Jump Start Adventures - 5th Grade Copyright 2000, William Walker. Do not sell for a profit or give me improper credit. E-mail J-D-Walker@worldnet.att.net A note to parents: Please read all of this before you allow your child to have it. This game does require some dexterity, so it may be a poor idea if your child has less then average skill. Also, there is some violence in this game. Okay, now we'll get down to business. Introduction sequence: When it starts, there is a strange guy on top of a building yelling: With no one to stop me, revenge is mine! Now the screen shows a city with buildings sabotaged and at crazy angles. Eventually you see a kid running down a bridge. Her name is Jo Hammet. Bombs are exploding behind her. Then she wakes up from her nightmare with a bloodcurdling scream and then says: Well, it all started as another bleak day in Hooverville. The kind of day that - oh no! Not the detective movie marathon! She tries to watch a show, but it's filled with static. Then a radio says: Miraculously, no one was injured in the blast that destroyed the Hooverville television relay station earlier this morning. Responsibility is something Dr. X, as he's calling himself, who has vowed to destroy the city... one building at a time! Jo now skateboards to a school bus. This bus takes her, and her class, to the Hooverville museum of art and geography. At the museum, Jo is looking at some art when a guy, walking backwards, bumps into her. Now Jo yells that he dropped his glasses, and sees him being carried away by some minions of Dr. X. Now the guy's (name: Martin) uncle comes in. He's the janitor at the museum. Four lines appear, each a possible thing to say. Now the game begins. The Toolbar consists of: Arrow: Click here to exit the game Question mark: Click here for Jo to give you some help Progress report: Click here to view how well you're doing Level badges: Click here to adjust the level of difficulty Suitcase: Important items are stored here Map: Click here to view the map of Hooverville Journal: Jo writes down important information in here Okay. Now we've got to choose what to say. If you want to get through ASAP, just say ''What was your nephew doing with thugs like those?'' Now the janitor replies and you again have a choice, this time between two lines. Say ''What kind of animal communication?'' Now you advance to the next point. For fun, see what the janitor replies to each other line. Remember that you only have each conversation once in the game. Now, you see time pass and the janitor comes in, chasing a rat with his broom. Click on either one of them. Jo yells ''Stop!''. Now the rat, whose name is B.F.Skinny, starts... talking to you! While Jo is looking for a soft place to faint, Skinny hands her a note from Martin. Now, you have to have another conversation. The way to get rid of him is: First say ''Where did you come from?'' Now, say ''That's it, I'm calling the exterminator.'' The amnesia-attacked Skinny suddenly tells you that he'll deliver notes to you whenever Martin needs it. He leaves, and Jo looks at the note. It's a crossword puzzle. This is the first ''educational'' activity. Using the clues at the right, type the correct answer into where it fits. Five of the answers are artists and five geographic things or places. If you don't know the answers, you're ''supposed'' to go to the globe and art galleries to look them up. But, there is a cheat. This cheat is so exceedingly simple it's almost funny. The first time you do the crossword puzzle, type in all the answers you know. Now, notice that correct letters are green and incorrect red. If you don't know a word, simply type in each and every letter in alphabetical order in a space. When one of the letters turns green, move on to the next space. This is terribly time consuming. I feel your pain, really I do. Once you get a word write it down on a piece of paper. The next time you play, simply copy off your notes. Easy, huh? However, this doesn't work on level two, because then letters only turn green once the whole word is correct. On level three they only turn green when the whole puzzle is correct. Just go back to level one in that event. You have to set both art and geography to level one. Boy, those designers are really thick - you can get through here without learning anything. Yeah! When the puzzle is correct, Jo will take out her journal and look at the letters that the arrows are pointing at, and rearrange them to make an address. This one is Oak and Main. That means the first sabotage site is at the intersection of Oak street and Main street. Click on the journal to put it away. Now the janitor gives you a map. Once you find Oak & Main, click on it. You can't find it? Don't worry - this is easy. Just move your mouse to all the big buildings until you find it. Whenever you go somewhere sometimes you just go there. Other times you have to skate there. The game knows you're a rookie on your first case so there aren't any goons. Press up and down to go that way, left to accelerate and right to brake. Press spacebar to jump. Try not to hit anything. I think that the number of times you play the game is related to the number of falls you have. Try not to touch anything. The best way to avoid things is to move around them. Jumping is tough as you can't stay in the air too long. There really isn't much more to say, except that trust me - this is tougher later on. At the far left, the game ends and you go to where you wanted to go. This is not educational at all - just pure arcade action. Okay, now you're at Oak & Main. There's an electroplating factory there. Click on the door to reveal a lock. The lock is the first ''challenging'' activity. Click on a question mark and a math problem appears. On the first