Wolfquest Anniversary Edition Free Download Wolfquest: Anniversary Edition Download for Mac

Total Page:16

File Type:pdf, Size:1020Kb

Wolfquest Anniversary Edition Free Download Wolfquest: Anniversary Edition Download for Mac wolfquest anniversary edition free download WolfQuest: Anniversary Edition Download For Mac. WolfQuest: Anniversary Edition raises the bar for realistic and accurate eco-simulation gameplay: Herds of elk roam the land in realistic herds, along with moose, mule deer, and other prey. Other wolf packs maintain and defend their territory against intruders - like you. The 3.4.1f5 version of WolfQuest for Mac is available as a free download on our website. WolfQuest for Mac can also be called 'WolfQuest 2'. This free Mac app is a product of Minnesota Zoo & Eduweb. The most popular versions among the program users are 3.4, 2.5 and 2.0. Our built-in antivirus scanned this Mac download and rated it as virus free. Wolfquest Anniversary Edition Download. WOLF CUSTOMIZATION. Choose your wolf's gender, coat, eye color, body options (e.g. ears, tail, radio collar) and two howls. NAME & BIO: Name your wolf and write a biography. This will be displayed in future multiplayer. Note: This is a family-friendly game so there is a word filter and you do need to be appropriate. PERSONALITY: Your wolf, of course, will behave as you choose. But since your pups' personalities are partially determined by the personality of their parents, you can configure your wolf's personality for that purpose. WOLF CONTROLS. MOVING. TROT: Press W or Up Arrow. Tap/double tap W key to walk/auto-walk. TROT/GALLOP: Tap SHIFT to toggle between gaits. SPRINT: Press-hold SHIFT (Hint: sprinting depletes your stamina at a faster rate.) STEER: Move mouse left or right. Note: The ARROW keys do the same as WASD. WolfQuest: Anniversary Edition has a new control scheme based on popular RPG games. It is different than WolfQuest 2.7 (so it might take some practice). STALK: Press-hold Ctrl and W at the same time. CAMERA. RIGHT-CLICK to swing the camera around your wolf, to look in other directions. Use mouse scroll-wheel or trackpad to zoom in and out. PHOTO MODE. Press SHIFT-P to freeze time and SPACEBAR to take a photo. Press SHIFT-P again to exit Photo Mode. Use camera controls to move around the scene. Photos are saved here: Windows: Documents/WolfQuest Anniversary/User Files/Screenshots/ Mac: [YourUserDirectory/WolfQuest Anniversary/User Files/Screenshots. SLEEPING and RESTING. Sleeping restores your health (resting does too, but at a slower rate). You must sleep about 16 hours a day to maintain energy (just like a real wolf). Be careful about where you sleep as you may be vulnerable to attack while snoozing. It is risky to sleep in stranger pack territories. Time accelerates when you sleep. SLEEP: Press Z. WAKE UP: Press SPACEBAR. REST: Press R (cycle through sitting and four laying positions) COMMUNICATING. HOWLING. Howling can build pack affinity and mark territory (in Slough Creek). Howling in stranger pack territory is dangerous and will attract rival wolves. You have two howls. HOWL: Tap H for Howl 1 and double-tap for Howl 2. EMOTES. Use emotes to interact with other wolves and build or discourage interest, or strengthen pack affinity. Choose emotes for ears, voice, body, and tail. Add your most used emotes to favorites. EMOTES: Press-hold E and select emotes with mouse/cursor . To add/remove from favorites: click-hold on the desired emote and after a moment, the add/remove button will appear. BITING (attacking) The red BITE icon (jaws) appears when you are close enough to attack an animal. Press-hold SPACEBAR to attack and bite it, holding on until you release. HINT: To break free from another animal's bite: tap left/right movement keys (A/D on keyboard, left stick on controller) rapidly to break free. Prey animals have more than one bite target (red dots, when targeted). Different bite locations do different amounts of damage and have different levels of risk to you. See Main Quest: Learn to Hunt for biting strategies and hints. EATING and CARRYING FOOD and DRINKING. EAT: Tap the SPACEBAR when you see the green BITE icon (jaws) that appears when you can eat a carcass. PICK UP MEAT: Double-tap SPACEBAR when green BITE icon (jaws) appears to pick up a chunk of meat or small prey, which you can then carry elsewhere. Double-tap SPACEBAR again to put it down. After a large meal, your energy drops as you digest. That is a good time to sleep and restore health. Note: Eating no longer restores your health as in WQ 2.7. Health restores automatically and faster when you rest or sleep. DRINK WATER: Tap the SPACEBAR when you are over water. You may get a small