Description
Become classic literature’s most famous sled dog, and make choices to survive Jack London’s The Call of the Wild in this interactive Choose Your Path adventure.
You are Buck, the famous sled dog. You have been stolen from your comfortable life in California and forced into servitude. Now, you find yourself in Alaska, a dangerous world of greedy men and savage dogs. Every moment, your life is at risk. You must use your strength, your cunning, and your animal instincts to survive such perils as bear attacks, wolf encounters, starvation, and the frigid temperatures of Canada’s Yukon.
Can You Survive the Call of the Wild? adapts the classic novel into a Choose Your Path book for kids. The survival story puts readers in control of the action. Do you have what it takes to make it out alive? Or will the rugged wilderness lead to your doom? Step into this adventure, and choose your path. But choose wisely, or else!
Interactive books for kids are more popular than ever. Create your own adventure with the Interactive Classic Literature book series for boys and girls. You’re the main character. You make the choices. Can you survive? About the Author Ryan Jacobson is an award-winning author and presenter. He has written more than 60 titles―from comic books to Choose Your Path adventures. Ryan prides himself on writing high-interest books for children and adults alike, so he can talk picture books in kindergarten, ghost stories in high school, and other fun stuff in between. His most popular titles include the Constellations Activity Book, Can You Survive the Adventures of Sherlock Holmes?, and Eagle in the Sky.
Ryan greatly enjoys sharing his knowledge of writing and book publishing at schools and special events. When he isn’t working on books, Ryan likes to build LEGO sets, play board games, and try new restaurants. He lives in eastern Minnesota with his wife and two sons. Excerpt. © Reprinted by permission. All rights reserved. Perrault packs the camp and loads the sled. Francois proceeds to harness the dogs. You trot up to the place Spitz would have occupied as leader, but Francois brings Sol-leks to the position. In his judgment, Sol-leks must be the best lead-dog left.
You spring upon Sol-leks in a fury, driving him back and standing in his place.
“Eh?” Francois cries, slapping his thighs gleefully. “Look at Buck. Him think to take Spitz’s job. Go way!”
You refuse to budge.
Francois becomes angry. “Now, I fix you!” he cries. He comes at you with a heavy club in his hand.
Remembering the man in the red sweater, you retreat slowly. Sol-leks is once more brought forward. The driver goes about his work. He calls to you when he is ready to put you in your old place in front of Dave. You retreat two or three steps. Francois follows; you again retreat.
Perrault and Francois run you about for the better part of an hour. They throw clubs at you. You dodge and answer with snarls, keeping out of their reach. You do not try to run away, but you retreat around and around the camp. When your desire is met, you will come in and be good.
Perrault looks at his watch. Francois shakes his head and grins sheepishly at his companion, who shrugs his shoulders in sign that they are beaten. Then Francois goes up to where Sol-leks stands and calls to you. He unfastens Sol-leks’ traces, and he puts him back in his old place.
There is no place for you but the front. You trot in, laughing triumphantly, and you swing around into position at the head of the team.
At a bound you take up the duties of leadership. Where judgment is required, and quick thinking, you show yourself the superior even of Spitz. But it is in giving the law and making your mates live up to it, that you excel.
The general tone of the team picks up immediately. It recovers its old-time solidarity, and once more the dogs leap as one dog in the traces. At the river rapids, two huskies, Teek and Koona, are added. The speed with whic
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