lock you have addition problems. The game will regroup for you. Once you have the answer typed in press enter. If it's correct, it will appear there. Now click on another question mark. Once you've solved all the problems, you must move the four triangles so each number touches another identical number. This is easy - just find a number and then find it's matching number on a triangle. Click on a triangle to activate it. Press spacebar to spin it. Click on another triangle to switch them. Once all the numbers touch an identical number the lock opens. Now you must solve another lock, this one with subtraction problems. Solve this one and the door opens. Once inside you find Martin. This conversation is incredibly funny. Just click on the ''wrong'' things to say and see what Martin does. Remember you only have this conversation once in the game. Anyway, here's what to say. What Jo says is what you should click on. Jo: Who is this X you're talking about? Martin: Dr. X was a brilliant scientist in the field of animal communication, who actually discovered a link between certain types of creatures and a neurotransmitter in the human brain that allows limited but effective cross species communication. During the course of one of his experiments though, he received a heavy dose of radioactive toast. And now he's a little bit... crazy. Jo: How crazy? Martin: Crazy enough to force me to sabotage this electroplating factory. He has some mad idea about getting revenge on the companies that used to support his research. But, according to him they cut his funding unfairly. So now... he plans to blow them all up! Quick, hide! They're coming back. Now's a good time to try out the glasses. Jo now hides and puts on the glasses. Martin tells you if you ask about the glasses that you need them to read thoughts. Notice how the goons have purple hair? Well, now the hair turns into octopuses. Dr. X controls them via these octopuses. Jo has an idea of what they're thinking about, but some words are missing because she doesn't have an octopus on her head. Okay, this is a language arts activity. One goon will think of a word. After a while it disappears and another word appears. Click on the word that fits in the first blank space in the word box. Notice how the goons are thinking about how the bomb is defended. Ignore the part of speech that appears. If it says noun, you can't just put any noun in there. You must put the right one. Once you click you move on to the next space. Once you've tried a word for each space you go back and try to fill the spaces that are still blank because of a wrong answer. This time if you pick the wrong word again, your correct answers disappear. The key to this activity is to be patient and wait for the correct word. Oh, and there's also a cheat. The first time you play, write down all the answers in order. The next time you play, simply copy off your notes. Easy, huh? Oh, and there are more blanks on higher levels. Once you complete this activity you are halfway through the case and well on your way to stopping the sabotage. Now, Jo takes out her journal and writes down three things she'll need to reach the bomb. She'll need a lock to lock down the control arm, rubber boots to protect herself from the electric cables on the floor, and some scrap metal to bridge the circuit and turn off the electricity. Click on the journal to put it away. Now that you're back at the map, choose one of the following three places to go: the juice bar, the junkyard or the mineshaft. For now let's go to the juice bar. Once you arrive there you meet Bernie, an undercover reporter for the Hooverville Daily News. He's writing an article about drinks and beverages. Now you're in a conversation. The four lines include one junk line which has nothing to do with the story, and three lines asking for one of the things you're looking for. All right, I'll tell you which object you need - the rubber boots (insulation). Now there are two more things to say. One of them gets to the point faster. I won't tell you which one - hey, you're supposed to figure some things out for yourself, right? Anyway, I do have some guidelines for this situation - get to the point, tell the truth, don't be sassy or fresh and try to say what makes sense. Also, write down the object at each place so you won't have to refer to my tips each time. Anyway, once Bernie understands what you need he'll gladly give it to you - if you help him first. Don't worry - as Bernie says, mixing juices is a snap. Look on the menu to see what you need in each pitcher. What you need is in the form of a fraction. Now, click a measuring cup on the right. Each measuring cup has a fraction on it telling how much liquid it will hold. Then move it to the correct dropper at the top to fill it with liquid. Now, dump it into the pitcher. If you want to empty a full measuring cup, dump it into the sink to the right of the six measuring cups. I call them measuring cups, but they are actually different kinds of things. Try to fill one pitcher at a time. The individual kind of liquid doesn't matter. Once a pitcher has the right amount of liquid in it, click on it and dump it into the blender. Once all three pitchers are correct the blender makes a juice. Now you must make another juice by doing it again. The completed drinks appear behind you. On level one you get what you need after mixing three drinks. On levels two and three after you mix three drinks you must serve the customers. Pick up a glass and fill it with one of the drinks in the three beakers behind you. (They have really weird names). On the top is a board telling you how many customers want each drink. It tells you in the form of a fraction, i.e. 5/12 of them want jungle juice. Each glass represents