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Books & Reading: Great Reads for Year 8

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When Ellie and her friends return from a camping trip in the Australian bush, they find things hideously wrong — their families are gone. Gradually they begin to comprehend that their country has been invaded and everyone in their town has been taken prisoner. As the reality of the situation hits them, they must make a decision — run and hide, give themselves up and be with their families, or fight back.

 


 

 

There are teens, but not one single adult. Just as suddenly, there are no phones, no internet, no television. No way to get help. And no way to figure out what's happened.

Hunger threatens. Bullies rule. A sinister creature lurks. Animals are mutating. And the teens themselves are changing, developing new talents—unimaginable, dangerous, deadly powers—that grow stronger by the day. It's a terrifying new world.
 


 

 

Seconds before the Earth is demolished to make way for a galactic freeway, Arthur Dent is plucked off the planet by his friend Ford Prefect, a researcher for the revised edition of the The Hitch Hiker's Guide to the Galaxy who, for the last fifteen years, has been posing as an out of work actor.

Together this dynamic pair begin their journey through space.


 


 

 

Since a deadly virus and the violence that followed wiped out his parents and most of his community, Finn has lived alone on the rugged coast with only his loyal dog Rowdy for company.

He has stayed alive for two winters—hunting and fishing and trading food, and keeping out of sight of the Wilders, an armed and dangerous gang that controls the north, led by a ruthless man named Ramage.

But Finn’s isolation is shattered when a girl runs onto the beach. Rose is a Siley—an asylum seeker—and she has escaped from Ramage, who had enslaved her and her younger sister, Kas. Rose is desperate, sick, and needs Finn’s help. Kas is still missing somewhere out in the bush.
And Ramage wants the girls back—at any cost.

 


 

 

The trip of a lifetime just turned into the end of the world.

When Jesse crawls out of the wreckage of a subway car and emerges into daylight, he’s greeted by a living nightmare. An unexplained force has destroyed New York City, turning skyscrapers into ash, cutting off all power and communication. Jesse and his new friends, Dave, Anna and Mini are dazed but unhurt. The other survivors are not so lucky. Every human being they encounter is infected, gripped by an unquenchable thirst that drives them to monstrous acts of violence.

Somehow, Jesse has to escape. But first, he has to stay alive.
 


 

 

In Beatrice Prior's dystopian Chicago world, society is divided into five factions, each dedicated to the cultivation of a particular virtue—Candor (the honest), Abnegation (the selfless), Dauntless (the brave), Amity (the peaceful), and Erudite (the intelligent). On an appointed day of every year, all sixteen-year-olds must select the faction to which they will devote the rest of their lives. For Beatrice, the decision is between staying with her family and being who she really is—she can't have both. So she makes a choice that surprises everyone, including herself.

During the highly competitive initiation that follows, Beatrice renames herself Tris and struggles alongside her fellow initiates to live out the choice they have made.  But Tris also has a secret, one she's kept hidden from everyone because she's been warned it can mean death. And as she discovers unrest and growing conflict that threaten to unravel her seemingly perfect society, she also learns that her secret might help her save those she loves . . . or it might destroy her.


 

 

Laim O'Connor should have died at sea in 1912.

Maddy Carter should have died on a plane in 2010.

Sal Vikram should have died in a fire in 2026.

Yet moments before death, someone mysteriously appeared and said, 'Take my hand . . .'
But Liam, Maddy and Sal aren't rescued. They are recruited by an agency that no one knows exists, with only one purpose – to fix broken history. 

 



 

 

Harry Potter's life is miserable. His parents are dead and he's stuck with his heartless relatives, who force him to live in a tiny closet under the stairs. But his fortune changes when he receives a letter that tells him the truth about himself: he's a wizard. 




 


 

 

In the ruins of a place once known as North America lies the nation of Panem, a shining Capitol surrounded by twelve outlying districts.

The Capitol is harsh and cruel and keeps the districts in line by forcing them all to send one boy and one girl between the ages of twelve and eighteen to participate in the annual Hunger Games, a fight to the death on live TV.


 


 

 

Nine of us came here. We look like you. We talk like you. We live among you. But we are not you. We can do things you dream of doing. We have powers you dream of having. We are stronger and faster than anything you have ever seen. We are the superheroes you worship in movies and comic books--but we are real.




