New threats, new foes…and a new partner?! This hilarious, action-packed spy series—from the creator of Bird & Squirrel—is perfect for readers who love funny crime-fighting stories like The InvestiGators, The Bad Guys, and Dog Man!
AGENT 9: MIND CONTROL!
by James Burks
Razorbill/Penguin YR, August 2022
Agent 9 is back in action at the Super-Secret Spy Service, and it couldn’t come at a better time. The next assignment? Stopping the Wolf, a cunning canine who’s been hired by the sinister organization DiViSiON to hunt down the final pieces of a mind-control device. It’s a mission of such paramount importance that Nine must do the unthinkable—work with a partner!
S4 teams up Agent 9 with Traps, a mouse who specializes in covert operations (and knitting too). Unfortunately, the partnership gets off to a rocky start. And despite their best efforts, the Wolf always seems to be one step ahead. With time running out and DiViSiON’s plans to take over the world nearly complete, can Nine overcome the toughest challenge yet: being part of a team?
James Burks is a master of disguise. He’s spent over twenty years working undercover in the animation industry on movies and television shows, including Bravest Warriors, Space Jam, Treasure Planet, The Emperor’s New Groove, and The Iron Giant. He’s also the mastermind behind the popular Bird & Squirrel graphic novel series. He lives with his family in a secret base hidden on an ordinary street somewhere in Southern California.

Justina Ireland
Tessa Gratton
Best friends Rora and Claudia have never felt more like their lives are spiraling out of control. And when they meet Major and Amir—two boys from one of the secret cities of the spheres, ruled by the magic of the astrological signs—they discover they’re not alone. There is a disruption in the harmony between the spheres, and its chaos is spreading. To find the source of the disharmony, Rora and Claudia will embark on a whirlwind journey of secrets, romance, and powerful truths—about themselves, each other, and two long-ago explorers named Dante and Beatrice, who were among the first to chart this course toward the stars.
Iris Gray knows witches aren’t welcome in most towns. When she was forced to leave her last home, she left behind a father who was no longer willing to start over. And while the Witches’ Council was lenient in their punishment, Iris knows they’re keeping tabs on her. Now settled in Washington, Iris never lets anyone see who she really is; instead, she vents her frustrations by writing curses she never intends to cast. Otherwise, she spends her days at the wildlife refuge which would be the perfect job if not for Pike Alder, the witch-hating aspiring ornithologist who interns with them.
Hex Allen can’t do magic—a huge problem when everything from lights to locks is powered by simple spells that everyone (save a few unfortunate “undevelopeds”) can do. After years of feeling useless, Hex sees opportunity to change her future when a once-in-a-century opportunity to journey to the Wishing Wyrm, a legendary dragon that has the ability to grant a single wish, opens up. Unfortunately, Hex isn’t the only one after the wish, and every rival wish hunter has magic on their side. Every rival except the Clanksmiths, Cam and Fuse. Like Hex, they can’t do magic, but they’ve learned to build clank, creations made using the mysterious, forgotten arts of science and engineering.