SHODDY COVE

Narrative red herrings abound in this adventure set on the coast of Maine. Clare, 12, is less than thrilled at the prospect of spending the summer as an (unpaid) interpreter at the living-history museum where her mother works. Gradually, however, she becomes involved with a pair of siblings, Adam and May, who have chosen Cossit Island Village as their refuge after their mother dies. This modern-day plot unfolds against a historical backdrop that reveals itself through documents Adam has stolen to read to his sister. As the story lurches along, it turns out that Cossit Island Village was a stop on the Underground Railroad, and a letter Adam finds tells the story of a dramatic escape. Levin’s plot begins with promise, as the reenactment of a funeral seems to plunge Clare and May into the 19th century. This eerie hint at time travel never bears fruit, and Clare spends the rest of the story wondering, along with the reader, what really happened. Purchase a fresh copy of Julia Sauer’s Fog Magic instead. (Fiction. 9-13)

Pub Date: May 1, 2003

ISBN: 0-06-052271-2

Page Count: 208

Publisher: Greenwillow Books

Review Posted Online: May 20, 2010

Kirkus Reviews Issue: April 15, 2003

Did you like this book?

No Comments Yet

A smart, fresh take on an old favorite makes for a terrific series kickoff

THE GREAT SHELBY HOLMES

From the Shelby Holmes series , Vol. 1

A modern Sherlock Holmes retelling brings an 11-year-old black John Watson into the sphere of know-it-all 9-year-old white detective Shelby Holmes.

John's an Army brat who's lived in four states already. Now, with his parents' divorce still fresh, the boy who's lived only on military bases must explore the wilds of Harlem. His new life in 221A Baker St. begins inauspiciously, as before he's even finished moving in, his frizzy-haired neighbor blows something up: "BOOM!" But John's great at making friends, and Shelby certainly seems like an interesting kid to know. Oddly loquacious, brusque, and extremely observant, Shelby's locally famous for solving mysteries. John’s swept up in her detecting when a wealthy, brown-skinned classmate enlists their help in the mysterious disappearance of her beloved show dog, Daisy. Whatever could have happened to the prizewinning Cavalier King Charles spaniel? Has she been swiped by a jealous competitor? Has Daisy’s trainer—mysteriously come into enough money to take a secret weekend in Cozumel—been placing bets against his own dog? Brisk pacing, likable characters, a few silly Holmes jokes ("I'm Petunia Cumberbatch," says Shelby while undercover), and a diverse neighborhood, carefully and realistically described by John, are ingredients for success.

A smart, fresh take on an old favorite makes for a terrific series kickoff . (Mystery. 9-11)

Pub Date: Sept. 6, 2016

ISBN: 978-1-68119-051-8

Page Count: 240

Publisher: Bloomsbury

Review Posted Online: June 22, 2016

Kirkus Reviews Issue: July 1, 2016

Did you like this book?

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

ESCAPE FROM MR. LEMONCELLO'S LIBRARY

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

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 3, 2013

Kirkus Reviews Issue: May 1, 2013

Did you like this book?

more