health boost. SCENT VIEW. Tap V to switch Scent View on or off. Look for scents floating in the air or on the ground. Airborne scents float with the wind so track them upwind (so they float towards you) to find prey animals or dangerous competitors. Watch the scent meter in the upper right for information about the animal(s) and when the animal passed that way. Different animals have different colored scents. Male scents might be darker in color than females and young. Ground scents appear when you get close to other animals. Look for scented footprints that you can follow to their owner. HINT: Competitor species may pose a threat to you, but following their scent trails can also lead you to a carcass -- if you are willing to fight them for it. CONTROLLER SUPPORT. You can play using your Xbox or PS4 controller. Remapping options are in Game Settings: Controls panel. REMAPPING CONTROLS. You can change many of the controls in the game through the Game Settings: Controls: Remap Controls screen. Click on the control (the yellow button) you wish to change. It will change from the current keybind to 'Listening'. Wolfquest Anniversary Edition Download Free. Press the key or mouse button you would like to change that control to. Press the Confirm button in the lower right to save your changes. That key or mouse button will now be associated with that action in the game. METERS & INTERFACE. Wolfquest Anniversary Edition Updates. Wolf Badge. The wolf badge in the top left of the game screen provides key information about your wolf and pack. Health: The red bar . Lose health during attacks,when biting and fighting other animals, and falling. Energy: The green bar . Expend energy with action. You will have less energy when digesting a big meal. Hunger: The orange bar. Wolves can go days without eating, but eventually you must find food. Health and Energy recharge automatically, and faster when resting and sleeping. Sleep: The purple bar. Wolves sleep for much of the day, so when this meter is empty, it is time for a nap! Compass: Shows cardinal directions, as well as custom map markers and sometimes the destination for your current mission. Territory: The hexagon above the compass shows whose territory you are in. Black (empty) means nobody has claimed this spot (safer for you to be out of rival pack territory). Other colors are keyed to pack territories shown on the World Map. Mate health: Once you have a mate, the heart on your wolf badge indicates their health level. Mates will usually take care of themselves but they will also sleep when you sleep so you can help them restore. Mate/pack affinity: The blue bar on the left side of your wolf badge indicates: the degree of affinity between you and your (prospective) mate. In Slough Creek, the affinity among all of you in your family pack. Affinity decreases over time and can be restored through social interactions. But your mate won't leave you. You can also view pack affinity in Pack Stats. World Map. Tap the M key or TAB to open the World Map. Tap again to close it. Use the map to locate yourself in the game world, see the territories of stranger wolf packs, and place markers which will appear on your compass in the game. Territory: The territory overlay shows the rival packs and how strong their claim is: the darker the color, the stronger the claim (and the more dangerous it is for you to enter). Watch out for stranger wolves patrolling! You can mark territory (Press P) to reduce the strength of rival pack territory but, as a lone wolf or pair, you can't claim territory of your own in Amethyst Mountain – it is just too crowded. (This is why you will later move to Slough Creek to establish your own territory to raise pups). Markers: Place up to six custom markers on the map. These will show up on your compass and help you navigate. Quests. Use the map ( Press M or TAB ) to see the Quests information. This will indicate what you are supposed to be doing to complete a quest. Dddl level 10 kg. See these articles for Main Quests gameplay tips: Competitor Fight or Flight Meter. The V-shaped Fight or Flight meter over a competitor's head reveals their mood. The Fight bar is on the left (orange-red) and the Flight bar is on the right (yellow). Confrontation Tip. Try harassing competitors (growling, snarling, biting) and watch their Flight or Flight meter to see how they respond to your actions. Growling and snarling increase Flight permanently but also gives Fight a temporary boost. So a good strategy is to growl frequently, but not too frequently (you'll want the Fight meter to come back down before you growl again). Fight also slowly increases over time, so waiting too long is not a good idea.
