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When the hats start flying, so does the trouble. The Contraption League's latest Workshop discovery-four Hover Hats-was supposed to be their most exciting invention yet. But when the rival Wrenchers "borrow" them for a joyride, things go from lift-off to crash-landing faster than Finn can say "loop-the-loop." Now the League must follow a trail of chaos across Spindlehurst, outsmart the Wrenchers, and keep the Workshop's secrets from falling into the wrong hands.
Because these hats have minds of their own...
...and they're ready to pick sides.
Full of flying fiascos, donut-sweet air, and a hammer that keeps time, this second Contraption League adventure proves that even the best inventions can have attitude.
Perfect for readers aged 8-12 who love inventive adventures, clever humour, and steampunk-flavoured mischief.
Join the League. Mind the Wrenchers. Hold on to your hat.
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When the hats start flying, so does the trouble. The Contraption League's latest Workshop discovery-four Hover Hats-was supposed to be their most exciting invention yet. But when the rival Wrenchers "borrow" them for a joyride, things go from lift-off to crash-landing faster than Finn can say "loop-the-loop." Now the League must follow a trail of chaos across Spindlehurst, outsmart the Wrenchers, and keep the Workshop's secrets from falling into the wrong hands.
Because these hats have minds of their own...
...and they're ready to pick sides.
Full of flying fiascos, donut-sweet air, and a hammer that keeps time, this second Contraption League adventure proves that even the best inventions can have attitude.
Perfect for readers aged 8-12 who love inventive adventures, clever humour, and steampunk-flavoured mischief.
Join the League. Mind the Wrenchers. Hold on to your hat.