 


 

 

One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkeness bind them.

In ancient times the Rings of Power were crafted by the Elven-smiths, and Sauron, The Dark Lord, forged the One Ring, filling it with his own power so that he could rule all others. But the One Ring was taken from him, and though he sought it throughout Middle-earth, it remained lost to him. After many ages it fell into the hands of Bilbo Baggins, as told in The Hobbit.

In a sleepy village in the Shire, young Frodo Baggins finds himself faced with an immense task, as his elderly cousin Bilbo entrusts the Ring to his care. Frodo must leave his home and make a perilous journey across Middle-earth to the Cracks of Doom, there to destroy the Ring and foil the Dark Lord in his evil purpose.


 

 

He can summon demons. But can he win a war?

Fletcher is working as a blacksmith's apprentice when he discovers he has the rare ability to summon demons from another world. Chased from his village for a crime he did not commit, Fletcher must travel with his demon, Ignatius, to an academy for adepts, where the gifted are taught the art of summoning.

Along with nobles and commoners, Fletcher endures grueling lessons that will prepare him to serve as a Battlemage in the Empire's war against the savage Orcs. But sinister forces infect new friendships and rivalries grow. With no one but Ignatius by his side, Fletcher must decide where his loyalties lie. The fate of the Empire is in his hands.


 

 

If you ain’t scared, you ain’t human.

When Thomas wakes up in the lift, the only thing he can remember is his name. He’s surrounded by strangers—boys whose memories are also gone.

Nice to meet ya, shank. Welcome to the Glade.

Outside the towering stone walls that surround the Glade is a limitless, ever-changing maze. It’s the only way out—and no one’s ever made it through alive.

Everything is going to change.

Then a girl arrives. The first girl ever. And the message she delivers is terrifying.

Remember. Survive. Run.




 


 

 

To the forest on the shore of the Kingdom of the Isles, the orphan Pug came to study with the master magician Kulgan. But though his courage won him a place at court and the heart of a lovely Princess, he was ill at ease with the normal ways of wizardry. Yet Pug's strange sort of magic would one day change forever the fates of two worlds. For dark beings from another world had opened a rift in the fabric of spacetime to being again the age-old battle between the forces of Order and Chaos.


 


 

 

The company says Otherworld is amazing — like nothing you’ve ever seen before. They say it’s addictive — that you’ll want to stay forever. They promise Otherworld will make all your dreams come true.

Simon thought Otherworld was a game. Turns out he knew nothing. Otherworld is the next phase of reality. It’s everything you’ve ever wanted.
And it’s about to change humanity forever.
 


 

 

Pay the debt or lose a pound of flesh.
It's a beautiful day in paradise. The sun is shining. The birds are chirping. And Dom Silvagni, indifferent student and elite middle-distance runner, is turning fifteen.

But Instead of cake and candles, Dom Silvagni is presented with the most unlikely gift for his birthday: an ancient family debt to an organisation so secretive and powerful, they are only known as The Debt.


 

 

Charlie Higson's The Enemy is the first in a jaw-dropping zombie horror series for teens. Everyone over the age of fourteen has succumbed to a deadly zombie virus and now the kids must keep themselves alive.

When the sickness came, every parent, police officer, politician - every adult fell ill. The lucky ones died. The others are crazed, confused and hungry.

 


 

 

In the year 2044, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines, puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them.

But when Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win—and confront the real world he's always been so desperate to escape.



 


 

 

To save humanity, they must give up their own.

Adam's muscular dystrophy has stolen his mobility, his friends, and in a few short years, it will take his life. Virtual reality games are Adam's only escape from his wheelchair. In his alternate world, he can defeat anyone. Running, jumping, scoring touchdowns: Adam is always the hero.

Then an artificial intelligence program, Sigma, hacks into Adam's game. Created by Adam's computer-genius father, Sigma has gone rogue, threatening Adam's life-and world domination. Their one chance to stop Sigma is using technology Adam's dad developed to digitally preserve the mind of his dying son.


 


 

 

Long ago, so the Storyteller claimed, the evil God Torak sought dominion and drove men and Gods to war. But Belgarath the Sorcerer led men to reclaim the Orb that protected men of the West. So long as it lay at Riva, the prophecy went, men would be safe.