one customer. Fill one glass with each drink for each customer who wants it. On level two all of the customers want one - and only one - of the drinks. On level three some of the customers might not want any drinks, and you can respond to this by leaving an equal number of glasses empty. Higher levels also mean the fractions are tougher, i.e. if I need 7/12 I may have to combine 1/4 and 1/3. (Pitchers, droppers, beakers, measuring cups, glasses - all this is so confusing! Just play a little while and you'll get the hang of it). Once you get the boots put them in the suitcase. Click on it to close it, and then click on the map to get another object. All right, we've got one object. The next place we should go to is the junkyard. There you'll meet Jimmy, a shy guy who runs the local junkyard. He's a bit eccentric and has a weird sense of humor. You need to get the scrap metal (circuit bridge) here. Of course, you've got to help Jimmy before he gives you what you need. Ha! This is so easy it's almost like a bonus! Okay, there are five pieces of junk here. There are two big triangles, two small triangles and one square. Click on a junk piece to pick it up. Press spacebar to rotate it. Click again to set it down. You need to arrange the junk pieces so they match the diagram of junk pieces in the upper right corner. Once all the junk is correctly placed you get what you need - it's that simple! On level two there are seven junk pieces. The extra ones are a medium-sized triangle and a parallelogram. On level three it becomes quite hard. The diagram is only a silhouette. You must use your imagination to match it, while on the other two levels it showed you where each piece went. Good luck. Now that you have two objects, it's time to go to the mineshaft and find the third. The mine is that little dot to the left of the dam. The ranger at the mine is Maggie Mead. She's a little eccentric too. Ask her for the third object - the lock. Maggie needs you to go down into the mine and find her three objects for her studies. She'll tell you what she needs. Click on one of the three layers of the mine to go there. Now that you're out of the elevator, the fun begins. There is no educational value here at all. Press left or right to go that way. Press up or down to go up and down ladders. Click on the question mark to hear what you're looking for again. Notice those objects in the wall behind Jo. Press spacebar to go up to one. If the object is one of the things Maggie needs, click on the green button to keep it. Then, click the red button to go back into the mine. Time stops when you read a passage. If the object isn't one that you're looking for, click the red button. You don't have to read the passage. There's only one object per layer, so once you find an object go back to the elevator to choose another layer. On higher levels Maggie only gives you a description of the object she needs, so you have to read the passage to find out if it matches the description. Just go back to level one in this case. That's a good way to get out of a puzzle you're stuck on - just go back to a lower level. Oh, and there's another thing that's just for kicks. You have to dodge falling rocks as you do this. All rocks start is the top left corner. When they reach the elevator they disappear. If Jo touches a rock she falls down and takes damage. At the top is a red bar representing Jo's health. It shrinks each time she's hit. If it reaches zero Jo faints and you have to start over with a new set of objects. If you're having problems with rocks, try these tricks: Press A to jump over a rolling rock. Press Z to duck under a bouncing rock. If a rock hits you on a ladder you fall down, so be careful. While you're riding the bucket (which you do by walking into it) you're invincible. Also, remember that you always take some hits, and can take about 15 hits before fainting. If you're finding the rocks too easy to dodge increase the game level for more rocks. Note that there are two levels: a game level and a curriculum level. Once you have all the objects you need, go back to the elevator and click on Maggie's hut. If your objects are correct you get what you need. Now that you have everything you need, return to Oak & Main. You'll find a technician running around screaming ''We're all doomed''. This conversation is unnecessary. Just say ''Awww... never mind''. For fun try talking with him. He can say some really funny things. Anyway, then click on the door and then the suitcase. Jo will handle this part about getting to the bomb. Once she reaches it you're almost home. Just one more thing. Ohhh... this is tough. You're the red circuit android. You've got to make it so that the on batteries equal the target number. Blue batteries are off and orange ones on. Somewhere on the screen is a device telling you the current number and the target number. Both are in decimals. Press the arrow keys to move the android. Press spacebar when at a circuit point to turn a battery on or off. Oh, and watch out for black defense androids. If they touch you the bomb explodes. If this happens you just have to start over from the beginning with a new target number. I know in real life you can't get a second chance like that, but you should know that nobody dies in educational software. If those androids are giving you problems, then you can deactivate them by pressing spacebar at an orange circle. This deactivates a section of wire, as well as any android on that section. Once all the androids are deactivated you can think about the answer. If you're desperate just try adding together every combination you think might work. When manipulating batteries occasionally a stretch of wire is reactivated, so be careful. If you feel that the androids are too easy, jack up the game level. On levels two and three there are three androids. There are two levels, a game level and a curriculum level. Once the current number and target numbers match, the bomb is disarmed! Now there's no time to rest, as Dr. X already has another bomb planted at another place. There are six total sabotage sites to save. I will now go through them in order. 