Sunni and Blaise face their most dangerous challenge yet in their third and final adventure.
When a mysterious oil lantern and a box of painted slides appear at Blackhope Tower, Sunni and Blaise are drawn back to the place where their adventures first began. When they discover that the slides conceal secrets about artist-magician Fausto Corvo, the pair find themselves once again caught up in a deadly pursuit. An old enemy is still tracking Corvo and will stop at nothing to find him. Sunni and Blaise must fight to protect Corvo’s secrets and rid themselves of Soranzo’s evil threat once and for all.
About the Author
Teresa Flavin was born in New York and studied art in Boston and at Syracuse University. After moving to Glasgow, Scotland, she was awarded the Scottish Arts Council New Writers Bursary. She has illustrated a number of picture books. Her first novel, The Blackhope Enigma, was nominated for a Cybil Award. Teresa Flavin lives in Scotland.
Most Helpful Customer Reviews
I was excited to receive this book for review, but what I didn't realize at the time was that it is not really a stand-alone but rather the final installment in a series. That said, I did enjoy the book and fairly quickly adjusted myself to what may have gone before. In fact, I hope to purchase the two previous books. This series, judging from this book, is a fascinating journey of magic and time travel that I'm sure juvenile readers will enjoy as I did. There is some confusion in trying to read this single book without knowing exactly what went on before, although there are many references in this book to the previous ones, enough possibly to keep the momentum flowing from one book to another. Enough to clue the reader in to what went before, and how the situation came to be in this book. Not to say too much about what happened previously, there is plenty of excitement and especially so when it comes to Hallowe'en night and the school community party. The main characters in the present are Sunni, Blaise, Maddy and Dean. Among the adults are the parents and Mr. Bell, who is mainly in charge of the party, Angus who is Mr. Bell's cousin and a former art forger, and the mysterious Munroe, who claims to capture spirits on film and is giving a performance of an magical projecting lantern, a strange shadow lantern. From the past, we have Fausto Corvo in 1582, a purported magician and artist who combines the two, Lady Ishbel once alive and now a spirit in the present and Soranzo who would like to get his hands on Corvo's paintings. Enigma Night is being planned for Hallowe'en night at Blackhope Tower, the place where so much has (and will) happen. Sunni and Blaise have disappeared from that tower in the past and it has a great deal to do with a Corvo painting that is housed there. Why was there a labyrinth in the tower room, why did skeletons pop up on it from thin air, why and how did it disappear? Munro is setting up a display and talks about his wonderful find, the antique and magical Oculus, apparently originally commissioned by Corvo. Is it possible that Corvo's secrets are trapped inside? Why was there a labyrinth in the tower room, why did skeletons pop up on it from thin air, why and how did it disappear? The lamp is very unusual, but what is more unusual is what it does, something Sunni and Blaise will discover to their shock and amazement. What has happened to Mr. Bell, the art teacher who is mainly in charge of the party? He has disappeared. What causes the tower to begin to self-destruct? This book is full of fun, magic, adventure, and secret codes, perfect entertainment for the juvenile set. I enjoyed it to the point that I will probably obtain the other two books in the series, The Blackhope Enigma and The Crimson Shard.