K-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 LibraryGain access to limited free articles, news alert, select newsletters, podcasts and some daily games.
Already have an account? Log In
We are currently offering this content for free. Sign up now to activate your personal profile, where you can save articles for future viewing
Be the first reader to comment.
Comment Policy:
Comment should not be empty !!!