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SuperDrew and the Betrayal of Donhil Corp: SuperDrew, #2
SuperDrew and the Secrets of Donhil Corp: SuperDrew, #1
Ebook series2 titles

SuperDrew Series

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About this series

Who says kids can't make a difference in the adult world? Not SuperDrew, and he's proved it big time.

 

Not only did Drew and Jazz sneak into Donhil Corporation and uncover their secret supervillain plans, but they even negotiated a shaky truce with CEO Lungowe to get them out safely. They could call it quits there and count themselves lucky. But that would mean letting Donhil Corp win, wiping out humanity's free will in the name of world peace. Like they could let that happen.

 

Keeping up the fight is easier said than done, though. While they've been enduring the most epic groundings known to man, Ms. Lungowe has poured all her resources into a huge project that would seal humanity's fate for good. If Drew and Jazz can't stop her, they can kiss things like creativity and individuality goodbye.

Drew and Jazz will have to navigate unfamiliar territory, master new gadgets, and trust new allies—not to mention dodging all of Ms. Lungowe's hypervigilant goons—to stop her and Donhil's plans. It's a tall order, even for SuperDrew. Is it more than they can handle?

 

"Breakneck video game-esque spy adventures" – Kirkus Reviews

LanguageEnglish
Release dateOct 26, 2021
SuperDrew and the Betrayal of Donhil Corp: SuperDrew, #2
SuperDrew and the Secrets of Donhil Corp: SuperDrew, #1

Titles in the series (2)

  • SuperDrew and the Secrets of Donhil Corp: SuperDrew, #1

    1

    SuperDrew and the Secrets of Donhil Corp: SuperDrew, #1
    SuperDrew and the Secrets of Donhil Corp: SuperDrew, #1

    Everyone always says Drew is too tall for his age, too skinny for his height, and too smart for his own good. He likes to add one more to that list: too stubborn for his own brokenness.   Now 13-year-old Drew Stirling, tinkerer and big-time computer geek, has turned his disability into an advantage. Sure, he needs braces to walk, but the add-ons and customizations he's made have turned them into SuperDrew braces—stronger, faster, with more gadgets than he could ever need. Screwdriver? Drew's got it. Superhuman-sized jumps? Cameras, WiFi, every video game known to man? He's got that covered, too.   When Drew is turned down for an internship at the ultra-mega-cool Donhil Corporation, he's willing to do anything to prove he's good enough to join the world's top inventors—including sneaking into their regional office to get a scoop into their newest products. But instead of insight into their uber-healthy fast food and ultra-fast custom transportation, Drew finds out that maybe Donhil Corp is more like a supervillain than a superhero.   Armed with nothing but his wits, his SuperDrew braces, and a 13-year-old's talent for trouble, Drew dives into a grown-up's world of conspiracies and corporations. And being better than normal, he might even come out on top.

  • SuperDrew and the Betrayal of Donhil Corp: SuperDrew, #2

    2

    SuperDrew and the Betrayal of Donhil Corp: SuperDrew, #2
    SuperDrew and the Betrayal of Donhil Corp: SuperDrew, #2

    Who says kids can't make a difference in the adult world? Not SuperDrew, and he's proved it big time.   Not only did Drew and Jazz sneak into Donhil Corporation and uncover their secret supervillain plans, but they even negotiated a shaky truce with CEO Lungowe to get them out safely. They could call it quits there and count themselves lucky. But that would mean letting Donhil Corp win, wiping out humanity's free will in the name of world peace. Like they could let that happen.   Keeping up the fight is easier said than done, though. While they've been enduring the most epic groundings known to man, Ms. Lungowe has poured all her resources into a huge project that would seal humanity's fate for good. If Drew and Jazz can't stop her, they can kiss things like creativity and individuality goodbye. Drew and Jazz will have to navigate unfamiliar territory, master new gadgets, and trust new allies—not to mention dodging all of Ms. Lungowe's hypervigilant goons—to stop her and Donhil's plans. It's a tall order, even for SuperDrew. Is it more than they can handle?   "Breakneck video game-esque spy adventures" – Kirkus Reviews

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