Archibald
Finch and the Lost Witches, Journey 1.
By Michel Guyon. Illustrated by Zina Kostich. Andrews McMeel. $19.99.
A cheap-shot ending and an irritating protagonist who grows only
gradually and rather unconvincingly into a worthy central character on the one
hand – some clever world-building, well-done use of fantasy tropes, and
first-rate illustrations on the other. There you have Archibald Finch and the Lost Witches, a very worthwhile read for
anyone willing to stick around until the title character, who never becomes
consistent, at least turns into someone interesting. (Alternative: stick around
until his sister, a cardboard modern teenager at first, actually becomes more
engaging than her brother, who is described by the author himself as “something
of a wimp.”)
What Michel Guyon offers here is, in many ways, a formulaic
alternative-worlds fantasy with all the expected elements: nerdy hero, feckless
parents, even-more-feckless (in fact, ridiculous) authority figures in law
enforcement, huge and old and maybe haunted house, smarmy and utterly
cold-hearted villain through whom anyone except the adults in the story can see
immediately, mysterious artifact that absolutely nobody can possibly figure out
during hundreds of years (except that the protagonist does so almost
immediately), benevolent older-generation family member who turns out to be
evil or at least deeply misguided – the list goes on.
However, Guyon often uses these fantasy-novel tropes in creative ways,
which is a good thing in terms of keeping readers interested but a less-good
one in that the creativity pulls the focus in many directions instead of
maintaining it on the central character(s) – in other words, much of what is
intriguing here comes in the form of descriptive material, background elements,
and other not-the-main-story points.
That main story features 12-year-old Archibald, who hates his name and
does not know why it was foisted on him; and who knows just about everything, to the point of school being
ridiculously unmotivating, but who does not know how or why he knows so much.
The narrative also comes to feature his sister, 14-year-old Hailee, who is at
first a bit player with formulaic older-sister issues and a preoccupation with
her phone, but who sees Archibald disappear and as a result does rather a lot
of growing up rather quickly and soon becomes a mystery-solver.
Oh yes, that disappearance. After
the family moves to a huge old house recently vacated by Archibald’s apparently
deceased grandmother, Archibald becomes convinced that a Christmas present for
him has been hidden somewhere in the place by his parents, who have done no
such thing. In a search for the gift, he manages to stumble upon an extremely
well-hidden, weird-looking globe that happens to have been made by Leonardo da
Vinci and happens to have the power to transport people from Earth to a world
called Lemurea. The only one with any idea of what is going on is the
grandmother’s longtime servant/companion, Bartholomeo, who conveniently drops
dead on page 30 without revealing anything, allowing the rest of the book to
proceed.
This is scarcely the only way in which the plot creaks. Archibald
manages to get the globe to take him to the world of Lemurea, which turns out
to be a place of refuge for witches, who have been brought there to protect
them from evil characters on Earth who want to destroy them because, well, just
because. Virtually everyone in Lemurea is a young girl, a fact that might be of
more interest to Archibald if he were slightly older (and may become of interest to him in future
books, Guyon hints, none too subtly). The problem is that Archibald does not
know exactly how he made the trip and therefore cannot return to Earth, and
nobody in Lemurea knows how the globe works, either, that being something that
it falls to Hailee (back on Earth) to figure out, with the assistance of
15-year-old Oliver – whose father, a vicious and immoral drunkard, owns an
antique shop into which Hailee goes in search of information. Hailee’s quest
brings her and Oliver to the unwelcome attention of Jacob Heinrich, an evil
sort-of-priest resembling the author of an anti-witch screed that dates to
Leonardo’s time – in fact, Heinrich
dates to Leonardo’s time, a discovery that will likely surprise very few
readers.
So while Hailee and Oliver try to figure out what the heck the Leonardo
globe is and how the heck it works, Archibald and the witches of Lemurea –
especially one named Faerydae, who takes Archibald more-or-less under her wing
(so to speak: they do not really have wings) and teaches him the ways of Lemurean
life – fight a bunch of monsters called Marodors and try to get some important
information to Lemurea’s queen, who turns out (and this will be a spoiler only
for readers who have never read any
fantasy novels) to be Archibald’s grandmother, who is not really dead but also
not really on the side of good (she is mostly on her own side).
Along the way of the parallel quests of Archibald and Hailee, there are
scenes involving very well-done fights with the Lemurean monsters (these fights
are among the book’s best elements, easily overshadowing interest in the humans
doing the actual battling); and there are multiple instances in which Archibald
has no idea whatsoever of what something is or what is going on (so much for
all his supposed knowledge: his ignorance of many straightforward things makes
no sense after the initial buildup of his supposedly wide knowledge, and is one
reason he is an unappealing central character through much of the book).
Archibald is clearly no fighter, except when he has to be, and then he is
(again, Guyon’s portrayal of him is highly inconsistent); he does turn out to
be a somewhat creative thinker, though, deciding that Marodors can be tamed or
cured (at least some are transformed humans) – an idea that no one else has
thought of in 500-some-odd years. That idea starts to become important near the
end of the book and will presumably be more fully explored in later series
entries.
Oh yes, the “series entry” thing. The book ends with a bang – literally
– and a cliffhanger that is genuinely unfair to readers. Guyon does not seem to
understand that even in novels for younger readers – this one is basically for
preteens – one plays fair by providing a satisfying conclusion to the first
book while also leaving open some matters to be explored further. This initial Archibald Finch and the Lost Witches
volume does not just end in medias res
– it ends in medias a mess. That is a
significant authorial miscalculation.
On the other hand, there is a lot of interesting material here that will
be worth exploring if readers do not feel so cheated by the book’s conclusion
as to turn their backs on later novels. The whole Heinrich thing, the real
motivations of Archibald’s grandmother, the reason Leonardo da Vinci was so
involved in protecting witches – these are a few areas worth investigating
further. Then there are the magical weapons used by the witches against
Marodors – weapons called golems even
though that word has an entirely different meaning from the one it is given
here. And there is the issue of just what the Marodors are and what can be done
about (or to or with) them. Also, there are the names of the places within Lemurea,
which seem vaguely to hint of additional stories that can be told, unless they
simply indicate that Guyon is trying to make locations sound “fantasy-like”:
Agrestal, Marrowclaw (a Harry Potter reference?), Beorbor, Spinkiden,
Yolkenrof, Gristlemoth, Kakkerlakan, Gurguria, Worgonia, Arkæling, etc. And then there are the shape-changing keys
(one of those minor details that are more interesting than major plot points): only
one of them works with Leonardo’s globe, meaning the others must have stories
yet to be told. There could even be language-related stories in future books,
since much of the lightness in the narrative (yes, there is some) comes from
dialogue in which synonyms and near-synonyms are thrown about hither and yon:
“‘You think I’m buzzard-blind? …you know, squirrel minded. …It’s like
chuckle-pate, but more like lourdish. Duncified, almost, but definitely more
boobyish, if you know what I mean. …You know – witless, frost-brained, mossy,
potato-headed?’”
In any case, no matter what narrative weaknesses the book may have, the atmospheric and detailed illustrations by Zina Kostich are in and of themselves reason enough to spend time with Archibald, Hailee and the witches of Lemurea. Archibald Finch and the Lost Witches, Journey 1 is absolutely maddening in many ways, but there is enough cleverness in it, and there are enough twists in the tale-telling, to have readers eagerly anticipate a sequel – if they are not too dismayed by the heavy-handed way Guyon forces his readership to wait for another book in order to receive at least some degree of satisfactory closure.
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