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The Good Turn
Somebody's keys. Three children. The whole of Saturday.
Comic adventure · 3 chapters · Family-friendly · Talk · Explore
How much help is too much?
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Words in this film
Adventures You’re Marlow Finch. You came to carry a neighbor’s chairs. Instead, she hands you three children. Everyone back by six. They’ve found somebody’s keys, and they mean to return them today. Their good-turns card needs three more, signed by a grown-up who isn’t family. You. Then they decide the keys deserve a ceremony. The parish hall at four, booked in your name. Ivy is writing the programme. Can you talk her into something smaller? Win tries the keys in every lock she finds. Some of the doors open. Arthur asks everyone about the keys. Now the whole street knows. And the whole street is coming. Their plan: the keys on a velvet cushion, in front of everyone. Ivy Win Arthur How much help is too much? The Good Turn Three children. Somebody’s keys. Back by six. PLAY THE OPENING FREE adventures.foreverlearning.ai ForeverLearning AI Music: “Merry Go” by Kevin MacLeod · incompetech.com CC BY 4.0 · creativecommons.org/licenses/by/4.0/ · Excerpt and level changes
You are Marlow Finch, expecting an afternoon of carrying chairs and finding yourself responsible for three children instead. Ivy, Win and Arthur have a ring of lost keys, a card of good turns to fill, and rather different ideas about being helpful. Follow clues through an English market town, talk to people in your own words, and decide when to give directions and when to let a child take the lead. A small kindness can become quite an undertaking, especially when everyone means well. The afternoon moves on as you act, and you promised to have the children back by six.
- Three children with plans of their own.
- Lost keys, small mysteries and dry humour.
- Give directions, delegate errands or put a mistake right.











