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Sunday
Software's Teaching Guide & Outline to
EXODUS
ADVENTURES CD
This doc printed from
www.sundaysoftare.com/Exodus/guide.htm About 6 pages to print.
Other links of interest:
www.sundaysoftware.com/Exodus
www.sundaysoftware.com/support
View and print
the Monastery Map printout w/game helps
www.sundaysoftware.com/Exodus/monasterymap-big.jpg
View and Print the Teacher's Cheat
Sheet
www.sundaysoftware.com/Exodus/cheats.htm (a condensation of this
guide with extra helps)
View and Print Student Worksheet
Handouts:
Mission 1 |
Mission 2 (pdfs)
View and Print my
Exodus Lesson Sketches and Schedules
for teaching a full unit on the Exodus story and incorporating the
use of this CD. Includes game and video suggestions, as well as, How
to make your classroom look like an Egyptian Village!
www.sundaysoftware.com/lessons/exodus.htm |
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Guide for Exodus CD Version 1.2 This document posted:
August 2011 Printed from www.sundaysoftware.com/Exodus
In this
Document: 1. Stuff
Teacher's Should Read First 2. Outline 3. Technical
Notes
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
-
Always test the
program on the computers you plan to TEACH with to make sure it
will run. Consult
www.sundaysoftware.com/support for tech help.
-
Finding the key to the
helicopter seems to be the hardest thing (for the teachers), so make
sure you look at the "cheats" in this guide and use them to become the
expert!
-
The opening load
time can be long on a slower computer. It's loading both the
game and an opening video.
-
In addition to this guide, we
have a training article on Teaching with 3D games which you can print
from www.sundaysoftware.com/articles/3dtips.htm
Game Overview
Exodus Adventures CD
installs 3 lesson-games about the Exodus story on your hard drive and
gives you a desktop startup icon.
Within each game, the game's content must be played and completed in order. For example, in Game 2
you cannot skip to the Rock of Horeb level without first completing the
Red Sea and Manna levels. Levels build on each other.
If you don't see "Game 3: Promised Land" in the main menu of the game,
then you don't
have version 1.1 or 1.2. Go to our website to download the free 1.1 update
files.
The main player is "Robin
MacTavish" --teenage archaeologist whom your students guide throughout
each game. The main "teacher" in the program is
Sir Dabney MacTavish, Robin's eccentric British grandfather. In each
level there are things which Robin must accomplish in order to proceed
to the next part of the story. Listen carefully to Sir Dabney as he
will usually tell you what to do next.
Think of each game as
a "Scavenger Hunt" through the Exodus story. Working behind
the scenes, Sir Dabney has recreated parts of the story for Robin to
explore at the dig sites for which he is famously responsible. At times, the re-creations get out of hand. We don't know
why Pharaoh's Palace traps Robin, it just does! Just enough
danger to keep it interesting.
The Monastery is the
main base of operations. It is a
faithful 3-D re-creation of the real St. Catherine's monastery
located at the foot of Mt. Sinai. Perhaps you've seen the real
monastery in our Ten Commandments CD. The Monks there have had a
lot of time to create learning experiences for
pilgrims. Their "Red Sea Holographic Experience" is
pure monastic imagination.
Moses is discussed
in the games, but does not appear in any of the games. This is a CD
"about the story." Sir Dabney and the monk "Brother Deni"
condense the story and explain it, offering observations and
asking questions throughout. Questions for further discussion
and reflection are located throughout each game, either as
graphics, or sometimes narrated by the characters. Keep your
ears peeled.
Introducing the Game to your
Students
We designed this CD
with the expectation that an adult/older student helper would be
guiding younger students in the use of this program. This is
a lesson-designed CD, and not merely a game in which the
user is to be left on their own. For best use and learning,
go on the journey with them!
The game does have a
learning curve. If you're not familiar with 3D games, or not
adept at controlling action through the keyboard, it may be
challenging for you. Kids adapt to it pretty quickly and will
help each other. But as with all our more "gamey" programs, we
recommend that you introduce the game to your students before
the lesson date during a test run in the weeks prior to teaching
with it. Let them run around a bit and get familiar with the
controls. Save a level, such as Goshen, and let them jump
ahead to fly the helicopter.
Our worksheets help
guide them through the content. It will also help to have a copy
of our
Teacher's Cheat Sheet
close at hand. It condenses this guide.
