Skip to main content

Tesla's Attic

Tesla's Attic
by Neal Shusterman and Eric Elfman
Hyperion, 2014.  246 pgs. Science Fiction

     When Nick's family moves from Tampa to Colorado Springs after a house fire has killed Nick's mom, it falls to Nick to clean out the attic so he can have his own bedroom there. After getting beaned by a falling toaster, Nick cleans up and cleans out, but notices strange goings-on while he does. The pile of stuff he decides to sell at a yard sale keeps rearranging itself to the center of the room and his bed won't stay where he puts it either.  Even though it's raining during the yard sale, people flock in, forcing exorbitant sums on him for stuff that looks like junk. Soon the pieces of "junk" begin to exhibit unusual properties:  an old "See and Say" toy finishes thoughts and dispenses prescient advice; a reel to reel tape recorder records what people are really thinking instead of what they actually say; and an old box camera takes pictures of the future. Turns out all this stuff belonged to, and was invented by Nikola Tesla, the turn of the century genius whose development of alternating current systems revolutionized the world. And apparently he wants all his stuff together and he wants it back. As Nick, his friends Mitchell, Caitlin, and Vincent try to collect all the stuff sold at the yard sale, they are pursued by a creepy collection of people mostly wearing pastel suits--the dreaded Accelerati who will stop at nothing--including posing as a lunch lady (Mrs. Planck, get it?) to get information and to sow discord. Shusterman's books are generally either frighteningly horrific or laugh-out-loud funny, and  Tesla's Attic falls in the latter category: it is clever, witty, and inventive.  The best thing about this first volume in the Accelerati trilogy is that more books will follow; the worst thing is that we will have to wait for them.

Comments

Popular posts from this blog

Review: Fowl Play

  Fowl Play By Kristin O'Donnell Tubb New York: Katherine Tegen Books, 2024. Fiction 277 pages. Still reeling from her beloved uncle's death, Chloe Alvarez is comforted and confused when at his last will and testament reading, Uncle Will gifts her his African Grey parrot, Charlie. Charlie has a robust vocabulary and loves to make Alexa requests for her favorite songs, but when she starts saying things like, "homicide," and "cyanide," Chloe becomes convinced that Uncle Will may have met his demise by murder instead of a genetic disease, as was previously thought. Ultimately, bringing in her brother, Grammy, and Uncle Frank (and of course Charlie,) Chloe's ragtag and adoring family support her search for answers ---going on stakeouts, engaging in fast pursuits, and searching for clues. But as the suspects stack up and the mystery grows, Chole will learn that the process of death and grieving is complicated, and in the end her Uncle Will's words that, ...

Review: The Factory

The Factory By Catherine Egan New York, NY : Scholastic Inc., 2025. Fiction. 306 pages.  Thirteen-year-old Asher Doyle has been invited to join the Factory, a secretive research facility in the desert which ostensibly extracts renewable energy from the electromagnetic fields of its young recruits. But Asher soon realizes something sinister is going on. Kids are getting sick. The adults who run the Factory seem to be keeping secrets. And the extraction process is not only painful and exhausting, but existentially troubling. Asher makes a handful of new friends who help him with an investigation that turns into a resistance, which turns into...a cliffhanger! The Factory is a page-turning sci-fi with multidimensional characters, an intriguing plot, and refreshingly straight-forward writing. Egan weaves in detail about climate crises and social unrest, making the story's dystopian setting feel rich and plausible. With its sophisticated themes and accessible storytelling, I would recomm...

Review: A Game of Noctis

A Game of Noctis By Deva Fagan New York: Atheneum Books for Young Readers, 2024. Fiction. 310 pages. On the island of Dantessa, social standings and wealth are determined by your place in the Great Game. If you keep on winning, you can reap treasures, power, and security for yourself and your family; but if you lose too many games, you'll be exiled to Pawn Island and a life of servitude. That's what happens to 12-year-old Pia's grandfather. Due to poor vision, he struggles to see the games, but also can't afford new eyeglasses without winning. When his score falls to zero, he is sent away. Desperate to bring him back, Pia joins a ragtag group of misfits to form a team for the annual game of Noctis. The game requires contestants to perform dangerous challenges in front of a live audience, and no one outside the wealthy Diamond District has ever won. Each member of Pia's team, the Seafoxes, has their own reason to compete, but if they're going to win they'll h...