Trail Tools
- Scope (instructions)
- Spy rations (snack, dried fruit and/or nuts)
- Spy clothes (dark clothing)
- Adventure Journal
This is an oasis in the city with groomed walking trails, old forts and the seashore. The park is open year-round. There are picnic areas along the Shore Road and washrooms or outhouses in several locations throughout the park.
This trail is accessible to wheelchairs and strollers as movement between stops is on smooth cinder pathways. Some activities take place a bit off the pathway and need to be adapted as noted. This is a 4 km long trail.
Start at the Tower Road parking lot entrance to Point Pleasant Park in downtown Halifax. Find your best bus route by putting “Point Pleasant Park, Halifax” in here.
Start to the side of the main trail in the back of the parking lot.
Travel back in time and become a spy! The year is 1868 and though the British and French are no longer at war, they like to keep an eye on each other. Halifax is under British control. Because you’re small and quick, the French Adventure Spy Agency asks you to spy for them. Your mission is to gather information on the forts of Point Pleasant using a secret spy code. Don’t get caught!
All spies have code names. Decide on yours.
Practice your spy hiding skills along Cambridge Road on your way to the first stop.
From the parking lot, walk about 430 m down the main Cambridge Drive and turn right onto Tower Hill Road at the sign for the Prince of Wales Tower. Walk 100 m to the Prince of Wales (Martello) Tower.
Find the special stone in the wall of the tower to take you back in time. Here’s how:
Open your eyes. It is the year 1868. Time gets layered when you time travel, so you’ll see people from the past and the future. Trust no one and try not to let others see you. Anyone could be a British soldier in disguise.
You have an accomplice to warn you if someone is nearby: the crow. Crows are spies too. Dressed in black, they keep secret watch on all that happens in Point Pleasant. A crow call is a warning that someone is nearby. Hide behind a tree if you hear one.
Stand with your back to the door of the tower. Look to the right of the path you took to the tower and find a smaller trail to the right. Enter the woods on the smaller trail about 15 m.
The previous spy got caught, but was able to leave you a message in secret spy code. Spies put their information into code in case the enemy intercepts it. Here is how the code works. Let’s put the words “5 crows” into code:
Figure out what the spy’s coded message says about the tower:
ts ro se ug pn wo ed ar dn ah ts ow ac nn no os tn eh or foStores gunpowder and has two cannons on the roof.
Write this code in your Adventure Journal.
A top spy is clever like a crow. Crows can solve puzzles, use tools, count to four and mimic sounds. Mimic the crow call and create your own warning calls:
Hide = ___ caws
All is clear = ___ caws
Practice your crow calls as you walk to the next stop. Play the lookout game again but instead of saying “hide”, use your crow warning call. Use the “all is clear” call before moving again.
Continue on the smaller trail back to the main Cambridge Drive and turn right on it. Walk 180 m and take the first path on the left, directly across from Maple Road. Walk 60 m and at the fork in the paths, turn right. Walk 50 m and make another right onto a path. Walk 30 m and stop just before you reach the open area at the Cambridge Battery.
(For accessible entrance to Battery, stay on the Cambridge Road for another 40 m and turn left into battery on gravel path)
Don’t go out into the open at the end of this path! Scan the area with your spy scope. Are any crows watching? Take the secret trail up the little hill on the left. Be careful around the edges of the fort.
The British are good at catching intruders. Practice your hiding skills by playing “Search and Discover” around the fort:
Your superiors need to know the number of stairs and the number of cannon bases on the fort. Cannon bases are large, half-moon shapes of concrete on top of the fort. Record this information:
__ sets of stairs and __ bases
Put the whole phrase into code in case the British intercept it: {pp_stairs} sets of stairs and {pp_bases} bases
Write this code in your Adventure Journal.
Being a spy can work up an appetite. Eat your spy rations before continuing. When you finish, look and listen for crows to see if all is clear. Then search for evidence of British soldiers. Scan the ground as you walk for human and animal footprints. What can you find? The French think the British are building more ships. See if this is true.
Go out of the fort’s main entrance and turn right. Walk 215 m and take the second right onto Ogilvie Road. After the turn, sneak about 30 metres up to the twin trunked tree on the right side of the trail where you start the activity.
Ships in 1868 are made of wood. Record the number of trees cut down.