(www.sundaysoftware.com/Exodus/cheats.htm)
Each game should
take about 30-40 minutes to play through, assuming the
teachers have previewed content and can guide students where
necessary. Time will vary depending on age, and ability of
students. Listen to Dabney! Print this guide and the
Monastery Map graphic to help
teachers or students.
Beginning Tech Notes
This program
fully installs on your hard drive and installs a startup
icon on your desktop. Archive the CD after installation. Unless
you have specifically purchased a site license (and have the
certificate from us) you must purchase one CD for each computer
on which you wish to install the game.
To start the
game, click the installed desktop icon. A test box appears
with info about your computer. If you get an error, slide the
error msg box to the side and copy the text in the test box.
Then go to
www.sundaysoftware.com/support
and look up our tech notes for Exodus. If you get an error while
starting the game on an older computer, you may need to update
the graphic card, graphic driver or other system resource. There
is a brief tech note in the Exodus folder and on the CD. The
latest notes and updates are at sundaysoftware.com/Exodus.
NAVIGATE
Robin using the arrow keys.
HOLD the SHIFT KEY to make
Robin run faster.
TO
MAKE ROBIN JUMP or climb -press the 'home' key while
pressing the forward arrow.
At the beginning of
a lesson, show your students how to SAVE their game, and save
often.
CAUTION: Pressing the
spacebar will bypass some if not most of the videos, however, it is NOT recommended
that you do so! In some cases, the videos contain
important "what to do next" information. And in most cases, you
cannot replay the videos. Additional caution --running
around while an audio narration plays can sometimes cause
irregular game actions. When Dabney or one of the monks is
talking, wait.
If you need
technical help, or have suggestions for this program, go to
www.sundaysoftware.com/support, or email
neil@sundaysoftware.com
IMPORTANT Game Play
"Activation" Tips:
In each game there
are things which Robin or her helicopter must "trigger" to happen. For example, in
Game 1's Goshen Village she must approach several laptop
computers to activate a videoclip.
Sometimes
you must back Robin up and approach the 'trigger' point again
directly in front of the laptop. The proximity and angle of
approach to the laptop is somewhat critical in order to properly
trigger a video event. (just a vagary of the authoring tool).
This can also apply to crates which Robin can automatically
climb up in the Monastery. It can also apply to JUMPING up onto
things. Just realize that Robin's model sometimes needs to
adjust herself a step or two one way or the other to get
over/past/up on things.
With other
"triggers" timing is everything. For example, the guard in
Goshen Village will not bother Robin until it is time to play
the "Collect Straw" game. Then he will make her drop the straw
if she gets in his way. Same thing with Sir
Dabney and the Monks in Game 2. When approached they sometimes
have important things to say. At other times they are silent.
At certain points in
the game Robin must find her Archaeo-Air Blaster to fend off
spiders and scorpions. They are harmless, but don't tell the
kids! AIMING the archaeo-blaster can be done with
the mouse or pageup/pagedown keys. To FIRE an electric
airblast -use either the mouse button or the Ctrl key on your
keyboard. Three blasts and they're out.
Important Save Game Tip:
Always remember to
SAVE
YOUR GAME
as you play. Then you
can LOAD a saved game at a later time, or use the Load
game feature to return to a spot in the game ~just in
case something happens and you are stuck. To Save/Load,
press your Esc key and follow the Main Menu prompts. See
tech notes below for how to move saved game files to
other computers. |
How
to Teach with Exodus Adventures CD
Each of the three
lessons will take between 30 to 40 minutes to finish, depending
on the age of your students, their playing skill and the length
of time they stop to discuss/review content.
We have
designed this CD to teach the scope and sequence of the major
events of the Exodus story. We expect that a
teacher or parent will be at the computer with the students, or
nearby, and want to discuss material in the game which the
students may otherwise want to anxiously get past. There is more
to the Exodus story than we could ever put into one CD. We hope
you'll use this CD in conjunction with other teaching media and
Bible study. We hope you'll find content in this CD as a
starting point for further discussion and Bible study.
Most of the
scripture needed to understand the story is included in the
storytelling. Scripture may be presented through video,
narration or onscreen graphics. In most cases, we have used a
modified version of the New Revised Standard, with minor changes
for the sake of clarity of storytelling.
Age Range
This CD was designed
for optimal use by older elementary and younger youth.
However, early readers and preschoolers will enjoy the program
immensely, and will need help completing it.
