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dd up all the four totals of those that went in; that gives your _aim_ or _control_ number. For example, suppose that in the 4 tries you got 10 in the first time, 15 in the second, 20 in the third, 19 in the fourth. Add these together, it gives your arm-control or _aim_ number as 64. Now add up all these high numbers: Farsight 88 Quicksight 50 Hearing 50 Feeling 84 Quickness 80 Guessing Length 82 Aim 64 Your aliveness number is 498 But very few can score so high. If you can score 400 you are surely alive; you can see like a hawk, you can take in at a glance, you can hear like an owl, you can feel like a blind man, you are quick as a cat, you are a good judge of size, and you can aim true; That is, you are as _alive as an Indian_. TALE 92 A Treasure Hunt Make 24 little white sticks, each about three inches long, and as thick as a pencil. They are easy to make of willow shoots, after the bark is peeled off. While the young folk hide their eyes, the Guide walks off in the woods, ties a white rag on a tall stake or limb, for the point of beginning. Then, one step apart and in a very crooked line, sets each of the little white sticks in the ground, standing straight up. Under the last stick should be buried the treasure; usually a stick of chocolate. This the players are to find by following the sticks. When the young folk get used to it, the line should be longer, the sticks farther apart, and the last one may be ten steps from the last but one. When they are well trained at it, scraps of paper, white beans, corn, or even chalk marks on trees, instead of sticks, will serve for trail; and still later holes prodded in the ground with a sharp pointed cane will do. This game can be played in the snow; in which case, the track of the Guide, when he hides the treasure, takes the place of the sticks. Finally it makes a good game for indoors on a rainy day. In which case we use buttons, corn, or scraps of white cotton for trail sticks. Of course the trail now should be upstairs and down, and as long and crooked as possible. TALE 93 Moving Pictures One of the best developers of imagination is the Moving Picture. Sometimes called Pantomime, or Dumb-show which means all signs without sounds. The one who i
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