We are caught in an infinite loop! Someone has re-written our classroom code and we are stuck. We will keep having the same day over and over unless we can find the correct code to de-bug the system. The correct code has been locked in the Breakout EDU box - once we figure out the combos, we will can escape the loop and move forward.
3-DIGIT LOCK = 1-3-5
4-DIGIT LOCK = 8-6-7-1
ABC MULTILOCK = POINT
DIRECTIONAL MULTILOCK = RIGHT - DOWN - LEFT - DOWN - BLANK (You'll need to use a spare ring from the ABC lock to have four directions) or UP -RIGHT -DOWN -UP -DOWN (They will only need 5 directions)
Large Breakout EDU box with hasp Direction Lock, 4 Digit Lock, Word Lock, and Key Lock attached. Place the We Escaped the Loop and We Broke Out signs inside the box.
3 Digit Lock box with the strip with 4 colors for the 4 Digit Lock number order. You should have one strip for each group.
Print all digital resources and spread clues around the room. You will want more than one copy of the clues so more than one group may work on a clue at the same time.
Print one copy of the lock recording sheet for each group.
1. Key Lock : Message Written in Binary. Choose one or use both messages, hiding a key in each spot.
You may place the message written in Binary and the Binary Code Chart together, or in different spots. The students will need to de-code the message to find the location of the key.
Look under the cup. or Look Near the Door. You may hide the actual keys, or hide something that the students will turn in to you for the key, such as a slip of paper with the word key written in Binary.
2. Digit Lock Box: 135
You will need 10 cards, 5 red, 3 spades and 2 clubs. (Use real cards, or print some from the resources, either print in color, or indicate color some other way.) The students will use the If Then Else statement to determine the points for each card. When they add them up, they will get 135. There are 3 different versions for different grade levels. You may make it more difficult if you wish my adding more cards, understanding you will need to figure out the new combination for the lock.
:Using the if RED then +20, If Else clubs, -5, ELSE(meaning everything else not red or a club) +15. What it means, the five RED cards will have a value of +20 each (If RED, then +20) for a total of 100.
The two clubs each have a value of -5 for a total of -10. Then 3 spades (have a value of +15 for a total of 45. 100 -10 +45 = 135.
3. Direction Lock : RIGHT, DOWN, LEFT, DOWN (easier) or UP, RIGHT, DOWN, UP, DOWN (more difficult)
Students need to put the programming blocks in order to move the character through the maze. When the blocks are in the correct order, the UV flashlight will reveal the direction words in order for the direction lock. There are two versions of the maze, one easier, one more difficult. You will need to print the MAZE and matching direction blocks. You might also have a small character or game piece that the students can move around the board.
The easier combination is RIGHT, DOWN, LEFT, DOWN.
Write the word DOWN ( or a down arrow) in invisible ink on both of the MOVE FORWARD 2 blocks. Write RIGHT (or a right facing arrow) on the MOVE FORWARD 5 block. Write LEFT (or a left facing arrow) on the MOVE FORWARD 3 block.
The More difficult combination is UP, RIGHT, DOWN, UP, DOWN
Write the word UP (or an UP arrow) on the MOVE FORWARD 2 blocks, Write RIGHT (or a right facing arrow) on the MOVE FORWARD 3 block, Write DOWN (or a down facing arrow) on the MOVE FORWARD 1 blocks.
4. Word Lock : POINT
Letter grid and arrow directions. Students will use the arrow directions to figure out the letters of the word POINT. There are two versions of clues, one easy, one more complicated. Both versions spell the word POINT. You may choose to hide the direction sheet, or place it in a different spot that the letter chart. With multiple copies of this clue, more than one group may work on it at a time.
5. Digit Lock : 8671
Use the printable colored dot board, or create your own with a Twister Board or large pieces of paper. If printing the colored board have a small block or person (Lego person) that they may move as they read the directions. Add the numbers and indicate start if using a Twister Board. If you do not want to write on your Twister Board, write the numbers on Post-its or have a copy of the printed board and the students will need to consult the printed board as they walk the directions on the real Twister Board.
One student reads the directions (as the programmer) and another student follows them (computer.) Each direction will lead them to one number of each color. If using a Twister Board, students will be able to take off shoes and direct each other to walk the directions, otherwise they will direct the movements of a small character on the printed board. The reader is the programmer, the student on the board is the computer.
Print the pattern RED, YELLOW, GREEN, RED, BLUE to indicate order of the numbers 8671 and place a copy of the strip for each group in the 3 digit Lock Box. (Or use the Clue ROY G BIV or image of a Rainbow to indicate rainbow order - 8671)
Two versions of the directions are included, easy and more difficult.
Finishing the Game
The 3 digit box will be unlocked by the groups along the way. Have each group approach this box in turn as they will need the colored strip (or rainbow image) to figure out the order of the numbers in the four digit lock combination.
When the students have the combinations to the 4 digit lock, directional lock, and Word Lock and have found the Key lock , they may approach the Breakout EDU box and try to open the Locks. If they are successful, they will retrieve one of the "We Escaped the Loop!" signs.
There should be copy of the sign for each group.
If you wish to edit any of the files in the resource folder to adapt them to your class, you will need to make a copy of the file first and add it to your own drive.