Welcome, Apprentice
For thousands of years, people have told stories about gods, heroes, and monsters.
Most people only ask what happens in the story. The Guild asks harder questions. Why did people tell it? What were they afraid of? Could any of it be true?
You will not be asked to memorize the answers. You will be asked to investigate them.
The Mythologists' Guild
This is the Guild's map of the Greek world. Each numbered seal is a case. Click a seal to read its question and see its lessons. Cases open in order.
Stories people told
Myths, and what the Greeks said about them.
Things people left behind
Objects, buildings, and writing we can still look at today.
Empty for now. Your cases will fill this shelf.
Questions nobody has settled
Puzzles that experts still argue about.
Empty for now. Your cases will fill this shelf.
The Guild door
Build your own myth
Case 1 complete!
Your myth is now a card, and the Guild has stamped Case 1 in gold. Click a card to flip it over.
The family tree
Case 2 complete!
Your family tree is now a card, and the Guild has stamped Case 2 in gold. Click a card to flip it over.
The Council Chamber
Case 3 complete!
Your council is now a card, and the Guild has stamped Case 3 in gold. Click a card to flip it over.
The Oracle's Verdict
Now make a prophecy of your own
The best oracle answers could fit two futures. Pick a question, then pick three pieces. Every combination is a riddle that could mean yes or no.
1. The question
2. The thing that speaks
3. What it does
4. What it works on
Case 4 complete!
Your prophecy is now a card, and the Guild has stamped Case 4 in gold. Click a card to flip it over.
Build a Hero
Now build a hero of your own
Heroes in these stories did not win by strength alone. Pick a name, a problem, a plan, and some help. Your hero will become a card.
1. The hero's name
2. The problem
3. The plan
4. The help
Case 5 complete!
Your hero is now a card, and the Guild has stamped Case 5 in gold. Click a card to flip it over.
The Monster Workshop
Now make a monster of your own
A good monster starts with something real. Pick a name, a place, the real thing people noticed, and what the storytellers said. Your monster will become a card.
1. The monster's name
2. The place
3. The real thing
4. What the storytellers said
Case 6 complete!
Your monster is now a card, and the Guild has stamped Case 6 in gold. Click a card to flip it over.
Put the Underworld Together
Now write a gold tablet of your own
Real gold tablets gave the dead directions for the road. Write one for a ghost. Pick a name, something to bring, a warning, and a hope. Your tablet will become a card.
1. Whose tablet
2. Something to bring
3. A warning for the road
4. A hope
Case 7 complete!
Your gold tablet is now a card, and the Guild has stamped Case 7 in gold. Click a card to flip it over.
Put Troy Together
Now build your own Troy case file
A case file holds what a detective found. Build yours from the clues you saw. Pick a name, your best clue, a mystery that is still open, and your verdict. Your case file will become a card.
1. Detective
2. My best clue
3. A mystery still open
4. My verdict
Case 8 complete!
Your case file is now a card, and the Guild has stamped Case 8 in gold. Click a card to flip it over.
Put the Long Way Home Together
Now build your own survival plan
Odysseus survived by thinking, planning and waiting. Build a plan for your own hero. Pick a name, a danger, what the plan uses, and a rule for survival. Your plan will become a card.
1. Hero
2. The danger
3. The plan uses
4. A rule for survival
Case 9 complete!
Your survival plan is now a card, and the Guild has stamped Case 9 in gold. Click a card to flip it over.
Put Athens Together
Now write a postcard from Athens
A good mythologist asks questions as well as collecting stories. Write a postcard from Athens by picking a name, a place, a story you hear, and a question you would ask. Your postcard will become a card.
1. Your name
2. Where you are
3. The story you hear
4. A question you would ask
Case 10 complete!
Your postcard is now a card, and the Guild has stamped Case 10 in gold. Click a card to flip it over.
Put Echoes Together
Now write an echo report
A good mythologist can hear an echo and follow it back to the story. Write an echo report by picking a name, where you found an echo, the old story behind it, and something you noticed. Your report will become a card.
1. Your name
2. Where you found the echo
3. The old story behind it
4. Something you noticed
Case 11 complete!
Your echo report is now a card, and the Guild has stamped Case 11 in gold. Click a card to flip it over.
Open the Master's Case
Now write your Mythologist's Motto
A Master Mythologist knows how to use every kind of clue. Write your own motto by picking a name, the clue you trust most, what you will always ask, and a promise. Your motto will become a card.
1. Your name
2. The clue I trust most
3. What I will always ask
4. My promise
The Master's Case is open!
Inside is the Guild's last secret: every story hides a question, and you know how to ask it. Your motto is now a card, and the Guild has stamped Case 12 in gold. You are a Master Mythologist. Click a card to flip it over.
The Card Vault
Every card you earn is kept here. Click a card to flip it over and see how we know. Empty places show what is still out there.
No cards yet. Each game below gives a card pack when you finish its whole lesson.
More sets are on the way.
My Codes
Your progress is saved on this computer. If its history is ever wiped, your codes bring it back. After each lesson and each case finale, come here and write down the newest codes.
Use a code
Type a code you wrote down, from this page or from a lesson page.
The Owl's Theater
Every lesson you finish gets recorded on a tape. Click a tape to pop it into the old TV and watch a full review of what you found out. Watch as often as you like.