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Good battles evil, and the world hangs in the balance! Resurrected by the Shroud of Turin, the zombified Dr. Jameson intends to finish what he started 150 years ago: destroying the earth with a giant space eel. Standing in his way is Dr. Ong, a would-be pastor-turned-scientist who now works in a government research facility infamously known as "Creature Tech." Aided by an unlikely cast of rednecks, symbiotic aliens, and a CIA-trained mantid, Dr. Ong embarks on a journey of faith, love, and self-discovery. All in a dayÕs work at Creature Tech! From DOUG TENNAPEL, the creator of Earthworm Jim, GEAR, and Ghostopolis, comes this new edition of CREATURE TECHÑin full color! TRIM SIZE: 6Ó x 9Ó
When he is accidentally transported to the spirit world by a washed-out ghost wrangler, Garth Hale discovers that the world's evil ruler wants his unique powers, so he teams up with some unlikely allies to find a way home.
A powerful high-tech company. A postcard-pretty company town. Families. Children. Sunshine. Happiness. A high school football team that never-ever loses. And something else. Something horrible ... Now, there is a new family in town. A shy, nature-loving teenager. A new hometown. A new set of bullies. Maybe the team's sports clinic can help him. Rebuild him. They won't hurt him again. They won't dare.
A monstrous love ballad Deep beneath the waves Grue discovers love after finding Shakespeare’s plays in cola bottles. When his first attempt at companionship in the world above ends . . . poorly, Grue searches for the person who cast the plays into the sea. What he finds is love in the arms of Giuliettabut with his wicked past catching up to him, Grue must decide if becoming a new man means ignoring the monster he was. * Brand-new hardcover edition of Jonathan Case’s debut graphic novel!
Earthworm Jim and Cat Scratch creator, Douglas Tennapel, brings his next graphic novel following Iron West and Flink — Monster Zoo! Monster Zoo tells the story of a young boy who discovers his local zoo may be more frightening than he imagined!
PBS’s successful animated show Wild Kratts joins the adventures of zoologists Chris and Martin Kratt as they travel to animal habitats around the globe. Along the way, they encounter incredible creatures while combining science education with fun. Boys and girls ages 3 to 7 can learn all about the Wild Kratts’ amazing tech—from their flying ship the Tortuga to their shrink ray miniaturizer, and of course, their Creature Power suits!
It was just supposed to be another day at the tanning salon, nursing a hangover and hitting on a stripper and her girlfriend. But a doctor with an idea to cure the world of all sickness thought it was a good idea to use alien blood and DNA for the cure. Too bad the alien has other plans. Now with a city overrun with alien monsters, a special alien response team is outnumbered and seeking help, turn to an unlikely crew of people—a crazy old man who won't die, two strippers, and a drunk in a kilt. They must come together to save the city, the doctor, and maybe the world.
Could Dr. Frankenstein's machine ever animate a body? Why should vampires drink from veins and not arteries? What body parts are best for zombies to eat? (It's not brains.) This fascinating encyclopedia of monsters delves into the history and science behind eight legendary creatures, from Bigfoot and the kraken to zombies and more. Find out each monster's origin story and the real-world history that informed it, and then explore the science of each creature in fun and surprising ways. Tips and infographics--including monster anatomy, how to survive a vampire attack, and real-life giant creatures of the deep sea--make this a highly visual and fun-to-browse book.
After Cam's father gives him a cardboard box for his birthday, they fashion it into a man that comes to life, but things spin out of control when a bully steals a scrap of the cardboard to create creatures that disobey his orders and multiply into an army.
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.