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Kit's Wilderness

Audiobook
1 of 1 copy available
1 of 1 copy available
The Printz Award–winning classic gets a new look.
Written in haunting, lyrical prose, Kit’s Wilderness examines the bonds of family from one generation to the next, and explores how meaning and beauty can be revealed from the depths of darkness.
The Watson family moves to Stoneygate, an old coal-mining town, to care for Kit’s recently widowed grandfather. When Kit meets John Askew, another boy whose family has both worked and died in the mines, Askew invites Kit to join him in playing a game called Death. As Kit’s grandfather tells him stories of the mine’s past and the history of the Watson family, Askew takes Kit into the mines, where the boys look to find the childhood ghosts of their long-gone ancestors.

A Michael L. Printz Award Winner
An ALA Notable Book
A
Publishers Weekly Best Book
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  • Reviews

    • AudioFile Magazine
      It's hard to get a handle on this dark story of a boy and his adventures in an ancient coal pit where the kids play a game called "Death." Charles Keating gives the proceedings Shakespearean importance with his solemn reading. This seems apt, since this story is as hard to understand as some Shakespeare, even without the Elizabethan English. Even though Almond just won major honors in young adult fiction for his debut novel, SKELLIG, being lost in KIT'S WILDERNESS proves neither enjoyable nor enlightening. M.C. (c) AudioFile 2000, Portland, Maine
    • Publisher's Weekly

      Starred review from November 9, 2009
      Revisiting many of the themes from Skellig, Almond offers another tantalizing blend of human drama, surrealism and allegory. He opens the novel with a triumphant scene, in which Kit Watson, the 13-year-old narrator, and his classmates, John Askew and Allie Keenan reemerge from "ancient darkness into a shining valley," as if to reassure readers throughout the course of the cryptic tale that the game of "Death," so central to the book, is indeed just a game. Nevertheless, he takes readers on a thrilling and spine-tingling ride. When Kit moves with his mother and father to the mining town of Stoneygate to keep company with his newly widowed grandfather, he feels drawn to John Askew who, like Kit, comes from a long line of coal miners. Askew presses Kit to take part in a game of "Death," for which the participants spin a knife to determine whose turn it is to "die." The chosen one then remains alone in the darkness of Askew's den, to join spirits with boys killed in a coal mine accident in 1821. Some regular players consider the game to be make-believe, but Kit senses something far more profound and dangerous, and the connection he forges with the ancient past also circuitously seals a deeper bond with Askew. Allie acts as a bridge between the two worlds, much as Mina was for Michael in Skellig. The ability that Askew, Kit and his grandpa possess to pass between two seductive worlds, here and beyond, in many ways expands on the landscape Almond created in Skellig. The intricacy and complexity of the book's darker themes make it a more challenging read than his previous novel for children, but the structure is as awe-inspiring as the ancient mining tunnels that run beneath Stoneygate. Ages 12-up.

Formats

  • OverDrive Listen audiobook

Languages

  • English

Levels

  • ATOS Level:3.7
  • Interest Level:9-12(UG)
  • Text Difficulty:7-12

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