Books with category Disney Magic
Displaying 2 books

Shell Game

2012

by Ridley Pearson

As the Disney Fantasy joins the cruise fleet, a special treat is in store for guests aboard its inaugural sail from Cape Canaveral to Los Angeles: the Disney Host Interactive teenage guides will be part of the Fantasy crew.

Finn, Maybeck, Charlene, Willa, and Philby are to attend the cruise as celebrity guests, and to perform a ribbon cutting for the DHI server to go live. The Fantasy is now the most advanced cruise ship in the world.

But all is not right belowdecks. Strange things are happening. Unexplained phenomena. Only the Kingdom Keepers know the truth behind their invitation: nearly every Disney villain is represented onboard the new ship, whether on its decks or in its theaters. It's believed the Overtakers have infiltrated the cast and are "stowaways." Worse, it is believed they have stolen an important journal that once belonged to Walt Disney himself—Finn has been having dreams about this—and that some kind of mission is planned.

The ship sets sail filled with enthusiastic guests and crew, and the battle is on in new and exotic arenas: the beaches of Castaway Cay, the caves of Aruba, the locks of the Panama Canal, Costa Rica's rain forest zip line. But the end game is far more complicated and intense than anything the Kingdom Keepers had planned on. If the Overtakers get their way, a power will be unleashed that no one will have the ability to vanquish: Chernabog, dormant for years, is about to have his full powers restored.

Disney in Shadow

2010

by Ridley Pearson

When Disney Imagineers installed hologram guides for the Magic Kingdom, using teenage models, they had no idea the technology might backfire. But backfire it did: some nights when the kids go to sleep, they wake up in one of the Disney parks as a hologram.

With the adventures set forth in the first books now behind them, Kingdom Keepers 3: Disney In Shadow follows the five teens, Finn, Philby, Willa, Charlene, and Maybeck as they search to find Wayne, their mentor and head Imagineer who has mysteriously gone missing.

Concerned Wayne has been abducted by the Overtakers—Disney villains, who along with other Disney characters, take over the parks when the turnstiles stop spinning, and want desperately to steer the parks to a far darker place—the five kids pick up a major clue from a close friend, Jez, whose dreams (nightmares, really) often accurately predict the future.

The very few clues from Jez’s dream lead the kids into Disney’s Hollywood Studios and Epcot--through imaginary worlds that become real, by imaginary kids who are real. Each clue seems tied to the last, and with the stakes growing ever higher, what starts out as a puzzle ends up as a fight for their lives.

Through a transparent paper box, a quest for a sword, rides on Soarin' and Maelstrom, life-and-death encounters with giant snakes, and a devious Maleficent, the Kingdom Keepers not only begin to decipher deeper meanings to the clues, but discover new truths about themselves and their ever-growing friendships.

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