Series: Wonderscape
Publication Date: 1 Jun. 2020
Format: Paperback / softback

ISBN 9781406391725

    14.99 14.99 14.99 AUD


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    When Arthur, Ren and Cecily investigate a mysterious explosion on their way to school, they find themselves trapped aboard The Principia – a scientific research ship sailing through hazardous waters, captained by one Isaac Newton.

    Lost in the year 2473 in the Wonderscape, an epic in-reality adventure game, they must call on the help of some unlikely historical heroes, to play their way home before time runs out.

    Jumanji meets Ready Player One in this fast-paced adventure featuring incredible real-life heroes, from the internationally bestselling author of The Uncommoners series.


    Book Type: Junior High
    Age Group: 11 years +
    Traffic Lights: Green
    Class Novel: No
    Good Reads Rating: 4/5
    Literary Rating: 4/5


    Arthur, Ren, and Cecily are all at the same school, but they have nothing in common - until, in the process of investigating a mysterious explosion, a portal - the Wonderway - transports them into the year 2473. There, they are must make their way through an in-reality series of games called Wonderscape. Escape rooms, ships on the high seas, scorching deserts, and high-octane car chases, each game setting is unique, but linked by one objective: to save historical figures from disaster.

    This is no virtual reality game - our protagonists, and the historical figures they’re rescuing, are all real.

    As they make their way through the games, they glimpse deeper mysteries: Milo, one of the game’s founders, has gone missing. Tiburon and Valeria, his co-founders, have no idea where or why he has disappeared. Arthur, Ren, and Cecily discover that Tiburon has trapped Milo in a closed realm in an effort to take power for himself, and when all is revealed, Tiburon and Valeria engage in a final showdown. Arthur uses his ingenuity to knock Tiburon out, and at the very last minute, our protagonists and the heroes they rescued throughout history slip through the Wonderway and return to their own lives.

    Funny, quirky, and ingenious, this book blends history with science fiction to make a speculative yet educational future. The growing friendship between Ren, Cecily, and Arthur focuses the book, and ties all the disparate settings together.


    history, science fiction, friendship, gaming, virtual reality, time travel, LGBTQI representation

    Content Notes

    Not applicable.

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