Flashman in the Great Game: From the Flashman Papers 1856-1858 - Chapter 10 Summary & Analysis

This Study Guide consists of approximately 54 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of Flashman in the Great Game.

Flashman in the Great Game: From the Flashman Papers 1856-1858 - Chapter 10 Summary & Analysis

This Study Guide consists of approximately 54 pages of chapter summaries, quotes, character analysis, themes, and more - everything you need to sharpen your knowledge of Flashman in the Great Game.
This section contains 674 words
(approx. 2 pages at 400 words per page)
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Study Guide

Chapter 10 Summary

By luck, Flashy washes up in the realm of Maharaj Diribijah Singh, a steadfast friend of the British, and spends weeks resting, taking stock, and planning his return to England. Henry Lawrence has holed up in Lucknow under siege, but Flashy's friend Gen. "Gravedigger" Havelock reconquers Cawnpore three weeks after the massacre. When Flashy visits weeks later, the Bibigarh is no longer ankle-deep in blood, because Gen. Neill has forced the pandies to lick the floor clean before hanging them. Having known many of the victims, Flashy approves, as does British public opinion for years, until liberal writers begin claiming that Christians should know better. Flashy cannot understand why British sins are always painted as blacker.

When it is safe, Diribijah Singh returns the refugees to Cawnpore, where Flashy tells his story to grumpy old Havelock, who assigns him to his staff as...

(read more from the Chapter 10 Summary)

This section contains 674 words
(approx. 2 pages at 400 words per page)
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Study Guide
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