The Cluefinders 3rd Grade Adventures The Mystery Of Mathra Full Gameplay

The Cluefinders 3rd Grade Adventures The Mystery Of Mathra Full Gameplay SUBSCRIBE FOR MORE CONTENT! All Cluefinders Games:    • ✰All Cluefinders Games✰   Follow my channel and social media to watch my live streams and stay updated on my adventures! Twitch:   / lilbumblebear   Twitter:   / lilbumblebear   Instagram:   / lilbumblebear   TIMESTAMPS ---------------------- [Monkey Kingdom] 0:00 Intro 6:57 Address Stones 8:49 Chasm of Snakes 10:57 Monument 11:49 The Pit and the Vines 13:00 Song Time 15:40 Treasure Chest 17:05 The Queen's Calendar 18:50 The Rings of Fire [Goo Lagoon] 45:31 Intro 47:41 Moths and Fleas 50:26 Song time 52:11 Attack-nids! 54:11 Crabalock Attack 56:56 The Spider Sisters 59:06 River of the Goo Creature 1:01:11 Worms' Day Out 1:03:36 The Walls of Goo Falls [Jungle Canopy ] 1:30:54 Intro 1:32:29 Where Are You? 1:33:49 Birds on Vacation [Lost City] 1:37:29 Intro 1:39:54 The Chamber of Order 1:40:59 The Chamber of Illusion 1:46:04 The Chamber of Knowledge 1:47:49 The Chamber of Structure 1:49:59 The Chamber of Vision 1:56:44 The Bottomless Pits of Doom In The ClueFinders 3rd Grade Adventures: The Mystery of Mathra, a great city was built 1000 years ago in the Numerian rainforest until a monster named Mathra invaded. After Mathra was captured, the Numerians abandoned their city and sealed the entrance and hid the two halves of the key in the far corners of the rainforest - one in the Monkey Kingdom and the latter in the Goo Lagoon. Recently animals have started to disappear in the rainforest once again, along with Joni's uncle, Dr. Pythagoras. Mr. Limburger (Lindman in the UK version) flies the ClueFinders in his airplane and briefs them on the events going on. The ClueFinders set off to find the lost doctor, animals, and the keys to the Lost Numerian City. Evidence that they find, however, suggests that there is more to those disappearances than the 1000-year-old monster as well as a sinister plot behind it. The ClueFinders is an educational software series aimed at children from age 8-12 that features a group of mystery-solving teens. The series was created by The Learning Company (formerly SoftKey) as a counterpart to their Reader Rabbit series for older, elementary-aged students. The series has received praise for its balance of education and entertainment, resulting in numerous awards won. ClueFinders was conceived as a continuation of the Reader Rabbit series, appealing to the older 3rd-6th grade levels. The first ClueFinders title, The ClueFinders 3rd Grade Adventures: The Mystery of Mathra, was released in 1998 and most of the subsequent games were released within the next two years. The ClueFinders 4th Grade Adventures was announced on July 13, 1998. Later that year, The Learning Company used ClueFinders 4th Grade Adventures as the prototype for Internet Applet technology that allowed users to download supplementary activities from the ClueFinders website. Six games were released across 1998–1999, while 2000 and 2001 each saw one new ClueFinders game. These releases were followed by noneducational bonus discs. ClueFinders held a writing competition in 2001. Sponsored by The Learning Company, the competition was open to 3rd-6th grade classrooms in the United States. The winning essay, a new adventure for the ClueFinders crew, won its writer an iMac. In 1998, The Learning Company was acquired by Mattel for $3.7 billion. The following year, Mattel sold off their The Learning Company assets to Gores Technology Group.2000's The ClueFinders 4th Grade Adventures was the first to include the A.D.A.P.T technology, which allowed teachers and parents to monitor the player's progress, and included auto-adjustable levels based on the player's ability. In the year 2000, Mattel Interactive hired professional writers Jill Gorey and Barbara Herndon had designed a concept for a TV series, however, the franchise never made its way to television. The ClueFinders Reading Adventures was discontinued in 2000.

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