|
Sunday
Software's Teaching Guide & Outline to
New: View and print
the Monastery Map printout w/game helps
New:
View and Print 2 Student Guide
Handouts:
Mission 1 |
Mission 2 (pdfs) Caution: This guide contains "spoiler" details about the gameplay! |
|
|
In this Document: 1. Stuff Teachers Should Read First ... This guide contains "spoiler" information, and most of the secrets to successfully navigating each of the games. We'd love your feedback on the game and this guide. Email Neil at neil@sundaysoftware.com Brief Program Description
The Story Premise
Introducing the Game to your Students
Beginning Tech Notes
IMPORTANT Game Play "Activation" Tips:
How to Teach with Exodus Adventures CD
Age Range
Navigational Advice
About the Video Clips in the Game
|
|
|
|
|
Detailed Outline to Exodus Adventures Do not read this if you don't want to know all the playing secrets!
GAME 1: Moses & Pharaoh The game begins in the Monastery. Robin finds Brother Deni who gives her a recorded message from her grandfather. He tells her to go to the Library, view the laptop video on the Bible stand in the Library, then go find the key to the helicopter and fly to the Goshen Dig Site. You must view the video before looking for the key. To find the key... exit the Library and climb up the boxes and plank (located on the wall opposite where Deni first met her), cross the roof, and look for the pink stucco-area door where Dabney has left a key to the helicopter. She grabs the key and heads to the Helicopter down by the main courtyard. Note: Robin will automatically climb the boxes when you move her forward squarely against the edge. If she doesn't climb, step her back and try again. (fyi...there's a wall sign in the Library with a clue to the key's whereabouts. There's another sign on a wall in the monastery grounds with a clue as well).
|
|
|
Once in the helicopter... Robin needs to fly up over the wall (use the HOME key to rise up) and GO WEST toward the Nile River Trail Sign. A level change takes place here and Robin enters Nile River level. Now looking at her clipboard, she matches the Goshen Village image to that on her compass, and lands on the Goshen Helipad. Press the down arrow and END key to slow the helicopter in for a landing.
The Goshen Dig Site is a recreation of an actual archaeological site in Goshen. It features a re-created Hebrew home. Robin must first meet her grandfather down in the dig.
Use your HOME key to JUMP over the canals as you also press your forward arrow key. If you fall into a canal, jump out. Dabney tells Robin about the digsite and gives her instructions to grab her Archaeo-Blaster (located in the dig behind Dabney) and go view the Dig Tent video. In the video, Dabney tells the story of how the Hebrews came to live and become slaves in the land of Egypt and about the birth of Moses. After viewing the video, Robin can blast spiders. Dabney told Robin to meet her again after the video. Look for him. How to use the Air-Blaster: Aim with the mouse or arrow keys and press the mouse button -or Ctrl key, to fire an air blast. Three blasts makes the spiders disappear. You do not have to blast them if you don't want to.
Pictured right: the questions found in the mud-hut for further study. Then Robin needs to approach Dabney who tells her to watch one more video. The video is located on a laptop behind him. Then Dabney tells her to fly to Pharaoh's Palace to learn the story of Moses' confrontation with Pharaoh. Before entering the helicopter, perhaps you will want to look at the study questions found on the table in the brick-making hut (pictured here). Or you can come BACK to this level to discuss the questions after finishing the game. If Robin falls in the mudpits, she will move very slowly until she comes to an edge where she can climb out. Press Home key to help her jump out. You might have to find the right 'edge' of the pit to get out. If she falls in the CANAL, face her to the edge and press the Home key while holding the forward arrow. |
|
|
Robin then flies her helicopter to Midian where she encounters God in the Burning Bush, just like Moses did. Look for the "ruins" sitting in the landscape. There's a stone inscription on the hill explaining what to do. In these Midian ruins, Robin must FIRST find the Burning Bush. It looks like a tree in the middle of the level. After the bush is done... Robin must find IN ORDER the three other additional locations where God will talk to Robin. He asks questions too, so be prepared to discuss. These discussion question appear on the screen as well. Clue: the "God pylons" appear at the base of the three tall stone structures. They must be activated in the correct order. You might want to save your game as you enter this level, so you can come back to it and listen to God once more at a later time. Midian is a good place to stop and consider what God is saying to Robin. "What excuses do we use to avoid doing what God tells us to do?" After the three "God pylons" are finished, Dabney appears and tells Robin to fly to Pharaoh's Palace. Enter the helicopter.
