When an army of fairy space probes programmed to destroy Atlantis return to Earth, Artemis Fowl attempts to stop the destruction of the city while dealing with his delusional and obsessive-compulsive disorders.
When a twelve-year-old evil genius tries to restore his family fortune by capturing a fairy and demanding a ransom in gold, the fairies fight back with magic, technology, and a particularly nasty troll.
When Artemis learns that his father has been kidnapped by the Russian mob, he races to the Arctic Circle to make a daring rescue, where he finds an old acquaintance, Captain Holly Short, who is investigating a plot of the goblin mob.
Artemis must travel back in time to save the African lemurs that he was responsible for making extinct, as they hold the only cure for his mother's deadly disease.
After his last run-in with the fairies, Artemis Fowl's mind was wiped of memories of the world belowground and any goodness grudgingly learned is now gone with the young genius reverting to his criminal lifestyle.
When demons begin appearing on Earth unpredictably, foreshadowing a cataclysmic breakdown of their magic, Artemis and his friends face a new foe--a twelve-year-old girl whose intellect just might match Artemis's own--as they try to prevent catastrophe.
After Artemis uses stolen fairy technology to create a powerful microcomputer and it is snatched by a dangerous American businessman, Artemis, Juliet, Mulch, and the fairies join forces to try to retrieve it.
Teenaged criminal mastermind Artemis Fowl must save the underwater fairy metropolis of Atlantis from danger, while battling a psychological affliction known as the Atlantis Complex.