web of their family secrets and double lives. The same night she photographs the Reynolds holiday get-together, Morgan becomes witness to a homicide of a cop that triggers the discovery of a long-buried clue. This could finally be the thing to crack open the chilling cold case, and Investigator Ryan Hudson has a chance to prove himself as lead detective. If only he could stop letting his need to solve his partner's recent murder distract him. But as Morgan exposes her own dark demons, could her sordid history be the key to unlocking more than one mystery?
Ovid and Lorelli Thornthwaite have been trying to kill each other for so long that neither twin can remember which act of attempted murder came first. But whoever struck first, trying to take each other's lives is simply what they do. Until one day a lawyer arrives at their house to take stock of its contents, and his accompanying son attracts their attention. Soon a new battle evolves - one in which the twins have to work together to solve the mystery of their parents' deaths. Can Lorelli and Ovid overcome their old animosities, and will they ever get to finish that game of chess?
Young fans of Ernie Cline's Ready Player One will love this classic video game inspired mystery filled with elements of Escape from Mr. Lemoncello's Library and From the Mixed Up Files of Mrs. Basil E. Frankweiler. What if playing video games was prepping you to solve an incredible real-world puzzle and locate a priceless treasure? Twelve-year-old Ted Gerson has spent most of his summer playing video games. So when his great-uncle dies and bequeaths him the all so-called treasure in his overstuffed junk shop of an apartment, Ted explores it like it’s another level to beat. And to his shock, he finds that eccentric Great-Uncle Ted actually has set the place up like a real-life escape-the-room game! Using his specially honed skills, Ted sets off to win the greatest game he’s ever played, with help from his friends Caleb and Isabel. Together they discover that Uncle Ted’s “treasure” might be exactly that—real gold and jewels found by a Japanese American unit that served in World War II. With each puzzle Ted and his friends solve, they get closer to unraveling the mystery—but someone dangerous is hot on their heels, and he’s not about to let them get away with the fortune. Praise for Click Here to Start: "As addictive as your favorite video game. I couldn't put it down."-Adam Gidwitz, New York Times bestselling author of A Tale Dark and Grimm "Humor, believable characters, and adventure...keeps readers in suspense to the end. A winner for mystery enthusiasts."-Kirkus Reviews "In this clever debut, Markell takes readers on a clue-filled adventure...[and] maintains an energetic, entertaining balance of character-driven narrative and tricky challenges."-Publishers Weekly "Markell's highly entertaining debut novel...is a well-paced read with fully realized and likable characters,...[and] should have strong appeal to gamers, fans of video game-based stories, and reluctant readers."-SLJ "This book will appeal to a wide audience. Readers who enjoyed Schreiber's Game Over, Pete Watson will enjoy the video game component; fans of Fitzgerald's Under the Egg will enjoy reading more about the Monuments Men; detective story aficionados will revel in the inclusion of The Maltese Falcon story. This is a great book to hand to just about any middle grade reader."-YA Books Central A School Library Guild selection An Amazon Best Books of the Month Selection
What good is a toy that will wind down? What if you could put a heart in one? A real heart. One that beat and beat and didn't stop. What couldn't you do if you could make a toy like that? From the moment Mathias becomes the owner of a mysterious piece of paper, he is in terrible danger. Entangled in devious plots and pursued by the sinister Doctor Leiter and his devilish toys, Mathias finds himself on a quest to uncover a deadly secret.
On his way home through the woods, Mouse hears a loud AAA-OOO! He thinks it's Owl, and Owl thinks it's Mouse. Bear grumbles, "Which one of you made that awful AAA-OOO?" Then Moose, Duck, and other animals hear it, too, and they're all afraid. Could it be a monster making that terrible noise?