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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
When three friends, Sophie, Jun and Aisha, suspect they are opening up a game to play on a rainy Saturday afternoon, there is nothing to prepare them for the adventure of a lifetime. On the cover of an old box, two mystical figures seem to follow their moves. Once Sophie opens the book inside, the children are surprised to find empty pages but follow the few instructions to begin the game. Thrust into a mystical land, they meet Eda, an old source of good magic. With her encouragement and directions, the trio set off to travel along a red-brick pathway in hopes of finding and crossing ten special gateways to bring them home once more. Magical charms in their pockets and armed with The Book, will Sophie and her companions answer the riddles they face? Can they best the evil Malefic and return home?
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This title is printed to order. This book may have been self-published. If so, we cannot guarantee the quality of the content. In the main most books will have gone through the editing process however some may not. We therefore suggest that you be aware of this before ordering this book. If in doubt check either the author or publisher’s details as we are unable to accept any returns unless they are faulty. Please contact us if you have any questions.
When three friends, Sophie, Jun and Aisha, suspect they are opening up a game to play on a rainy Saturday afternoon, there is nothing to prepare them for the adventure of a lifetime. On the cover of an old box, two mystical figures seem to follow their moves. Once Sophie opens the book inside, the children are surprised to find empty pages but follow the few instructions to begin the game. Thrust into a mystical land, they meet Eda, an old source of good magic. With her encouragement and directions, the trio set off to travel along a red-brick pathway in hopes of finding and crossing ten special gateways to bring them home once more. Magical charms in their pockets and armed with The Book, will Sophie and her companions answer the riddles they face? Can they best the evil Malefic and return home?