Millie of the Manor
Amy spends most of her time absorbed in mystery novels. Severe social anxiety makes it hard for her to connect to her middle school
classmates. She’s working on it with a therapist, but so far Amy is still too nervous to try talking to her peers or raising her hand in class. And that’s before she freezes up during her science presentation and runs to hide in the bathroom.
The next day, Amy is so embarrassed and nervous, she tries extra hard to avoid talking to anyone. So naturally, she’s flustered when her classmate Reagan unexpectedly hands her a birthday party invitation. Amy doesn’t know Reagan well, and she’s terrified that she could embarrass herself in front of everyone, or even ruin the party. But on the other hand, this could be a chance to actually connect with some classmates. And it’s a murder mystery party! Can mystery lover Amy really pass that up?
At the party, Amy discovers that when she’s caught up in the mystery game—and in playing her in-game character, a scientist named Millie—her social anxiety fades away. After all, Millie wouldn’t be nervous about speaking up and being noticed. As she and the other kids interact both as their characters and as themselves, Amy starts to feel more comfortable. Reagan and her friends seem really nice. But the murder mystery game grows tenser, suspicion begins to fall on Millie, and Amy’s anxiety rises again. Can she solve the mystery? How will her new friends react if she freezes up?
This book uses the fun scenario of a murder mystery game – plus a group of sympathetic peers – to help anxious Amy come out of her shell. We follow Amy closely, seeing her thoughts and fears: the panicky physical sensations that accompany her social anxiety, her worries about being judged by other kids, and the ways she strategizes to avoid stressful situations. We even see some of the techniques her therapist teaches her to help her calm herself. By the time she gets the party invitation, her social anxiety is well-established, as is her love of mystery novels, inviting the reader to root for Amy to let her passion lead her rather than her fear.
The mystery game sees Amy, Reagan, and three other kids playing adults in a Clue-style manor, trying to determine which of them committed a murder. All the kids are enthusiastic and seem goodhearted, and they have some fun silly moments that make them feel like real kids, like when they break from the game for snacks and compete over who can stuff more pizza bites in their mouth. This works especially well when Amy eventually tells the others that she has social anxiety. They are supportive without being unrealistically mature: they offer sympathy and understanding, but then—like real kids—they quickly jump topics, from anxiety to eczema to poison oak, leaving Amy to marvel that her freeze-up didn’t ruin the party at all.
The visuals effectively illustrate Amy’s headspace. When she starts getting anxious, the background and other characters go from full color to grayscale. This keeps the focus on Amy and her thought bubbles, making it clear that she is stuck in her head and feels removed from the world around her. When Amy and the other kids at the party are immersed in the mystery game, they are drawn as their characters, who are adults but look enough like their real selves to be recognizable. Reagan’s house becomes an elaborate manor, with lavish settings like a library and formal dining room. Throughout, the characters are soft and cartoony, the colors rich. The book is divided into ten chapters, with each one marked by a page patterned like fancy wallpaper.
This is a sympathetic and optimistic story of Amy learning that social anxiety doesn’t have to make her miss out on life. Hand it to fans of realistic fiction and gentle mysteries.
Millie of the Manor
By Karina Evans
Art by Andrea Bell
Harper Collins Harper Alley, 2025
ISBN: 9780063282483
Company Age Rating:Â 8-12
NFNT Age Recommendation: Middle Grade (7-11), Tween (10-13)
