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THE STARS DID WANDER DARKLING

A fun read with a classic feel.

Kids save their town from an ancient evil.

Archie, Oliver, Chris, and Athena live in Seaham, an economically depressed, small coastal Oregon town where many streets and landmarks are named after the Langdons, a reclusive, wealthy, 19th-century fur-trading family. Archie’s dad was in charge of a multimillion-dollar project to develop a portion of the headlands, much to the dismay of Athena’s environmentalist parents and others in the community—but it’s been paused. Sinister happenings quickly take over the town and the adults in it after the appearance of three strangers who seem new to being human. Old photographs indicate some ancient evil at the heart of the town’s founding, and the adults are suddenly replaced with sticky, odd-smelling replicants. The story, set in 1987 with a cast of bike-riding kids, their older siblings, a helpful adult nerd, one character with psychic powers, and an ending that leaves room for a sequel, feels like a middle-grade adaptation of the TV show Stranger Things. It’s a fun, creepy, attention-grabbing story, but a long and slow buildup culminates in a rushed climax and resolution, and the incomplete-feeling worldbuilding doesn’t quite allow readers to settle into the deliciously ominous truths introduced at the very end. Characters are cued as White.

A fun read with a classic feel. (Horror. 9-13)

Pub Date: Sept. 13, 2022

ISBN: 978-0-06-301551-7

Page Count: 336

Publisher: Balzer + Bray/HarperCollins

Review Posted Online: June 7, 2022

Kirkus Reviews Issue: July 1, 2022

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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

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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

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