END OF THE GAME: When Robin lands at the Monastery she needs to CLIMB THE TOWER and visit Sir Dabney. He has one final thing to say, and then a menu appears with the option to view the following discussion graphic (pictured right) with comments and follow-up questions.
|
|
|
Reminder: Things must be done in order for the game to unfold. You cannot skip activities, clues or area. The story elements are designed to be told in order. Robin first meets Brother Deni who has a message from Sir Dabney. Robin goes to meet Dabney in the Library. He then tells her to go to the Red Sea room across the monastery compound (see monastery map). Robin will need to head down the grandstaircase, then up the skinny side- staircase at the bottom-right of the main staircase, then up the boxes to the red-carpeted zigzag staircase that leads to the Red Sea Room. The Red Sea door opens and leads into a terrain with a viewing platform and pyramid. The scorpions are harmless, but can be blasted away with the air-blaster which is located on the ground near a pillar. The pyramid can be climbed (use the home key while pressing the forward arrow to make Robin jump). (In a later version of this game, we may expand this level.) In the Red Sea area Robin needs to find Brother Magdi, who tells her to go back to the pillars and watch a video about CROSSING THE RED SEA, then return to the Library for the Miriam's Song game. Note: This list of "what to do" was first given to Robin by Brother Deni. It also appears on the chalkboard outside the Red Sea room, AND whenever you press the F1 key it also appears! Back in the Library... Robin meets Dabney who tells her to play the Miriam's Song game. We suggest you write down the correct order of colored tiles from the Song game notes that are found on the chest inside the Library. Before you exit the Library, don't forget to look at the picture of Miriam. The song maze can only be "solved" by listening to and correctly ordering the song verses. If you want to bypass the Library, step on a colored tile, then run out of the central bookshelves and find Dabney. He'll tell you there's a switch you can throw. ACTUALLY, the switch is a book on one of the outer wall bookshelves. Walk along them and look carefully and you'll see one titled: "DENI" at eye level. Step Robin up to the book and press Enter to open the secret passageway to Marrah. Technical Note: Don't step her TOO close to the bookshelf. In 0.9 there's a glitch where she can get stuck on that book. Try standing back from the book and pressing Enter. SAVE your game before you press Enter! (not after).
Robin first comes to Marah: Bitter Waters made Sweet. She encounters a Hebrew dieing of thirst. There's a scroll on the sign by the bitter waters with a clue about how to solve the problem. Robin must read the scroll then find a tree branch. (The tree is located behind the well, it will glow green when you approach it). She breaks off a branch from the tree, carries it to the well, and throws the branch into the well (by pressing 'enter'). The Hebrew praises God and goes swimming. [Warning: If Robin decides to go in the well with him, it can be hard to jump out. Try it at the far left corner (as seen from within the well). Press Home and forward arrow keys at the same time repeatedly so she can catch her footing.] Night falls and Robin says she must get to Rephedim -in the Wilderness of Sin. Find the big sign beyond the well. This takes Robin to the Cave level where she must find the hidden cave entrance and meet with Brother Deni, a monk from the monastery. This nighttime cave level is essentially a large square bounded by rocks. The CAVE is in the center of the level within it's own rock outcropping. The entrance to the cave is found by walking through the bushes blocking the entrance. If you walk up to the bushes around the central rocks, you should be able to see the campfire glowing through the entrance to the cave. No one is home at the house near the cave.
Dabney's message heard at this point says that the helicopter is UP TOP on the Cave outcropping. Robin finds a rope hanging over the side and climbs up. Then she's off to the Monastery once again. After landing at the Monastery, Robin must go find Sir Dabney walking nearby. He tells her to "go find the Staff which Moses" used to bring forth water from the Rock of Horeb. When Robin finds it (in the Tower of Masah on the monastery grounds) she goes to the Rock and strikes it. Water fills the lower courtyard, and a swim party ensues! (Note: the staff does not appear in the tower until Robin meets Sir Dabney down by the rock.) END OF THE GAME: Swim up to listen to Deni and Dabney in the pool. They have a few interesting (and humorous) things to say, including questions for discussion. Swim up to them several times. Press your Home and End keys to go up and down in the water. Press your shift key underwater to swim faster. After you're done listening to and discussing what Dabney and Deni have to say, Robin can dive into the water from the buildings if she wants to. Climb up Masah tower and jump into the water. It's fun. |
|
Helpful Graphics from Game 2:
Entrance to Red Sea Room is at end of red carpet. If you'd like to print one of these for a handout, right click it, select 'copy' and then paste into a wordprocessing document. |
|
|
Game 3:
Journey Beyond Sinai -toward the Promised Land
The Monks of St. Catherines Monastery have had several centuries to build a lesson about the Israelites' difficult trek from Mt. Sinai to the Promised Land. Robin will be flying across the desert to answer their questions. Your students will need a Bible in hand to help her! 3. TECHNICAL NOTES These notes will be continually updated at www.sundaysoftware.com/support Things to note:
A reminder: Purchasing one copy of the Exodus CD entitles you to install that program on only one computer. Installing it on more computers is illegal. The only exception is if you purchased the program direct from Sunday Software WITH a site license, and have the site certificate from us. Please remember to obey the 8th Commandment, and do not inappropriately install this program. Thanks! ~ Neil MacQueen, Sundaysoftware.com Inc. Go to the Exodus Adventures Website at www.sundaysoftware.com/Exodus |
This Guide Copyright Sunday Software Inc. 2007. All Rights
Reserved