The Enigma game / Elizabeth Wein
Book | Hyperion | 2020 | First edition.
4 holds on first copy returned of 17 copies

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Details

Edition
First edition.
Description
437 pages ; 22 cm
Audience
Ages 12-18. Hyperion.
Grades 10-12. Hyperion.
Summary
Told in multiple voices, fifteen-year-old Jamaican Louisa Adair uncovers an Enigma machine in the small Scottish village where she cares for an elderly German woman, and helps solve a puzzle that could turn the tide of World War II.
Awards
A Junior Library Guild selection.
Summary
A German soldier risks his life to drop off the sought-after Enigma Machine to British Intelligence, hiding it in a pub in a small town in northeast Scotland. Louisa Adair, a teen girl hired to look after the pub owner's elderly, German-born aunt, Jane Warner, finds it but doesn't report it. Flight-Lieutenant Jamie Beaufort-Stuart intercepts a signal but can't figure it out. Ellen McEwen, volunteer at the local airfield, acts as the go-between and messenger, after Louisa involves Jane in translating. The planes under Jamie's command seem charmed, and the four are loathe to give up the machine. Even after Elisabeth Lind from British Intelligence arrives, even after the Germans start bombing the tiny town. -- adapted from Goodreads info
Subject
Chronological Term
Genre/Form
ISBN
9781368012584 (hardcover)
1368012582 (hardcover)
Extras
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