Tween & YA SF HAD Haddix, Margaret Peterson Among the Hidden
In a future where the Population Police enforce the law limiting a family to only two children, Luke has lived all his twelve years in isolation and fear on his family's farm, until another "third" convinces him that the government is wrong.
Tween FIC HAD Haddix, Margaret Peterson Among the Imposters
In a future where the law limits a family to only two children, third-born Luke has been in hiding for the entire twelve years of his life, until he enters boarding school under an assumed name and is forced to face his fears.
Tween & YA SF HAD Haddix, Margaret Peterson Among the Betrayed
Thirteen-year-old Nina is imprisoned by the Population Police, who give her the option of helping them identify illegal "third-born" children, or facing death.
Tween & YA SF HAD Haddix, Margaret Peterson Among the Barons
In a future world of false identities, government lies, and death threats, Luke feels drawn to the younger brother of the boy whose name Luke has taken.
Tween & YA SF HAD Haddix, Margaret Peterson Among the Free
The final episode of Margaret Peterson Haddix's futuristic Shadow Children sequence brings conclusions, but also surprises. Illegal third-born Luke Garner is working undercover in Population Police headquarters. Endangered by exposure at every turn, he is offered a dangerous mission that he cannot refuse: He is assigned to travel around the region to issue new identification. At the very first stop, however, things go terribly wrong when Luke unintentionally sparks a local revolt. Before he can quell the disturbance, the uprising has blown into widespread revolution.
Tween & YA SF HAD Haddix, Margaret Peterson Running Out of Time
When a diphtheria epidemic hits her 1840 village, thirteen-year-old Jessie discovers it is actually a 1995 tourist site under unseen observation by heartless scientists, and it's up to Jessie to escape the village and save the lives of the dying children.
YA SF HAD Haddix, Margaret Peterson The Always War
For as long as Tessa can remember, her country has been at war. When local golden boy Gideon Thrall is awarded a medal for courage, it’s a rare bright spot for everyone in Tessa’s town—until Gideon refuses the award, claims he was a coward, and runs away. Tessa is bewildered, and can’t help but follow Gideon to find out the truth. But Tessa is in for more than she bargained for. Before she knows it, she has stowed away on a rogue airplane and is headed for enemy territory. But all that pales when she discovers a shocking truth that rocks the foundation of everything she’s ever believed—a truth that will change the world. But is Tessa strong enough to bring it into the light?
YA SF HAI Haines, Lise Girl in the Arena
Lyn is a neo-gladiator’s daughter, through and through. Her mother has made a career out of marrying into the high-profile world of televised blood sport, and the rules of the Gladiator Sports Association are second nature to their family. Always lend ineffable confidence to the gladiator. Remind him constantly of his victories. And most importantly: Never leave the stadium when your father is dying. The rules help the family survive, but rules—and the GSA—can also turn against you. When a gifted young fighter kills Lyn’s seventh father, he also captures Lyn’s dowry bracelet, which means she must marry him...
YA SF HAI Hainsworth, Emily Through to You
Camden Pike has been grief-stricken since his girlfriend, Viv, died. Viv was the last good thing in his life: helping him rebuild his identity after a career-ending football injury, picking up the pieces when his home life shattered, and healing his pain long after the meds wore off. And now, he'd give anything for one more glimpse of her. But when Cam makes a visit to the site of Viv's deadly car accident, he sees some kind of apparition. And it isn't Viv. The apparition's name is Nina, and she's not a ghost. She's a girl from a parallel world, and in this world, Viv is still alive. Cam can't believe his wildest dreams have come true. All he can focus on is getting his girlfriend back, no matter the cost. But things are different in this other world: Viv and Cam have both made very different choices, things between them have changed in unexpected ways, and Viv isn't the same girl he remembers. Nina is keeping some dangerous secrets, too, and the window between the worlds is shrinking every day. As Cam comes to terms with who this Viv has become and the part Nina played in his parallel story, he's forced to choose—stay with Viv or let her go—before the window closes between them once and for all.
