Erin Hunter is inspired by a fascination with the ferocity of the natural world. As well as having great respect for nature in all its forms, Erin enjoys creating rich mythical explanations for animal behavior. She is also the author of the bestselling Warriors and Seekers series.
Dawn (Warriors: The New Prophecy Series #3)
Paperback
(Revised)
$7.19$7.99
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- ISBN-13: 9780062367044
- Publisher: HarperCollins Publishers
- Publication date: 03/17/2015
- Series: Warriors: The New Prophecy Series
- Edition description: Revised
- Pages: 400
- Sales rank: 4,869
- Product dimensions: 5.10(w) x 7.60(h) x 1.00(d)
- Age Range: 8 - 12 Years
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Erin Hunter’s #1 nationally bestselling Warriors series continues in Warriors: The New Prophecy—now featuring fierce new art. The third book in this second series, Warriors: The New Prophecy #3: Dawn, brings more adventure, intrigue, and thrilling battles to the epic world of the warrior Clans.
The young cats who set off on a quest many moons ago have returned with a chilling message: the Clans must move to a new home or risk extermination.
But the dangers waiting for them beyond their borders are impossible to predict, and the cats have no idea where to go. What they need is a sign from StarClan….
Supports the Common Core State Standards
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Children's Literature
The third book in the series "Warriors: The New Prophecy" finds the four clans of cats forced to decide what to do about the destruction of their homes by the Twolegs and their mechanical monsters. Inspired by a dream, six young catstwo from Thunderclan, two from Riverclan, and one each from Windclan and Shadowclanhave traveled a long way to the sun-drown-place to hear the prophecy of Midnight the badger, who tells them that they must bring the clans to the Great Rock where they will be shown the way to their future homes by a dying warrior. The clans are reluctant to leave familiar territory, but are convinced when the Twolegs' invasion of their lands leaves them with no shelter and too little prey to sustain life. Their desperate journey takes them across highways and mountains and brings them assistance from a wilder group called the Tribe of Rushing Water. Along the way, there are deaths and a kidnapping, but the clans reach the Great Rock and are able to follow the sign of the dying warrior to a place where they will make a new home. The story shows how difficult it can be for four separate and sometimes hostile groups to work together for a common goal, but also shows the rewards of that cooperation. The cats have distinct personalities and physical characteristics, but without the extensive lists of their descriptions in the front of the book it would be almost impossible to keep them straight. 2005, HarperCollins, and Ages 10 up. Judy DaPolito
Kirkus Reviews
The plight of the four cat Clans becomes desperate in this third installment of a series with good plotting but cloying diction. Twolegs (humans) and their monsters (bulldozers) are destroying the woods and moors where the Clans live. The Twolegs fell oaks, capture and cage any cats they get their hands on and rip ShadowClan's den right out of the ground. Prey is dangerously scarce. There's been a message from StarClan (ancestor gods) about the Clans striking out for new territory. But where and when? Should the Clans travel together or remain rivals? Hunter intersperses action sequences with stretches of plot-appropriate waiting, during which the cats are hungry and anxious. Religion and conflicting loyalties are well-integrated themes. "Meowed" and "mewed" (replacing "said") and the twee term "kittypet" lower the narrative's dignity, while the cats' annoyingly similar names (Leafpaw, Squirrelpaw, Brambleclaw) run together. However, a current of warmth runs underneath the distractingly precious prose, making the cats easy to care about. (name chart, maps) (Fantasy. 8-11)