Exotic animals disappear. A world-famous 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 games and exercises designed for kids,
ages 7 to 9 and older. Build more than 75 key third grade skills in
math, language, science, geography, and problem solving. Four levels
of difficulty and a variety of tricky 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 child'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-style hazard. Speed through the Ultimate Deep-Dish Pizza
Skate Park, stay cool through the High-Voltage Circuit Zone, and
much more.