Flashman in the Great Game: From the Flashman Papers 1856-1858 Quiz | Two Week Quiz A

This set of Lesson Plans consists of approximately 96 pages of tests, essay questions, lessons, and other teaching materials.

Flashman in the Great Game: From the Flashman Papers 1856-1858 Quiz | Two Week Quiz A

This set of Lesson Plans consists of approximately 96 pages of tests, essay questions, lessons, and other teaching materials.
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Lesson Plans
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This quiz consists of 5 multiple choice and 5 short answer questions through Chapter 8.

Multiple Choice Questions

1. What does Wheeler command his men to do after the second attack?
(a) Sing.
(b) Pray.
(c) Surrender.
(d) Write letters.

2. Why do the British allow Ignatieff free?
(a) He would make a good spy.
(b) So he can report back to Russia.
(c) To avoid a diplomatic incidet.
(d) He has done nothing wrong.

3. What is a sepoy?
(a) A prince.
(b) A soldier.
(c) A prostitute.
(d) A peasant.

4. Where does Flashman have to meet Ilderim after he has put on his disguise?
(a) Cow Palace.
(b) Bat Place.
(c) Bull Temple.
(d) Rat Church.

5. Why does Flashman act surly at the barracks?
(a) To attract the woman.
(b) To create trouble.
(c) So people will avoid him.
(d) So he can get more food.

Short Answer Questions

1. What kind of building is Jhansi?

2. Who does Nicholson say are angering the natives?

3. What country does Flashman discuss with Scud East?

4. Who does Nicholson say the Government-General is too soft with?

5. What is the name of Valla's aunt?

(see the answer key)

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