Flashman in the Great Game: From the Flashman Papers 1856-1858 Test | Final Test - Easy

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 Test | Final Test - Easy

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
Name: _________________________ Period: ___________________

This test consists of 15 multiple choice questions and 5 short answer questions.

Multiple Choice Questions

1. What does Gen. Neil force the pandies to do before hanging them?
(a) Kiss each other.
(b) Lick the floors clean.
(c) Cut out their tongues.
(d) Convert to Christianity.

2. What password does Rowbothan use in chapter seven?
(a) Rule the wave.
(b) Sum.
(c) Britannia.
(d) Fun loving.

3. What do the young British officers chant in this chapter?
(a) Duty and Honor.
(b) Rule Britania.
(c) Liberate Us.
(d) We are the Power.

4. What is the name of the old Comrade Flashman meets in chapter seven?
(a) Dougie Ainslie.
(b) Scud East.
(c) Tom Brown.
(d) Jackie Powers.

5. What does Kavanaugh give Flashman 5 rupees for?
(a) To buy food.
(b) To buy a newspaper.
(c) To buy clothes.
(d) To have sex.

6. Who does Flashman say that he regrets not getting minutes alone with?
(a) Tantia Tope.
(b) Sultana Adala.
(c) Aunt Sally.
(d) Queen Victoria.

7. What does Sher Khan threaten to use to kill Flashman?
(a) A gun.
(b) A spear.
(c) A rope.
(d) A knife.

8. What kills Moore in chapter nine?
(a) A bullet.
(b) A bomb.
(c) An arrow.
(d) A grenade.

9. Who doubts Nana will keep his promise?
(a) Flashman.
(b) Ewart.
(c) Wheeler.
(d) Ilderim.

10. Why is Flashman lucky that he washes up in Maharaj Singh's realm?
(a) He is a big fan of Flash's.
(b) He is a pacifist.
(c) He is an old friend of Flash's.
(d) He is a friend of the British.

11. What kind of boats are anchored at the river?
(a) Yachts.
(b) Rowing boats.
(c) Barges.
(d) Rafts.

12. What role does Havelock give Flashman in Cawnpore?
(a) Military trainer.
(b) Spy.
(c) Intelligence aide.
(d) Chief secretary.

13. Which group is Colonel Rowbotham the leader?
(a) Cub scouts.
(b) Mosstroopers.
(c) Yosstroopers.
(d) The cricket team.

14. What city has now been under seige for two weeks?
(a) Scud.
(b) Delhi.
(c) Lucknow.
(d) Cawnpore.

15. Who summons Flashman to his tent?
(a) Lakshmibai.
(b) Campbell.
(c) Russell.
(d) Tope.

Short Answer Questions

1. What does Iderim say has ruined Flashman's perspective?

2. Where does Iderim believe is the safest destination?

3. What does Flashman buy from an Irish soldier?

4. Who reaches the island first?

5. Where does Flashman hide while his men fight?

(see the answer keys)

This section contains 342 words
(approx. 2 pages at 300 words per page)
Buy the Flashman in the Great Game: From the Flashman Papers 1856-1858 Lesson Plans
Copyrights
BookRags
Flashman in the Great Game: From the Flashman Papers 1856-1858 from BookRags. (c)2026 BookRags, Inc. All rights reserved.