ClueFinders 3rd Grade Adventures: Mystery of Mathra

ClueFinders 3rd Grade Adventures: Mystery of Mathra

Product Description
A daring group of kid detectives, a jungle adventure, and the mystery of an ancient monster make The ClueFinders’ 3rd Grade Adventures the most exciting way to develop essential literary and thinking skills. Also includes Mystery Mansion Arcade Approach Sports meeting.Amazon.com Product Description
Exotic animals disappear. A world-legendary scientist vanishes. Something fishy is afoot! Join the ClueFinders on a clue-searching trek into the depths of the rain forest. From reading maps to building bridges, every activity brings kids closer to unraveling this astounding mystery, while mastering essential third grade skills.

Explore 30 interactive sports meeting and exercises designed for kids, ages 7 to 9 and grown-up. Build more than 75 key third grade skills in math, language, science, geography, and conundrum solving. Four levels of difficulty and a variety of tough challenges keep ClueFinders 3rd Grade Adventures 2002: Mystery of Mathra fun and fresh. Detailed help features guide kids throughout, and built-in progress reports help parents navigate their outcome’s learning fun.

In addition, an all-new for 2002 bonus CD-ROM doubles the mystery and clue-finding fun. In ClueFinders: Mystery Mansion Arcade, our adventurers are lured into a spooky mansion by an ingenious mastermind and his four villainous henchmen. Kids help the ClueFinders escape by choosing the best ClueFinder for each arcade-stylishness hazard. Alacrity owing to the Ultimate Deep-Dish Pizza Skate Park, stay cool owing to the High-Voltage Circuit Zone, and much more.

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