Text
Kingdom Keppers III: Disney In Shadow
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 III: 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.
Jez’s dream is simple—sort of: Wayne is envisioned in an office chair; there are horses behind him and some gibberish written there as well.
These spare clues begin an investigation that will lead the now seven kids into Disney 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.
B02756 | 823 PEA k | My Library (800) | Tersedia |
Tidak tersedia versi lain