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House of Secrets

Clash of the Worlds

#3 in series

ebook
1 of 1 copy available
1 of 1 copy available

The final book in the New York Times bestselling House of Secrets series that was called “a breakneck, jam-packed roller coaster of an adventure” by J. K. Rowling. Created by Hollywood director Chris Columbus (of Harry Potter fame) and bestselling author Ned Vizzini (It’s Kind of a Funny Story), with the acclaimed author of the Codename Zero series and the Fourth Stall saga, Chris Rylander.

With their last adventure just barely over, the Walker kids thought life would finally go back to normal. But things don’t remain calm for long . . . especially when the colossus Fat Jagger turns up in San Francisco Bay—and he’s in danger!

With the police closing in, the Walkers must figure out how to save their giant friend. When a frost beast is spotted in Santa Rosa—and more mystical creatures start appearing all over America—it’s soon clear that the characters from Denver Kristoff’s works are invading the real world. It’s up to Brendan, Eleanor, and Cordelia to reenter the book world one last time to keep the worlds from colliding, causing mass destruction.

They will have to track down three Worldkeepers hidden in Kristoff’s books—magical items that when used together will seal the worlds off for good. But the Walkers’ first move leads them straight into the Wild West, with lethal outlaws and lawless deputies—and that’s just the beginning. They’ll encounter dinosaurs, aliens, killer robots, and the Wind Witch herself—with new friends and old—and be faced with some of the deadliest choices they’ll ever have to make. The scariest thing of all could be deciding who to trust, since everyone is hiding something. . . . 

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  • Reviews

    • Publisher's Weekly

      March 18, 2013
      In a rousing adventure reminiscent of The Emerald Atlas, director Columbus (The Help) and author Vizzini (The Other Normals) catapult a trio of siblings across time and space, as they square off against a forgotten writer’s literary legacy. When eight-year-old Eleanor, 12-year-old Brendan, and 15-year-old Cordelia Walker move with their parents into the ancient, eerie Kristoff House, they instantly suspect something’s not right. Then they’re attacked by the Wind Witch, their parents go missing, and the entire house is thrust into a bizarre conglomeration of settings taken from the works of Denver Kristoff, a prolific early 20th-century author. Seeking a missing book of immense power, the siblings battle warriors, giants, pirates, and skeletons to get home again. The nonstop action comes with increasingly high stakes, various scenarios paying homage to the likes of H.P. Lovecraft and Robert E. Howard. The kitchen sink aspect of the plot gives the story a somewhat crowded, frenetic feel, but the deft characterizations and wildly imaginative concept more than make up for it. Final art not seen by PW. Ages 9–up. Agent: Dorian Karchmar, William Morris Endeavor.

    • Kirkus

      March 1, 2016
      Following the 2013 death of co-author Vizzini, Rylander joins the team for the conclusion to the book-world-hopping House of Secrets series. Starting immediately where Battle of the Beasts (2015) left off, the Walker children are losing their house (and father) to the family patriarch's gambling addiction, and their fictional colossus friend, Fat Jagger, has escaped from his book world into their own--and he's not the only character to cross over. To fix the situation, they need help from an old, dead enemy, but in seeking it, they inadvertently start a zombie apocalypse. In a frantic attempt to repair reality, they return to the pulp-fiction book worlds one more time, in pursuit of three objects that will enable them to permanently seal the realities off from one another before the Wind Witch can lead an army into San Francisco. For a large chunk of this chunky book, the three siblings separate to go after each token, and the constant life-threatening danger (and chapter-ending cliffhangers), paired with the episodic nature of the plot, begins to wear thin. The less the three work together, the more the Wind Witch can use them against one another. The action is nonstop, and likable side characters find themselves paying high prices as the kids skip through Western, science-fiction, fantasy, and other worlds. The children have to work hard for their happy ending. Generally, an enjoyable book with high stakes and a solid ending, despite the mushy middle. (Fantasy. 8-12)

      COPYRIGHT(2016) Kirkus Reviews, ALL RIGHTS RESERVED.

    • School Library Journal

      May 1, 2016

      Gr 5-8-The saga of the Walker family comes to a close with the third book in the series, which features the kind of literary adventure that fans have come to expect. Picking up not that long after the previous installment (Battle of the Beasts), this title sees Brendan, Cordelia, and Eleanor scrambling to recapture the beasts that have escaped from the world of their father's books. After a series of events trigger even more destruction, the trio is forced to chase down the magical objects that will help seal off the alternate dimensions that threaten San Francisco and the world as they know it. Fans of the previous titles will love spending one last romp with the Walkers and the rest of their family. The authors provide enough backstory to ensure that newcomers will enjoy the ride. Recommend this series to those young readers eagerly anticipating the newest title from Chris Colfer's "The Land of Stories."