YA SF HAL Halam, Ann Dr. Franklin's Island
While on their way to a special science camp in Ecuador, Arnie, Semi and Miranda find themselves the sole survivors of a plane wreck, and become castaways on a deserted island. Or so they think. Little do they know that the island is home to a mad genetic scientist who is just waiting for fresh teenage flesh to inject with animal genes.
YA SF HAL Hale, Shannon Dangerous
When Maisie Danger Brown nabbed a spot at a NASA-like summer boot camp, she never expected to uncover a conspiracy that would change her life forever. And she definitely didn't plan to fall in love. But now there's no going back—Maisie's the only thing standing between the Earth and annihilation. She must become the hero the world needs. The only problem is: how does a regular girl from Salt Lake City do that, exactly? It's not as though there's a handbook for this sort of thing. It's up to Maisie to come up with a plan—and find the courage to carry it out—before she loses her heart . . . and her life.
YA SF HAR Harland, Richard Worldshaker
Col is a wealthy child of privilege. Raised to succeed his grandfather as the Supreme Commander of the juggernaut Worldshaker, he has lived a pampered life on the Upper Decks. He has never questioned his place in the world or his bright and illustrious future. But when a Filthy girl stows away in his cabin, suddenly nothing is clear anymore. Quick and clever, Riff is nothing like the Filthies that Col always learned about—the dumb, slow, less-than-human folk who toil away Below, keeping Worldshaker moving. Filthies are supposed to be animal-like, without the power of speech or the ability to think for themselves—but Riff is clever and quick and outspoken, and Col is drawn to her despite himself. As Col begins to secretly spend more time with Riff, he begins to question everything he was raised to believe was true, and realizes that if Riff is right, then everything he was raised to believe is a lie. And Col himself may be the only person in a position to do something about it—even if it means risking his future.
YA SF HAR Harstad, Johan 172 Hours on the Moon
Three teenagers are going on the trip of a lifetime. Only one is coming back. It's been more than forty years since NASA sent the first men to the moon, and to grab some much-needed funding and attention, they decide to launch an historic international lottery in which three lucky teenagers can win a week-long trip to moon base DARLAH 2.
YA SF HAU Hautman, Pete Hole in the Sky
In a future world ravaged by a mutant virus, sixteen-year-old Ceej and three other teenagers seek to save the Grand Canyon from being flooded, while trying to avoid capture by a band of renegade Survivors.
YA SF HAU Hautman, Pete The Obsidian Blade (Klaatu Diskos v 1)
The first time his father disappeared, Tucker Feye had just turned thirteen. The Reverend Feye simply climbed on the roof to fix a shingle, let out a scream, and vanished — only to walk up the driveway an hour later, looking older and worn, with a strange girl named Lahlia in tow. In the months that followed, Tucker watched his father grow distant and his once loving mother slide into madness. But then both of his parents disappear. Now in the care of his wild Uncle Kosh, Tucker begins to suspect that the disks of shimmering air he keeps seeing — one right on top of the roof — hold the answer to restoring his family. And when he dares to step into one, he’s launched on a time-twisting journey — from a small Midwestern town to a futuristic hospital run by digitally augmented healers, from the death of an ancient prophet to a forest at the end of time. Inevitably, Tucker’s actions alter the past and future, changing his world forever.
YA SF HAU Hautman, Pete Cydonian Pyramid (Klaatu Diskos v 2)
More than half a millennium in the future, in the shadow of the looming Cydonian Pyramid, a pampered girl named Lah Lia has been raised for one purpose: to be sacrificed through one of the mysterious diskos that hover over the pyramid’s top. But just as she is about to be killed, a strange boy appears from the diskos, providing a cover of chaos that allows her to escape and launching her on a time-spinning journey in which her fate is irreversibly linked to his.