Navigational Advice
Listen carefully to Sir
Dabney and Brother Deni in the program. They
tell Robin what to do. If you do things out of order, stuff
won't work. We have also put various notes and maps
around the levels to remind the players. However, we recommend
that adventurers take notes! We have purposely put "what
to do next" details within the Bible information videos and
narrations so that students get used to paying attention!
We have also put "what to do next" info on the various signs and
graphics throughout the program. Look around. In
some cases, the "what next" info is a clue, such as where to
find the staff of Moses. A parchment by the Rock of Horeb has a
cryptic message reminding Dabney to return the staff to the
Tower of Masah (the big white tower in the monastery).
Robin begins each game in St.
Catherine's Monastery, and after listening to either Brother
Deni or meeting Sir Dabney and completing some tasks, she will
eventually need to go get in the helicopter to fly somewhere to
complete that game. The helicopter is always down in the main
yard. Depending on the game, she will travel on
foot or by helicopter (or both) to various locations in the
Exodus terrain. In Game 1, Robin travels extensively by
helicopter. In each game, LISTEN CAREFULLY to Sir Dabney's
instructions about "what to do next". In Game 1, Robin is
also guided "what to do next" by the helicopter's compass -which
displays pictures of locations she can fly to, depending on the
direct she is pointing. Match the clipboard image to the compass
image and you'll be headed in the right direction. Remember to
SAVE your game location every few minutes so you can get back to
it if something dreadful happens.
Things must be
done in order for the
game to unfold. You cannot skip activities, clues or area. We
are telling and explaining the story in order (not running
around mindlessly "collecting points")
Game Boundaries:
Each "level" in the game that Robin walks or flys through
has boundaries. She'll bounce back from them, or scrape up
against them. The terrains are not as big as they look!
Print the Monastery Map from
www.sundaysoftware.com/Exodus/monasterymap-big.jpg
It will help you in each game. Most of the doors in the
Monastery will not open. They are there for looks.
CREATE JUMP-TO POINTS:
While previewing the game, save your game at various
locations, such as "in the Village" and "At the Burning
Bush" just in case you need to give students a jump up to a
location.
About the Video Clips in the Game
Located
throughout the game are video clips
which Robin's grandfather has assembled to teach her the story.
These clips are courtesy of the TaLaCa productiona~ ~
The
video clips feature actual footage of all the Exodus locations,
re-enactments, and narration from the scriptures. (These clips can
also be played 'outside' the program by locating them in the
c:Exodus folder on your harddrive and playing them with Windows
Media Player). Pressing the spacebar will bypass the videos,
however this is NOT recommended as often the narrations contain
vital clues about what to do next!
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Helicopter Controls:
HOME key =
Start/Up. END key = Stop/Down.
ARROW keys =
Left/Right/Up/Down. You can also use the mouse to steer.
At
several points in each game Robin flies her helicopter to
move to the next location/level in the game. "Where" to fly
to is often advised by Sir Dabney, or shown on the
clipboard. Most often she must land on a helipad to advance
to the next level. In some cases, however, the helicopter
only needs to encounter the correct sign, location or object
to trigger a level change. For example, in the Monastery
terrain she must fly into the Nile River sign by the trees.
At the Burning Bush, she must contact the pylon in the
landscape. Each level in the game has outer
boundaries which the helicopter cannot cross. The helicopter
will appear to "bounce" or scrape against boundaries,
invisible or visible.
To know which direction to go next, MATCH the CLIPBOARD
image in the helicopter to the COMPASS image. In
some cases, the correct compass image won't appear until you
are near that location and have flown past another location.
For example, to return to the Monastery in Game 1, you must
fly past Pharaoh's palace.
Advice about how to land at a
landing point:
Press the forward (down) arrow and End Key
simultaneously. This will both pitch the helicopter downward
and slow it down. If you contact the ground and stop and are
not in the right location for a "level change" to occur,
press the Home key to fly back up and move to the correct
location.
In Game 1, "Moses and Pharaoh,"
Robin must visit the Library and then find the key to the
helicopter before she can take off. See game notes below for
location of the key.
When you're in a level outside
the monastery, you can only get back IN the
helicopter once you have completed all the tasks in that level.
When flying across the Nile, you must go to the locations in
order -according to what the clipboard image says to do
next. You can't skip. If you're in the Monastery, you
must find the key to run the helicopter, but it will only be
available after you have completed the assigned tasks in the
Monastery, -as outlined by Deni the Monk and Sir Dabney.
Listen carefully.