Big ships have several masts which are made from very tall, straight trees. Are there good trees for masts here?
Walk to the road intersection ahead. Turn in a circle and choose the tallest straight tree around the intersection. Measure your tree’s height:
A height of 20 people would make a good mast. Write in the height of your mast tree:
__ stumps cut and the mast tree is __ people high.
Put this into code:{pp_stumps} stumps cut and the mast tree is {pp_peopleTall} people high
Write this code in your Adventure Journal.
Continue along Ogilvie Road and do this activity off the trail just past the trail intersection.
Cameras in 1868 were very large and hard to use. So use a portable spy camera!
Now stay on Ogilvie Road and walk about 85 m to the gates of Fort Ogilvie. Standing at the gates, look at the fort and take a camera picture of Fort Ogilvie. Draw the fort in your Adventure Journal so you can make a copy for your report.
Enter the main gate and sneak to the corner of the fort on the right. Turn right and go straight ahead about 10 m. Turn left and face up the grassy hill behind the fort.
(For an accessible adaptation, enter the main fort area and do your observations there).
There could be British soldiers on guard, so do the Silent Spy Scramble up the grassy hill to the strange-looking metal thing on top:
The strange-looking metal thing on the top of the hill is a flagpole holder. Look for the smaller flagpole holder nearby. Flags were used to signal ships coming into the harbour.
On the fort, explore for a good hiding spot in case the soldiers come back. Use your spy scope to scan for your crow sentinels and British soldiers in disguise. If it’s safe, give each other the “all is clear” crow signal.
Check out the guns mounted on the concrete pads. Underneath them, there are double doors where the cannonballs and gun powder are stored.
How much ammunition do the British have here? Your superiors need to know. You realize that 10 cannonballs can be stored behind each set of double doors. How many balls could there be stored below the cannon?
__ storage doors with __ cannon balls behind each door.
Put this into code:{pp_doors} storage doors with {pp_balls} cannon balls behind each door
It takes 4 soldiers to shoot a gun, how many would they need for these guns?
Write this code in your Adventure Journal.
Before leaving the fort, look for a point from where you can see the harbour.
Use the “hide” and “all is clear” crow signals as you work your way down the trail without being seen.
Go out the main entrance and turn right along Fort Road. Follow the path 270m downhill to Sailors Memorial Way and turn right.
(An accessible adaptation is to do the observations from the path).
When you meet Sailors Memorial Way, look across the beach to the grassy spy hill on the edge of the water. Walk across the sandy beach, but make sure to cover your footprints as you go. Climb the hill and use your spy scope to look for ships on the water. How many do you see?
Ships have an observation platform called a crow’s nest, the high point on the mast that acts as a lookout. It is called this because crows build their nests very high in trees and the platform often looks like a nest.
Look out to sea and look for the lighthouse. It is at the end of Hangman’s beach. Count the number of buoys to guide ships into the harbour that you can see.
__ ships and island has __ buoys
Put this into code: {pp_ships} ships and island has {pp_bouys} bouys
Write this code in your Adventure Journal.
From the grassy hill, go back on Sailors Memorial Way. Walk 160m further out to the next point of rock on your left.
The spy that came before you left a code message to tell you the position from which you are to take a picture of the lighthouse. This is your final code to crack to find the mystery plaque.
ol ko nu ed ar rg ee bn ne hcLook under a green bench.
Make a rubbing of the plaque in your adventure journal. Take the picture from here out to sea and upload it to the website. Don’t get caught.
The British are hot on your trail! The only escape is to travel back to the future. Run to the large anchor up ahead. Touch it and say:
“A spy no more I want to be, back to the future, please take me.”
Congratulations for successfully completing your mission!
Back in the present, you have one final challenge… to guess what the mystery creature is on the hidden plaque nearby and then find the plaque. Make your guess… and here is your hint to the whereabouts of the plaque: Take the footpath directly across from the anchor. Walk 10M to the giant dead tree. put your back to the tree facing the small hill and walk 10 steps and start searching.
Make a rubbing of the plaque creature in your Adventure Journal with the side of your pencil and keep the lookout for them!
There are more forts to explore further along Sailors Memorial Way. Your next earth adventure could be to search for treasure on McNabs Island across the harbour.
The plaque symbol is:
Try recruiting more spies by getting your friends or family to try to decode the messages you wrote. See if they can do it!