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We’re excited to share this activity with you.


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What is this resource and how do I use it?
Encounter some creepy creatures with this escape room activity. Your child needs to solve clues to
find out where the key is, so they can unlock the door to escape from the monsters. Each puzzle is
different and will give your child a number. These numbers will be crucial to crack the code at the end
of the activity.
What skills does this practise? Further Activity Ideas and Suggestions

Mental Maths
If your child loves monsters, check out our Monsters activities
at the Parents’ Hub. They might enjoy this Recycled Printing
Spelling and Vocabulary Monsters Activity or perhaps they could have a go at this
Frankenstein’s Monster Marshmallows Recipe. Why not give
Stamina and Resilience
this Find the Monster Game a try?

Parents Blog Twinkl Kids’ TV Homework Help


Monsters
p e Ro o m G
c a

am
Es

You find yourself in a dark, moonlit room. A distant howl can be heard. Then,
outside the window, you can see various monsters wandering around. Some look
harmless, but some look terrifying. You try to open the door to escape, but it’s locked.
Quick! You need to find the key to unlock this door!

Solve each of these puzzles to find out where the key is. Make this even
more challenging by setting yourself a time limit for each puzzle,
so it’s a race against the clock.

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Monsters

You will need: Instructions:


• clues one to six
1. Follow the instructions to solve each of the clues.
• Cracking the Code This should give you six numbers. Make sure you
• scrap paper write them down somewhere.

• pencil or pen 2. Use the Cracking the Code page to find the
symbols that match those numbers.
• timer (optional)
3. Then, find the letters that match the symbols.

4. Unscramble the letters to figure out where the


key is. Grab the key, unlock the door and run!

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Clue One
How many zombies can
you find in this scene?

There are zombies in this scene.

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Read the clue and write the answer;

Clue Two
put one letter in each circle. Reveal the
hidden letters in the silver circles and
rearrange them to spell a number.

There are stories about this monster


Can you think of a one-eyed monster?
having no reflection, transforming into a
bat and sleeping in a coffin.

There are stories of this howling monster What is the ape-like creature who
changing at a full moon. supposedly lives in the Himalayan
mountain range?

This monster is thought to live in a large lake


in Scotland.
What letters did you find?

This monster comes from another planet.

What number could these letters spell?

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Fill in all the empty boxes so that:
Clue
ClueThree
Three • each row contains the numbers 1 to 6;
• each column contains the numbers 1 to 6;
• each 2 x 3 square contains the
numbers 1 to 6.

5 2 4 3

5 2

4 6 1 5

6 5 1 2

2 5 3

2 4 6 1

What number is in the silver box?

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Can you fit all the words into the grid?
Clue Four Identify the silver letters and unscramble
them to make a number.

3-letter words 4-letter words 5-letter words 6-letter words 8-letter words

BAT HOWL GHOST FRIGHT CAULDRON

OWL OGRE MUMMY GOBLIN WEREWOLF

YETI TROLL ZOMBIE 12-letter words


WITCH FRANKENSTEIN

What letters did you find?

What number could these letters spell?

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Solve the calculations to reveal a
Solve the calculations to reveal a hidden
Clue
ClueFive
Five
hidden picture. Each answer has a
picture. Each answer has a corresponding
corresponding colour. Colour in the
colour. Colour in the picture as you go.
picture as you go

white = 0 - 15 green = 31 - 40 dark blue = 51 and above

black = 16 - 30 purple = 41 - 50

11 x 5 9 x 10 8x8 4x4 7x3 3 x 10 7x9 6 x 12 6 x 10

12 x 8 8x9 6x5 3x9 15 x 2 11 x 2 7x4 5 x 11 7x8

6x9 5 x 10 8x6 5x9 7x7 25 x 2 7x6 9x5 7 x 10

7x3 2 x 15 2 x 10 8x3 2 x 11 2x9 10 x 2 9x3 5x6

11 x 7 10 x 3 4 x 10 8x4 5x7 20 x 2 3 x 12 5x5 7 x 11

6x4 4x8 12 x 3 3x5 3 x 11 2x7 5x8 7x5 3x8

5x5 6x6 8x5 11 x 3 7x5 4 x 10 9x4 4x8 4x6

4x7 9x2 4x9 2 x 20 9x4 3 x 12 20 x 2 5x6 3x7

8x7 6x5 5x7 12 x 3 5x8 10 x 4 8x4 4x4 11 x 6

10 x 6 6 x 11 12 x 5 10 x 4 6x6 11 x 3 25 x 3 9x9 8x9

How many squares did you leave white?

