Cover image for Kit's wilderness
Title:
Kit's wilderness
Author:
Almond, David, 1951-
Personal Author:
Edition:
First American edition.
Publication Information:
New York : Delacorte Press, 1999.
Physical Description:
229 pages ; 22 cm
Summary:
Thirteen-year-old Kit goes to live with his grandfather in the decaying coal mining town of Stoneygate, England, and finds both the old man and the town haunted by ghosts of the past.
Language:
English
Reading Level:
470 Lexile.
Program Information:
Accelerated Reader AR UG 3.7 6.0 36754.

Reading Counts RC 6-8 5.8 11 Quiz: 21539 Guided reading level: NR.
ISBN:
9780385326650
Format :
Book

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Summary

Summary

The Printz Award-winning classic gets a new look.

Written in haunting, lyrical prose, Kit's Wilderness examines the bonds of family from one generation to the next, and explores how meaning and beauty can be revealed from the depths of darkness.

The Watson family moves to Stoneygate, an old coal-mining town, to care for Kit's recently widowed grandfather. When Kit meets John Askew, another boy whose family has both worked and died in the mines, Askew invites Kit to join him in playing a game called Death. As Kit's grandfather tells him stories of the mine's past and the history of the Watson family, Askew takes Kit into the mines, where the boys look to find the childhood ghosts of their long-gone ancestors.

A Michael L. Printz Award Winner
An ALA Notable Book
A Publishers Weekly Best Book


Author Notes

David Almond was born on May 15, 1951 in the United Kingdom. He writes novels for children and young adults including The Savage, Slog's Dad, My Name Is Mina, The Boy Who Swam with Piranhas, and The Tightrope Walkers. He has received numerous awards including the Carnegie Medal for Skellig, two Whitbread Awards, the Michael L. Printz Award for young-adult books for Kit's Wilderness, the Smarties Prize and the Boston Globe Horn Book Award for The Fire-Eaters, the 2015 Guardian Children's Fiction Prize for A Song for Ella Grey, and the Hans Christian Andersen Award.

(Bowker Author Biography)


Reviews 3

Booklist Review

Gr. 6^-9. Almond, whose Skellig is the Booklist 1999 Top of the List winner for youth fiction, creates a heartbreakingly real world fused with magic realism in this story, set in an English coal-mining town. Thirteen-year-old Kit Watson and his family have returned to Stonygate to care for Kit's recently widowed grandfather. Almost immediately, Kit is enticed by John Askew, also of an old mining family, into a game called Death. Like the other members of Askew's gang, Kit is left alone in an abandoned mine until he sees ghosts of ancestors who died there as boys. Kit's friend Allie tells him that the other kids pretend to see these apparitions, but Kit really does see--and Askew knows it. The boys share a bond. Both are artistic: Kit is a writer; Askew is an artist. And both are sensitive enough to perceive what may not be there. But Kit comes from a strong, loving family, and Askew is the child of an ineffectual mother and a father who's a vicious drunk. Slowly, as Kit hears stories from his grandfather and writes his own, he realizes he has a mission--to save John Askew, body and soul. Almond has set an enormous task for himself. He juggles several plot elements--grandfather's fading mental capacities, Allie's acting aspirations, one of Kit's stories--along with the boys' struggle for redemption. But he succeeds beautifully, knitting dark and light together and suffusing the multilayered plot with an otherworldly glow. This is a long book, and a complex one, but Almond's language is a pleasure to read; and, as with Skellig, the story's ruminations about death and the healing power of love will strike children in unsuspected ways. --Ilene Cooper


Publisher's Weekly Review

Revisiting many of the themes from Skellig, Almond offers another tantalizing blend of human drama, surrealism and allegory. He opens the novel with a triumphant scene, in which Kit Watson, the 13-year-old narrator, and his classmates, John Askew and Allie Keenan reemerge from "ancient darkness into a shining valley," as if to reassure readers throughout the course of the cryptic tale that the game of "Death," so central to the book, is indeed just a game. Nevertheless, he takes readers on a thrilling and spine-tingling ride. When Kit moves with his mother and father to the mining town of Stoneygate to keep company with his newly widowed grandfather, he feels drawn to John Askew who, like Kit, comes from a long line of coal miners. Askew presses Kit to take part in a game of "Death," for which the participants spin a knife to determine whose turn it is to "die." The chosen one then remains alone in the darkness of Askew's den, to join spirits with boys killed in a coal mine accident in 1821. Some regular players consider the game to be make-believe, but Kit senses something far more profound and dangerous, and the connection he forges with the ancient past also circuitously seals a deeper bond with Askew. Allie acts as a bridge between the two worlds, much as Mina was for Michael in Skellig. The ability that Askew, Kit and his grandpa possess to pass between two seductive worlds, here and beyond, in many ways expands on the landscape Almond created in Skellig. The intricacy and complexity of the book's darker themes make it a more challenging read than his previous novel for children, but the structure is as awe-inspiring as the ancient mining tunnels that run beneath Stoneygate. Ages 12-up. (Mar.) (c) Copyright PWxyz, LLC. All rights reserved


