The Ghost Job

The Ghost Job
Age Range
8+
Release Date
September 26, 2023
ISBN
978-0063253339
Buy This Book
      
Zenith and her friends may be dead—but lucky for them, even getting ghosted wasn’t enough to tear them apart.

The four of them were thick as thieves long before an unfortunate lab accident sent them careening into the afterlife. So when they hear about a machine that could return them to the land of the living, they are determined to steal it.

Unfortunately, the magical device belongs to a dangerous necromancer who’s out for their ectoplasm.

Fortunately, they’re great at heists. Because pulling off the score of their deathtimes is no job for an amateur. 

Editor review

1 review
Friends stick together, even in death
Overall rating
 
4.0
Plot
 
4.0
Characters
 
4.0
Writing Style
 
4.0
Illustrations/Photos (if applicable)
 
N/A
What worked:
The idea of ghost thieves is a creative twist to a popular middle-grade topic. How is this possible? Well, Zenith is a poltergeist and can move solid objects. Her three friends’ abilities range from speaking to humans, a sensitivity to manipulate electricity, to seeing the world through other faces. This group of ghosts is comparable to a team of superheroes as they learn to use their new talents together. A medium gives the characters the idea to start thieving but they’re only stealing things that might help them rejoin the living. That’s their main motivation throughout the plot as friendship binds them together.
The necromancer named Slate is the antagonist as he’s trying to find a way to control the ghosts. His goal is to amass power over the living and dead, but a more common motive is revealed later on. Not surprisingly, Slate’s reputation among ghosts is loathsome and it’s safe to say Zenith’s gang has many potential allies. Slate is devious and malevolent so he can’t be trusted, ever. He’s willing to do despicable things in order to get what he wants which includes manipulating the spirits of the deceased. Readers will be happy to discover karma wins out in the end.
The author develops some interesting slants about living, death, and ghosts. We should enjoy every day of our lives since we never know when it might come to an end. Ghosts seem to “live” in a limbo world as some of them move on to somewhere else. It’s not treated as a religious philosophy but more as being part of the life cycle. Ghosts can’t travel anywhere as they’re anchored to the location where they died. However, this story allows them more freedom than most books as the kids are able to travel to various places in and around the town. They usually hang out in the rafters of the school auditorium but they’re able to visit a medium, their homes, and the lab of the necromancer. The kids feel bad that their presence makes humans nervous even though they can’t be seen.
What didn’t work as well:
There’s not a lot of character development but that’s a predictable sacrifice for a story that’s not overly long. Readers will learn a little about Zenith but only surface-level information about her friends.
The Final Verdict:
The book emphasizes the importance of good friends as the characters are determined to return to their living, breathing selves. They synchronize their different talents as their tight bond continues even in death. Overall, this is an amusing, adventurous tale that should appeal to young readers. Give it a shot!
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