      Copyright 2016 School Library Journal, LLC Used with permission.

    • School Library Journal

      July 1, 2013

      Gr 4-8-Brendan, Cordelia, and Eleanor Walker are dragged by their parents to look at houses in San Francisco. Their father, a doctor, has lost his job due to an incident at the hospital, and the family has to downsize. The Kristoff House overlooking the bay seems to be too good to be true for the money, but, surprisingly, their father buys it. Once the family moves in, all kinds of strange things start to happen. It turns out that there is bad blood between a former owner of the house, Denver Kristoff, and an ancestor of the Walkers. Kristoff's daughter is now the Wind Witch, and she has enticed the family to the home so that she can get hold of The Book of Doom and Desire, which she plans to use as her vehicle to rule the world. To accomplish this, the witch incapacitates the parents and sends the children into the books her father created in the hope that they will help her retrieve the magical tome she desires. Along the way the youngsters meet many of Kristoff's characters, some of whom help them and others who try to annihilate them. The setup of the story drags a bit, but once the siblings leave contemporary San Francisco for the magical world of the Wind Witch, the pace picks up. The young Walkers are plucky, quick thinkers whom readers will grow to love. With a new adventure that seems to arrive with every chapter, the story unfolds quickly, thus keeping kids hooked and wanting to find out what will happen next.-Elizabeth Kahn, Patrick F. Taylor Science & Technology Academy, Jefferson, LA

      Copyright 2013 School Library Journal, LLC Used with permission.

    • The Horn Book

      July 1, 2013
      Moving into a new house launches three siblings into cinema-ready hijinks. Transported into a mash-up of the former owner's fantasy-adventure books, they are charged with finding a powerful (and evil) book. Part Inkheart, part Lemony Snicket, this whirlwind nonsensical tour of adventure-novel clichis prioritizes action over character development but turns out enough impressive set pieces to win over genre fans.

      (Copyright 2013 by The Horn Book, Incorporated, Boston. All rights reserved.)

    • Booklist

      March 1, 2013
      Grades 4-8 When director Columbus and author Vizzini collaborate on a title, it's guaranteed to be cinematic and imaginative. This series opener introduces the bickering but affectionate Walker siblings: 15-year-old bookworm Cordelia, 12-year-old lacrosse player Brendan, and 8-year-old dyslexic Eleanor. Their parents find an unexpected deal of a new house in an exclusive San Francisco neighborhood. The builder was an esoteric fantasy writer known for stories with exotic locales. Unfortunately, his elderly daughter lives next door and is soon revealed to be more than just distinctly creepy; she is a witch who spirits away the Walker parents and hurls the house, with the children inside, into the locales of her father's works. So begins a swift-paced, mildly gory, clever page-turner perfect for any reader who has wanted to take part in literary adventures. With pirates, witches, warlocks, dashing WWI flying aces, satisfyingly real sibling relationships, and the opportunity to rescue one's parents, there's something for everyone. While the writing isn't especially elegant, the story is compelling, great fun, and sure to be popular. HIGH-DEMAND BACKSTORY: This novel was preempted within 24 hours, rights have been sold in 15 territories worldwide, and there's a major national marketing campaign in the works. Get ready.(Reprinted with permission of Booklist, copyright 2013, American Library Association.)

    • Kirkus

      March 1, 2013
      Columbus and Vizzini craft a fast-moving, cinematic narrative that packs plenty of punch but may still have trouble measuring up to the competition. The plot is predictable yet peculiar. Three kids lose their parents suddenly--and horribly--before being thrust into a series of manic adventures. The action ping-pongs wildly from a primeval forest peopled by savage warriors to the high seas, festooned with murderous pirates and hungry sharks, to a medieval-style castle ruled by a vicious queen. The children are cardboard characters at best: Cordelia, the brainy, bookish oldest sister; Brendan, the hyperactive, game- and sport-obsessed 14-year-old brother; 8-year-old Eleanor, spunky and sweet with a learning disability thrown in for spice (and plot potential). Secondary characters are even more sketchily drawn, which suits perfectly in some cases but weakens their impact in others. The text often reads like a script, providing direction rather than description. Some details seem gratuitously gross and/or violent, and the dialogue doesn't always ring true. Worst of all, how the authors get their heroes out of trouble and back to the real world seems anticlimactic and, even within the fantastic framework of the story, not entirely believable. Ending with the promise (or threat) of further adventures, this is clearly intended to be the next big thing--whether it fulfills that ambition remains to be seen. (Fantasy. 10-14)

      COPYRIGHT(2013) Kirkus Reviews, ALL RIGHTS RESERVED.

Formats

  • Kindle Book
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  • EPUB ebook

Languages

  • English

Levels

  • ATOS Level:5.9
  • Lexile® Measure:840
  • Interest Level:4-8(MG)
  • Text Difficulty:4-5

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