Fowler House, with its odd nooks, dicey wiring, and vast, unfinished attic playroom, shelters preteen Larkin. And yet, the house speaks of secrets no one else will. Wild creatures weigh in: a muskrat, fireflies, snails, a vesper bat. The menacing garfish. Troubled parents take on repairs: clanking radiators, crumbling plaster, and beloved Uncle Dunkel, finally home from the war in Korea, his mind splintering. Over three years, lived in the moment by Larkin--and relived in hindsight by Eldergirl--doors open and truth, long-stifled, emerges.
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