This is a 2 CD-ROM Set!
Kids will enjoy two fun titles in this collection

Find yourself on an adventure in the search for the missing ClueFinders
in the Empire of the Plant People. Solve the mystery and prevent
disaster! When four vicious villains set a sinister trap, it’s up to you to use your head, keep your cool, and help the ClueFinders save the
day in ClueFinders Mystery Mansion Arcade!
- ClueFinders 6th Grade Adventures: Empire of the Plant People
- ClueFinders: Mystery Mansion Arcade

ClueFinders 6th Grade Adventures: Empire of the Plant People
Join the search for the missing ClueFinders in the underground empire of the
Plant People! A mighty army of mutant plant warriors threatens to take over the town above.
Use your head to tackle tricky challenges, solve a mystery, and save the town
from destruction. From cleaning up deadly pollutants to building bridges, every exciting activity
builds essential 6th grade skills!
Skills Learned:
- Decimals
- Percentages
- Equations
- Fractions
- Statistics
- Estimation
- Ratios
- Spelling
- Grammar
- Reading comprehension
- Vocabulary
- Biology
- Environmental science
- Physical science
- Data analysis
- Geography and map reading
- Ancient history and culture
- Timelines
- Reference skills
- Logical reasoning
- Critical thinking
Features:
- A personalized learning experience
- Places your child at just the right skill levels
- Adjusts to keep pace with your child's abilities
- Provides help when your child needs it
- Tracks your child's progress in every area
Activities:
- Vocabulary: Jump up the cliff on the right letters to escape
the grasp of the plant warriors.
- Math & Science: Add and subtract the right chemicals to
knock out the dangerous plant guard!
- Reading: Place the correct words onto the steps to complete
the paragraph. Then, cross the chasm.
- Problem Solving: Find the right mix of chemicals to remove
deadly pollutants from the ground above.
- History & Culture: Place the planks in historical order
to rebuild the bridge and cross over the bottomless abyss.
- Number Computation: Calculate the equations to prevent the
deadly plant spores from attacking.
- Uncover Clues to the mystery of the mutant plant warriors.
- Free Joni from the Plant Queen before she is transformed into a plant
forever.
- Search in the underground empire to find the missing ClueFinders.

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?
Features:
- Hi score feature
- Multiple levels of challenge
Activities:
- 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.
- 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.
- 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.
- Windows 95, 98, Me, 2000, XP
- Pentium 166 MHz or faster processor (Pentium II 300
MHz or faster for XP)
- 100 MB available Hard Disk Space
- 32 MB of RAM (128 MB RAM for XP)
- 8X CD-ROM Drive
- High Color, 16-bit
- Windows compatible Sound card and
speakers
- Mouse
- Internet Access recommended
- Printer recommended

- Mac OS 8.6 - 9.x
- Power PC 180 MHz or faster
- 100 MB available Hard Disk Space
- 32 MB of RAM
- 8X CD-ROM Drive
- Thousands color Display, 16-bit
- Sound Card and Speakers
- Mouse
- Internet Access recommended
- Printer recommended
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