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Arcade Catastrophe

By: Material type: TextTextPublication details: United States Shadow Mountain 23 Oct 2012Description: 448 pagesISBN:
  • 9781609071790
DDC classification:
  • YL/F/MUL
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Holdings
Item type Current library Collection Call number Status Date due Barcode Item holds
Teens books Teens books Kandy Children's Area Fiction YL/F/MUL Checked out 23/06/2023 YB133245
Total holds: 0

Enhanced descriptions from Syndetics:

It will take more than magical candy to win this war!

Something fishy is going on at the new amusement center in Walnut Hills. The trouble seems linked to the mysterious disappearance of Mozag and John Dar, who have spent their lives policing the magical community. When Nate and his friends are asked to help investigate, they discover kids feverishly playing arcade games in an effort to win enough tickets to redeem one of four stamps: jets, tanks, submarines, and racecars.

Rumor has it that the stamps are definitely worth it. But what do they do?

The kids soon discover that the owner of Arcadeland is recruiting members for four different clubs. When each club is filled, he will begin his quest to retrieve a magical talisman of almost unimaginable power. With John Dart and Mozag sidelined, will Nate, Summer, Trevor, Pigeon, and their new friend Lindy, find a way to save the day? Find out in this sweetest adventure ever!

Excerpt provided by Syndetics

Roman shook his head. "I'm not supposed to go to Arcadeland again." "That's why I came," Marisa said. "I knew you'd think twice before coming back. I get that you're not supposed to, but you have to do it. Trust me. It's worth the risk." Roman heard the floor creak out in the hall. Chills raced through him. Marisa shot him a worried look. "Go," he whispered urgently. "Come to the arcade Saturday morning," she whispered back, lunging toward the window. "Use any excuse. Just come." Excerpted from Arcade Catastrophe by Brandon Mull All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

Reviews provided by Syndetics

Kirkus Book Review

The arrival of another nefarious magician prompts further world-saving, fruit-flavored magic and bonding by a squad of small-town preteens in this laidback sequel (The Candy Shop War, 2007). Fishy doings at the newly opened Arcadeland draw Nate and sidekicks in to play some cool games--and, thanks to free use of Peak Performance gum, to win so many thousands of tickets that arcade owner Jonas White recruits them to compete against one another in finding a set of long-hidden real-world talismans. White's ultimate goal, as it turns out, is possession of a voodoo-dolllike simulacrum of the entire Earth called "Uweya," which was created in prehistoric times by a great (if maybe not too bright) mage and then hidden away behind corridors of swinging blades, armies of clay warriors and like obstacles. Amid easy banter and with help from aptly named goodies concocted by magician/baker Sebastian Stott, the young heroes set out to find Uweya, rescue captured friends and scotch White's plot. Readers unfamiliar with the previous episode may have trouble weathering both the author's sketchy efforts to recap events and the slew of new characters, but like the tasty Moon Rocks that give Nate and friends the ability to leap buildings (short ones, at least) in a single bound, the tale floats along airily. Action aplenty, with tongue (and candy) firmly in cheek. (Fantasy. 11-13)]] Copyright Kirkus Reviews, used with permission.

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