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Escape Room English: three rooms for teens

Read the clues, fix the grammar, solve the riddles, do the maths — in English. Three original rooms, six locks each, about 15–20 minutes per room.

  • Free
  • Ages 8–17
  • Level A2–B1
  • 3 rooms
  • 15–20 min
Age
Ages 8–17
Level
A2–B1
Skill
Reading · Grammar · Vocabulary
Time
15–20 min
Format
Interactive
More in the library

Escape Room English

Choose a room

Six locks per room. Every lock is an English puzzle: a reading clue, a grammar fix, a word riddle, a number or time puzzle — and a password sentence at the end.

Teacher's guide

With a class on the projector

  • Read the intro aloud, then let groups work on each clue for a minute before anyone answers. A student at the keyboard types what the class agrees on.
  • Use the hints in order: hint 1 points at where to look, hint 2 almost gives the answer. The answer button appears only after both hints.
  • Allow 15–20 minutes per room. The timer and the hint count make a natural score if two classes play the same room.

For one learner

  • Each room keeps a best time on the device (only when no answer was shown).
  • The Locked Library is A2, Station Kestrel is A2–B1, The Museum After Dark is B1.

What each lock practises

  • Reading clue: scanning a note, a log or a plan for one detail. Grammar fix: past simple, conditionals, the passive, present perfect. Word riddle: definitions and first-letter puzzles. Number puzzle: the 24-hour clock and years. Password: word order.
Answer key for teachers

Open only if you need it — the hints in the game usually get a class there.

The Locked Library · A2

  1. The envelope: Lost Cities (middle shelf, between “Deep Blue: Life in the Ocean” and “Volcanoes of the World”).
  2. The letter lock: STAR (spoke, took, ate, ran).
  3. The wall that never sleeps: clock
  4. The time box: 1920 (18:00 + 1:30 = 19:30, minus 10 minutes = 19:20).
  5. The visitor book: Jonas (Tuesday, no books, until 5:20 pm).
  6. The password sentence: Every book is a door.

Escape from Station Kestrel · A2–B1

  1. The crew log: In the gym (in the commander's jacket).
  2. MAVIS's rule check: 1 falls · 2 be kept · 3 has entered.
  3. Corridor B: DOCK (dark, oxygen, captain, key).
  4. The docking door: 1535 (16:00 minus 25 minutes).
  5. The four wires: The blue wire.
  6. The password sentence: The stars will guide us home.

The Museum After Dark · B1

  1. The floor plan: The Egypt room.
  2. The exhibit labels: Label 3.
  3. Gallery 5: portrait
  4. The history room: 1986 (1897 + 64 = 1961; 1961 + 25 = 1986).
  5. Mr Bell's notebook: Room 6 (Old Maps).
  6. The password sentence: History is waiting for you.

More challenges

Challenges