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To Kill A Mocking Bird

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"Maycomb was an old town, but it was a tired old town when I first knew it. In rainy weather the streets turned to red slop; grass grew on the sidewalks, the courthouse sagged in the square."(Lee 9). This environment, as Scout Finch accurately describes, is not conducive to young children, loud noises, and games. But, the Finch children and Dill must occupy themselves in order to avoid boredom. Their surroundings are their boundaries, but in their minds, they have no physical confines. Although the physical "boundaries were Mrs. Henry Lafayette Dubose's house two doors to the north..., and the Radley Place three doors to the south,"(Lee 11) Jem, Scout, and Dill find ways to use the limits, in conjunction with their imaginations, to amuse themselves. The children are the ones who change the old town and make it full of unexpected events. In the same way as the children, the adults of the novel play games that come from their imaginations and, they themselves are the ones who provide the fear for everyone in the county to fear. "Maycomb County had recently been told that it had nothing to fear but fear itself"(10). The adults and the children share


The entire trial is an adult game in itself. The players play the game to the advantage of Mayella and Bob Ewell and the disadvantage of Tom Robinson, the entire Finch family, and every colored person in Maycomb County. The victors (the Ewells), begin the game with the false accusation of rape against Tom, only to stop the reputation Mayella would gain if people know that she has flirted with a black man. The people of the county create the game based on the racial issues of the day and the rules are clear: if one is black, he is guilty, no questions asked. Scout and Jem personally see this gruesome, unegalitarian game and the consequences that result in an eventual end to Tom's life and almost the fall of their own lives. The official trial is full of games the lawyers play so each one could present his side of the argument. The children have a bias toward their father but, as they watch and listen intently, they acquire a higher respect for him. It is evident that Atticus is playing the game but his version has rules of respect and regard for the ones involved, innocent or guilty. Jem and Scout gain an understanding of the case and respect for Atticus through his behavior in court and it is the understanding that makes it harder for them to accept the verdict. Atticus, again a noble, wise father, explains as best he can so the children have some indication of both opponents' reasons for the actions they see in the courtroom. The trial itself creates a separated reality for the children because it occurs in the courthouse and Atticus tries not to let it come home with him.

The next stage in their Boo pursuits leads out of discussions with the wise, lady neighbors about "B-Mr. Arthur's" past (50). The children have their prior assumptions about Boo from the wild stories, rumors, and vague answers they receive from Miss Stephanie Crawford , Atticus, and Miss. Maudie. The stories only further their imaginations to run wild because Boo is still a mystery. The children travel through phases in the Boo games, the first of which involves violence. They act out different versions of Boo stabbing his father in the leg with scissors and other horrible, violent acts on Boo's part. As the games become routine, they take a different perspective and see Boo as a positive figure. Boo, to them, is a potential friend-if only they could let him know their harmless intentions. So they embark on yet another quest to try to reach Boo. The experience of placing a note on the windowsill of the Radley Place turns sour when Atticus walks into the scene and reprimands them for bothering someone who obviously wants to be left alone. Despite Atticus' warnings, the children's thirst for knowledge of Boo's life drives them to their most dangerous adventure thus far. The new idea of looking into the window of the house is a turning point in the novel because it pushes the children closer to the reality of the adult world. Mr. Nathan Radley catches them in a roundabout way, and the three mischievous kids realize how far they have gone away from the "game." Before that night, Boo is simply a game. The incident included the reality of a shotgun and of Jem's pants stuck at the trespassing scene. The game has turned into a dangerous, scary expedition that leaves all three of them shaken and stunned. Jem shows his courage by going back for his pants in the middle of the night and Scout has to display faith and courage to be able to stay home, not knowing if her brother would return alive or dead. Jem and Scout learn about courage and faith but, more importantly, they are beginning to se

Some common words found in the essay are:
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Approximate Word count = 2414
Approximate Pages = 10 (250 words per page double spaced)


  

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