YA SF HAU Hautman, Pete The Klaatu Terminus (Klaatu Diskos v 3)
In a far distant future, Tucker Feye and the inscrutable Lia find themselves atop a crumbling pyramid in an abandoned city. In present-day Hopewell, Tucker’s uncle Kosh faces armed resistance and painful memories as he attempts to help a terrorized woman named Emma, who is being held captive by a violent man. And on a train platform in 1997, a seventeen-year-old Kosh is given an instruction that will change his life, and the lives of others, forever. Tucker, Lia, and Kosh must evade the pursuit of maggot-like Timesweeps, battle Master Gheen’s cult of Lambs, all while they puzzle out the enigmatic Boggsians as they search for one another and the secrets of the diskos. Who built them? Who is destroying them? Where — and when — will it all end?
YA SF HAU Hautman, Pete Rash
In the late twenty-first century Bo Marsten is unjustly accused of a causing a rash that plagues his entire high school. He loses it, and as a result, he's sentenced to work in the Canadian tundra, at a pizza factory that's surrounded by hungry polar bears. Bo finds prison life to be both boring and dangerous, but it's nothing compared to what happens when he starts playing on the factory's highly illegal football team. In the meantime, Bork, an artificial intelligence that Bo created for a science project, tracks Bo down in prison. Bork has spun out of control and seems to be operating on his own. He offers to get Bo's sentence shortened, but can Bo trust him? And now that Bo has been crushing skulls on the field, will he be able to go back to his old, highly regulated life?
YA SF HEA Healey, Konen When We Wake (When We Wake v.1)
Sixteen-year-old Tegan is just like every other girl living in 2027—she's happiest when playing the guitar, she's falling in love for the first time, and she's joining her friends to protest the wrongs of the world: environmental collapse, social discrimination, and political injustice. But on what should have been the best day of Tegan's life, she dies—and wakes up a hundred years later, locked in a government facility with no idea what happened. The future isn't all she had hoped it would be, and when appalling secrets come to light, Tegan must make a choice: Does she keep her head down and survive, or fight for a better world?
YA SF HEA Heath, Jack The Lab
In a near-future world run by an evil corporation, the only justice comes from an organization called the Deck. Each agent in the deck belongs to a suit -- the Hearts and Diamonds are the operatives, the Clubs do the training, and the Spades monitor internal affairs. The hero is a 16-yr-old, Six of Hearts. (The highest ranking in each group is the King, and so forth, with the whole shebang led by the two Jokers). Six of Hearts is the best operative they have -- all the more impressive (and convenient for us) because he never kills anyone.
YA SF HIC Hickam, Homer Crater (Helium-3 v.1)
It's the 22nd Century. A tough, pioneering people mine the moon for Helium-3 to produce energy for a desperate, war-torn Earth. Sixteen-year-old Crater Trueblood loves his job as a Helium-3 miner. But when he saves a fellow miner, his life changes forever. Impressed by his heroism, the owner of the mine orders Crater to undertake a dangerous mission. Crater doubts himself, but has no choice. He must go. With the help of Maria, the mine owner's frustrating but gorgeous granddaughter, and his gillie--a sentient and sometimes insubordinate clump of slime mold cells--Crater must fight both human and subhuman enemies. He'll battle his way across a thousand miles of deadly lunar terrain and face genetically altered super warriors in his quest to recover an astonishing object that will alter the lives of everyone on the moon.
YA SF HIC Hickam, Homer Crescent (Helium-3 v.2)
They said she wasn’t human. They were wrong.
A seemingly endless war against the insurgent Crowhoppers keeps the people of Moontown fighting when they’d rather be mining valuable Helium-3. Crater Trueblood’s valiant efforts against the genetically-manipulated beings weighs heavily on his mind. What is he really fighting for? In the midst of a deadly battle, Crater captures an enemy Crowhopper. But this one he refuses to kill. “It” is genetically more human than not and its gender seems to be female. She calls herself Crescent. Crater takes her to Moontown as a prisoner of war, but treats her kindly. However, at the hands of Moontown residents Crescent experiences prejudice and even cruelty. Soon Crescent is imprisoned for a murder she didn’t commit. Crater comes to her aid, and the two become fugitives, escaping into the vast expanse of hostile terrain called “the big suck.” For Crater, it turns out the cause most worth fighting for may be right by his side.
