When a twelve-year-old evil genius tries to restore his family fortune by capturing a fairy and demanding a ransom in gold, the fairies fight back with magic, technology, and a particularly nasty troll.
When Artemis learns that his father has been kidnapped by the Russian mob, he races to the Arctic Circle to make a daring rescue where he finds an old acquaintance, Captain Holly Short, who is investigating a plot of the goblin mob.
Discovering a way to build a super-computer using stolen fairy technology, young criminal mastermind Artemis sets out to blackmail a Chicago businessman but runs into a trap that leaves Butler mortally injured.
After his last run-in with the fairies, Artemis Fowl's mind was wiped of memories of the world below ground and any goodness grudgingly learned is now gone with the young genius reverting to his criminal lifestyle.
When demons begin appearing on Earth unpredictably, foreshadowing a cataclysmic breakdown of their magic, Artemis and his friends face a new foe--a twelve-year-old girl whose intellect just might match Artemis's own--as they try to prevent a catastrophe.
When the only way to save his mother's life lies with the lemurs he made extinct five years ago, Artemis turns to his fairy friends to take him back in time, where he tries to undo the damage while avoiding his dangerous younger self.
Teenaged criminal mastermind Artemis Fowl must save the underwater fairy metropolis of Atlantis from danger, while battling a psychological affliction known as the Atlantis Complex.
A conclusion to the internationally best-selling series leads to an ultimate confrontation between teen genius Artemis Fowl and his arch rival, Opal Koboi, who reanimates dead fairy warriors to possess Artemis' little brothers and reignite an ancient war.