Book
3 of 3 Copies Available
- CENTRAL: Teen Collection (2 copies)
- OSHTEMO: Teen Collection
The Enigma game
Call Number
- FICTION WEIN TEEN (CEN, OSH)
Edition
First edition.
Publication Information
Los Angeles : Hyperion, 2020.
Physical Description
437 pages ; 22 cm
Audience
Grades 10-12. Hyperion.
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.
Subjects
- Orphans > Juvenile fiction.
- Code and cipher stories.
- Jamaicans > Scotland > Juvenile fiction.
- World War, 1939-1945 > Juvenile fiction.
- Enigma cipher system > Fiction.
- Orphans > Fiction.
- Ciphers > Fiction.
- Jamaicans > Scotland > Fiction.
- World War, 1939-1945 > Fiction.
- Scotland > History > 20th century > Juvenile fiction.
- Scotland > History > 20th century > Fiction.