Review Detail

Middle Grade Fiction 124
Cleo's Turn
Overall rating
 
4.0
Plot
 
N/A
Characters
 
N/A
Writing Style
 
N/A
Illustrations/Photos (if applicable)
 
N/A
If you're not familiar with the MythQuest series, Alex and Cleo's father has disappeared into the Alterworld (which is accessible through touching images of objects on a computer screen). They search for him as often as they can. Usually, it's Alex that takes the journey because Cleo is confined to a wheelchair.

But this time, it's Cleo that touches the screen. She's tired of just sitting around and doing 'nothing' while Alex is out there actively searching for their dad. She winds up dropping right into the middle of a fierce battle between the Nez Perce and Blackfoot Indians. She is known as Seloo, the brave daughter of the Nez Perce chief. And most amazing of all, in the form of Seloo, Cleo can walk.

In order to return home, Cleo must find and touch the real-life object that she touched on the computer screen to get there. But, in her haste, she didn't make note of what that object was. Meanwhile, the situation is growing dire. In the myth, Seloo and Tlesca, the son of the Blackfoot chief, fall in love and get married in order to bring the tribes together. However, they both drown in the lake as a sacrifice to Walloha, the spirit of the lake, who has agreed to make peace if a sacrifice is made.

This edition of the series is a very quick and exciting read. You'll be rooting for Cleo at the same time you're wondering what in the world is she thinking? Everything works out okay in the end (this series is also a television series and it couldn't very well go on if one of the main characters dies in the beginning), but it does seem touch and go.

I recommend this book for ages 10 and up. Both boys and girls will enjoy it, especially if they follow the series on television.
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