The Ghost Job

 
3.8 (2)
 
4.5 (1)
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The Ghost Job
Age Range
8+
Release Date
September 26, 2023
ISBN
978-0063253339
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Zenith and her friends may be dead—but lucky for them, even getting ghosted wasn’t enough to tear them apart.

The four of them were thick as thieves long before an unfortunate lab accident sent them careening into the afterlife. So when they hear about a machine that could return them to the land of the living, they are determined to steal it.

Unfortunately, the magical device belongs to a dangerous necromancer who’s out for their ectoplasm.

Fortunately, they’re great at heists. Because pulling off the score of their deathtimes is no job for an amateur. 

Editor reviews

2 reviews
Middle School Necromancy
Overall rating
 
3.7
Plot
 
3.0
Characters
 
4.0
Writing Style
 
4.0
Illustrations/Photos (if applicable)
 
N/A
When a gas leak blows up in a science lab, it kills four students. Nicholas, Vanessa, and Eddie all die, but keep hanging out at their school, usually in the auditorium, where they disconcert the custodian. They all seem to have some superpowers, and decide that even though they are dead, they should keep learning. They come up with some independent study projects, but when Zenith, who is our narrator, realizes that her family is selling her home and moving away, she decides that the group needs to act. They consult a local medium, Maddie, and ask for advice. Maddie suggests that they steal certain magical or ghost related artifacts for her, and she'll help them, and they do conduct a few raids. They also become aware of Campion Slate, a noted but evil necromancer, who has constructed a machine called the Redeemer. It is rumored that it can bring people back to life, so the group decides to steal the machine and test it out. It's not easy to do, and they are foiled by dogs and even try to trick Slate by claiming he's won a neighborhood award, but they get close. Unfortunately, Nicholas is captured in a bottle by Slate's minions, and the group has to learn how to get him out of that situation. Of course, soon they are captured as well. Will Zenith be able to return to her family, or will the group finally embrace the idea that they are dead?
Good Points
Are we seeing a new trend in necromancy? Ellie Engle Saves Herself also relied heavily on this topic, but I can't really think of other middle grade books that do. There are lots of good details about how the children function as ghosts, and the fact that Maddie was able to identify them as different kinds of supernatural creatures was fascinating. Zenith, who can physically move objects in ways that the others can't, is a poltergeist. There are lots of plots and schemes, and the four work together well. I appreciate that van Eekhout generally writes stand alone novels (like Kid vs. Squid, Cog, The Voyage of the Dogs, Fenriss and Mott and Weird Kid), with humor as well as action and adventure.

I don't believe in ghosts or in any supernatural phenomena, but necromancy seems a bit... dark. Things that are dead should stay dead. I also don't believe in demons, but whenever a student checks out Monaghan's Mary: The Summoning, I make them promise that they won't summon demons in their bathroom. Just because things are probably not real doesn't mean we shouldn't be cautious. Of course, this give a frisson of danger to all of the undertakings.

This is a good choice for readers who enjoy Fry's Ghosted, Markell's The Ghost in Apartment 2R, Uhrig's The Polter-Ghost Problem, or Meriano's Love, Sugar, Magic series. I would have enjoyed it a little more if the characters hadn't been tragically killed.
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Friends stick together, even in death
Overall rating
 
4.0
Plot
 
4.0
Characters
 
4.0
Writing Style
 
4.0
Illustrations/Photos (if applicable)
 
N/A
What worked:
The idea of ghost thieves is a creative twist to a popular middle-grade topic. How is this possible? Well, Zenith is a poltergeist and can move solid objects. Her three friends’ abilities range from speaking to humans, a sensitivity to manipulate electricity, to seeing the world through other faces. This group of ghosts is comparable to a team of superheroes as they learn to use their new talents together. A medium gives the characters the idea to start thieving but they’re only stealing things that might help them rejoin the living. That’s their main motivation throughout the plot as friendship binds them together.
The necromancer named Slate is the antagonist as he’s trying to find a way to control the ghosts. His goal is to amass power over the living and dead, but a more common motive is revealed later on. Not surprisingly, Slate’s reputation among ghosts is loathsome and it’s safe to say Zenith’s gang has many potential allies. Slate is devious and malevolent so he can’t be trusted, ever. He’s willing to do despicable things in order to get what he wants which includes manipulating the spirits of the deceased. Readers will be happy to discover karma wins out in the end.
The author develops some interesting slants about living, death, and ghosts. We should enjoy every day of our lives since we never know when it might come to an end. Ghosts seem to “live” in a limbo world as some of them move on to somewhere else. It’s not treated as a religious philosophy but more as being part of the life cycle. Ghosts can’t travel anywhere as they’re anchored to the location where they died. However, this story allows them more freedom than most books as the kids are able to travel to various places in and around the town. They usually hang out in the rafters of the school auditorium but they’re able to visit a medium, their homes, and the lab of the necromancer. The kids feel bad that their presence makes humans nervous even though they can’t be seen.
What didn’t work as well:
There’s not a lot of character development but that’s a predictable sacrifice for a story that’s not overly long. Readers will learn a little about Zenith but only surface-level information about her friends.
The Final Verdict:
The book emphasizes the importance of good friends as the characters are determined to return to their living, breathing selves. They synchronize their different talents as their tight bond continues even in death. Overall, this is an amusing, adventurous tale that should appeal to young readers. Give it a shot!
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User reviews

1 review
Overall rating
 
4.5
Plot
 
4.0(1)
Characters
 
5.0(1)
Writing Style
 
4.0(1)
Illustrations/Photos (if applicable)
 
5.0(1)
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Very cool concept
Overall rating
 
4.5
Plot
 
4.0
Characters
 
5.0
Writing Style
 
4.0
Illustrations/Photos (if applicable)
 
5.0
From the author of Fenris & Mott and
Voyage of the Dogs comes a parody and quick read (about 208 pages) of a heist where the whole team is made of pre-teen ghosts.
Goal: take a book from a necromancer that allows the ghosts to return to life.
Time-sensitive: before the family of the narrator (one of the kids: Zenith who tells the story in the first person) sells the house and moves away.

This is humor, silly and nothing goes according to the plan adding some plot twists at the end and the realization (closer to the end) that their goal is another.

The kids blew themselves up during science class and became ghosts, there is a lot of talk about death and it raises questions about the meaning of life. The novel is scientifically inclined, speaking of science, dinosaurs, evolutions of life, and then death as part of the cycle of life. The author drops a few deep thoughts but also a lot of poop, buts and fart words. I usually don't like that but I think the balance works for this story. The kids are ghosts but it's not about drama or sadness, it's about them having superpowers and using them to vanquish a cynic supervillain.

I relate a lot to Vanessa who is a fun dark goth girl who acts, sings musicals, dances, and possesses paintings. Although she's not the main character (Zenith the Dutch-Indonesian poltergeist is). I'm glad to see my name used full not Nessie or Nessa and be one of the main characters along with Eddie (tech nerd) and Nicholas (musician and life talker) and Zenith the artist.

It's a whimsical and entertaining action episode in San Diego.
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