The Kingdom Keepers
13 primary works • 18 total works
Book 1
Book 1
Book 2
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. Filled with action and brimming with the same meticulous detail as The Kingdom Keepers: Disney After Dark, this second book in the series—Disney at Dawn—is the result of hands-on research behind the scenes at Disney's Animal Kingdom Park. Young and older readers alike will get a glimpse into a second Disney kingdom. The wild rides have only just begun; and the clock is ticking.
Book 2
Book 3
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.
Book 3
Book 4
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. A staged attack by new Overtakers at Downtown Disney, startles the group. One of their own, Charlene, is acting strange of late. Has she tired of her role as a Kingdom Keeper or is there something more sinister at play? When caught sneaking into Epcot as her DHI, acting strictly against the group's rules, Finn and Philby take action. Has the "impossible" occurred? Have the Overtakers created their own holograms? Have they found a way to "jump" from the Virtual Maintenance Network onto the Internet, and if so, what does that mean for the safety of the parks, and the spread and reach of the Overtakers? Are they recruiting an army from outside the parks? A dark cloud in the Kingdom Keeper era is unfolding, and with dissention in their own ranks, it's unclear if there's any chance of escape.
Book 4
Book 5
Book 5
As the Disney Fantasy joins the cruise fleet, a special treat is in store for guests aboard its inaugural sail from Cape Canaveral to Los Angeles: the Disney Host Interactive teenage guides will be part of the Fantasy crew. Finn, Maybeck, Charlene, Willa, and Philby are to attend the cruise as celebrity guests, and to perform a ribbon cutting for the DHI server to go live. The Fantasy is now the most advanced cruise ship in the world. But all is not right belowdecks. Strange things are happening. Unexplained phenomena. Only the Kingdom Keepers know the truth behind their invitation: nearly every Disney villain is represented onboard the new ship: whether on its decks or in its theaters. It's believed the Overtakers have infiltrated the cast and are "stowaways." Worse: it is believed they have stolen an important journal that once belonged to Walt Disney himself--Finn has been having dreams about this--and that some kind of mission is planned.
Book 6
Book 7
The Kingdom Keepers’ senior year in high school is almost over. For more than three years, things have been quiet. Their battles are long behind them, they agree, the threat to the Disney realm silenced–albeit at great cost. But inside the catacombs of the Aztec temple where Finn Whitman faced down his nemesis, the monstrous Chernabog, a new threat brews.
Deception and betrayal rock the Kingdom Keepers as the merciless group of Disney villains known as the Overtakers stage an unexpected comeback. But a discovery by the Keepers provides them with one hope of victory—a lost icon. It was believed to be gone forever. The Keepers have one last chance to preserve the heart of the Kingdom—Disneyland—from a terrifying destruction decades in the making.
Book 7
Book 7.5
7-8
In the near future, in the Epcot of Walt Disney's imagination, sixty thousand people live in a CommuniTree surrounding the forward-looking Walt Disney World theme park. Five unique families are among the residents—and some of the parents were once known as the Kingdom Keepers. Their identities are carefully guarded in order to raise their children without special treatment, most of the Kingdom Keepers work for the Walt Disney Company, and have settled into "ordinary" and rewarding lives.When a messenger carrying a secret communication coincides with both a solar eclipse and Eli Whitman's thirteenth birthday—a few "ordinary" kids are thrust into a battle to save Epcot and find their friend who has mysteriously disappeared. With their friend missing and their parents acting strangely, the Kingdom Kids discover they are in possession of unusual powers as they forge a bond to rescue their friend and uncover the truth about how real magic has entered their lives.
In this latest book in the series that has sold over a million copies worldwide, Ridley Pearson expands the Kingdom Keepers world in ways no reader—or Disney Parks fan—could have imagined.
Home from their adventures abroad in book one, Eli and his friends are safe and sound at Epcot with their families—or are they? When Eli learns that the CEO of the Walt Disney Company has mysteriously done a 180 and ordered Villains Realms to be built in every park across the globe, he and his friends know something is amiss. It turns out that Ursula, the baddest of the big bads, has recruited an evil chemist to recreate Walt's magical ink, which would allow the Villains to travel between parks and end Disney magic as we know it.
With the help of Cinderella's very own Fairy Godmother—the notorious FGM as she's known in this world—they set out to stop Ursula—jumping from Epcot to Disneyland to Disneyland Paris, where the ultimate battle between good and evil plays out. Will Eli and his friends prevail, or will the Villains finally have their way?
In this final installment in the series that has sold over a million copies worldwide, Ridley Pearson concludes the Kingdom Keepers saga with spectacular magical flair.
The Villains are about to make their ultimate stand in an effort to take over the Disney parks. Ursula, the baddest of the bad, has figured out how to animate every villain in every attraction, and has beckoned them to her side to form the most evil army of all time, leaving the parks without their stories. The result? The parks begin to fade and warp as the stories their attractions are based on cease to exist. Can Eli and his band of talented friends find a way to take down Ursula before her dastardly deeds ruin the Disney Parks for good?