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Read with Oxford Stage 5: Biff, Chip and Kipper is a 16-book collection designed for children aged 6+ who are starting to read independently. The stories feature Biff, Chip, Kipper and Floppy the dog, the familiar characters from Oxford Reading Tree.
Across the set, the children are taken on a range of adventures, including journeys sparked by the magic key and everyday family experiences. The books also include tips for parents and after-reading activities to share together, alongside humorous illustrations.
Floppy ends up in Ancient Egypt, while Nadim and Anneena help with the invention of a flying machine.
Chip is surprised when the magic key brings the children home in the middle of an adventure, leaving him wondering whether it is really finished.
The magic key takes the children to a land of ogres. Lee faces his first adventure and discovers what ogres eat for dinner.
Biff and Wilma meet two princes trapped in a tower and try to find out why they are there and whether they can help them escape.
A secret pop star is on the run. The children try to work out who he is and what he is escaping from, and whether they can help.
The magic key takes the children to a strange old house at night. Worried by what they might find, they go inside to discover who is there.
The children uncover a plot to stop travelling players from putting on their play, and step in to save the performance.
Mum and Dad take the family on holiday by train, but the trip turns out to be very different from what they expected.
On a camping holiday, Dad tries to get everyone to share the jobs. The family soon finds out whether his plan will work.
Kipper enjoys aikido classes, but he soon discovers whether the skills will help when he is drawn into a magic adventure in ancient Japan.
A character must face a fear of bees in order to help villagers in Africa protect their crops.
Relentless rain causes a stream to overflow and flood the park. The story asks what might happen if the rain does not stop.
Kipper finds himself in a magic adventure he does not enjoy and learns that getting cross with the magic key is not a good idea.
Chip, Wilf and Nadim are Cub Scouts. When the magic key takes them to the first Scout camp, they try to see if they can do a good turn.
Kipper and Lee take the dogs for a walk and make an exciting discovery.
The children discover a strange creature from outer space, meet a secret pop star and join a family of ogres for dinner.
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