Jungle Fever
The gate of Castle Grayskull, closed
left-pointing gray power sword right-pointing gray power sword
a TV screen
S1:E57

67057

November 25, 1985
Gray TV button Gray TV button
A television, with sections on the right reading from top to bottom: Episode Number, Episode Code, Original Air Date, and Stills.
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Writer
Don Heckman

Director
Mark Glamack

Snapshot
An unfortunate series of events leaves Princess Adora roaming the wilds of Beast Island - with amnesia! She'll have to earn the respect of the warlike local populace to get out of her fix, remember who she is - and remember what her magic sword can do. But in the meantime, even without her memory, Adora will be happy to tell the natives all the things that are wrong about their society and culture. Thanks, Adora!

Heroic Warriors
Spirit, Princess Adora (She-Ra)

Evil Warriors
Grizzlor, Imp, Hordak, Catra, Rattlor

Other Characters
Horde soldiers, silverfish-like prison bug, hairy dinosaur, Pooka, Tondi, various natives (including Korg, Jamilla), Great Beast, wild snorters

Vehicles
Horde tanks, Horde "sneaker"

Plot summary
Though Hordak doesn't seem to take as much personal solace from the act of surveillance as Skeletor does, he still has his employees watching the video screens from time to time, and this morning the practice pays dividends. Grizzlor and Imp, manning the desk, spot Princess Adora on the back of Spirit, riding through a forest. Hordak and Catra happen to be standing just nearby, and Hordak declares it's finally time to do away with the former force captain who's been such a rebellious thorn in his side. He orders that she be surrounded, captured, and taken to the infamous prison on Beast Island.

Adora, unaware of the watchers who mean her harm, unwittingly plays into their hands by sending Spirit on ahead to the rebel camp, declaring that she'd like to walk the rest of the way. She's therefore all by herself when she is suddenly completely surrounded by Horde soldiers and tanks. A Horde flying machine hovering overhead informs Adora by loudspeaker that she is now a prisoner. Sure enough, the next scene transition sends us to Beast Island, where Adora is already incarcerated. Having been previously unable to transform into She-Ra in full view of her captors, Adora still feels that she has to find her way out of the prison cell without resorting to her superpowered alter ego (even though, as we'll discover, she apparently has not been stripped of her sword of protection). The princess therefore looks about her and finds a likely ventilation grate set in the wall, with a vine growing from it. She pries the grating loose and follows the shaft out.

The shaft leads to the exterior of the prison, but our high-profile prisoner has been given a high-rise cell: Adora is on a ledge many feet above the ground, gripping the outer wall of a lofty tower. Never one to let a dangerous height stop her, our heroine immediately leaps from the tower, fleeing the prison guards who've already spotted her. Her acrobatic vine-swings and somersaults down towards Beast Island's jungle end in a catastrophic mishap, however, when a broken branch sends her crashing into the ground. Our princess has been knocked unconscious!

She awakes some time later, very disoriented. In fact, Adora can no longer remember who she is! All that is left in her mind is the distinct sense that she's in danger, so she gets to her feet and moves further into the jungle. Her path puts her in earshot of a young voice shouting threats; when she follows the sound, Adora finds a young boy in primitive clothing in a one-on-one battle with a large, hairy, dinosaurish beast. Even with amnesia, our princess is addicted to saving people, so she wades right into the fray, separating the two combatants and chasing the beast off.

This leaves the boy - who, as we'll eventually learn, is named Tondi - very irritated with her. As Tondi explains, he was in the middle of a coming-of-age trial, and was meant to kill the beast to prove that he was worthy of his tribe's title of Beast Warrior. The rest of the tribe, who were apparently waiting nearby to witness the outcome of the trial, show up to further condemn the blonde stranger. They restrain Adora with a bolas and decide she will have to be taken back to their village to face judgment from their ruling council. One of the natives prudently takes away Adora's sword, extracting it from the invisible sheath on her back (it was still there because, we have to assume, the Horde prison guards like to give their prisoners a fighting chance).

Back at the village, the natives argue over what to do with the "outlander." The two main voices in the discussion are those of Jamilla (Tondi's father, who seems to hold some position of leadership in the tribe) and Korg. Jamilla feels that some lenience should be shown to the stranger, who after all is unfamiliar with their customs; but the suspicious and angry Korg demands they follow the law, which dictates that anyone interfering with ceremonies be fed to the Great Beast. Jamilla reluctantly agrees, so Adora is tied to a post and the natives blow a conch shell, summoning another dinosaur-like creature. This one, like the creature Tondi was fighting, also looks like a T-Rex, but it has spikes on the sides of its head and is less hairy.

Adora sees that she's in a bit of a pickle, and will have to use all the muscle memory she can muster to avoid ending the day in the beast's digestive tract. She wriggles her way free of her bonds and puts on a display of acrobatics that keeps her out of the beast's jaws (and its freeze ray!), at the same time greatly impressing the watching crowd of natives. Deciding that Adora should have a fighting chance like any fellow warrior, Korg tosses her her sword; but the princess doesn't believe in killing indiscriminately. She actually gets the feeling that she can communicate with the Great Beast; and sure enough, learns telepathically that the creature is called to the blown conch because it sounds like the distress call of a fellow creature. Promising on behalf of the tribe that the conch will never be blown again, Adora sends the animal on its way.

