Mission Cards

On a small foldout card, the secret agent (student) is given three pieces of information: their location, their mission and the gadgets with which they have to solve their mission.

Build a picture about the room in the tower. It is a tall round tower, like one you might find on a castle. It is solid but old and a little crumbly. The only way into the room is via a solid wooden door with a sliding peep hole so the guards outside can keep an eye on you. It is locked and they have the key.

But feel free to create your own room and tower.

You can make the task as hard or easy as you like. If the child is making quick progress, add a barrier, such as, the guards know you are trying to escape and come straight for you. You also see that they have a dangerous weapon, etc.

Another mission could be:

You can use these cards as an interactive class exercise, so that not only the chosen child gets to suggest ways to solve their mission but suggestions are taken from the whole class.

Also, try describing the mission, explain the gadgets and ask the class to do one of two writing exercises.

1) Write a description of how the mission could be solved.
2) Write a story, with you or an invented character as the secret agent.

Click on the “More ideas” arrow for Gadget ideas.

Good luck!

LOCATION

You are a prisoner in a tower above the sea.

MISSION

You have 24 hours to escape from the tower and stop the evil Mr Blue from poisoning the world’s water supplies with a deadly algae.

GADGETS

 • Mini helicopter in your back pack.
 • Invisibility Cream
 • Stinkbomb
 • Antidote to stop the deadly algae

MISSION 1

MISSION 2

LOCATION

You are locked in a cylindrical room, tied to a small platform that is slowly being lowered toward a pool of sharks.

MISSION

Escape from the room and stop Mr Blue from abducting the wealthy Prince of Pantssadovia.

GADGETS

 • Hypno Ray Gun
 • Laser
 • Personal Flying Device