Next book

THE TEMPLETON TWINS MAKE A SCENE

From the Templeton Twins series , Vol. 2

Fans of wordplay will find much more to enjoy, especially with the return of the word-puzzle cryptics. (Fiction. 9-13)

In this sequel to The Templeton Twins Have an Idea (2012), ingenious Abigail and John (though don’t let the over-the-top narrator hear you use that descriptor unless you are referring to him) return for more hijinks and humor.  

The novel can be read as a stand-alone story, but readers must be prepared to write the narrator an apology letter for not reading the first Templeton Twins (the text of which he graciously supplies before performing his narrator duties). The twins, now 13, have recently relocated with their inventor father, who has accepted a position at the Thespian Academy of the Performing Arts and Sciences. Their father’s charge: Create a device that will allow audience members to see close-ups on stage. It’s not long, however, before the unscrupulous Dean brothers (and identical twins) from the first book make an appearance, and professor Templeton’s invention becomes the target of sabotage. The mystery is easy to solve as Abigail and John try to thwart the Dean brothers’ impractical schemes, but that’s not the point of the story. Once again, the narrator hogs the show with his supercilious storytelling, which becomes super silly with footnotes, definitions, acronyms, end-of-chapter quizzes and, of course, direct references to his superiority.

Fans of wordplay will find much more to enjoy, especially with the return of the word-puzzle cryptics. (Fiction. 9-13) 

Pub Date: Oct. 8, 2013

ISBN: 978-1-4521-1184-1

Page Count: 272

Publisher: Chronicle Books

Review Posted Online: Sept. 13, 2013

Kirkus Reviews Issue: Oct. 1, 2013

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 SCREAMING STAIRCASE

From the Lockwood & Co. series , Vol. 1

A heartily satisfying string of entertaining near-catastrophes, replete with narrow squeaks and spectral howls.

Three young ghost trappers take on deadly wraiths and solve an old murder case in the bargain to kick off Stroud’s new post-Bartimaeus series.

Narrator Lucy Carlyle hopes to put her unusual sensitivity to supernatural sounds to good use by joining Lockwood & Co.—one of several firms that have risen to cope with the serious ghost Problem that has afflicted England in recent years. As its third member, she teams with glib, ambitious Anthony Lockwood and slovenly-but-capable scholar George Cubbins to entrap malign spirits for hire. The work is fraught with peril, not only because a ghost’s merest touch is generally fatal, but also, as it turns out, as none of the three is particularly good at careful planning and preparation. All are, however, resourceful and quick on their feet, which stands them in good stead when they inadvertently set fire to a house while discovering a murder victim’s desiccated corpse. It comes in handy again when they later rashly agree to clear Combe Carey Hall, renowned for centuries of sudden deaths and regarded as one of England’s most haunted manors. Despite being well-stocked with scream-worthy ghastlies, this lively opener makes a light alternative for readers who find the likes of Joseph Delaney’s Last Apprentice series too grim and creepy for comfort.

A heartily satisfying string of entertaining near-catastrophes, replete with narrow squeaks and spectral howls. (Ghost adventure. 11-13)

Pub Date: Sept. 17, 2013

ISBN: 978-1-4231-6491-3

Page Count: 384

Publisher: Disney-Hyperion

Review Posted Online: May 28, 2013

Kirkus Reviews Issue: June 15, 2013

Close Quickview