Recommended publications
  • Technological Educational Institute of Crete Department of Informatics Engineering
    Technological Educational Institute of Crete Department of Informatics Engineering Bachelor Thesis Edutainment: Ανάπτυξη παιχνιδιού με έμμεσο σκοπό την εκπαίδευση. Edutainment: Development of a video with an indirect goal of education. Vogiatzakis Sokratis (A.M. 4412) Supervising Professor: Dr. Vidakis Nikolaos Technological Education Institute of Crete, Department of Informatics Engineering Acknowledgements First and foremost, I would like to thank my supervisor, Dr. Vidakis Nikolaos, for his guidance, help, and patience during the conception and creation of my thesis. Secondly, I would like to express my gratitude towards the people of NiLE Lab who aided me in both learning about and how to use some of the technologies used and helping me by giving me ideas about the game. Lastly, I would like to thank all my friends (and my mother) who helped me test the game and provided me with very helpful insights on how to improve it. 2 Technological Education Institute of Crete, Department of Informatics Engineering Abstract In the past two decades, video games have been a major source of entertainment for people of all ages and have been especially attractive to children. Trying to capitalize on the engagement the children have with this rather new medium, people have attempted to add some educational value to them, in varying amounts, thus creating the term Edutainment. This thesis is an implementation of this concept, wherein the goal is to make a video game that appeals to young children and attempts to present them with information about a subject (geology) while also including some brain puzzles. The game consists of a world that’s split into different areas, each with its own unique activity that the player must complete, and through these activities either exercise their thinking skills or learn something new.
    [Show full text]
  • L~~Minnesotazoo
    ' . .' ,. • • , .,.r,:<', _ :';', • Photo by Pete Crouser L~~MINNESOTA zoo '.' .~ ~ ',. • • .. ," .: .. • The Minnesota Zoo is an accredited institution of the Association of Zoos and Aquariums. The Minnesota Zoo is an institutional member of the Alliance of Marine Mammal Parks and Aquariums. The Minnesota Zoo is an institutional member of the World Association of Zoos and Aquariums. Photo by Rick Hawley Fiscal Year 2008 Highlights July 1, 2007– June 30, 2008 Three fisher kits were born at the Minnesota Zoo—the first since The Minnesota Zoo received gifts and pledges totaling more 1999. The Zoo is one of only four than $2.7 million in support of the Zoo’s 2005 Strategic Plan. The Cargill Foundation and the AZA-accredited zoos to exhibit Medtronic Foundation both made pledges of $1 million fishers and the only one to produce each—the largest corporate gifts given to the Minnesota Zoo offspring in the last three years. since 1997. The Minnesota Zoo supported More than 1.1 million guests visited the conservation efforts in the Minnesota Zoo in 2008, the Zoo’s best Russian Far East including year since 1999. Monthly attendance in projects for Amur leopards, June, with the opening of Russia’s Amur tigers, Blakiston’s fish owls, Grizzly Coast, was the second highest and brown bears. in the Zoo’s history. A new evening event, Fish First, Minnesota Zoo memberships are at featured local executive chefs and an all-time high of 36,538 households, raised consumer awareness about the representing more than 150,000 importance of buying seafood from individuals. sustainable sources.
