Three children are growing up within the confines of their mansion. They aren't allowed out into the town or interaction with many other people, but they do have a Mellower who helps train them in fighting, tells them stories about history and fantasy, and provides them with comfort daily. When the oldest decide that they want to venture into town to earn their Scout Exploration Badges, the very thing happens that their very powerful and intimidating father had been trying to protect them from -- they are kidnapped in moments.
The parents of the three children are overwhelmed with distress and guilt that they weren't able to protect their children from harm and they hire The Ear, the Eye, and the Arm Detective Agency to find them. The three sleuths were all born with mutations following nuclear exposure: Ear has super hearing; Eye has super vision; and Arm is sensitive to touch and also has psychic tendencies where he can feel the emotions of others.
Altogether -- though separately in their quests -- they must survive a variety of adventures, evil powers, old world ideals, and powerful technologies. This complicated and exciting story is recommended to those interested in adventures with subtle discussions of religion and politics amid an atmosphere of fantasy and magic.
Call number: YA FARMER (Teen Room)
Reviewed by kate the librarian.