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It's supposed to be a happy day at the Magic Kingdom—the return of the teenaged holographic hosts. But things go very wrong when a sudden lightning storm disrupts the celebration, and Amanda's mysterious sister, Jez, disappears. The only clue is the sighting of a wild monkey in the Magic Kingdom during the storm. The mystery deepens as Finn is contacted by Wayne, an old man he hasn't heard from in months. Wayne tells Finn that there's trouble at the Animal Kingdom: the evil Overtakers have gained control of one of the computer servers that will be used to operate Daylight Holographic Imaging there. That means that if any of the holographic hosts fall asleep, they will go into comas—permanently. Includes a preview chapter from Kingdom Keepers III - Disney in Shadow
With the adventures set forth in the first books now behind them, Kingdom Keepers 3: Disney In Shadow follows the five teens, Finn, Philby, Willa, Charlene, and Maybeck as they search to find Wayne, their mentor and head Imagineer who has mysteriously gone missing. Concerned Wayne has been abducted by the Overtakers—Disney villains, who along with other Disney characters, take over the parks when the turnstiles stop spinning, and want desperately to steer the parks to a far darker place—the five kids pick up a major clue from a close friend, Jess, whose dreams (nightmares, really) often accurately predict the future. The very few clues from Jess’s dream lead the kids into Disney’s Hollywood Studios and Epcot--through imaginary worlds that become real, by imaginary kids who are real. Each clue seems tied to the last, and with the stakes growing ever higher, what starts out as a puzzle ends up as a fight for their lives. Through a transparent paper box, a quest for a sword, rides on Soarin' and Maelstrom, life-and-death encounters with giant snakes, and a devious Maleficent, the Kingdom Keepers not only begin to decipher deeper meanings to the clues, but discover new truths about themselves and their ever-growing friendships.
For the five teens who modeled as Disney Hologram Imaging hosts, life is beginning to settle down when an intriguing video arrives to Philby's computer at school. It's a call for action: the Overtakers, a group of Disney villains, seem to be plotting to attempt a rescue of two of their leaders, both of whom the Disney Imagineers have hidden away somewhere following a violent encounter in Epcot. Includes a preview chapter from Kingdom Keepers V - Shell Game
In this fantastical thriller, five young teens tapped as models for theme park "guides" find themselves pitted against Disney villains and witches that threaten both the future of Walt Disney World and the stability of the world outside its walls. Using a cutting-edge technology called DHI--which stands for both Disney Host Interactive and Daylight Hologram Imaging--Finn Whitman, an Orlando teen, and four other kids are transformed into hologram projections that guide guests through the park. The new technology turns out, however, to have unexpected effects that are both thrilling and scary. Includes a preview chapter from Kingdom Keepers II - Disney at Dawn!
The five Kingdom Keepers and their core friends have uncovered a startling truth: Disney villains Maleficent and the Overtakers are plotting a catastrophic event that could have repercussions far beyond the world of Disney. Aboard the Disney Cruise Line’s inaugural passage through the new Panama Canal, the Keepers and their holograms uncover a puzzle hidden within the pages of a stolen journal. The point of that puzzle will reveal itself in the caves of Aruba, the zip lines of Costa Rica, and the jungles of Mexico. A destructive force, dormant for decades, is about to be unleashed. The five Kingdom Keepers are to be its first victims! Includes a preview chapter from Kingdom Keepers VII - The Insider!
Disneyland, Opening Day, 1955. When five present-day teenagers known as the Kingdom Keepers find themselves thrown into a past that would make anyone envious, things don't exactly work out the way they'd hoped. Finn, Charlene, Maybeck, Willa, and Philby open a door into a place and a time when the legend of the Disney parks is just starting. They are there, in 1955, to retrieve Walt Disney's infamous pen that once saved the parks as we know them. But like all things Disney, nothing is as it seems.The early days of the Tower of Terror, the origin of the Overtakers (Disney villains), and the real power of magic unfold in an unexpected series of events that propel both the Keepers and Disney itself into a darkness no one saw coming. Along the way, the Keepers visit Walt Disney's hilltop home, Disneyland's opening day and reception, and find themselves separated from friends sixty years away. The three Fairlies, young women in Disney's School of Imagineering, girls with astonishing powers of their own, have unmasked a long-buried secret that threatens the lives of their friends as well as everything Walt Disney worked for.
When the evil Overtakers gain control of a computer server at the Magic Kingdom, allowing them to put the holographic hosts into permanent comas if they should fall asleep, Finn and the others race against time to foil the plan.

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