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Obscuria is in trouble! Join the Bureau of Mysteries as they puzzle their way out of a Mechanomancer disaster. George and Imp are back, this time alongside the adventurer Lord Periwinkle Tinkerton and his moody assistant, Lexica Quill. Together, they must battle the crafty Mechanomancers, ancient spirits that meld magic and technology to wreak havoc.
Fighting mechanical bulls, getting trapped in sewage dungeons with monster worms and confronting overgrown plant monsters, the team faces their biggest challenge yet. And, as always, there are codes to crack and riddles along the way!
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Obscuria is in trouble! Join the Bureau of Mysteries as they puzzle their way out of a Mechanomancer disaster. George and Imp are back, this time alongside the adventurer Lord Periwinkle Tinkerton and his moody assistant, Lexica Quill. Together, they must battle the crafty Mechanomancers, ancient spirits that meld magic and technology to wreak havoc.
Fighting mechanical bulls, getting trapped in sewage dungeons with monster worms and confronting overgrown plant monsters, the team faces their biggest challenge yet. And, as always, there are codes to crack and riddles along the way!
Likeable young hero George Feather found himself to be a crucial part of the crime-fighting Bureau of Mysteries in book one, where his code-cracking skills helped save the city of Little Obscuria from the evil Clockwork Octopus Society.
Now his – and the readers’ – cryptography skills are needed again to fight the Mechanomancers, who make their first entrance with a giant mechanical bull that can take down whole buildings.
H.J. Harper’s fluid writing style, sense of humour and great variety of codes to crack really get readers involved. A light note of Dickensian charm is combined with inventive mechanical devices and a comic-book sense of adventure.
Intelligent and accessible for ages 8 and up.
See what the Readings’ team have to say on the blog, discover related events and podcast episodes.