    [Show full text]
  • Peer Review Report for the Gray Wolf
    Summary Report of Independent Peer Reviews for the U.S. Fish and Wildlife Service Gray Wolf Delisting Review May 2019 Forward Atkins North America, Inc. (Atkins), was retained by the U.S. Fish and Wildlife Service (Service) to facilitate an independent scientific review of the Gray Wolf Biological Report (October 31, 2018) and the Proposed Rule for Endangered and Threatened Wildlife and Plants; Removing the Gray Wolf (Canis lupus) from the List of Endangered and Threatened Wildlife [50 Code of Federal Regulations (CFR) Part 17, March 15, 2019]. Atkins believes the peer reviewers have successfully met the Service’s charge for their reviews, which provide opinions and/or detailed analysis on the scientific data and interpretation of the data in the documents. Reviewer comments are focused on two questions related to the objectives of the Draft Biological Report: provision of an adequate and concise overview and potential oversights or omissions. Reviewer comments also address five questions regarding the Proposed Delisting Rule: provision of an adequate review and analysis, adequate consideration of impacts of range reduction, reasonable conclusions, oversights or omissions, and demonstrable errors of fact or interpretation. Summary Report of Independent Peer Reviews for the U.S. Fish & Wildlife Service Gray Wolf Delisting Review Atkins | Version 1.0 | May 2019 | 1000062975 Contents Chapter Page 1. Introduction ..................................................................................................................... 1 1.1. Background
    [Show full text]
  • New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler
    . New Game Physics Added Value for Transdisciplinary Teams Andreas Schiffler A dissertation in partial satisfaction of the requirements for the degree of Doctor of Philosophy (Ph.D.) University of Plymouth Supplemented by: Proof of Practice: 1 DVD video documentation, 1 DVD appendices, source code, game executable, and supporting files Wordcount: 76,970 Committee in Charge: Supervisor: 2nd Supervisor: Prof. Jill Scott Dr. Daniel Bisig Zurich University of the Arts (ICS) Zurich University of the Arts (ICST) University of Plymouth University of Zurich (AIL) March 11, 2012 Abstract Andreas Schiffler (2011), `New Game Physics: Added Value for Transdisciplinary Teams', Ph.D. University of Plymouth, UK. This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the re- search was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide sig- nificant value. The resulting designs reflected combined goals of game devel- opers, artists and physicists and provide novel ways to incorporate physics into games. The applicability and user impact of such new game physics across several target audiences was thoroughly examined. In order to explore the transdisciplinary nature of the premise, valid evidence was gathered using a broad range of theoretical and practical methodologies. The research established a clear definition of game physics within the context of historical, technological, practical, scientific, and artistic considerations. Game analysis, literature reviews and seminal surveys of game players, game developers and scientists were conducted.
    [Show full text]
  • Wolves Learning Resource, 2016
    WOLVES A Yukon Learning Resource Revised 2015 © Yukon Government, 2015 Illustatrations on pages 42, 67, 88-92 and 95 by Tanya Handley The Yukon Government welcomes reproduction of portions of this document for educational purposes. Additional copies or information about workshops may be obtained from: Manager, Environmental Education and Youth Programs Department of Environment Yukon Government Box 2703 (V-18) Whitehorse, YT Canada Y1A 2C6 Phone: 867-667-3675 Toll free (in Yukon): 1-800-661-0408 ext. 3675 Fax: 867-393-6206 Email: [email protected] Cataloguing Information: Wolves: A Yukon Learning Resource ISBN 1-55018-791-0 Wolves: A Yukon Learning Resource WOLVES A Yukon Learning Resource Written/compiled by Jennifer Cuthbertson Layout/Design/Revised by Remy Rodden, Tanya Handley, Michal Wojcik, Vanessa Stewart 2015 Version edited/revised by Janna van Kessel Co-sponsored by the Departments of Education and Environment 2015 Acknowledgements 1997 Renewable Resources Curriculum Advisory Group Rosemary Buck, Teacher, SL Bias School; Murray Cathers, Education (curriculum); Mavis Fisher, Education (curriculum); Sharon Jacobs, Education (curriculum); Lee Kubica, Education (curriculum); Bob Markowsky, Teacher; Jeanette McCrie, Education (curriculum); Eleanor ODonovan, Teacher, Global Ed; Barb Phillips, Education, (curriculum); Sheila Rose, Education (curriculum); Remy Rodden, Environment; Grace Snider, Teacher Wolf Education Workshops (1994,1995) Government of Yukon: Rosemary Buck, Education (teacher); Dorothy Cooley, Environment; Bob Hayes,
    [Show full text]
  • The Interactive Museum and Its Non-Human Actants
    NORDISK MUSEOLOGI 2011 ● 1, S. 45-59 The interactive museum and its non-human actants JONATHAN WESTIN* Abstract: This explorative study highlights the different strands of interactive learning technologies available to museums and educational institutions, and analyzes their function as non-human actants from a perspective of power and discipline. Through a generalized symmetry I describe a specific technology – the interactive display – as an actant exercising the same autonomy as the other actants. This raises the non-human actant to the same level as the human actants and emphasizes how it controls an equal part of the communication. In this way I try to map out how an exchange is manifested through a network of actants where the technologies conserve the inquiring actant’s knowledge space rather than broaden it. Despite being offered as a technology to make the visitor heard, the result is as curated as the classic exhibition. I conclude that by themselves, interactive displays do not challenge authority at museums but instead reinforce it. Key words: Interactivity, non-human actant, technology, communikation. Scene 1: The visitor contemplates the re- variation comes a bibliography of publications construction in front of her. It is a digital that support or discuss that very interpretation. rendition of the Sanctuary of Hercules Victor. At She scribbles down the name of an article that first glance it looks static, but then she notices that seems interesting (Sanctuary of Hercules Victor). it is slowly changing into an alternative interpretation of the same space. And then another Scene 2: A coloured trail winds through the one! This catches her eye.
