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  • Book cover of Real Sci-Fi

    Many things that were once merely the subject of science fiction, such as robots and space travel, are now real. This book explores the ways in which today's science fiction may become tomorrow's fact.

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  • Book cover of Gamers' Quest

    Tark and Zyra are teenaged thieves on a quest. In a world of magic and science, where dragons and mages exist alongside drones and lasers, they endeavour to reach the haven of Designers' Paradise. But their world is not what it appears to be and their haven is about to come under threat of destruction.

  • Book cover of OTHER WORLDS 1: Perfect World

    Keagan finds a key . . . It opens a doorway . . . He steps through . . . Into a weird world of clones who are obsessed with perfection. But this world isn’t as perfect as it seems. Keagan is determined to return home – all he has to do is find a way out of the city, survive the Dumping Ground and outsmart a bunch of rogue clones! Will Keagan escape Perfect World?

  • Book cover of OTHER WORLDS 3: Game World

    Find the key! Open the doorway! Enter the other world! Hall finds a key . . . It opens a doorway . . . He is transported . . . Into a strange virtual reality – part of a game world where humans are battling computers for survival! In this world, human imagination is everything and can even save your life. Hall must use all his game-geek knowledge to tell reality from virtual reality and find a way home. Will Hall play his way out of Game World?

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  • Book cover of OTHER WORLDS 2: Beast World

    Xandra finds a key . . . It opens a doorway . . . She and her brother are sucked through . . . Into a crazy world that looks like steampunk London. Except in this world there are no humans – only animals. Xandra and Lex encounter rhino police, armadillo housekeeping staff, rodent inventors and even a lion on the throne. Here humans are the endangered species! Will Xandra and Lex survive Beast World?

  • Book cover of Life, Death & Detention

    A collection of short stories about the situations teenagers encounter both at home and at school.

  • Book cover of Gamers' Rebellion

    Tark and Zyra finally make it out into the real world ... but things are not quite what they expected. When Zyra is captured by the Designers, Tark finds himself among a group of teenage rebels. It seems like everyone has an agenda, and Tark and Zyra are to be the pawns in other people’s power games. They soon discover the sinister uses to which the game is being put and the shocking way it is all operated — with dozens of kidnapped children wired directly into the mainframe, their brains keeping the whole thing going. Will Tark and Zyra be able to free these children? Will they be able to save the characters within the game from the people who created them? Will they even be able to remain in the real world? Or will the Designers’ plans for world domination win out?

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