The Enigma game / Elizabeth Wein.
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.
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
Record details
- ISBN: 9781368012584
- ISBN: 1368012582
- Physical Description: 437 pages ; 22 cm
- Edition: First edition.
- Publisher: Los Angeles : Hyperion, 2020.
- Copyright: ©2020
Content descriptions
Bibliography, etc. Note: | Includes bibliographical references. |
Target Audience Note: | Ages 12-18. Hyperion. Grades 10-12. Hyperion. |
Study Program Information Note: | Accelerated Reader UG 5.5 16 16 509932 |
Awards Note: | A Junior Library Guild selection. |
Search for related items by subject
Genre: | Historical fiction. Cryptologic fiction. Historical fiction. War fiction. |
Available copies
- 1 of 1 copy available at Indian Valley. (Show)
- 1 of 1 copy available at Indian Valley Public Library.
Holds
- 0 current holds with 1 total copy.
Show Only Available Copies
Location | Call Number / Copy Notes | Barcode | Shelving Location | Status | Due Date |
---|---|---|---|---|---|
Indian Valley Public Library | Young Adult Fiction Wein Historical (Text) | 39427103555462 | Young Adult Room: Young Adult Fiction | Available | - |
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245 | 1 | 4. | ‡aThe Enigma game / ‡cElizabeth Wein. |
250 | . | ‡aFirst edition. | |
264 | 1. | ‡aLos Angeles : ‡bHyperion, ‡c2020. | |
264 | 4. | ‡c©2020 | |
300 | . | ‡a437 pages ; ‡c22 cm | |
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521 | 2 | . | ‡aGrades 10-12. ‡bHyperion. |
504 | . | ‡aIncludes bibliographical references. | |
520 | . | ‡aTold 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. | |
586 | 8 | . | ‡aA Junior Library Guild selection. |
520 | . | ‡aA 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 | |
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