In Game 3 "Promised Land"
you can press your F2 button on your keyboard to pull
up an active MAP of where your helicopter is in the terrain.
The only time you'll exit the helicopter in Game 3 is when
you're at the end of the game on top of Mt. Nebo. Note: the F2=Map option
in the helicopter only works in Game 3. |
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Detailed Outline to Exodus Adventures
Do
not read this if you don't want to know all the playing secrets!
GAME 1:
Moses & Pharaoh
Enslaved in Egypt, Birth of Moses, Burning Bush, Confrontation with Pharaoh
1) The game begins in the
Monastery. Robin finds Brother Deni (right where Robin first
appears) who gives her a recorded message
from her grandfather. 2) 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 up on the "Pink Patio" and fly NW to the Goshen Dig Site. You must view
the video before looking for the key.
To find the
key to the helicopter... after you have viewed the video in the
Library at the stand and received Dabney's instructions, exit
the Library, go back down the stairs and go left to the
location where you first appeared in the game. Climb up the boxes and plank
(located on the wall opposite where Deni first met Robin near the
top of the big main staircase). Once up the boxes, walk up the roof
and turn right -walking along the roof peak (you'll see the Library
door up ahead in the distance). Look to your right and downward for the
pink stucco-area door where Dabney
has left a key to the helicopter. The key is floating
there. (Note: Robin will automatically climb the boxes
when you move her forward squarely against the edge of the boxes. If
she doesn't climb, step her back and try again. Approach slowly and
squarely. If that doesn't trigger her automatic climbing, use your
HOME key and forward arrow key to make her jump up (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, but you really shouldn't need them).
Once Robin grabs the key, she can jump down the roofs and find the
Helicopter which is down in the main courtyard.
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3)
Once in the helicopter...
Robin needs to fly up over the wall
(use the HOME key to power up and arrow keys to steer)
and GO WEST
toward the Nile River Trail Sign. A level change takes
place when you fly into the sign. Robin enters Nile River level.
4) Now crossing the Nile, Robin looks at her clipboard, she matches the Goshen Village image
to that on her compass in order to know which direction to fly. She lands on the Goshen Helipad
by powering down (End key). Slow down as you approach and steer
downward to land right on the pad. Now you can walk around.
Press the DOWN arrow
and END key to slow the helicopter in for a landing.
Note About the Compass:
The
clipboard IMAGE in the helicopter always shows you a picture of where you need to
fly next. As you steer the helicopter, you'll notice
various images appear in the compass. When the image in the
compass matches the image on your clipboard, you know you're
headed in the right direction.
Pay no attention to the direction of the compass arrow...it
will not point to the correct location. Keep the image in view
in the compass that matches your clipboard graphic.
4)
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.
Glitch
Warning: Do
not go to the Dig Tent before you meet with Dabney down
in the digsite. If you go to the Tent first, and try to play the
video, the game will freeze. This will be corrected in an
update.
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
using your Home key and forward arrow at the same time. Be square to
the canal wall.
Down in the digsite Dabney tells Robin about
the dig and gives her instructions to FIRST grab her Archaeo-Blaster
(located in the dig behind Dabney) and THEN 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, but it can help you stay out of trouble,
especially in the dig tent. Use your mouse to LOOK DOWN at her feet
in the Tent ...sometimes the spider block here there. You can also
jump past them using your Home key.
After
viewing the videos, Robin then goes down into the dig
to hear from Dabney again. He tells her to go view his DVD which
he has misplaced. The DVD
is found on the LAPTOP inside the Hebrew house. (You can't skip
around. It won't activate if you go there without talking to Dabney.)
When walking up to a laptop, if the video doesn't trigger, back up
and walk up to it again squarely.
After exiting the Hebrew house, an Egyptian soldier appears and
forces Robin to collect straw and take it to the mud pits. Press the
"Enter" key at the straw pile to pick up one bundle. Robin must then
get to the drop off point as fast as she can, pressing Enter again
to drop the bundle. Four bundles and she's done. Allow the soldier
to get too close and he barks out an insult to her and she drops the
bundle.
Pictured right:
the questions found in the mud-hut for further study.
After playing the straw game, 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
save your spot and 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 sqaure to the edge and press the Home key while holding the
forward arrow. |
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5)
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 and fly close to them to achieve the level
change. Once in the Midian Level, 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 NEXT 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.
God Location Clues: the "shiny God pylons"
appear at the base of the three tallest stone structures.
