Mr. Nighttime and the Dream Machine
- 32 pages
- 2 hours of reading
Mr. Nighttime helps James overcome his fear of Captain Racket, who tries to scare sleeping children, and changes the nightmare engine into a good dream machine






Mr. Nighttime helps James overcome his fear of Captain Racket, who tries to scare sleeping children, and changes the nightmare engine into a good dream machine
The follow-up to The Age-Well Project showing readers how to incorporate the author's tips for ageing into daily life. It will empower readers to take control of their health now, and in the future.
A positive outlook on 'the other side' of the menopause, and what it can mean for you in your 50s and 60s.
'Fascinating ... Connected both to old wisdom and new scientific frontiers of discovery' Lauren Laverne________________________'We can all learn something from 52 Ways to Walk. I know I can.' Michael Ball, BBC Radio 2________________________Walking strengthens our bodies, calms our minds and lifts our spirits. But it does so much more than this. Our vision, hearing, respiration, sleep, cognition, memory, blood pressure, sense of smell and balance are all enhanced by how we walk. For instance: · Walking in cold weather burns extra fat and builds more muscle.· Walking alone strengthens our memories.· Walking in woodland helps us sleep.· And there's nothing more restorative than a romantic nighthike.Our choice of location, time, direction, duration, walking companion and gait, as well as the weather we opt to walk in, can transform our daily stroll. Here, Annabel Streets shares the thrill of 52 different ways to walk, explaining the latest science behind each one, and providing practical tips for making the most of your daily steps.52 Ways to Walk is a revelatory and informative handbook for anyone stuck in a walking rut, curious about the lesser-known benefits of walking or merely in need of some on-foot novelty and adventure.
The reader is given choices to make in order to fight the green slime made from a chemistry set.
The Sleepover Friends are asked to be junior bridesmaids in the wedding of Ms. Chipley and Patti's Uncle Nick.
When they share a cabin on the class camping trip, the Sleepover Friends adopt a strange girl named Bitsy for the weekend, and they face potential humiliation when they get lost on a hiking competition with the boys
It's a dude ranch mystery!The Sleepover Friends are ready for some wild west adventure when they go on vacation at a dude ranch in Arizona with Stephanie's grandmother. But then Kate starts acting strange. . . like making excuses not to get involved with all the fun activities at the ranch. And she's not the only mystery person around. What is it about fellow guest Keith Foley? He's so unfriendly! He never smiles, either. So why is Kate always defending him?Stephanie, Patti, and Lauren can't believe it! Does Kate have a crush on Keith?
Something strange is going on at Stephanie's house. Her parents never keep secrets from her, but lately they've been whispering behind her back. Kate thinks the Greens are planning a asuprise for Stephanie - Maybe they're getting a swimming pool.
Der Leser ist die Hauptfigur und trifft auf jeder Seite Entscheidungen, wie zum Beispiel, ob er ein Feuer macht oder sich durch den Schnee gräbt, während er in einer Eishöhle verschüttet ist.
Gespenster, Geister und Vampire fordern den Mut der Leser heraus. Ganz gleich ob in den düsteren Verliesen des Tower von London oder auf einer schauerlichen Halloween-Party: Die Leser lenken den Verlauf der Geschichten. Können sie den unheimlichen Gestalten Einhalt gebieten?
Was als harmlose Einladung zu einer Halloween-Party in einem geheimnisvollen Schloss beginnt, wird schnell zu einem echten Albtraum. Tausend Gefahren sind zu bestehen. Hexen und Geister treiben ihr Unwesen und an jeder Ecke lauern schauerliche Gestalten und haben Übles vor. Ob sie in ihrem düstren Treiben Erfolg haben, hängt allein von der Entscheidung des Lesers ab.
Het verrast Patty helemaal niet dat een "kwis" in een popblad aantoont dat zij maar een saaie meid is. Daar moet verandering in komen! Vanaf ca. 10 jaar.
Ein spannendes Abentuerspiel mit unterschiedlichen Handlungsabläufen zum Selberlösen. Jede der Wahlmöglichkeiten eröffnet ein neues Abenteuer. Du entscheidest selbst.
Wie wir uns glücklich gehen | Natur erleben, Gesundheit fördern, Achtsamkeit üben
Beim großen Ritterturnier geht etwas schief. Kann der Leser alles geradebiegen, bevor ihn das zweite Abenteuer in den gruseligen Tower von London führt?
Gaat Patty verhuizen?