Recommendations based on "Wistoria: Wand and Sword 6"

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By Matt Dinniman

Welcome to the Iron Tangle! Carl and his ex-girlfriend’s cat, Princess Donut, have to team up with other contestants not just to survive, but to solve a deadly puzzle in this third, mind-twisting novel in the addictive Dungeon Crawler Carl series by Matt Dinniman—now with bonus material exclusive to this print edition.Earth has been transformed into the set of the galaxy’s most watched game show: Dungeon Crawler World, a nightmarish, multilevel, video game–like dungeon filled with traps, monsters, and mind-bending puzzles. Carl and Donut have survived so far, but this fourth level is unlike anything they could imagine. The Iron Tangle: an impossibly complicated subway system tied together into a knot of trains of all kinds, from classic steam engines to sleek modern cars. Up is down. Down is up. Close is far. The cars are filled with monsters, the railway stations aren’t always what they seem, and the exit is perpetually just a few stops away.The top ten list is populated, and Carl and Donut have made it. But that popularity comes with a price. They each now have a bounty on their head. They must work with other crawlers to solve the puzzle of the floor, but how can they do that when they don’t know who to trust? The secret to unraveling it all may be hidden in the pages of a seemingly useless book.Welcome, Crawlers. Welcome to the fourth floor of the dungeon.Includes part three of the exclusive bonus story “Backstage at the Pineapple Cabaret.”

By Derek Landy

The End of the World (Skulduggery Pleasant) Landy, Derek

By Adam Blade

New Beasts. Old Magic. Setting out on the next stage of the Quest is harder than ever-it means leaving home. Tom successfully defended his village, but an even more sinister Beast waits on the horizon: Vipero. Tom has no choice but to leave his family once again, bound for the desert and its untold dangers.

By Chris Archer

When George and his friends find an ancient map hidden in his house, they think they're in for a modern-day treasure hunt -- but they soon discover that there's more at stake than buried riches. Now that George and his friends have explored the mysterious tunnels beneath his house and discovered the journal of the pirate Captain Kidd, they begin to believe there really is a treasure. But the only truly real thing is the danger. There is still a lot they don't know. They know there are 4 maps, but they don't know what they lead to. They know there are weird guys hanging out in the tunnels. And it looks like someone's been digging, but why? They know the tunnels are lined with booby traps. But who set them? They know the truth is hidden down there. But is it worth it?

By Jason Lethcoe

The action-packed conclusion to the Mysterious Mr. Spines trilogy! Edward McLeod is almost at the end of his journey. He has battled his way through the afterlife, mastered his Guardian powers, and even learned how to fly. Now he must take on the Jackal and fight for all of the trapped souls in the Woodbine. But the Jackal and his formidable army will not be easy to defeat. Is Edward really the destined "Bridge Builder" or will he too fall to the Jackal's evil forces?

By Victoria Schwab

A new threat faces the world of Erdas in this continuation of the New York Times bestselling series. Something ancient and evil has awoken from beneath the world of Erdas. Shrouded in shadow and older than memory, just a sliver of its power can destroy with a touch. Even the spirit animal bond, the sacred link between humans and animals that keeps Erdas in balance, is under threat. Four young heroes, Conor, Abeke, Meilin, and Rollan, are determined to stop it. Together with their spirit animals, they embark on a desperate journey that takes them deep underground and to the far corners of the world. As friends and allies fall around them, the four have no choice but to push forward and confront this darkness. If they stop to look back, they'll see the truth: Evil already has them surrounded.

By Jeanne Cavelos

As billions die and the flames of destruction rage unchecked, the Shadows seem poised for absolute victory. Soon the entire galaxy will fall to their evil. But the war isn't over ... not yet. At long last, in a forgotten corner of the universe, Galen has finally won the Circle's permission to leave the techno-mage hiding place. He is the only mage who has faced the Shadows and lived, the only one who possesses the unstoppable Spell of Destruction.

By David Walliams

Fly into a fiery and fantastical future with No. 1 bestselling author David Walliams, in an epic adventure of myth and legend, good and evil, and one small boy who must save the world... Illustrated by the artistic genius Tony Ross! It is 2120 and London is in ruins. The young Prince Alfred has never known a life outside Buckingham Palace – but when strange goings-on breach its walls and stalk the corridors in the dead of night, he is thrust into a world of mystery, adventure and monsters. And when his mother, the Queen, is dragged away to the Tower of London, Alfred must screw up his courage and battle to save her, himself... and the entire city. In a future of myths and legends, join the bestselling David Walliams and venture forth into his most enthralling tale yet!

By Tamara Moss

As the conquering hold of the United Regions continues to spread, time is running out for Lintang, Captain Shafira and the crew of the Winda to find allies in their quest for peace. But when they arrive in war-torn Kaneko Brown, the local rebels are too scared to help. The Vierzans have summoned a category ten mythie that devours the star of anyone who dares stand against them. Worse, the mythie has been prophesied to mean the end of Captain Shafira. Lintang must find a way to stop the most dangerous mythie in the guidebook . . . or she'll lose her beloved captain forever.

By Robert Elmer

This is the story of Oriannon, a very human-looking girl with an extraordinary gift: the ability to record what she sees and experiences like the hard drive of a computer. When the mysterious Jesmet, thought to be a Magician in the Old Order, begins to connect with Oriannon, he is banished to Corista's Shadowside. On another planet, the new faith of its first Believers is tested in the shadow of evil In book two, readers can contemplate how biblical truths translate in another world. The planet of Corista has been thrown off its axis, and the bright side has been plunged into perpetual darkness. Are the Owling people of Shadowside to blame? With both sides of the planet in chaos, the world becomes even more confusing for 15-year-old Oriannon when her former music mentor Jesmet miraculously returns from the dead and promises his followers a special power called the Wind. But his is not the only offer of hope. Sola, Corista's charismatic head of Security, proposes the 'ultimate solution' for peace, and she recruits Oriannon to help her carry out a seemingly perfect plan. But Oriannon's closest friends are skeptical and try to convince her that the plan involves evil acts against the Owling. Should Oriannon trust the feelings of her friends? Will she embrace Sola's solution as the answer to the world's dilemma? Or will she believe the promise of an Owling holy man before she can no longer discern between light and darkness?