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Help your students review plot, point of view, theme, characterization, literary devices, and vocabulary in Freak the Mighty by Rodman Philbrick with this highly-engaging interactive escape room activity!



Students work in small groups and move about the classroom to five different stations to complete puzzles and activities. 

In the first station, they will ordering plot points according to the plot diagram to determine a numeric code. 

In the second station, they will match up quotes to characters and use the information they gather to reveal a secret code word.

In the third station, they will complete a multiple-choice analysis assignment about the novel to reveal a mystery word. 

In the fourth station, students work together to match up new vocabulary words from examples in the novel to their proper definition (using context clues). Once they have matched them up correctly, it will reveal a mystery word.

The final station has students decode an encryption based on hidden symbols they have to find throughout the game to reveal a quote from the novel!

Please note that students will need to have completed the novel to complete this activity. They should also have an understanding of the following: plot diagram, types of narration (first, second, and third person), types of characters (dynamic, flat, static, stock), genre, metaphor, hyperbole, simile, and onomatopoeia. 

Also note that there are no locks/keys required for this activity. It is all completed on paper and the codes and mystery words are written down, not used to open locks.



• Detailed teacher instructions for setting up the room and facilitating the activity 

• A classroom door sign to welcome students to the activity

• Signs for each of the five stations

• Student instructions for each of the five stations

• All the materials students need for each station (envelope templates, plot cards, character cards, multiple-choice reading assignment, vocabulary puzzle, encryption assignment)

• A student answer booklet where the group can record the codes and keys they find.

• A teacher answer key you can use to check the work to determine the winner. 

• Two reflection assignments to complete after the escape room. One is a reflection on the quote revealed in the final puzzle and the other is a reflection on the escape room activity.


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