Next book

THE MYSTERY OF MYSTIC MOUNTAIN

A well-written mystery adventure bolstered by high stakes and a burgeoning friendship.

Against a rural Western backdrop, rumors of a hidden treasure pull two young people into an adventure.

Becca, who’s nearly 13, had different hopes for her summer, ones that didn’t involve leaving Connecticut to bond with her mom at Get Away Ranch, a Montana resort that promises yoga and cooking classes, a spa and swimming pool, and more. Due to a mix-up, they end up instead at rustic Far Away Ranch, with its spotty internet and more down-to-earth facilities. Meanwhile, Jon, who’s almost 14, is working at the ranch with his dad. He’s heard stories from his great-grandmother about the founding of a famous nearby ghost town, Piney Woods, and the treasure left somewhere in the area by an outlaw in the mid-1800s. Jon, who possesses a clue to the treasure’s whereabouts, invites Becca to help him search for it. They follow interconnected clues and, after some missteps, learn to trust each other. All the while, Becca is trying to figure out who she is and what kind of friend she can be, both in Montana and back home. Vivid, poetic descriptions bring the setting and characters into focus, and the mystery maintains a strong pace. An overbearing YouTube personality, who’s also pursuing the treasure and chases after the kids, feels more like a caricature of a bad guy, however. Main characters are cued white.

A well-written mystery adventure bolstered by high stakes and a burgeoning friendship. (map) (Mystery. 9-13)

Pub Date: Oct. 22, 2024

ISBN: 9781665956666

Page Count: 288

Publisher: Simon & Schuster

Review Posted Online: Aug. 30, 2024

Kirkus Reviews Issue: Oct. 1, 2024

Next book

ESCAPE FROM MR. LEMONCELLO'S LIBRARY

From the Mr. Lemoncello's Library series , Vol. 1

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read...

When a lock-in becomes a reality game, 12-year-old Kyle Keeley and his friends use library resources to find their way out of Alexandriaville’s new public library.

The author of numerous mysteries for children and adults turns his hand to a puzzle adventure with great success. Starting with the premise that billionaire game-maker Luigi Lemoncello has donated a fortune to building a library in a town that went without for 12 years, Grabenstein cleverly uses the tools of board and video games—hints and tricks and escape hatches—to enhance this intricate and suspenseful story. Twelve 12-year-old winners of an essay contest get to be the first to see the new facility and, as a bonus, to play his new escape game. Lemoncello’s gratitude to the library of his childhood extends to providing a helpful holographic image of his 1968 librarian, but his modern version also includes changing video screens, touch-screen computers in the reading desks and an Electronic Learning Center as well as floor-to-ceiling bookshelves stretching up three stories. Although the characters, from gamer Kyle to schemer Charles Chiltington, are lightly developed, the benefits of pooling strengths to work together are clear.

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read is a winner for readers and game-players alike. (Mystery. 9-13)

Pub Date: June 25, 2013

ISBN: 978-0-375-87089-7

Page Count: 304

Publisher: Random House

Review Posted Online: April 2, 2013

Kirkus Reviews Issue: May 1, 2013

Next book

THE SCHOOL FOR GOOD AND EVIL

From the School for Good and Evil series , Vol. 1

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic.

Chainani works an elaborate sea change akin to Gregory Maguire’s Wicked (1995), though he leaves the waters muddied.

Every four years, two children, one regarded as particularly nice and the other particularly nasty, are snatched from the village of Gavaldon by the shadowy School Master to attend the divided titular school. Those who survive to graduate become major or minor characters in fairy tales. When it happens to sweet, Disney princess–like Sophie and  her friend Agatha, plain of features, sour of disposition and low of self-esteem, they are both horrified to discover that they’ve been dropped not where they expect but at Evil and at Good respectively. Gradually—too gradually, as the author strings out hundreds of pages of Hogwarts-style pranks, classroom mishaps and competitions both academic and romantic—it becomes clear that the placement wasn’t a mistake at all. Growing into their true natures amid revelations and marked physical changes, the two spark escalating rivalry between the wings of the school. This leads up to a vicious climactic fight that sees Good and Evil repeatedly switching sides. At this point, readers are likely to feel suddenly left behind, as, thanks to summary deus ex machina resolutions, everything turns out swell(ish).

Rich and strange (and kitted out with an eye-catching cover), but stronger in the set pieces than the internal logic. (Fantasy. 11-13)

Pub Date: May 14, 2013

ISBN: 978-0-06-210489-2

Page Count: 496

Publisher: Harper/HarperCollins

Review Posted Online: Feb. 12, 2013

Kirkus Reviews Issue: April 15, 2013

Close Quickview