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The Enigma game  Cover Image Book Book

The Enigma game / Elizabeth Wein.

Wein, Elizabeth, (author.).

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.
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.

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.
Subject: Young adult fiction.
Enigma cipher system > Fiction.
Orphans > Fiction.
Code and cipher stories.
Jamaicans > Scotland > Fiction.
World War, 1939-1945 > Fiction.
Scotland > History > 20th century > Fiction.
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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1001 . ‡aWein, Elizabeth, ‡eauthor. ‡0n 91105844 ‡0(True)205348
24514. ‡aThe Enigma game / ‡cElizabeth Wein.
250 . ‡aFirst edition.
264 1. ‡aLos Angeles : ‡bHyperion, ‡c2020.
264 4. ‡c©2020
300 . ‡a437 pages ; ‡c22 cm
336 . ‡atext ‡btxt ‡2rdacontent
337 . ‡aunmediated ‡bn ‡2rdamedia
338 . ‡avolume ‡bnc ‡2rdacarrier
5260 . ‡aAccelerated Reader ‡bUG ‡c5.5 ‡d16 ‡e16 ‡z509932
5211 . ‡aAges 12-18. ‡bHyperion.
5212 . ‡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.
5868 . ‡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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