39 pages • 1 hour read
Holly BlackA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
Zach wakes up Alice to show her the destruction, and she blames it on raccoons. Alice believes Poppy is messing with them and is doing everything she can to convince them to continue the quest. Zach doesn’t know what he believes; his dream about Eleanor seemed very real. Alice searches Zach’s bag for food, but it’s empty aside from a folded-up note. She accuses Zach of lying to Poppy days ago when he claimed he lost the questions she gave him.
Poppy wakes from a nightmare about Eleanor, but Zach doesn’t tell her about his own. She doesn’t believe the Queen trashed the camp but wonders if Tinshoe Jones followed them.
All their food has been ruined, so the friends walk back into town to grab food at the donut shop they spotted the night before. As they eat their hot chocolate and donuts, they discuss if they’d want to be ghosts and haunt people after their deaths. Their conversation is interrupted by the shop owner, who delivers a pink donut to their “blond friend.” Zach remembers how Tinshoe had also mentioned their blond friend on the bus. The trio wonder if strangers see Eleanor’s ghost. They decide to continue to East Liverpool, but Alice demands they take the next bus home so that she doesn’t get in trouble with her grandmother. Poppy is not happy with the thought of abandoning the quest if they run out of time. Zach insists that they all stick together, and she agrees.
As they continue on their journey, Poppy asks Zach questions about William the Blade’s parentage, and he is bored enough to answer. The trio eventually arrive at a river that flows into the Ohio and discover the only way to cross is by boat. Alice believes the journey across the river will take too long and urges the others to turn back and catch the next bus home. Alice blackmails Zach into leaving with her by threatening to tell Poppy the truth about the questions hidden in his backpack. In return, Poppy threatens to tell Zach a secret about Alice, which convinces all three to continue on. Instead of paying for a dinghy to cross the river, which would drain all their funds and leave them unable to pay for the bus fare home, Zach channels William the Blade and steals a sailboat from the dock. “Pearl” is inscribed along the boat’s side.
Zach uses his limited knowledge from reading books on sailing to direct the friends toward East Liverpool. The journey takes much longer than they expected, and they accidentally sail past the town. When Poppy demands they turn around and sail against the current, the boat flips. After boarding the boat again, Alice angrily calls off the quest and throws the Queen into the river.
Zach dives into the river to save the Queen while Alice and Poppy bring the boat to shore. The trio race to town but miss the last bus home. Alice and Poppy fight with one another. Alice believes Poppy broke her promise to get her home before her grandmother grounds her forever, while Poppy accuses Alice of not caring about the quest. In her anger, Poppy spills Alice’s secret, telling Zach that Alice loves him. Zach is shocked. He is unable to reply before Alice reveals Zach’s secret about hiding the questions game answers from Poppy. She embellishes by claiming, “[Zach] obviously cares about the game […] he just doesn’t want to play with [Poppy] anymore” (118). When Alice runs off, Zach does damage control, assuring Poppy that he doesn’t hate her. Alice reveals the real reason she’s upset: If ghosts like Eleanor are real, she wonders why her “own dead parents can’t be bothered to come back and haunt [her]” (120).
The real world and the trio’s world of make believe collide. Proof that Eleanor Kerchner’s spirit inhabits the doll becomes undeniable. With the existence of magic, Zach feels a renewed sense of hope. He realizes that “maybe not everyone ha[s] to have a story like his father’s, a story like the kind all the adults he [knows] [tell], one about giving up and growing bitter” (85).
This section explores The Formative Nature of Play. When under the pressure of time constraints, Zach channels his inner William the Blade to steal a dinghy. He knows about sailing from researching his character. He applies his knowledge to captaining the boat, showing how play can be useful in real-life situations. The stolen boat’s name, the Pearl, reflects how Zach has stepped into William the Blade’s shoes. Outside of playing William’s character, Zach feels uncertain and self-conscious. As William, he becomes confident and brave. In this way, Black shows how games and storytelling can help a child overcome insecurity.
Eleanor’s quest forces Zach to face complex and thought-provoking questions. Zach steals the boat to help his friends, but it’s not a simple choice. When William the Blade robbed people, he had a good excuse because his victims were “bad guys,” but “in real life, excuses [feel] different” (112). The trio realize that there are experiences in life that resemble make-believe quests. These facilitate growth, but in ways they’re unable to fully grasp in play.
Up until this point, Zach has been viewing Eleanor’s quest in the same way he views their make-believe adventures. When he wakes up near the woods on their first night to find their camp unexplainably trashed and the Queen lying beside him, things change. He “realize[s] that it still [does] feel like an adventure—maybe even more than it had before—just not the same kind of adventure” (85). Zach recognizes that real-life adventures and actual stakes are just as invigorating and rewarding as the ones in play. This foreshadows the final conversation in the novel between Zach, Poppy, and Alice, where the friends discuss how their storytelling will not end but evolve.
As the novel approaches its climax, the trio begin fighting and facing more and more obstacles along their journey. Black suggests that friendship can help children deal with challenges. Alice and Zach consider giving up several times, but loyalty to their friend group motivates them to keep going. When Eleanor’s ghost is revealed to be real, Alice reaches her lowest point, wondering why her “own dead parents can’t be bothered to come back and haunt [her]” (120). This helps explain Alice’s hostile and defensive behavior throughout the quest. Instead of providing escapism, the quest reminds Alice of wounds in her life that she yearns to avoid.
As they’re thwarted at every turn, Zach readies himself for failure. In all his role-playing games, Zach only focuses on the characters who succeed. The very real stakes of this quest for Eleanor prompt him to, for the first time, wonder about “all the people who’d gone before those heroes […] if there was a point where they realized they weren’t going to make it, weren’t going to beat those long odds—that in the legend that would follow, they were going to be the nameless people that failed” (103-04). Failing now feels like Zach’s final goodbye to childhood and to playing with Poppy and Alice. To him, failure will force him to grow up for good and never look back, which he isn’t ready to do.
By Holly Black
Action & Adventure
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Childhood & Youth
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Coming-of-Age Journeys
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Family
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Friendship
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Juvenile Literature
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Newbery Medal & Honor Books
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Religion & Spirituality
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