But that was only a story, and Garion did not believe in magic dooms, even though the dark man without a shadow had haunted him for years.

Brought up on a quiet farm by his Aunt Pol, how could he know that the Apostate planned to wake dread Torak, or that he would be led on a quest of unparalleled magic and danger by those he loved - but did not know? For a while his dreams of innocence were safe, untroubled by knowledge of his strange heritage. For a little while... thus begins book one of the Belgariad.



 


 

 

Sent to a boarding school in Ancelstierre as a young child, Sabriel has had little experience with the random power of Free Magic or the Dead who refuse to stay dead in the Old Kingdom. But during her final semester, her father, the Abhorsen, goes missing, and Sabriel knows she must enter the Old Kingdom to find him.

With Sabriel, the first installment in the Abhorsen series, Garth Nix exploded onto the fantasy scene as a rising star, in a novel that takes readers to a world where the line between the living and the dead isn't always clear—and sometimes disappears altogether


 

 

As a young dragonlord, Ged, whose use-name is Sparrowhawk, is sent to the island of Roke to learn the true way of magic. A natural magician, Ged becomes an Archmage and helps the High Priestess Tenar escape from the labyrinth of darkness. But as the years pass, true magic and ancient ways are forced to submit to the powers of evil and death.


 


 


 

Charles and Benjamin Armstrong, conjoined twins and owners of the Armstrong Fancy Gifts Corporation, have a goal: to turn the world into their vision of utopia. No wars, no conflict, no hunger. And no free will. Opposing them is a guerrilla group of teens, code name BZRK, who are fighting to protect the right to be messed up, to be human.



 


 




A world with no hunger, no disease, no war, no misery. Humanity has conquered all those things, and has even conquered death. Now scythes are the only ones who can end life—and they are commanded to do so, in order to keep the size of the population under control.

Citra and Rowan are chosen to apprentice to a scythe—a role that neither wants. These teens must master the “art” of taking life, knowing that the consequence of failure could mean losing their own.


 


 

After the 1st wave, only darkness remains. After the 2nd, only the lucky escape. And after the 3rd, only the unlucky survive. After the 4th wave, only one rule applies: trust no one.

Now, it's the dawn of the 5th wave, and on a lonely stretch of highway, Cassie runs from Them. The beings who only look human, who roam the countryside killing anyone they see. Who have scattered Earth's last survivors. To stay alone is to stay alive, Cassie believes, until she meets Evan Walker. Beguiling and mysterious, Evan Walker may be Cassie's only hope for rescuing her brother-or even saving herself. But Cassie must choose: between trust and despair, between defiance and surrender, between life and death. To give up or to get up.



 


 




Welcome to Arena 13. Here warriors fight. Death is never far away . . .

Leif has one ambition: to become the best fighter in the notorious Arena 13. Here, punters place wagers on which fighter will draw first blood. And in grudge matches, they bet on which fighter will die.

But the country is terrorized by the creature Hob, an evil being who delights in torturing its people, displaying his devasting power by challenging an Arena 13 combatant in a fight to the death whenever he chooses. And this is exactly what Leif wants . . .


 


 


 

This morning, Kady thought breaking up with Ezra was the hardest thing she’d have to do. This afternoon, her planet was invaded.
The year is 2575, and two rival mega-corporations are at war over a planet that’s little more than a speck at the edge of the universe. Now with enemy fire raining down on them, Kady and Ezra — who are barely even talking to each other—are forced to evacuate with a hostile warship in hot pursuit.

But their problems are just getting started. A plague has broken out and is mutating with terrifying results; the fleet’s AI may actually be their enemy; and nobody in charge will say what’s really going on. As Kady hacks into a web of data to find the truth, it’s clear the only person who can help her is the ex-boyfriend she swore she’d never speak to again.



 


 

 

What would you be willing to risk for a lifetime of fortune?

Emmett Atwater isn’t just leaving Detroit; he’s leaving Earth. Why the Babel Corporation recruited him is a mystery, but the number of zeroes on their contract has him boarding their lightship and hoping to return to Earth with enough money to take care of his family.

Forever.