Overview
Artemis Fowl is going straight. As soon as he pulls off the most brilliant criminal feat of his career.At least, that's the plan when he attempts to sell his C Cube, a supercomputer built from stolen fairy technology. When his efforts to broker a deal for the Cube with a powerful businessman go terribly wrong, his loyal bodyguard and friend Butler is mortally injured. The only thing that will save him is fairy magic, so once again he must contact his old rival, Holly Short.
It's going to take a miracle to save Butler, and Artemis's luck may have just run out.
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.
Synopsis
FOR USE IN SCHOOLS AND LIBRARIES ONLY. Twelve-year-old Artemis Fowl is the most ingenious criminal mastermind in history. With two trusty sidekicks in tow, he hatches a cunning plot to divest the fairyfolk of their pot of gold.
Publishers Weekly
In the second and third books in the series about the 13-year-old criminal mastermind, he proves he has a heart after all (in the former), and, in the latter, craves one more adventure before he turns to the straight and narrow. "Rapid-fire dialogue and wise-acre humor ensure that readers will burn the midnight oil," said PW in a starred review of Eternity Code. Ages 10-up. (May) Copyright 2004 Reed Business Information.
Editorials
From Barnes & Noble
The Barnes & Noble ReviewThe teenage criminal mastermind Artemis Fowl is back -- and better than ever -- in the third installment of Eoin Colfer's bestselling series.
Fowl's father returns from prison a reformed man, and he's made Artemis promise to keep clean. But going straight will have to wait until Artemis can pull off one final scheme: get paid to keep his newly created "C Cube" -- a device that can control all human technology -- off the market for one year. Artemis approaches Jon Spiro, a wealthy (and shady) Chicago entrepreneur, but when Spiro swipes the cube and shoots Artemis's loyal bodyguard, Butler, Fowl contacts his old LEPrecon friends for help. After seeing to Butler (and taking on a new bodyguard, Juliet), Artemis heads to Chicago with Captain Holly Short for a sneak attack against Spiro. The plan is genius, to say the least, and in the end, Butler turns out a different man while Artemis returns to familiar roots.
Colfer has done it again, spinning an Artemis exploit that matches the action and suspense of the first two Artemis Fowl books. Twists and turns get better as Artemis schemes his way into Spiro's lair, and the novel slaps readers with a mind-spinning finale. Like a fine wine, Fowl's brilliance gets better with age. Matt Warner
Publishers Weekly
In the second and third books in the series about the 13-year-old criminal mastermind, he proves he has a heart after all (in the former), and, in the latter, craves one more adventure before he turns to the straight and narrow. "Rapid-fire dialogue and wise-acre humor ensure that readers will burn the midnight oil," said PW in a starred review of Eternity Code. Ages 10-up. (May) Copyright 2004 Reed Business Information.Children's Literature
The most exciting growth I've seen lately is in Eoin Colfer's protagonist, Artemis Fowl in his latest installment, Artemis Fowl in The Eternity Code. Though there isn't a huge chronological jump, Artemis has matured and so has the series, which now has a depth it once lacked. The less mature Artemis was cocky, risked everything easily, was ready to conquer the world. His thinking was black and white and the books had more action and techno glitz than substance. There are several factors that make the change in Artemis believable. His father, transformed after a near-death experience, is no longer the power-player capitalist. The elder Fowl's motto has switched from "Gold is power" to "I want to be a hero and will you make the journey with me?" If that weren't threatening enough, Artemis has to snatch Butler, his stand-in parent and protector, from the jaws of death. These are the times that try a bratty boy's soul and Artemis, caught in a surprise attack, wonders if he has the clout he once imagined he wielded. Artemis has changed before, but never convincingly. In this third book, he still schemes and there is plenty of action, but his reflections have made him respectful and he seems a more genuine character. 2003, Hyperion, Ages 9 up.β Susie Wilde
VOYA
Thirteen-year-old master criminal Artemis Fowl has promised his father that he will go straight, but not before he has celebrated one last illicit triumph. Fowl wants to make an under-the-counter deal with Jon Spiro, a Chicago businessman with serious mob connections. The boy has created a new super-computer, the C Cube, using illicit fairy technology, and he has convinced Spiro that the machine would do serious damage to his financial empire if Artemis sells it to competitors. Instead, he proposes accepting a bribe from Spiro to keep the new computer off the market. The businessman turns the tables, however, ambushing Artemis, stealing the device, and leaving the boy's faithful and heretofore impregnable bodyguard Butler mortally wounded. To save Butler's life and recover the C Cube before Spiro can use it to dominate the world, Artemis must contact his old enemy and unwilling ally, Captain Holly Short of the LEPrecon fairy police, for aid. He must also get help from Butler's half-trained sister Juliet, a decidedly loose cannon, and a foul-mouthed dwarf thief named Mulch. Readers who made the first two Artemis Fowl books bestsellers will also enjoy this latest installment, which again features Colfer's trademark broad humor, engaging if flat characters, and high-speed action, not to mention the unlikely mix of magic and technology. The series continues to be a good read but lacks the depth found in the fantasies of Diana Wynne Jones or J. K. Rowling. VOYA Codes: 3Q 5P M J (Readable without serious defects; Every YA (who reads) was dying to read it yesterday; Middle School, defined as grades 6 to 8; Junior High, defined as grades 7 to 9). 2003, Hyperion/Miramax, 309p,β MichaelLevy
KLIATT
To quote from the review of the hardcover in KLIATT, January 2004: In his third outing (following Artemis Fowl and Artemis Fowl: The Arctic Incident), 13-year-old criminal mastermind Artemis Fowl has promised his newly reformed father that he'll go straight too. But there's just one last job that needs doing...Artemis has created a supercomputer called the C Cube, based on stolen fairy technology, that will make all human technology obsolete. He meets with a Chicago businessman named Jon Spiro to arrange a deal for it, but instead Spiro steals the C Cube and shoots Artemis' bodyguard, Butler. Artemis will need fairy magic to save Butler, so he must once again turn to his old enemy, Captain Holly Short of the LEPrecon fairy police, for help. The combination of fantasy, action and humor makes for another page-turning adventure, with lots of snappy dialog and technology along the way. The continuing escapades of this junior James Bond are bound to have great appeal, based on the huge success of the previous volumes (film rights have been sold); buy several copies. Make sure to point out to readers that there is a code encrypted into the cover illustration: can they crack it to discover the secret message? KLIATT Codes: J*βExceptional book, recommended for junior high school students. 2003, Hyperion, 304p., Ages 12 to 15.βPaula Rohrlick