At stake—the deed to The Clifton Heights Home for Children. Emmaline Gremlin wants to close the orphanage. Her runaway husband wants to turn the deed over to Mr. Bloober, Superintendent of the Home, to ensure its continuation. Mickey Allston, age nine, and his friend Warren Towers, who is visiting from the Clifton Heights Home for Children, join forces with Mr. Camden Chatsworth, owner of a marvelous collection of old toys, and the runaway Mr. Gremlin, newly arrived in Pennypack and living under the name of Montague Dobson. As the Monday deadline looms, Emmaline steals the deed, but as the clock ticks down, Warren hatches a clever plot which Camden Chatsworth, Montague Dobson, and the two boys attempt to pull off in the library of the Home as the deadline looms. Will they succeed? Can they reclaim the deed in time to save the Home?
Henny and Lloyd have settled into their dream jobs. Private eyes. Their careers have gotten off to a solid start, and they solved some tricky mysteries, but now some doozies come their way. An innocent request to accompany a young lady on a trip to visit college friends turns into a suspenseful hunt for a murderer. A seemingly easy assignment to guard a valuable Victorian Charles Dickens themed music box turns into a frantic hunt to find a murderer. A fretful request by a grandfather to help separate his granddaughter from a man not worth her time leads Henny and Lloyd into an intricate web of family tension and murder. A boxer goes missing on the eve of his challenge for the middleweight championship of the world, and Henny and Lloyd are hired to find him and get him to Madison Square Garden. Or else. Follow the adventures of two crack detectives, with a side dish of crime noir. Join the boys in their exciting, off-kilter adventures and watch them succeed where few others in their line of work could ever hope to.
Jason, a seventeen-year-old member of the Amerian race, sets out for the mountaintop, an act forbidden in his society, to determine once and for all the truth of his city¿s beliefs. On his journey there and back, Jason runs into some unexpected and eye-opening adventures. Most importantly, he meets Manda, a 17-year-old Ginder girl, who changes his life irrevocably.
Paul Drummond and Billy Sparks make their third trip to Shumbus, the strange land within the Earth. When they arrive, Argo takes them on a journey to a land of people forgotten in time, who hold a key to the history of Shumbus…if only they can escape from them and get back home.
Dougie’s best friend Curly dies in an accident. Yet, Dougie keeps hearing Curly’s voice coming from the strangest places. When Dougie’s mom sees him talking to… nothing, she gets very worried. When Curly’s voice tells Dougie it wasn’t an accident that sent him off the second floor porch, Dougie promises to do what he can to bring the two men responsible to Justice—if only Curly’s twin sister didn’t have to be involved.
By accident at an art show in which they are entered, Philip Felton and Emery Wyatt offend Johnny Visco, the toughest boy in sixth grade, and he promises to get even. When Johnny Visco's attacks show no sign of stopping, Philip, Emery and Mr. Conway concoct a plan that finally puts Johnny Visco in his place and prevents him from tormenting the boys any more.
Philip begins his summer in a bad mood. His mother insists he clean his room. But when Philip allows Leon, the clumsy jinx-boy of the neighborhood, to help, it sends Philip and his best friend Emery off on the wildest summer adventure they’ve ever had. Missing jewelry, stolen pants, a crazy Aunt, and secret trips to the police station keep Philip and Emery hopping until the night when it all explodes!
Could the Frankenstein monster, Dracula and the Wolfman actually move into someone’s respectable neighborhood? Philip and his best friend Emery are convinced it has happened when a suspicious new family moves in down the block. The boys have seen the vampire bat; they’ve heard the werewolf’s growl; they’ve witnessed the coffin delivery to the house. When Emery’s mother invites the new family to dinner, Philip and Emery have no choice but to prepare for the worst.
