ALA Booklist
(Sat Feb 01 00:00:00 CST 2020)
In the town of Windrose, the weather is subject to sudden bizarre shifts and the ground produces abrupt expulsions of foul-smelling natural gas. At the local camp, a group of self-described social Cs, Ds, and Fs come together to engage in the town's local industry: pursuit of the legendary Windrose treasure. This diverse group ch member has a distinct skill set llows the clues, puzzles, and hidden paths to the soon-to-be-abandoned concrete castle of the town's benefactor, Henry Merriweather, pathfinder extraordinaire. Wits and perseverance do indeed carry them through a time-traveling twist and even beyond the treasure chest itself, straight toward volume 2 of the Pathfinders Society series. The structure renders the puzzle-solving more of a vicarious thrill than a race with the characters to figure things out, but many of the tricks are Indiana Jones style clever, and the thematic joy of searching is hard to resist. Characters' personalities are easily accessible and each is visualized in clean, elegant strokes, while the backgrounds are lavishly detailed, most appropriate for a story about discovering secrets in strange places.
Kirkus Reviews
Five intrepid, young pathfinders explore the environmentally volatile Windrose Valley in search of a fabled treasure.Deep in Windrose Valley awaits an adventurous summer at Camp Pathfinder, founded by a renowned, eccentric pioneer named Henry Merriweather. Merriweather's fixation on finding the legendary Windrose treasure serves as a grand catalyst for the campers' quest. The eclectic group of campers—newcomer Kyle, history buff Beth, zany magician-in-training Harry, cheerleader/math queen Vic, and tinkerer Nate—sets off, running all over town to find Merriweather's baroque tile markers. Eventually, their efforts lead them to the Merriweather Estate, where the campers slowly uncover the mystery behind the Moon Tower catastrophe. Shortly after the bizarre incident, Merriweather disappeared, and the town's fortunes failed. As the adolescent pathfinders near the trail toward the Moon Tower and inch ever closer to the treasure, they learn more about the mythical Merriweather and his infamous obsession. Sedita, Seraydarian, and Hamaker's series debut zips along nicely, mixing cryptic teases with affable characters. Though the quieter moments rarely make much of an impact, the authors' exposition-heavy worldbuilding incites enthusiasm for the campers' endeavor. The hints of magic in the snappy illustrations add another layer of allure. Featuring flashes of time slips and a racially diverse cast, this graphic novel hits all the right spots for the inevitable sequel.Like the pathfinders, readers will be crying, "Plus Ultra!" and hoping for the next adventure. (Fantasy. 8-12)
Publishers Weekly
(Fri Oct 06 00:00:00 CDT 2023)
En route to Camp Pathfinder, located in his mother-s small hometown of Windrose, artist Kyle envisions himself engaged in a forest pathway pursuit with four other kids. Upon arrival at the summer camp and beset by supernatural weather, Kyle takes shelter with four new buddies-the opening group-as they learn about eccentric inventor-explorer Henry Merriweather, who built a concrete castle and mysterious Moon Tower nearby. Merriweather, who vanished in 1934, left a secret sought by generations of Pathfinders: the Windrose Treasure. Now his castle-and the camp-are at imminent risk of closure due to lack of funding, and the current Pathfinders must find the stash. Eisner Award-winning colorist Hamaker contributes antic scenes of the campers and richly depicts historic maps and Merriweather-s castle, which allows the kids to see scenes from the past and illuminates clues in bioluminescent light. Though the novel suffers from disjointed pacing and plot holes-presumably to be resolved in future installments-Sedita and Seraydarian bring much enthusiasm to the project, and the historical basis of Merriweather-s story, the real-life Henry Mercer and Mercer Museum of Doylestown, Pa., is certain to intrigue. Ages 8-12. (Apr.)
School Library Journal
(Wed Apr 01 00:00:00 CDT 2020)
Gr 4-6 After moving to his mom's old town, Windrose, Kyle is going to spend the summer at Camp Pathfinder, located in a valley with a changing weather and smelly natural gas that tends to escape through the ground. There, Kyle meets Beth, Harry, Victoria, and Nate, the other campers in his assigned group. The five campers have distinctive interests: Kyle likes to draw, organized Beth enjoys history, Harry's passion is magic, Victoria is a math whiz, and Nate loves to create and find solutions to problems. They tap their many talents as they encounter an enigmatic castle and look for a treasure connected with the mysterious camp's founder, the missing Henry Merriweather. The narrative is simple and likely to appeal to reluctant readers, and the engaging, vibrant illustrations help move the plot along. Readers will relate to the characters and be drawn into the narrative. VERDICT This first book in an adventure-filled mystery graphic novel series will garner fans. Tweens will have fun with this quick read whose open ending will leave readers wanting to know more.Kathia Ibacache, University of Colorado Boulder