The story is deliberately exaggerated, and it's a lot of fun as readers participate in Esther's journey and solve puzzles alongside her, from substitution ciphers to guessing which camper is which creature based on the clues. Racing against the clock amidst a slew of dropped clues, Esther must figure out which campers the mythological creatures in the story stand for. Something odd is afoot, though, as Esther finds a mysterious note from the Sphinx, offering a mystery and noting that if it doesn't get solved, someone will die. There she engages in rivalries with the "math nerd" campers, who consider her "an alien from the planet Creativity," but she quickly discovers that she can utilize her art skills to solve complicated problems. Twelve-year-old Esther Lambert is thrilled to go to Camp Vermeer to hone her art skills, but when her directionally challenged stepfather drops her at Camp Archimedes instead, she has no real option but to stay.
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