Bureau of Mysteries 2: The Mechanomancers
Obscuria is in trouble! Join the Bureau Of Mysteries as they puzzle their way out of a Mechanomancer disaster.
Available Formats
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Paperback$15.95 RRPISBN: 9781742756486Published: 01/02/2013Imprint: Random House Australia Children'sExtent: 320 pages
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EBookCHECK RETAILER PRICEISBN: 9781742756493Published: 01/02/2013Imprint: RHA eBooks ChildExtent: 320 pages
Synopsis
Obscuria is in trouble! Join the Bureau Of Mysteries as they puzzle their way out of a Mechanomancer disaster.
George and Imp are back, this time alongside the adventurer Lord Periwinkle Tinkerton and his moody assistant, Lexica Quill. Together, they must battle the crafty Mechanomancers, ancient spirits that meld magic and technology to wreak havoc.
Fighting mechanical bulls, getting trapped in sewage dungeons with monster worms and confronting overgrown plant monsters, the team faces their biggest challenge yet.
And, as always, there are codes to crack and riddles along the way!
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Losang4 stars
17 January 2013 at 7:14pm
ReportH. J. Harper takes readers on another rollicking romp with the wacky characters from the Bureau of Mysteries as they battle ancient nefarious spirits to save Little Obscurity. Joining forces with Sir Periwinkle Tinkerton and his strange silent assistant Lexica Quill, level-headed George Feather, former chimney sweep, solves yet another baffling mystery to win the gratitude and admiration of his fellow Obscuritians. Once again, George is not-so-ably helped in his endeavours by his 'superior' colleague, Imp Spektor, and far more, efficiently by his support team, Hobb and Tempora. Befriended by a giant rat, almost exterminated by rampant plants and recruiting seemingly fearsome air pirates are just a few of the new adventures to befall George, all handled with a terrific pace and hilarious asides. Harper employs some delightful word play particularly with puns, which could prove a useful springboard for teachers. Student readers will delight in the codes and cryptograms incorporated into the text as well as Nahum Ziersch's illustrations of the various characters. This is a really fun interactive read that would be particularly enjoyed by boys of about 8-11 years. Sue Warren Teacher-Librarian Qld