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(3)
4-6
Five Kingdoms series.
Cole's adventures in the Outskirts continue, this time leading him and his friends from Zeropolis to Necronum, a land of ghosts. The group splits up, which allows the story to focus more closely on Cole. Lighter on action but with more mysticism, this entry in the series provides an interesting change of pace as the protagonists struggle against their foes, corporeal and not.
(3)
4-6
Five Kingdoms series.
Cole's adventures continue in this third book, here set in the technologically advanced Zeropolis. With old friends and new allies, he searches for another of the High King's daughters. Unexpected twists and shocking revelations round out the exciting story, which maintains the series' brisk pace. While his world-within-a-world concept isn't new, Mull's execution of it is engaging.
(4)
4-6
Five Kingdoms series.
The search for his friends from home has landed Cole (Sky Raiders) in the kingdom of Elloweer, where he confronts the mysterious foe known as the Rogue Knight; meanwhile, Cole must save Princess Mira's sister and learn to harness the shaping powers within himself. Action and adventure will keep readers turning the pages of this second book in the rather unoriginal fantasy series.
(4)
4-6
Five Kingdoms series.
When Cole's friends are kidnapped by mysterious strangers, the sixth grader follows them through a magical portal and lands in a world dominated by Shapers, people who bend reality to their will. Action and adventure rule the day as Cole teams up with new friends on a hero's quest. The setup is hardly new, but Mull's intriguing invented world keeps things interesting.