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The Outcasts

ebook
1 of 1 copy available
1 of 1 copy available
Four of the Outcasts don't really participate in class, and all five could care less about a group activity, so the fact that all of them actually go on the fieldtrip is something of a miracle.
And when reality splits, and they end up in another dimension, you can imagine how badly they'll all wish they'd stayed home. Five outcasts fall out of reality. How many will make it back to the world as they know it?
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  • Reviews

    • Publisher's Weekly

      November 12, 2007
      A school field trip turns into a surreal, life-altering adventure for five teenagers in this foray into science fiction from British author Matthews (Fish
      ). The five are among a group chosen by their school to spend a week doing “field work” at a manor in the English countryside, famous for an ancient skull found on the property that purportedly screams from time to time and is said to cause disaster if removed from the site. The students display a mixed bag of personal challenges—abusive or absent parents, unspecified emotional or behavioral needs. On the day they arrive, however, the skull is missing. As the five gather in a room known as “the professor’s study,” something akin to an earthquake occurs and the students find themselves in another “dimension,” where they are forced to rethink what they know about the nature of time and space. The bulk of the narrative involves a series of narrow escapes from death—poisonous jellyfish, a menacing black panther, a man-eating crocodile—that will propel many readers to the finish. However, the hand of the author can be felt at every turn, with thinly veiled messages about the importance of teamwork and not prejudging others. The hokey conclusion shows each student their “possible” future, rosy lives that provide (most of) them with the material comforts and social connections they currently lack. Ages 12-up.

    • School Library Journal

      January 1, 2008
      Gr 7-9-While on a school field trip, five fringe students find themselves thrown into a world of shifting realities, where they can run simulations regarding the possible outcomes. However, the ever-advancing edge of reality means that they must choose the correct simulation, or else be propelled down a path that could be deadly. The teen adventurers face poisonous fungi, stinging jellyfish, and thunderous logic puzzles as they try to regain a missing skull and return home. At the end of their successful quest, they are given a glimpse of one of their possible futures. Matthews's attempts to explain the confusing universe with quasi-science and poorly realized metaphors will leave readers unsatisfied. The thin characters never become more than a name, or a pun in Miss Ermine's caseshe has the ability to shape-shift into a small weasel. Helen's revelation that she is a cutter provokes no response from readers, nor does Johan's dangerous fight with a crocodile. The attempt to represent each of the teens' different family situations only dilutes the emotional connection of all of them. The sluggish action scene where characters are flying across the sky on boards will have readers drawing comparisons to Scott Westerfeld's more successful depiction in "Uglies" (S & S, 2005). Complicating the narrative line are the British colloquialisms, which seem oddly fussy. Responsibility is a key theme throughout, as the adult characters pontificate regularly in a heavy-handed manner. Lacking a well-formed plot, this book leaves readers feeling like outcasts themselves."Chris Shoemaker, New York Public Library"

      Copyright 2008 School Library Journal, LLC Used with permission.

    • Booklist

      November 15, 2007
      A group of English high-school students who have reputations as school troublemakers are surprised to find that they have been picked for an overnight field trip.They end up in an old estate with an ancient skull that, according to legend, screams if it is taken from the house. The kids soon find themselves in a weird, surreal, video-game-inspired adventure as they must face an assortment of deathly challenges. In the midst of the action, the characters find themselves changing and growing more confident and trusting of others. The novels strengths dont lie just in the imaginative plot and creepy, atmospheric setting, however. Matthews alsopresents a realistic view of the anger and frustrations of teenagers who dont fit in at school but possess an assortment of unrecognized strengths and talents. A fun, wild, and thoughtfully layeredadventure.(Reprinted with permission of Booklist, copyright 2007, American Library Association.)

    • The Horn Book

      January 1, 2008
      Five high school misfits are selected, seemingly at random, for a school trip to the English countryside where they're sucked into a deadly parallel world. Faced with mortal peril, the teens harness their heretofore unrealized talents to effect an escape and--predictably--triumph through teamwork. Structured as a series of short game-like challenges, this is Jumanji for teens.

      (Copyright 2008 by The Horn Book, Incorporated, Boston. All rights reserved.)

Formats

  • Kindle Book
  • OverDrive Read
  • EPUB ebook

Languages

  • English

Levels

  • ATOS Level:5.2
  • Lexile® Measure:760
  • Interest Level:6-12(MG+)
  • Text Difficulty:3-4

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