The Supernaturalist - Hardcover

Colfer, Eoin

  • 3.86 out of 5 stars
    29,408 ratings by Goodreads
 
9780786851485: The Supernaturalist

Synopsis

In the not-too-distant future, in a place called Satellite City, thirteen-year-old Cosmo Hill is unfortunate enough to come into the world unwanted by his parents. And so, as are all orphaned boys his age, Cosmo is dipped in a vaccine vat and sent to the Clarissa Frayne Institute for Parentally Challenged Boys-freight class. At Clarissa Frayne, the orphans, called "no-sponsors," are put to work by the state, testing dangerous products that never should be allowed near human beings. By the time the no-sponsors are sent to their cardboard utility pipes, given their nightly meal pack, and finally fall asleep, they are often covered in burns, bruises, or sores from the work of the day. Cosmo Hill knows that he must escape, even though he has no idea what might be waiting for him on the outside. He plans for the moment when he can make a break. When that moment finally comes, he nearly dies while escaping. But he is rescued by a gang of "Supernaturalists," a motley crew of kids who all have a special psychic ability-one that Cosmo is about to learn he has as well. They "see" supernatural Parasites-tiny, translucent creatures who feed on the life force of humans. The Supernaturalists

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About the Author

Eoin Colfer is the author of the New York Times best-selling Artemis Fowl series, which was adapted into a major motion picture from the Walt Disney Studios. He also wrote the critically acclaimed WARP trilogy, and many other titles for young readers and adults, including Iron Man: The Gauntlet, Airman, Half Moon Investigations, Eoin Colfer's Legend of . . . books, The Wish List, Benny and Omar; and Benny and Babe. In 2014, he was named Ireland's laureate for children's literature. He lives with his wife and two sons in Dublin, Ireland, where he is working on the next Fowl twins novel. To learn more, visit www.eoincolfer.com. He is also on Twitter and Instagram @EoinColfer.





Reviews

Grade 6 Up–A suspenseful, cautionary science fiction tale. In a future dystopia, cities have become for-profit businesses. Orphanages are not exempt from the struggle to make money, and at the Clarissa Frayne Institute for Parentally Challenged Boys, kids are forced to endure product testing and frequently end up injured as a result. With orphans facing an average life expectancy of 15, 14-year-old Cosmo Hill knows that he is on borrowed time. Unfortunately, his escape attempt nearly proves fatal. While he's lying there dying, a small, hairless blue creature lands on his chest and begins to feed. He is rescued by the Supernaturalists, a motley crew of young people who have dedicated their lives to destroying the Parasites, which feed on the essence of the living. Cosmo joins the group as a Spotter, someone who can actually see the creatures and thus destroy them. However, facts soon emerge that cause the Supernaturalists to question everything they believe in. Is it possible that the Parasites don't feed off of the energy of dying people, but remove pain? Are they actually beneficial to society? The plot's twists and turns will keep readers totally engrossed until the last page. Colfer's futuristic world seems plausible; his characters have strengths, flaws, and histories that account for their points of view. The ending is satisfying yet open to the possibility of a sequel. For anyone who loves science fiction, or just an engrossing story, this novel is a must-read.–Saleena L. Davidson, South Brunswick Public Library, Monmouth Junction, NJ
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Gr. 6-9. In this futuristic thriller, 14-year-old Cosmo escapes from a gruesome orphanage and is rescued from near death by a streetwise trio on a mysterious mission. The group's charismatic leader, Stefan, and his sidekicks, a Latina teen with great mechanical skills and a child-size adult who is a paramedic, are hunting seemingly evil parasites that almost no one else can see. Cosmo, who can see the blue parasites that attack the wounded and dying, joins in the team's fast-paced adventures, which involve shooting and being shot at, like a video game come to life. A high-tech car race and a precarious space flight endanger the four, as does an untrustworthy executive in the corporation that dominates their bleak city. Several twists keep the plot interesting, but a somber turn of events near the end adds a jarring, melodramatic note. Although short on character development, this is packed with action and speculative technology, and the conclusion hints of a sequel. Kathleen Odean
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