YA SF HIC Hickam, Homer Crater Trueblood (Helium-3 v.3)
Crater Trueblood has to rescue his ex-girlfriend . . . and the entire human race. Maria Medaris is the 21-year-old matriarch of the most powerful family on the moon--gorgeous, powerful, and high-maintenance. When she is kidnapped by green-lipped, gene-splicing scientists, Maria's only hope turns out to be the very man she once spurned: Crater Trueblood. Crater and the Lunar Rescue Company must rescue Maria before she joins forces with the lunatics who have taken her hostage and aim to make her queen. Turns out more than Maria is at stake: the planet Earth, majestically rising over the lunar horizon, is in the crosshairs of an asteroid engineered by Maria's abductors. If Crater can't stop it, humanity on Earth will be destroyed. The fate of two worlds hangs in the balance . . . and the clock is ticking.
YA SF HIG Higson, Charlie The Enemy
A sickness has afflicted everyone over the age of 16; anyone who is a “grown-up” has become a decomposing, brainless creature that survives by feeding on children. The children and teens have barricaded themselves in fortified buildings, fighting off attacks from the grown-ups who travel in packs, like hungry dogs. Before long, the young survivors are promised a safe haven in Buckingham Palace and make their way to it, crossing London on a perilous journey that will test them in harrowing ways. But their fight to stay alive is far from over—the threat from within is as real as the one on the outside.
YA SF HIG Higson, Charlie The Dead (Enemy series v 2)
The disease only affects people sixteen or older. It starts with the symptoms of a cold. Then the skin begins to itch, and spots appear--spots that soon turn into pus-filled boils. But the worst part is the headache, the inner voices that tell you that you need to eat them . . . the young ones. When the Disaster strikes, the world turns upside down for Ed, Jack, Bam and the other students at Rowhurst School. The parents and older siblings they left back at home are dead--or worse. Once the teachers go on the attack, the kids know it's time to escape and make their way to the city. It's got to be better in London . . . or will it be worse?
YA SF HIG Higson, Charlie The Fear (Enemy series v 3)
The sickness struck everyone sixteen and over. Mothers and fathers, older brothers, sisters, and best friends. No one escaped its touch. And now children across London are being hunted by ferocious grown-ups who are hungry, bloodthirsty, and not giving up. DogNut and the rest of his crew, in search of the friends they lost during the fire, set off on a deadly mission from the Tower of London to Buckingham Palace and beyond, as the sickos lie in wait. But who are their friends and who is the enemy in this changed world?
YA SF HIG Higson, Charlie The Sacrifice (The Enemy v 4)
The sickness destroyed everyone over the age of fourteen. All across London diseased adults are waiting, hungry predators with rotten flesh and ravaged minds. Small Sam and his unlikely ally, The Kid, have survived. They’re safe with Ed and his friends at the Tower of London, but Sam is desperate to find his sister. Their search for Ella means Sam and The Kid must cross the forbidden zone. And what awaits them there is more terrifying than any of the horror they’ve suffered so far . . .
YA SF HIG Higson, Charlie The Fallen (The Enemy v.5)
First the sickness rotted the adults' minds. Then their bodies. Now they stalk the streets, hunting human flesh. The Holloway crew are survivors. They've fought their way across London and made it to the Natural History Museum alive - just. But the fight will never end while the Enemy lives, unless there's another way. . . The kids at the museum are looking for a cure. All they need are medical supplies. To get them means a journey down unknown roads. Roads where not only crazed, hungry sickos hide in the shadows. SUDDENLY IT'S NOT SO CLEAR WHO - OR WHAT - THEY'RE FIGHTING.
YA SF HIN Hinwood, Christine The Returning
Cam Attling, having lost an arm, is the only one from his town of Kayforl to return after twelve years of war. All his fellow soldiers were slain, and suspicion surrounds him. When his betrothal to Graceful Fenister is called off and his role in the community questioned, Cam leaves to find the lord who maimed him but spared his life, seeking answers and a new place in the world. But this is not just Cam's story, it's about all those whose fates entwine with his. Set in a medieval world that is entirely the author's creation, this is an ingenious, exquisite story about what happens after the battle. When sisters, sons, friends, parents, and lovers are left to deal with the subtle aftermaths and unimagined repercussions of war.
