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1) Power play
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The Keepers have many puzzles to solve: Have the Overtakers created their own holograms? Have they found a way to "jump" from the Virtual Maintenance Network onto the Internet, and if so, what does that mean for the safety of the Parks, and the reach and impact of the Overtakers? Trouble looms as the Kingdom Keepers struggle to differentiate friend from foe.
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Description
Twelve-year-old Edie and her impossibly cool cousin, Rae, set out to complete a mysterious list of "Good Ideas for Summertime" that their eccentric late grandmother wrote back when she was their age. But good ideas? Most of them seem like bad ideas. Reckless. Foolish. Ridiculous. Still, by accomplishing everything on the list, rule-abiding Edie feels certain that she can become the effortlessly brave adventurer she dreams of being, just like her daring...
3) Paper towns
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One month before graduating from his Central Florida high school, Quentin "Q" Jacobsen basks in the predictable boringness of his life until the beautiful and exciting Margo Roth Spiegelman, Q's neighbor and classmate, takes him on a midnight adventure and then mysteriously disappears.
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