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Clue
ClueSix
Six UseUse
thethe
code below
code belowtotosolve
calculations.
calculations
solvethe
the

1 2 3 4 5 6 7 8 9 10

Step 1 Step 2
Add up all of your answers so far.

x =
+ + + =

÷ =
Step 3
Halve the total you found in Step 2.
- =
÷ 2 =

+ =

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Use the answers to each of your
clues to crack the code. Your numbers

Cracking the Code should match to the symbol and the


symbols match to letters. Where is the
key that will unlock the door?

1 2 3 4 5 6 7 8 9 10 11 12 13

14 15 16 17 18 19 20 21 22 23 24 25 26

Write down the six symbols your numbers correspond to:

a b c d e f g h i j k l m

n o p q r s t u v w x y z

Now, write the six letters your symbols correspond to:

Can you unscramble them to find out where the key is?

Quick! Grab the key,


unlock the door and
run. Good luck!

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Clue One Answers
There are 2 zombies in this scene.

Clue Two Answers


There are stories about this monster having no reflection, transforming into a bat and
sleeping in a coffin.

VAMPIRE

There are stories of this howling monster changing at a full moon.

WEREWOLF

This monster is thought to live in a large lake in Scotland.

LOCH NESS MONSTER

This monster comes from another planet.

ALIEN

Can you think of a one-eyed monster?

CYCLOPS

What is the ape-like creature who supposedly lives in the Himalayan mountain range?

YETI

What letters did you find?

VEENLE

What number could these letters spell?

ELEVEN

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Clue Three Answers

5 2 4 1 3 6

1 6 3 5 4 2

3 4 2 6 1 5

6 5 1 3 2 4

4 1 6 2 5 3

2 3 5 4 6 1

Clue Four Answers


What letters
w e r e w o l f f
did you find?
i r r TWTTWOENY
t y e t i g a What number could these
c g h o s t n letters spell?
TWENTY TWO
h o w l h b r k
w b a t l o g r e
l m i l n
c a u l d r o n l s
m t
z o m b i e e
y i
n

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Clue Five Answers

11 x 5 9 x 10 8x8 4x4 7x3 3 x 10 7x9 6 x 12 6 x 10

12 x 8 8x9 6x5 3x9 15 x 2 11 x 2 7x4 5 x 11 7x8

6x9 5 x 10 8x6 5x9 7x7 25 x 2 7x6 9x5 7 x 10

7x3 2 x 15 2 x 10 8x3 2 x 111 2x9 10 x 2 9x3 5x6

11 x 7 10 x 3 4 x 10 8x4 5x7 20 x 2 3 x 12 5x5 7 x 11

6x4 4x8 12 x 3 3x5 3 x 11 2x7 5x8 7x5 3x8

5x5 6x6 8x5 11 x 3 7x5 4 x 10 9x4 4x8 4x6

4x7 9x2 4x9 2 x 20 9x4 3 x 12 20 x 2 5x6 3x7

8x7 6x5 5x7 12 x 3 5x8 10 x 4 8x4 4x4 11 x 6

10 x 6 6 x 11 12 x 5 10 x 4 6x6 11 x 3 25 x 3 9x9 8x9

How many squares did you leave white? 2

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Clue Six Answers
Step 1

x = 20

÷ =3

- =3

+ = 12

Step 2
Add up all of your answers so far.
20 + 3 + 3 + 12 = 38

Step 3
Halve the total you found in Step 2.
38 ÷ 2 = 19

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Cracking the Code Answers
Write down the six symbols your numbers correspond to:

2=

11 =

4 = mermaid

22 = toadstool

2 = fairy 3

19 =

Now, write the six letters your symbols correspond to:

RAMURO

Can you unscramble them to find out where the key is?

ARMOUR

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