School Library Journal Review

Gr 6-9-The haunting otherworldliness that distinguished Skellig (Delacorte, 1999) also permeates this book. After the death of his grandmother, 13-year-old Kit Watson moves with his family to Stoneygate, an old coal-mining town, to take care of his elderly grandfather. He forms a tentative friendship with John Askew, who is ridiculed because of his father's public drunkenness and inability to care for his family. In the wilderness area near their town, John organizes an after-school game called "Death," in which Kit and other friends lie alone in an abandoned mine waiting for visions of children who died there long ago. After school officials discover the game and expel John, he disappears. Kit, a budding writer, crafts a story about a prehistoric boy who becomes separated from his family. The story parallels the emotional incidents in John Askew's life and incorporates elements of stories Kit's grandfather has told him about the mines. John's mother pleads with the boy to bring her son home at the same time as the mother in the story Kit is writing appears to him, pleading with him to return her missing children. John resurfaces and, with Kit's help, rejoins his family. Grandpa dies, but Kit is committed to keeping his memory and his stories alive. Almond artfully brings these complicated, interwoven plots to a satisfying conclusion as he explores the power of friendship and family, the importance of memory, and the role of magic in our lives. This is a highly satisfying literary experience, showing readers that some of life's events are beyond explanation.-Ellen Fader, Multnomah County Library, Portland, OR (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.


Excerpts

Excerpts

1 In Stoneygate there was a wilderness. It was an empty space between the houses and the river, where the ancient pit, the mine, had been. That's where we played Askew's game, the game called Death. We used to gather at the school's gates after the bell had rung. We stood there whispering and giggling. After five minutes, Bobby Carr told us it was time and he led us through the wilderness to Askew's den, a deep hole dug into the earth with old doors slung across it as an entrance and a roof. The place was hidden from the school and from the houses of Stoneygate by the slope and by the tall grasses growing around it. The wild dog Jax waited for us there. When Jax began to growl, Askew drew one of the doors aside. He looked out at us, checked the faces, called us down. We stumbled one by one down the crumbling steps. We crouched against the walls. The floor was hard-packed clay. Candles burned in niches in the walls. There was a heap of bones in a corner. Askew told us they were human bones, discovered when he'd dug this place. There was a blackened ditch where a fire burned in winter. The den was lined with dried mud. Askew had carved pictures of us all, of animals, of the dogs and cats we owned, of the wild dog Jax, of imagined monsters and demons, of the gates of Heaven and the snapping jaws of Hell. He wrote into the walls the names of all of us who'd died in there. My friend Allie Keenan sat across the den from me. The blankness in her eyes said: You're on your own down here. Askew wore black jeans, black sneakers, a black T-shirt with "Megadeth" in white across it. He lit a cigarette and passed it round the ring. He passed around a jug of water that he said was special water, collected from a spring that had its source in the blocked-up tunnels of the ancient coal mine far below. He crouched at the center, sharpening his sheath knife on a stone. His dark hair tumbled across his eyes, his pale face flickered in the candlelight. "You have come into this ancient place to play the game called Death," he whispered. He laid the knife at the center on a square of glass. He eyed us all. We chewed our lips, held our breath, our hearts thudded. Sometimes a squeak of fear from someone, sometimes a stifled snigger. "Whose turn is it to die?" he whispered. He spun the knife. We chanted, "Death Death Death Death . . ." And then the knife stopped, pointing at the player. The player had to reach out, to take Askew's hand. Askew drew him from the fringes to the center. "There will be a death this day," said Askew. The player had to kneel before Askew, then crouch on all fours. He had to breathe deeply and slowly, then quickly and more quickly still. He had to lift his head and stare into Askew's eyes. Askew held the knife before his face. "Do you abandon life?" said Askew. "I abandon life." "Do you truly wish to die?" "I truly wish to die." Askew held his shoulder. He whispered gently into his ear, then with his thumb and index finger he closed the player's eyes and said, "This is Death." And the player fell to the floor, dead still, while the rest of us gathered in a ring around him. "Rest in peace," said Askew. "Rest in peace," said all of us. Then Askew slid the door aside and we climbed out into the light. Askew came out last. He slid the door back into place, leaving the dead one in the dark. We lay together in the long grass, in the sunlight, by the shining river. Askew crouched apart from us, smoking a cigarette, hunched over, sunk in his gloom. We waited for the dead one to come back. Sometimes the dead came quickly back to us. Sometimes it took an age, and on those days our whispering and sniggering came to an end. We glanced nervously at each other, chewed our nails. As time went on, the more nervous ones lifted their schoolbags, glanced fearfully at Askew, set off singly or in pairs toward home. Sometimes we whispered of sliding the door back in order to check on our friend down there, but Askew, without turning to us, would snap, "No. Death has its own time. Wake him now and all he'll know forever after is a waking death." So we waited, in silence and dread. In the end, everyone came back. We saw at last the white fingers gripping the door from below. The door slid back. The player scrambled out. He blinked in the light, stared at us. He grinned sheepishly, or stared in amazement, as if emerged from an astounding dream. Askew didn't move. "Resurrection, eh?" he murmured. He laughed dryly to himself. We gathered around the dead one. "What was it like?" we whispered. "What was it like?" We left Askew hunched there by the river, strolled back together through the wilderness with the dead one in our midst. From the Paperback edition. Excerpted from Kit's Wilderness by David Almond All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.