YA SF HIR Hirsch, Jeff The Eleventh Plague
In the aftermath of a war, America’s landscape has been ravaged and two-thirds of the population left dead from a vicious strain of influenza. Fifteen-year-old Stephen Quinn and his family were among the few that survived and became salvagers, roaming the country in search of material to trade. But when Stephen’s grandfather dies and his father falls into a coma after an accident, Stephen finds his way to Settler’s Landing, a community that seems too good to be true. Then Stephen meets strong, defiant, mischievous Jenny, who refuses to accept things as they are. And when they play a prank that goes horribly wrong, chaos erupts, and they find themselves in the midst of a battle that will change Settler’s Landing--and their lives--forever.
YA SF HIR Hirsch, Jeff Darkest Path
A civil war rages between the Glorious Path--a militant religion based on the teachings of a former US soldier--and what's left of the US government. Fifteen-year-old Callum Roe and his younger brother, James, were captured and forced to convert six years ago. Cal has been working in the Path's dog kennels, and is very close to becoming one of the Path's deadliest secret agents. Then Cal befriends a stray dog named Bear and kills a commander who wants to train him to be a vicious attack dog. This sends Cal and Bear on the run, and sets in motion a series of incredible events that will test Cal's loyalties and end in a fierce battle that the fate of the entire country rests on.
Tween & YA SF HOB Hobbs, Will Go Big or Go Home
A meteorite is hurtling toward the Black Hills of South Dakota. . . .
Brady Steele watches in awe as a fireball comes crashing through the roof of his house. Brady immediately calls up his cousin, Quinn. They both love all things extreme, and this is the most extreme thing ever! Fred, as Brady names his space rock, turns out to be one of the rarest meteorites ever found. Professor Rip Ripley from the museum in Hill City wants to study a sliver of it in search of extraterrestrial bacteria. He's hoping to discover the first proof of life beyond Earth, a momentous breakthrough for the new science of astrobiology. During a wild week of extreme bicycling, fishing, and caving, Brady and Quinn battle their rivals, the notorious Carver boys, for possession of the meteorite. With each new day, Brady is discovering he's able to do strange and wonderful feats that shouldn't be possible. At the same time, he's developing some frightening symptoms. Could he be infected with long-dormant microbes from space? Is Fred a prize or a menace?
YA SF HOL Holyoke, Polly The Neptune Project
With her weak eyes and useless lungs that often leave her gasping for air, Nere feels more at home swimming with the dolphins her mother studies than she does hanging out with her classmates. Nere has never understood why she is so much more comfortable and confident in the water than on land until the day she learns the shocking truth—she is one of a group of kids who have been genetically altered to survive in the ocean. These products of the "Neptune Project" are supposed to build a better future under the waves, safe from the terrible famines and wars and that rock the surface world. But there are some big challenges ahead of her: no one ever asked Nere if she wanted to be part of a science experiment; the other Neptune kids aren't exactly the friendliest bunch, and in order to reach the safe haven of the new Neptune colony, Nere and her fellow mutates must swim across hundreds of miles of dangerous ocean, relying on their wits, their loyal dolphins and one another to evade terrifying undersea creatures and a government that will stop at nothing to capture the Neptune kids ... dead or alive.
Tween & YA SF INF Dashner, James A Mutiny In Time (Infinity Ring v 1)
When best friends Dak Smyth and Sera Froste stumble upon the secret of time travel -- a hand-held device known as the Infinity Ring -- they're swept up in a centuries-long secret war for the fate of mankind. Recruited by the Hystorians, a secret society that dates back to Aristotle, the kids learn that history has gone disastrously off course. Now it's up to Dak, Sera, and teenage Hystorian-in-training Riq to travel back in time to fix the Great Breaks . . . and to save Dak's missing parents while they're at it. First stop: Spain, 1492, where a sailor named Christopher Columbus is about to be thrown overboard in a deadly mutiny!
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