    [Show full text]
  • Untamed Life of a Cougar Full Crack Key Serial
    Untamed: Life Of A Cougar Full Crack [key Serial] Download >>> https://gph.to/31dxyQ8 About This Game Untamed: Life of a Cougar takes wildlife simulation to the next level by mirroring closely the life of a Mountain Lion in the Wild. You have a large territory that features various environments, from grassy mountains to lush forests, and a wide selection of animals to kill and eat. Players are required to find a mate (male Cougar) at the start of the game. After mating, the player will give birth to a litter of 3 cubs. The cubs start life at a very early stage and are unable to run or walk fast, this stage, like in real life, is the hardest part and it leaves both mother and cub vulnerable, any mistake can lead to the death of all the cubs. As the cubs get older, they become more active and are able to run, but starvation and predators are still heavy threats. Each character in Untamed: Life of a Cougar has a unique behavior, and the player will have to learn how to interact and adapt to these behaviors. Using the ‘Cougar Vision’, players will be able to detect prey or predator from a distance, while with a robust stealth system, players can stalk their prey before they make the lethal attack to secure their next meal. But the survival doesn’t end there as sometimes, the player will have to defend his/her kill from scavengers. The controls are easy to get used to, with support for key binding.
    [Show full text]
  • Wolfquest Summative Evaluation Full Summative Report
    WolfQuest Summative Evaluation Full Summative Report Minnesota Zoo / Eduweb www.wolfquest.org September 2009 Prepared by: Kate Haley Goldman Jes Koepfler Victor Yocco Institute for Learning Innovation 1 Table of Contents WolfQuest Summative Evaluation .............................................................................................................. 1 Executive Summary................................................................................................................................. 3 I. Project Background & Overview.......................................................................................................... 4 II. Methods............................................................................................................................................... 4 III. Evaluation Sample Description........................................................................................................ 10 IV. Results ............................................................................................................................................. 12 A. Interest & Attitudes........................................................................................................................... 12 B. Greater Connection to Wolves .......................................................................................................... 13 C. Increased Knowledge ........................................................................................................................ 13 D. Behavior
    [Show full text]
  • The Sea Wolves LIVING WILD in the GREAT BEAR RAINFOREST
    Learning Guide IAN MCALLISTER & NICHOLAS READ the sea wolves LIVING WILD IN THE GREAT BEAR RAINFOREST 9781554692064 pb with flaps • ages 8+ More resources at www.seawolves.ca and www.pacificwild.org Downloaded from digital.orcabook.com Contents The Sea Wolves: Living Wild in the Great Bear Rainforest .................................1 Chapter 1: A Bad Rap .............................................................................................. 2 Chapter 2: Babes in the Woods ...............................................................................5 Chapter 3: Summertime and the Livin’ is Easier ...................................................8 Chapter 4: By the Beautiful Sea ............................................................................12 The Wolves Sea Chapter 5: The Salmon Wolves ............................................................................16 Chapter 6: Winter Wandering ..............................................................................21 Chapter 7: Friends in High Places ........................................................................25 Chapter 8: Into the Future ....................................................................................30 Appendix ................................................................................................................34 Glossary .................................................................................................................54 Suggested Further Reading ...................................................................................55
    [Show full text]
  • Yellowstone Food Web
    Yellowstone Food Web Introduction: The students will create a food web diagram. This National Science lesson takes about one or two 80 minute classes to teach the Content Standards: concept and work time on making the assignment. Life Science: This can be done prior to or after playing WolfQuest. • Populations and Ecosystems Unifying Concepts and Processes: Objectives:This activity could be done before or after playing • Systems, Order, AtWolfQuest the end of. this activity, the student will: and Organization 1. Demonstrate knowledge of energy flow in an ecosystem. 2. Know that all species depend upon the other for survival. Vocabulary: 3. Demonstrate knowledge of terms; omnivores, carnivores, Producer herbivores, and producers. Carnivore Omnivore Herbivore Interdependence Procedure: 1. Students should cut out squares and glue onto a large piece Materials: of paper forming a large circle. • Copies of animal 2. Using the provided data sheet, students should begin to sheet create arrows showing what is eating what. For example, is a • Color pencils wolf eats elk, the student should draw a line connecting the • Construction paper elk box to the wolf box. The arrow shows the flow of energy, in an ecosystem the animal that is eating is obtaining the energy. Thus the arrow for our above example should be pointing towards the wolf, not the elk. 3. Once the arrows are drawn, the students need to determine if each species is a producer, omnivore, carnivore, or herbivore. To demonstrate knowledge students should color all producers green, omnivores blue, carnivores red, and herbivores yellow. Possible extensions: . Allow students to create food web using different materials: string, plastic animals, etc.
