Quest
by Aaron Becker; illus. by the author
Primary Candlewick 40 pp.
8/14 978-0-7636-6595-1 $15.99
Journey (rev. 9/13) introduced a girl with a magic red crayon who could draw her way into an adventure and back home. At the end of the book she met a boy with his own purple crayon. Quest — the second in a planned wordless trilogy — opens where we last saw the friends, in a present-day city. While sheltering under a bridge during the rain, they are surprised by the arrival of an old man who gives them an orange crayon, a colorful map, and a holster with six small chambers. After the man is seized by soldiers, the children follow them into the same land we saw in Journey. Reading their map, the kids go on various quests (each lasting two or three spreads) to collect different-color crayons that fit neatly into the holster. Along the way they use their own purple and red crayons to draw objects that help them escape baddies in steampunk dirigibles. They make their way back to the Journey city and save the old man with their now-full holster, creating a magic rainbow. Becker’s illustrations are satisfyingly lush and full of subtle clues that will reward multiple readings. Compared to Journey’s simple yet mysterious story line, however, Quest seems overly complicated and, after the first reading, predictable — particularly for those familiar with the Myst computer games. Nevertheless, fans of the first book will probably be happy to explore this fantastical world in more depth.
From the September/October 2014 issue of The Horn Book Magazine.
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