FICTION

Quest

illus. by Aaron Becker. 40p. Candlewick. Aug. 2014. Tr $15.99. ISBN 9780763665951.
COPY ISBN
RedReviewStarK-Gr 3—Becker places the boy, girl, and violet bird from Journey (Candlewick, 2013)—the first title of his wordless trilogy—into the gray watercolor and ink landscape of the second. Each child has a magical marker. As they take refuge from the rain under a bridge, the background skyscrapers recede and the fanciful sculptures of a winged gladiator and mermaid foreshadow coming adventures. Upon receiving a color-coded map from a king in custody, the kids sketch keys and enter the familiar realm from the previous title, where golden, Islamic domes mingle with medieval fortresses. This time, however, turrets blaze and enemy soldiers occupy the land. The quest takes the protagonists to an underwater Greco-Roman temple, through Mayan ruins and near a Buddha-like sculpture; four newly mined markers slip into a special belt that, when lifted up by the bird, creates a rainbow whose brilliance temporarily blinds their pursuers until order is restored. The arc also connects the children to their world upon reentry. Becker creates a visual narrative that is clear enough for children to decipher but complex enough to reward multiple readings. Much of the interest comes from his ability to successfully blend architectural styles from a variety of cultures and time periods, the type of exotic settings that children associate with potential danger and requisite cleverness and courage. He clearly understands (and perhaps wants to suggest) that loneliness, boredom, or rainy days can trigger rich, imaginative play. Creative problem solving is at the heart of this genial book.—Wendy Lukehart, District of Columbia Public Library
The kids from Journey follow an old man--who's seized by soldiers after giving them an orange crayon and a map--back into that book's fantastical land. They follow the map along various quests to collect different-colored crayons and save the old man. Becker's illustrations are satisfyingly lush and full of subtle clues that will reward multiple readings.
Journey (rev. 9/13) introduced a girl with a magic red crayon who could draw her way into an adventure and back home. At the end of the book she met a boy with his own purple crayon. Quest--the second in a planned wordless trilogy--opens where we last saw the friends, in a present-day city. While sheltering under a bridge during the rain, they are surprised by the arrival of an old man who gives them an orange crayon, a colorful map, and a holster with six small chambers. After the man is seized by soldiers, the children follow them into the same land we saw in Journey. Reading their map, the kids go on various quests (each lasting two or three spreads) to collect different-color crayons that fit neatly into the holster. Along the way they use their own purple and red crayons to draw objects that help them escape baddies in steampunk dirigibles. They make their way back to the Journey city and save the old man with their now-full holster, creating a magic rainbow. Becker's illustrations are satisfyingly lush and full of subtle clues that will reward multiple readings. Compared to Journey's simple yet mysterious story line, however, Quest seems overly complicated and, after the first reading, predictable--particularly for those familiar with the Myst computer games. Nevertheless, fans of the first book will probably be happy to explore this fantastical world in more depth. lolly robinson

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