    [Show full text]
  • Wolves and Farming
    Wolves and Farming Livestock Depredation Introduction: National Science The purpose of this activity is for students to understand the potential Content Standards: problems of raising livestock, and the role of wolves in livestock depredation. Unifying Concepts and Processes This activity should be used after playing WolfQuest. • Evidence, Models and Explanations Life Science Objectives: • Regulation and At the end of this activity, the student will: behavior 1. Understand that wolf predation on livestock is an issue with effects on both livestock owners and wolves. Science in Personal 2. Evaluate livestock management strategies and Social 3. See how their actions affect wildlife. Perspective 4. List some problems of raising livestock near predators. • Natural hazards • Risks and benefits Vocabulary: Depredation Procedure: Predator Game: Prey • Students will take the role of farmers raising cattle and sheep in an area with predators. Students will need to make Links: decisions about managing their farms so that they can remain profitable. Materials: • Each player will start with $5,000 (use play money and have • game board one person be the banker, or have students keep track on • game cards their money on a piece of paper) • one die for each • For each round have the players roll one die and move their group of 4 -6 game piece the corresponding number of spaces. (Jolly students Ranchers work great for game pieces!) • Play money for • To start the game, have each person roll the die and the each player or highest number goes first and then in a clock wise rotation. paper and pencil • The game is over once all the players have passed the • One game piece livestock sale and have collected $2000 for the sale of their per player (Candy calves and lambs for the year.
    [Show full text]
  • Arizona Jaguar and Ocelot Conservation Education Project
    Arizona Jaguar and Ocelot Conservation Education Project: K-12 Education Plan, Educational Materials, & Examples of Curricula Intra-Agency Agreement Number: G13AC00222 Co-Principal Investigators: Melanie Culver1,2 and H. Randy Gimblett2 Prepared By: Aletris Marie Neils2 and Chris Bugbee2 U.S. Geological Survey, Arizona Cooperative Fish and Wildlife Research Unit1 University of Arizona, School of Natural Resources and the Environment2 Collaborators: Sandy Anderson, Gray Hawk Nature Center Submitted to: U.S. Fish and Wildlife Service Arizona Ecological Services Office - Tucson 11 May 2015 Cite as: Neils, A.M., C. Bugbee, H.R. Gimblett, and M. Culver. 2015. Arizona Jaguar and Ocelot Conservation Education Project: K-12 Education Plan, Educational Materials, & Examples of Curricula. Final Report to the U.S. Fish and Wildlife Service under Intra-Agency Agreement Number: G13AC00222. 61 pp. 1 Jaguar & Ocelot Education Report Neils et al. 2015 Project Overview Jaguar and ocelot conservation education program The purpose of this program was to provide K-12 students with a general understanding of conservation and the importance of conserving native wildlife, and to develop and implement an education program for jaguars and ocelots in southern Arizona. In order to accomplish this task, we worked closely with Arizona educators to train, teach, and evaluate learning in the classroom and in the field. We aimed to instill not only an appreciation for Arizona jaguars and ocelots, a well-rounded knowledge of their ecology, and how they fit into wildlife communities, but also a sense of responsibility to protect these charismatic species and the habitats in which they live. Educating youth about wild cats will hopefully catalyze their interest in wildlife, and help to spread conservation messages to their parents and throughout southern Arizona communities.
    [Show full text]