By Sherri L. Smith
Ida Mae Jones goals of flight. Her daddy was once a pilot and being black didn't cease him from gratifying his goals. yet her daddy's long gone now, and being a girl, and being black, are moves opposed to her.
When the USA enters the conflict with Germany and Japan, the military creates the WASP, the Women's Airforce carrier Pilots—and Ida unexpectedly sees how to fly in addition to do whatever major to aid her brother stationed within the Pacific. yet even the WASP won't settle for her as a black lady, forcing Ida Mae to make a tricky number of "passing," of pretending to be white to be accredited into this system. Hiding one's racial background, denying one's relations, denying one's self is a heavy burden. And whereas Ida Mae chases her dream, she should also make a decision who it truly is she fairly desires to be.
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Additional info for Flygirl
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.