1# Oak & Main - we already did that. 2# Vail & Kent - This case is a little different. First of all the lock is now multiplication and division. Vail & Kent is the location of a sabotaged oil refinery. The bomb is defended by lasers which, if broken, fill the room with oil. You'll need mirrors to deflect the lasers, a coat hanger to use as a support structure for the mirrors, and rope to lower yourself down from the roof with. The mirrors (reflectors) are at the juice bar, the coat hanger (support structure) is at the junkyard and the climbing gear at the mineshaft. The main difference is that from now on, goons chase you in the skating game. As a goon comes at you, accelerate forward and past him, and then stay ahead of him and being careful not to fall - he'll get you if you do. Don't go too far up the screen, or you won't be able to see what's ahead. If you need breathing room to drop back then move up and down and the goon follows. Every time he does this he drops back. You don't want him to hit anything, as then another goon takes over. When goons first come on is when you're most vulnerable. If you find the goons too easy increase the level. If a goon catches you you'll find yourself in the dungeon. To get out, you must make use of the four crates stacked up. You must restack them on the column with the broken window above it. This is tough - all the more reason to avoid getting caught. The catch is that you can only move one crate at a time. Also bigger crates won't balance on smaller ones. Okay, now 1 means the smallest crate, 2 the second smallest, 3 the second biggest and 4 the biggest. S means the column that the crates started on, B means the column with the broken window, and U means the column with the window that isn't broken. So 1-U means move the smallest crate to the column without a broken window. Here's the directions: 1-U 2-B 1-B 3-U 1-S 2-U 1-U 4-B 1-B 2-S 1-S 3-B 1-U 2-B 1-B. Now you're out of here and can get where you were going. On level two there are five crates and on level 3 seven. Just go back to level 1 in that case. 3# Pico & Mill - You'll notice that several activities are now at level 2. The game automatically advances levels if you do well on the earlier level. There isn't much to say, except basic information. Pico & Mill is the site of a sabotaged chemical plant. The bomb is at the center of a tank filled with acid. To disarm the bomb you must get some foot covering to cross the acid. This comes in the form of eight pairs of socks at the juice bar. You'll also need a balancing pole to balance. This comes in the form of a shovel at the mineshaft. Third, you'll need an object with which to carry the bomb on your head. There's a scarf at the junkyard that fits the bill. Vine & Rye - A few activities that didn't go up to level 2 an the last sabotage site might do so now. Anyway, at Vine & Rye is a sabotaged spatula manufacturing plant. The bomb is on top of a tower. If the tower is jolted in the slightest way, the bomb will explode. You'll need a springboard to bounce in the air and up to the bomb. You'll need a rope to control your flight, which can be found at the mineshaft. You'll need a tweezer-like thing to grab the bomb in midair, which is at the juice bar in the form of ice forks. Finally you'll need a soft object to land in. A giant baseball mitt at the junkyard will do the trick. As for the springboard, well you'll have to keep talking with the technician to get him to lower the giant spatula on the roof for you. Pine & Bell - Not much to say, except that some activities may be advanced again. At Pine & Bell is a sabotaged printing press. The bomb lies at the end of a conveyor belt set to maximum speed. First of all you'll need oil so that your skateboard's wheels don't burn out. Oil can be found at the junkyard. And you need a rope to pull yourself up the conveyor belt with. This can be found at the mineshaft. Also you'll need climbing hooks to grab onto the bomb platform, which can be found at the juice bar. Dale & Nut - The last site! Stoked! Okay, this place is a sabotaged steel mill. When B.F.Skinny gives you the note, he tells you that the janitor has been taken captive by the goons. To get out of this conversation, well I'll let you figure that out. I've told you a lot, right? Anyway the bomb is on a platform above a river of molten steel. First, you'll need two plungers to use a suction cups to climb up the wall. Look for plungers at the juice bar and mineshaft. Also you need a fishing pole to swing over and up to the platform. Look for that at the junkyard. The final bomb - You're probably feeling good about yourself right now. Well, don't get too cocky - now B.F.Skinny tells you about Dr. X's final plan to blow up the dam. The inflow of water will then destroy the city. Luckily this is such an emergency there's no conversation. Go to the dam, and once there click on the switch. This starts some gears moving and a giant block moves to block the waterway to the city. Jo spots Martin and the janitor and is untying them when Dr. X appears. He gets a little preoccupied and meanwhile, the bomb countdown is running. Jo, Martin and the janitor escape just before the block closes off the entrance to the city. Dr. X is presumably killed by the torrent of water that follows the dam blowing. Now you get to see what happened to each character. Ta-da! You completed the game!