Mark Foy has returned home from his surprising trip to Planet Zoron. Prince Zincor’s throne is safe. But is it? Who shows up but Zincor’s Uncle Blaylock, still determined to take over Zincor’s throne, and his partner, the evil scientific genius Fentar? They’ve been mistakenly transported to Mark’s very neighborhood by the Tappa Ray and now have Mark in their sights, certain he knows something they don’t—the way back to Zoron. Blaylock’s quest for Prince Zincor’s throne is not over!
Philip runs into Jeanne, a new girl in the neighborhood, who defeats him at every game they play. Philip enlists his best pal Emery to help him, but even when they join forces, they lose to Jeanne. In his frustration, Philip foolishly assures Jeanne that he will win the poster contest being run at the mall. She laughs off his challenge, certain first prize will be hers. Philip cannot allow himself to lose again to this girl, but how in the world will he ever defeat The Girl Who Couldn’t Lose?
After Philip solves a few neighborhood mysteries, he decides to open a detective agency with his best pal Emery. Their classmate Jason starts making fun of their efforts, though, and being a detective suddenly isn’t so much fun. But soon Jason is accused of stealing money from the teacher, and Emery encourages Philip to solve the case and get Jason thrown out of their class. Philip sets to work and shocks the class when he reveals the solution to the mystery.
Three books combined for print into the trilogy. The stories follow Paul Drummond and Billy Sparks at Paul's grandfather's beach house into a strange land deep within the Earth.
Philip and Emery are scared out of their wits when they learn their community service assignment involves dealing with a haunted house, but it gets worse! Circumstances force the boys to sneak inside the haunted house, and when they do, they receive the shock of their lives!
While sitting at his bedroom window staring at the moon, a burst of green light whisks Mark Foy away to Planet Zoron, where Prince Zincor and Princess Zayla need Mark’s help to regain the prince’s throne from Blaylock and Fentar, two evil councilors to his late father.
Mark Foy is summoned back to Zoron by Princess Zayla, bored at being left alone as her brother goes off adventuring. She doesn’t realize they are in for a frightening adventure set off by the reappearance of Blaylock, the evil uncle, and Fentar, the evil genius sidekick. Will Prince Zincor’s return be enough to rescue them, or will he, too, fall under Blaylock’s control?
Paul Drummond and Billy Sparks make their third trip to Shumbus, the strange land within the Earth. When they arrive, Argo takes them on a journey to a land of people forgotten in time, who hold a key to the history of Shumbus…if only they can escape from them and get back home.
Emery’s clumsy and monumentally unlucky cousin Leon is coming to visit for a whole week! Philip and Emery, best friends, are desperate to find ways to keep Leon out of their way, but Leon’s bad luck--and disaster--follows them everywhere. Rabbits’ feet don’t work. Homemade remedies don’t work. And when Emery and Philip have an extraordinary spell of bad luck themselves, they’re certain that Leon’s bad luck is contagious. They plot and plan to convince Leon that the safest place for him is in his own home. In a panic, Leon gets his mother to end his visit early but promises to return for a night a week from Friday, when he hopes he’ll be over his bad luck. Triumphant, Philip and Emery laughingly decide to circle that unlucky date on Emery’s calendar, but when they do they get a shock. The thirteenth of the month. Friday the thirteenth! And they have to spend it with Leon!
When Culp arrives on the Hobson's Planet, he steps into a whirlwind of controversy and political upheaval. Against his will, Culp finds himself the designated savior to another planet. Having failed on Earth, he wants no part of another such quest. Now he must decide where his duty and his heart lie.
Can a homemade mummy rise from the dead? Philip and Emery’s pal Leon thinks so. He buries a tiny mummy in his backyard. When they attend a birthday party held in the Egyptian room of the museum, and a real, live, walking, talking mummy shows up and a valuable scarab goes missing, Philip and Emery have to figure out a way to get Leon out of a world of trouble.