In the wake of these exciting events, our natives once again have to call up a council meeting. Korg is (understandably) angry that Adora has meddled in their sacrificial practices and long-established legal system, sees her animal communication talent as witchcraft, and feels that she still needs to be punished. Jamilla, impressed with her agility and resourcefulness, believes Adora should be granted the title of Beast Warrior. This time, Jamilla's side wins the argument, and Adora is spared. She doesn't have any interest in becoming a Beast Warrior, however: Adora would rather lecture the natives on their immoral lifestyle. It's wrong (she pronounces) to keep killing the beasts of the jungle, when what the natives should be doing is living in harmony with them. Jamilla explains that they have no choice: their only fresh water supply is a meager stream, not sufficient to sustain both the animals and the people, so the natives have been regularly thinning the herds.

While our blonde princess is busily teaching native children about insects, saving Tondi's pet Pooka from wild snorters with her absurdly superior knowledge of wildlife, and in general just breaking Star Trek's Prime Directive left and right, the bitter Korg is doing his own share of meddling. Not satisfied with the decision of the council, Korg takes another tribesman into his confidence, explaining that he has gained knowledge of the outer world. Korg has encountered the other inhabitants of the island - the Horde - and suspects they'd be happy to take the blonde stranger off the natives' hands. He and his partner therefore hike their way over to the Beast Island prison and give information of the escaped prisoner to Grizzlor, who calls up Hordak on the gigantic jumbotron video communicator. Hordak orders Grizzlor and Rattlor to follow Korg and his man back into the jungle to retrieve his stray ex-force captain.

Before they come upon their prey, the Hordesmen encounter the Great Beast, who (as Korg explains) is tame without the provocation of the conch horn. Deducing that the right sound would rile it up again, Grizzlor urges Rattlor to do some rattling. This sound, it turns out, is just as maddening as a conch, if not more so. The Great Beast sets off on a rampage, which puts it right in the path of Princess Adora. Our heroine finds that her previous methods of communication are useless against the enraged creature, and she can only do her best to leap clear of its stomping feet and swiping claws. One of her athletic evasions leaves her shaken on the ground, and finally jogs her memory back into place. Adora remembers who she is! She also remembers a great way she can get out of her predicament.

It involves - you guessed it - raising her sword aloft and speaking some choice magic words. It's taken most of the episode, but She-Ra is finally here! Grizzlor and his Horde compatriot, watching the battle from nearby, realize that She-Ra is an even greater prize than Adora. Contrary to all previous evidence, Grizzlor decides that he is up to the task of capturing the heroine, and moves in for the attack. She-Ra quickly reminds him of why she's managed a 57-episode undefeated streak, taking out both him and Rattlor. The absence of Rattlor's rattling easily convinces the Great Beast to calm down.

Hordak, monitoring the battle from afar, decides that what would really help is a forest fire; so he sends off his spy Imp to light up some trees. Imp quickly obeys his master, so now She-Ra has to put out some flames. She decides she can simultaneously fight the fire and solve the jungle's water shortage problem, by pushing a mountain lake down on the plains. She'll just need the help of the now-cooperative Great Beast; and the excited Tondi, who really likes this superpowered blonde lady he's just met, begs his father's permission to come with. The party scales the mountain and Tondi watches as the beast and the beauty shove the mountaintop and send water cascading down over the fire.

Looks like the day is saved! But wait: danger is still in the offing. She-Ra's landscaping has caused a bit of an avalanche up on the mountain, and Tondi sees that the Great Beast is in danger of falling from a crumbling ledge. In the process of shooing the monster to safety, the boy ends up trading places with the creature, and finds himself dangling by one hand from the perilous heights! Fortunately She-Ra is there to save him with her sword's lasso, then carry the boy back to his father. There then follows an epilogue in which the natives thank She-Ra for saving them and teaching them that their culture was wrong and bad, but I've already devoted far too many words to this aggravating story's plot summary, so let's just move on, shall we?

Memorable lines

Animation Loops
N/A

sheraTransformations
One partial (missing Spirit/Swift Wind sequence)

Where's Loo-Kee?
4:55 - Loo-Kee, showing himself to be a brave little elf, is once again hanging out on the dangerous Beast Island. We caught him doing this in 67012 as well. Here, his head can be seen peeking upside-down from the bottom edge of some tree fungus, screen right, as Adora wanders through the jungle.
Did I spot him? YES!

PSA
Taking something positive from this complete train wreck of an episode, Loo-Kee advises us that, like Tondi learned in this story, we should learn to be "Beast Protectors" and not "Beast Warriors." That is, we should be kind to animals. He said something similar to conclude 67049's "For Want of a Horse."

Connected episodes
Wayward child learns a valuable lesson: I actually hate having to connect this dismal episode with any other episode, but its use of the "wayward child" trope is inarguable. Tondi (and, by extension, all the people of the jungle) learn from the superior, light-haired and white-skinned interloper Adora (and She-Ra) that they have been living their lives all wrong, and need to be at harmony with the other creatures of the jungle, rather than hunting them. God I hate this episode!

Firsts/Lore

Commentary