Adventures of Huckleberry Finn: Huck Finn Escape Room (Breakout EDU)

Grade Levels
9th - 12th
Formats Included
  • PDF (28 Google Slides (with Speaker Notes for all Puzzles / Locks), 1 page instruction manual)
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The Duke and The King are up to their old tricks! Can you rally the band of Tom Sawyer's Gang to expose these two frauds before it's too late? Drive student engagement through the roof with this comprehensive Escape Room simulation in a race against the clock as students use knowledge of the plot, characters, setting, and events of Mark Twain's Adventures of Huckleberry Finn -- the quintessential coming-of-age adventure of American literature!

This Escape Room is designed to test your students’ knowledge of Adventures of Huckleberry Finn in a high-energy end-of-unit collaborative activity, where student groups will race against the clock to save Huck and Jim from The Duke and The King's slimy money-making schemes.


There are five different puzzles in this game, all of which can only be unlocked by correctly solving a total of 46 themed clues testing the following concepts:

• Jackson’s Island Firewood Hunt - Close Reading (six clues)

• Secret Symbols of Tom Sawyer’s Gang - Plot (eight clues w/ cipher)

• St. Petersburg Map Puzzle - Setting (eight clues w/ cipher)

• Secret of Miss Watson's Will - Quote Identification (16 quotes w/ 2 ciphers).

• Iconic River Adventure TimelineWill - Chronology / Symbolism (8 clues w/ cipher)

Please note: this escape room scenario is designed to be compatible with the kit provided by Breakout EDU. Great people, FANTASTIC product, and I cannot say enough good things about how much I love their creativity, innovation, and student-centered classroom approach.

*(Note: Not ready for a full-class Escape Room? No problem. Teachers can use these same interactive puzzles as stand-alone activities to be completed in small groups across multiple days of the unit!)

+Step-by-step teacher walkthrough of the solutions to all game puzzles.

+ Fully customizable Google Slides download contains plug-and-play Escape Room scenario and review game that can be put in place TODAY if your classes have finished reading Adventures of Huckleberry Finn.

If you already own a Breakout EDU kit, this scenario can be implemented immediately. Don't own a Breakout EDU kit? Don't worry! The download walks you through how to create your own escape room *for free* simply by printing the puzzles and replacing the keyed locks with puzzle-specific passwords (or Google Forms).

High energy, visually stunning, and fully immersive -- this is a class escape room done right. Driven by student collaboration, competition, and communication skills: it's unit-ending activity that your classes will NEVER forget.

Good luck with your escape room!

- John


Want more Escape Rooms?

Comprehensive End-of-Unit Escape Rooms designed for Breakout EDU:

Escape Room: Adventures of Huckleberry Finn

Escape Room: Death of a Salesman

Escape Room: Emerson, Thoreau and American Romanticism

Escape Room: Hamilton

Escape Room: Poetry of Walt Whitman and Emily Dickinson

Escape Room: To Kill a Mockingbird

Shakespeare Escape Rooms designed for Breakout EDU:

Hamlet's Mouse-Trap

The Merchant of Venice: Shylock's Revenge

Romeo & Juliet

Or try a game-changing REVERSE Escape Room to break IN to a new unit (no Breakout EDU kit needed):

Get to know #QRBreakIN

Check out the entire lineup of #QRBreakIN REVERSE Escape Rooms

Total Pages
28 Google Slides (with Speaker Notes for all Puzzles / Locks), 1 page instruction manual
Answer Key
Teaching Duration
90 minutes
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