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The False Alarm, an escape room on Aesop's Fables, Wise Warnings

Aesop's Fables · Wise Warnings

The False Alarm

An escape room on Wise Warnings of Aesop's Fables by Aesop

A boy shouts that a wolf is coming, a grasshopper sings while the ant works, and the wind and the sun hold a contest. Seven locks test what you know of Wise Warnings of Aesop's Fables.

Students solve seven self-checking locks and earn a word from each. At the last lock they put two of those words together to answer the final clue.

Play the free taster (2 of 7 locks)Members: full room

The taster runs in the browser, with nothing to install. Members share a private class link that opens all seven locks.

What's inside

  • 7 self-checking locks: a crossword, scrambled names, a secret message, who's who, make the pairs, odd one out and a final lock
  • Characters in this room: the Shepherd Boy, the Ant, the Grasshopper, the Town Mouse, the Country Mouse, the North Wind, the Sun, the Milkmaid
  • Grades 3–6; works with any edition
  • No logins and nothing to install; progress is saved in the browser
  • Takes about one lesson

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.

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