Plunge into an island adventure with the ClueFinders! When a sudden tsunami shipwrecks the savvy sleuths on an uncharted volcanic island, they need your help to solve a mystery and escape before the volcano blows. Tackle tricky challenges in reading, math, geography and science on a bold adventure across the island, under the sea, and into the volcano!
Product Features
Trust ClueFinders® 5th Grade Adventures to build a whole
year of essential 5th grade skills!
ClueFinders Mystery Mansion Arcade
It’s late at night and the ClueFinders are responding to a message from
Joni’s Uncle Horace. They approach a mysterious, sinister-looking house. Joni
is eager to go inside, but the other ClueFinders think that the message might be
a fake, sent to fool them. And LapTrap, of course, is scared to death. The
house has a high-tech "command center," with a large table and video
monitors along the wall. Seated at the table are four villains from previous
ClueFinders adventures - Fletcher Limburger, Alistair Loveless, Pericles Lear,
and Ms. Rose. An unknown person sits at the center of the table, identity
obscured - the mastermind of the entire affair. This person has asked the other
villains to do what no one else has been able to do: trap the ClueFinders once
and for all.
You must guide Owen, Santiago, and Leslie through their arcade traps, collect special "powers," and then help Joni. Joni cannot complete her multi-player arcade trap until all the ClueFinders are together. This final arcade game is long and challenging, and if Owen, Leslie, or Santiago run out of special powers, they must go back to their own arcade games to get more. Can you help the ClueFinders escape from their arcade traps and reveal the identity of the mastermind?
Activities Include:
Red Video Phone
The red video phone is available in all arcades except Joni’s. When you click
the red video phone icon, Joni appears and gives help and encouragement.
Joni’s Backpack
All the necessary powers you have collected from the other arcades will be
displayed on the screen. Go to Owen’s Radical Pizza Race Go to
Santiago’s Pinball Predicament
Owen's Radical Pizza Race
Owen loves to skateboard and he loves to eat, so the diabolical Fletcher
Limburger has created the ultimate Owen challenge: ride through a gigantic,
spinning pizza on a submarine sandwich with wheels! Owen may laugh, but the hot,
melted cheese, huge pineapple wedges, and super-thin slices of pepperoni
appearing at high speeds are no joke for him. Avoid the toppings and get to the
finish line before the timer runs out. Collecting anchovies along the way earns
Owen the special power that will be needed in Joni’s arcade. The anchovies
give Owen super-strong anchovy breath, which will temporarily knock out monsters
and break rolling boulders. You can help Owen get to the finish line
by using your mouse, or by using the arrow keys on your keyboard. The left and
right arrow keys move Owen left and right. The up arrow key makes Owen skate
faster. The down arrow key makes Owen use his brake and slow down. The space bar
makes Owen jump. The mouse can also control Owen’s left and right movement. A
click of the mouse will cause Owen to jump. However, there is no way to make
Owen speed up or slow down with the mouse, so unless you use the up and down
arrow keys, you will stay at the default speed. To advance to another
pizza, get to the finish line before the timer runs out. When you successfully
jump over a topping, you will hear a beeping sound. The timer then stops
temporarily and gives you extra time to get to the finish line. Look here
to see how much time you have left. Look here to see your current score.
Skate over the anchovies to earn power. Look here to see how many anchovy
powers you have earned. Collecting anchovies and completing successful
jumps will earn you points. If you crash into toppings or into the crust, you
will lose points. Getting to the finish line before time runs out will earn you
extra points for each second left on the timer. There are eight levels in
this arcade. As you move up the levels, you will have less time on the timer,
more toppings to avoid, and a longer racetrack.
Leslie’s Bookerang Library
Leslie’s love of books and knowledge has inspired Alistair Loveless to trap
her in a forbidding Gothic library, where gargoyles come to life and
mischievously toss books off the shelves. Leslie must jump from book to book in
order to preserve them from destruction, but she must choose her jumps
carefully, according to a category on the wall. If Leslie lands on a correct
book, it is "sealed" and becomes a solid part of a book stack. If she
lands on an incorrect book, it crumbles and is lost. The gargoyles
periodically dangle ladders from the ceiling; if Leslie can grab a ladder, she
will advance upwards, eventually making her way out of the library.
Jumping on Bookerangs earns Leslie the special power that will be needed in
Joni’s arcade. Leslie can throw the Bookerangs, which will temporarily knock
out monsters and break through ropes.
Santiago’s Pinball Predicament
Demented toymaker Pericles Lear has trapped Santiago in a giant pinball machine.
And Santiago is the pinball! Santiago must pilot his air-car through mazes,
around obstacles, over targets, and off flippers to escape. At the same time, he
must light up the pinball game’s letters, which are the key to his escape.
Collecting batteries earns Santiago the special power that will be needed in
Joni’s arcade. The batteries power Santiago’s force ray, which will
temporarily knock out monsters, break through walls, and push blocks out of the
way. Collecting batteries, bumping into bumpers, going through mazes, and
lighting up lights will earn you points. But if a roving bowling pin bumps into
you, you lose points. You will also lose points if Santiago gets caught in the
spinning wheel around Lear’s face, or if you lose Santiago through the pinball
flippers. There are eight levels in this arcade. As you progress through the
levels, you will notice the game gets more difficult. Roving bowling pins appear
as you move up the levels, and the pinball machine’s bumper speed will also
increase.
Joni’s Last-Chance Labyrinth
Her leadership qualities are needed as Joni helps guide the team in an adventure
where all four ClueFinders must contribute. Ms. Rose has placed Joni in a
dangerous underground labyrinth filled with hostile plants. When Owen, Leslie,
and Santiago escape their own arcade traps to come help her, the final adventure
begins. Each ClueFinder has a unique power. The key to escaping the final arcade
trap is to decide which ClueFinder has the right special power to overcome a
hazard. The ClueFinders need to avoid obstacles, defeat monsters, and get to the
escape door. Collecting gooberries gives Joni her special power. The
gooberries make everything sticky, which temporarily knocks out monsters and
freezes stompers and spiders.
Now with the new A.D.A.P.T. Learning Technology!
A.D.A.P.T. Learning Technology is a dynamic system that continually adjusts the program to match each player's growing abilities. A.D.A.P.T. effectively builds skills, confidence, and a lifelong love of learning.
A. Assesses Abilities - A fun activity assesses each player's skills. It then starts the learning adventure at the right skill level in each program area.
D. Develops Skills - Each activity is tailored to each player's individual progress.
A. Adjusts Levels - Skill levels are automatically adjusted to match each player's growing abilities, so learning is always stimulating, never frustrating.
P. Provides Help - The program's characters act as personal tutors, offering detailed learning help when needed.
T. Tracks Progress - Every skill is monitored to pinpoint strengths and weaknesses. A.D.A.P.T. helps players make progress in the areas they need the most.
Windows Requirements
Macintosh Requirements
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