This virtuosic novel, set in a near-future, high-tech surveillance state, is equal parts dark comedy, gripping detective story, and mind-bending philosophical puzzle.
In a graphic novel interwoven with journal notes, scrapbook pieces, and doodles, Cici assembles clues about the odd and wonderful people she's uncovered.
Fifteen-year-old Julie investigates the suspicious behavior of the Thai exchange student staying with her family and comes to believe in the wish-granting power of a spirit that appears to have followed him across the ocean.
Brenna, one of the volunteers at the Dr. Mac's Place animal clinic, is horrified to find a dog caught in a trap in the local nature preserve, but subsequent events prove that every story has two sides.
When timid Elizabeth's father takes her and her fearless friend, Zenobia, to his family home, Zenobia becomes obsessed with finding a ghost there, and then Elizabeth learns she had an aunt who disappeared from the house years ago.
Twelve-year-old Max is determined to investigate the connection between a hacker's online attacks of her grandfather and other town officials and suspicious activity at the supposedly haunted Thornwood Manor, even though her grandfather, who is Blue Creek's police chief, wants to keep Max and her souped-up wheelchair out of police business.
In a world full of ghosts, Rosa and Jasper live in the only unhaunted town--but must spring to action when they realize the ghosts are lying in wait to take the town back.
When her father, an ex-soldier suffering from post-traumatic stress disorder or PTSD, is arrested for murder, Emily's efforts to exonerate him take her into the woods to play the Game, an extreme version of childhood games.