The Enigma game

Elizabeth Wein
Book - 2020

Told in multiple voices, fifteen-year-old Jamaican Louisa Adair uncovers an Enigma machine in the small Scottish village where she cares for an elderly German woman, and helps solve a puzzle that could turn the tide of World War II.

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Bibliographic Details
Main Author: Wein, Elizabeth (Author)
Format: Book
Language:English
Published: Los Angeles : Hyperion, 2020.
Edition:First edition.
Subjects:

MARC

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264 1 |a Los Angeles :  |b Hyperion,  |c 2020. 
300 |a 437 pages ;  |c 22 cm 
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521 1 |a Ages 12-18.  |b Hyperion. 
521 2 |a Grades 10-12.  |b Hyperion. 
504 |a Includes bibliographical references. 
520 |a Told in multiple voices, fifteen-year-old Jamaican Louisa Adair uncovers an Enigma machine in the small Scottish village where she cares for an elderly German woman, and helps solve a puzzle that could turn the tide of World War II. 
586 8 |a A Junior Library Guild selection. 
520 |a A German soldier risks his life to drop off the sought-after Enigma Machine to British Intelligence, hiding it in a pub in a small town in northeast Scotland. Louisa Adair, a teen girl hired to look after the pub owner's elderly, German-born aunt, Jane Warner, finds it but doesn't report it. Flight-Lieutenant Jamie Beaufort-Stuart intercepts a signal but can't figure it out. Ellen McEwen, volunteer at the local airfield, acts as the go-between and messenger, after Louisa involves Jane in translating. The planes under Jamie's command seem charmed, and the four are loathe to give up the machine. Even after Elisabeth Lind from British Intelligence arrives, even after the Germans start bombing the tiny town. -- adapted from Goodreads info 
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650 0 |a Enigma cipher system  |v Fiction. 
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