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The Game PDF

2007·0.3967 MB·other
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Description:

A dark castle in Ireland, a mysterious, secret game, and a host of magnificent characters – Diana Wynne Jones’ latest magical offering is a splendid blend of the familiar and the unusual.

Hayley's parents disappeared when she was a baby, so she has been brought up by her grandparents. Then one day she is packed off to Ireland to live with her aunts – and a whole host of cousins she never new about! Here she is introduced to "the game" which involves adventures in the forbidden "mythosphere". And here also is where Hayley discovers the truth about her family.

From Publishers Weekly

Starred Review. Celestial intrigue and the nature of storytelling are just two of the strands woven together in Jones's (the Chrestomanci books) inventive novella. Sent from her grandparents' London home in disgrace, Hayley arrives in Ireland to stay with her aunts and cousins in their rambling castle home. The girl takes to her new life almost immediately, especially the thrilling game her cousins play, in which they venture into the mythosphere—a mysterious realm where they perform various tasks drawn from the worlds of fairytale, myth and legend. In the course of her own quests, Hayley discovers the truth about her own unearthly nature. She gets the chance to rescue her long-lost parents from dreadful fates, to which they've been condemned by domineering Uncle Jolyon, a power-hungry god thinly disguised as an unpleasant business man. Readers less familiar with classical mythology will be helped (and may well find their interest piqued) by a note at story's end that clearly links the original Greco-Roman characters with their modern-day avatars. A sparkling treat. Ages 12-up. (Apr.)
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

From School Library Journal

Grade 5–8—What if just outside of Earth's known atmosphere there sat another layer that was actually a different dimension? Such is the premise for this novel. For as long as she can remember, orphan Hayley has lived sequestered away with her strict grandmother and mysteriously busy grandfather. A chance meeting on an outing lands her in big trouble and she finds herself shipped off to stay with relatives in the country. Here Hayley meets dozens of cousins who invite her to play a strange game. Its object is to go to different places in the mythosphere and retrieve various items while dodging mythological creatures. The plot thickens when she meets her father and learns that he and her mother are both trapped in the mythosphere as punishment for their illicit marriage. Hayley frees them and discovers that she, like all of the other characters in the story, is really a mythological figure who can live in either realm. Meanwhile, the frightening family patriarch, Uncle Jolyon, finds out about the game and comes after the girl, her parents, and her cousins. As he prepares to punish them all, Hayley pierces his chest with a star, causing him to transform into the planet Jupiter. While the beginning parallels The Lion, the Witch, and the Wardrobe, the story takes off on its own midway through. There is a whole lot of plot for such a little novel, and readers unfamiliar with mythology won't fully appreciate it.—Nicki Clausen-Grace, Carillon Elementary School, Oviedo, FL
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.



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