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Classic literature escape rooms

Self-checking escape rooms on the books of the classical curriculum, from Aesop and Alice to Dante, Austen and Dostoevsky: 166 rooms on 35 books, one for each section, arranged by the grammar, logic and rhetoric stages.

No logins and nothing to install: students open a link on any Chromebook, laptop or tablet. Try the first two locks of any room free.

Grammar stage (Grades 3–6)

Aesop's Fables

Grades 3–6 · 3 rooms

The Wind in the Willows

Grades 3–6 · 4 rooms

The Merry Adventures of Robin Hood

Grades 3–6 · 5 rooms

Alice's Adventures in Wonderland

Grades 3–6 · 4 rooms

Heidi

Grades 3–6 · 5 rooms

Black Beauty

Grades 3–6 · 4 rooms

The Secret Garden

Grades 3–6 · 5 rooms

The Adventures of Pinocchio

Grades 3–6 · 4 rooms

Logic stage (Grades 6–9)

Treasure Island

Grades 6–9 · 5 rooms

Kidnapped

Grades 6–9 · 5 rooms

Robinson Crusoe

Grades 6–9 · 5 rooms

The Adventures of Tom Sawyer

Grades 6–9 · 5 rooms

A Christmas Carol

Grades 6–9 · 5 rooms

Anne of Green Gables

Grades 6–9 · 5 rooms

The Call of the Wild

Grades 6–9 · 4 rooms

Beowulf

Grades 6–9 · 3 rooms

Sir Gawain and the Green Knight

Grades 6–9 · 4 rooms

Rhetoric stage (Grades 9–12)

Greek Tragedy

Grades 9–12 · 5 rooms

The Histories

Grades 9–12 · 5 rooms

The Trial and Death of Socrates

Grades 9–12 · 4 rooms

The Republic

Grades 9–12 · 5 rooms

Confessions

Grades 9–12 · 5 rooms

Inferno

Grades 9–12 · 6 rooms

The Canterbury Tales

Grades 9–12 · 5 rooms

Paradise Lost

Grades 9–12 · 6 rooms

The Pilgrim's Progress

Grades 9–12 · 4 rooms

Pride and Prejudice

Grades 9–12 · 5 rooms

Frankenstein

Grades 9–12 · 5 rooms

Jane Eyre

Grades 9–12 · 5 rooms

Great Expectations

Grades 9–12 · 6 rooms

Crime and Punishment

Grades 9–12 · 6 rooms

The Scarlet Letter

Grades 9–12 · 5 rooms

Adventures of Huckleberry Finn

Grades 9–12 · 5 rooms

For teachers

Each room covers one section, and every answer comes from it, so it checks reading as well as recall. The seven locks:

  1. Crossword — ten names, places and key words from the section.
  2. Scrambled names — unscramble seven names or words, with a clue for each.
  3. Secret message — decode a shift-three cipher and answer the riddle it asks.
  4. Who's who — match eight characters to what they do.
  5. Make the pairs — complete four pairs from a set of cards.
  6. Odd one out — six rows on characters, places and events: find the one that does not belong.
  7. The last lock — choose two of the words earned in locks 1–6 to answer the final clue.

Most students take 30 to 45 minutes. They can work alone or in pairs on any device with a browser, or you can project the room and solve it together. Every answer checks itself, and progress is saved in the browser, so a room can be split across two lessons.

Questions

Which edition or translation do the rooms use?

Any. The rooms ask about characters, places and events in their own words, and the rooms on translated books quote no translation, so they work with whichever edition your class reads.

How are the rooms organised?

Each book is split into sections of a few chapters, books or stories, with one escape room for each, so students can do a room as they finish each section or work through them all as review.

Which grades are they for?

They follow the classical stages: grammar-stage books for grades 3–6, logic-stage books for grades 6–9 and rhetoric-stage books for grades 9–12. Each book's page gives its grades.

Do students need accounts?

No. Students open a link on any Chromebook, laptop or tablet. There is nothing to install, and progress is saved in the browser so a room can be finished another day.