Artemis Fowl and the Eternity Code
2003
- nyt:series_books=2008-06-22
- reading level-grade 5
- reading level-grade 4
- reading level-grade 7
- reading level-grade 6
- reading level-grade 8
- adventure and adventurers
- fiction
- fairies
- magic
The story
After Artemis uses stolen fairy technology to create a powerful microcomputer and it is snatched by a dangerous American businessman, Artemis, Juliet, Mulch, and the fairies join forces to try to retrieve it.
What it’s like
Brisk, bright and bouncy, with a wry, sardonic narrative voice that undercuts its own cleverness and keeps the momentum snapping along. The prose is short-paragraphed and dialogue-heavy, with comic asides and running jokes that land on the page like quick cuts, so it suits a lively afternoon, a long train ride, or reading aloud to a child who likes gadgets and sly humour. The setting moves between a sleek, cold Irish manor, a dank underground fairy city of gleaming technology and tunnels, and a snowbound Arctic-adjacent wilderness, all rendered with clear, quick sensory strokes rather than lush description. The tone is playful, mischievous and warm, with a light suspense that never really darkens. Violence is cartoonish and brief, with some scuffles, explosions and mild peril but no gore, and nothing sexual. Its central figure, a sharp, cold-hearted boy slowly learning to rely on the people around him, gives the book a gentle emotional undertow. It is for young readers and adults who want a fast, clever, good-humoured adventure with no real menace.
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