How is Philip ever going to get a pet, the one thing he wants most in the world, when his parents say no to his every request? Angel, a very smart neighborhood girl, gives Philip a plan to change his parents’ mind, but the plan ends in disaster, and Philip’s parents say no louder than ever. With Angel’s help Philip tries again. Philip knows it’s his last chance. How will this plan turn out? Will Philip’s wish come true, or will he meet with disappointment again?
Philip’s teacher gives the class an impossible assignment. He calls it a “scavenger hunt/research project.” Philip blames it on his classmate Cecil, who asked for harder work to do. Philip and Emery team up, and thanks to a combination of inspiration, good luck, and hard work come up with a project the likes of which neither his class nor his teacher has ever seen.
Mayhem and mix-ups follow Bruno Brunotaglia¿s murder of a hit man sent after him by a rival mob. Panic stricken, Bruno leaves behind a briefcase of money and an import notebook. Two down-and-out friends find the briefcase and notebook, and Bruno needs them back before his father, head of the Philly mob, blows a gasket. Will Richard get to keep the briefcase of money he found with Strangler and the Indian hard on his trail? Can Clarence make hay from the information in the notebook? It¿s a battle of half-wits in this deadly game of hide and seek.
Philip and Emery are granted three wishes by a gypsy from the circus sideshow, but to get these wishes, they must perform a chore for the gypsy. They must recover some jewels, including a magical scarab, from a dangerous location. They undertake the chore, but soon regret their decision. Disaster looms. Yet, if they can set things right quickly, all will be well. But the police are on their trail!
Philip’s Christmas turns into a disaster when his troublesome younger cousin Francis shows up to stay for a few days. Nothing is safe, not the Christmas tree, not the presents, and certainly not the good cheer of the season. Philip enlists his best friend Emery to help out in entertaining Francis but even a trip to the local mall to admire the decorations turns into a misadventure of epic proportions. Can anything bring some Christmas joy for Philip? Christmas morning holds the answer.
This book contains four of the adventures of Philip Felton and Emery Wyatt. The boys have a rollicking and fun trip through their youth, one mishap at a time. You're gonna love Philip and Emery. John Paulits takes you on one rip-roaring escapade after another.
Philip and Emery dread their school assignment: perform an activity demonstrating brotherhood. Philip gets an inspiration, though, when a neighbor tells him about her women’s club fair which will raise money for charity. He and Emery decide to create a game for the fair and donate the money they collect. Creating a game proves more difficult than they thought, especially when Leon, Emery’s unlucky cousin, shows up to help out. Can Philip and Emery deliver their game on time, or will Leon’s monumental bad luck prove their undoing?
This book contains four of the adventures of Philip Felton and Emery Wyatt. The boys have a rollicking and fun trip through their youth, one mishap at a time. You're gonna love Philip and Emery. John Paulits takes you on one rip-roaring escapade after another. Philip and the Sneaky Trashmen When clumsy Leon helps Philip clean his room, it begins a wild adventure for Philip and Emery complete with missing jewelry, stolen pants, a crazy Aunt, and secret trips to the police station. Philip and the Miserable Christmas Philip's young cousin Francis comes to stay for a few days over Christmas and turns the holiday into a disaster area. Can anything bring back the joy of the day for Philip? Philip and the Mummy When a mummy walks into a birthday party calling Leon's name, and a valuable scarab goes missing, Philip and Emery have to get Leon out of a world of trouble. Philip and the Dragon Will Philip and Emery come up with a report to satisfy the demands of the most difficult assignment their teacher has ever given them? They might if only they can make a new friend and travel to New York City besides.
Philip runs into an awful streak of bad luck at the same time as his best buddy Emery runs into a streak of good luck. When Emery reveals that he's been using a newly acquired luck charm, Philip sets out to find one of his own, but what he finds turns out to be more deadly curse than good luck charm.
This book contains five of the adventures of Philip Felton and Emery Wyatt. The boys have a rollicking and fun trip through their youth, one mishap at a time. You're gonna love Philip and Emery. John Paulits takes you on one rip-roaring escapade after another.
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