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Mr. Lehmkuhl's GATE Class

Something is hidden in this picture. A good mythologist looks closely. Secrets found: 0 of 4

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

⛵ The Odyssey Voyage (kids' unit)

Teacher note

Case 1 is made of four game lessons that open in order: The Flight of Icarus, The Missing Season, Thunder Makers, and The Labyrinth. A lesson counts as finished when its card pack has been opened. Finishing all four unlocks the Guild door, a matching puzzle with one locked-in try, and the door solves Case 1. Behind the door is the Myth Machine, where students build one myth from picture choices, with a single change allowed. Keeping a myth earns two reward cards (the student's own myth and a gold Case 1 seal) and turns seal 1 on the map gold. Case 2 has all four lessons, Out of the Gap, The Stone Switch, Mountain Against Mountain, and The Older Story, which open in order once Case 1 is solved. Finishing all four opens the family tree wall, a matching puzzle with one locked-in try, which solves Case 2 and earns two reward cards. The rest of Case 2 and Case 3 has its four lessons, The Palace on the Mountain, The Golden Apple, Prometheus and the Fire, and Good or Powerful?, which open in order once Case 2 is solved. Finishing all four opens the Council Chamber, where students seat the twelve gods by sign and job with one locked-in try, which solves Case 3 and earns two reward cards. Case 4 (Delphi) is being built one lesson at a time. Its first four lessons, The Middle of the World, Ask the Oracle, The Great Empire, and The Prophecy That Fulfilled Itself, open in order once Case 3 is solved. Finishing all four opens the Oracle\'s Verdict, where students sort six predictions with one locked-in try and then build a prophecy of their own that fits two futures. That solves Case 4 and earns two reward cards. Case 5 (The Hero Roads) is being built one lesson at a time. Its first four lessons, The Unbeatable Lion, The Mirror Shield, The Clashing Rocks and Dig Up the Heroes' City, open in order once Case 4 is solved. Finishing all four opens Build a Hero, where students sort six hero moments with one locked-in try and then build a hero of their own. That solves Case 5 and earns two reward cards. Case 6 (The Edges of the Map) is being built one lesson at a time. Its first four lessons, The Edge of the Map, A Strait With a Monster, An Island With a Giant and The Giant Who Holds the Sky, open in order once Case 5 is solved. Finishing all four opens the Monster Workshop, where students sort six monsters by where they came from with one locked-in try, then make a monster of their own. That solves Case 6 and earns two reward cards. Case 7 (The Underworld) is being built one piece at a time. Its first four lessons, The Ferryman\'s Coin, The Dog at the Gate, The Rock That Rolls Back and A Gold Map for the Dead, open in order once Case 6 is solved. Finishing all four opens Put the Underworld Together, where students sort six pieces of the Underworld by what they show with one locked-in try, then write a gold tablet of their own. That solves Case 7 and earns two reward cards. Case 8 (Troy) has four lessons, The Horse Outside the Walls, The Hill of Many Cities, Letters From a King and Songs Before Books, which open in order once Case 7 is solved. Finishing all four opens Put Troy Together, where students sort six clues about Troy by what kind of clue they are with one locked-in try, then build a case file of their own. That solves Case 8 and earns two reward cards. Case 9 (The Long Way Home) has four lessons, Nobody in the Cave, The Song You Can’t Resist, The Cattle of the Sun and Home at Last, which open in order once Case 8 is solved. Finishing all four opens Put the Long Way Home Together, where students sort six moments from the journey by how Odysseus got through, with one locked-in try, then build a survival plan of their own. That solves Case 9 and earns two reward cards. Case 10 (Athens) has four lessons, A Morning in the Agora, Festival Day, Play Day at the Theater and School and Stories, which open in order once Case 9 is solved. Finishing all four opens Put Athens Together, where students sort six moments from Athenian life by whose life they show, with one locked-in try, then write a postcard from Athens. That solves Case 10 and earns two reward cards. Case 11 (Echoes) has four lessons, Names on the Street, Sayings and Stories, Stars and Space and Heroes Today, which open in order once Case 10 is solved. Finishing all four opens Put Echoes Together, where students sort six echoes from today into names, sayings and story patterns, with one locked-in try, then write an echo report. That solves Case 11 and earns two reward cards. Case 12 (The Master's Case) has four lessons, The Palace at Knossos, Zeus on Crete, Inventors of Crete and Reading the Clay Tablets, which open in order once Case 11 is solved. Finishing all four opens Open the Master's Case, where students sort six clues by what kind of clue they are (dug up, written down or told out loud), with one locked-in try, then write a Mythologist's Motto. That solves Case 12, opens the Master's Case, and earns two reward cards and the Master Mythologist rank. Progress is saved on this device only. Enter the teacher code to test ranks and unlocks.