The pylons will appear when you walk up, but God will
only speak when Robin walks up to the "correct" pylon
...ie, they must be activated in the correct order. The pylons
of light will appear, but
if
you don't hear God's narration at the pylon, go find the
correct pylon. 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/Burning Bush 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
near the helicopter and tells Robin to fly to Pharaoh's
Palace. Enter the helicopter and fly towards Pharaoh's
Palace (pictured on the clipboard).
6)
Land at
Pharaoh's Palace and enter the Palace.
Inside Robin discovers that her grandfather's company has prepared a
presentation for pilgrims about the Plagues on Egypt. Robin must
first view a video on the laptop. Robin will then need to find the Archaeo-Blaster
to stop the Egyptian soldier who has begun to insult the
Israelites. (It's in the bushes). Next, a Hebrew Slave appears to narrate a 6 question quiz
about the Plagues. The doors to the Palace do not open until
the questions are answered.
7) Outside the Palace is a note from Dabney
telling her to return to the Monastery.
Fly toward the
monastery (way out there in the east) and fly the
helicopter INTO the obelisk/pylon sitting in front of it to
change the level. Now you're in the monastery level and need
to land. It's tight! ...so hit your End key to slow
down, and Down arrow to aim for the pad. When you slow
down and land on the pad, the level changes.
8) END OF THE GAME: When
Robin lands at the Monastery she needs to CLIMB THE TOWER and
visit Sir Dabney who's standing up there. 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. The stairs and boxes which lead up to the Tower
are located in the same vicinity as the Red Sea room.
Note: Game
1 has the most video clips in it.
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GAME 2:
Red Sea to Marah, and the Rock of Horeb
Red Sea, Library/Miriam's Song, Bitters waters at Marah, Manna, and Rock of Horeb
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.
1) Robin first meets Brother Deni who has a
message from Sir Dabney.
2) Robin goes to meet Dabney in the
Monastery Library. Walk up to him and he'll tell Robin to go to the Red Sea room across the monastery
compound (see monastery map). Robin will need to head down the
big staircase, then up the skinny side- staircase, --it's marked
with a sign "Up to Tower and Red Sea Room" which is located at the
bottom-right of the main staircase. Then she must climb the boxes
and
red-carpeted zigzag staircase that leads to the Red Sea Room.
3) 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. Just for fun, the pyramid can be climbed (use the home key while pressing
the forward arrow to make Robin
jump).
In the Red Sea area Robin needs to find Brother Magdi, who tells her
to go back to the pillars at the entrance of the Red Sea level and watch a video about CROSSING THE
RED SEA. After the video is over, Robin will return to the Library for the Miriam's Song game.
Note: A list of "what to do" in Game 2 was first given to Robin by Brother Deni. It also
reappears on the chalkboard outside the Red Sea room,
AND whenever you press the F1 key!
4) After the Red Sea Video, Robin
goes back in the Monastery Library... Robin meets Dabney who tells her to play the Miriam's Song game.
Be sure to VIEW the song game instructions which are sitting on the
CHEST by the bookshelves. They contain the correct order of tiles.
Before you exit the Library, don't forget to look at the picture of
Miriam.
About Miriam's Song Game:
We've taken the scriptures from the Song of
Miriam/Moses, and split them up into 7 chanted verses.
They must be heard in the correct order to advance to
the next level (Marah). You hear them by stepping on the
colored floor tiles in the Library. You learn the
correct order by studying the document left on the chest
at the entrance.
If you step on a tile out of order, you must step on the
RESET til and start over. The point here is to get
the kids to HEAR the scripture verses. They summarize
the events of the Exodus and praise God.
If you want to bypass the Library, step on a
couple of colored tiles, then run out of the central bookshelves and find Dabney. In version 0.9/1.0 he'll tell you there's a switch you can throw.
In version 1.1 he says it's a book, and it is. The
switch is a book on one of the outer wall bookshelves. Walk along
them and look carefully and you'll see a book titled: "DENI" at eye
level that looks different than all the other books. Step Robin up to the book and press Enter to open the secret
passageway to Marah in the wall of the library.
Version 0.9/1.0 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. We
recommend you
SAVE your game before you press Enter! (not after). |
5)
Once the
Miriam song game is completed, a secret door to the Marah Trail opens
on the main wall of the Library. (Load time can be long for this level). The trail
leads out
into the Sinai Desert to discover the rest of the Sinai crossing
story of the Exodus.
6) Robin
first comes to Marah:
Bitter Waters made Sweet.
She encounters a Hebrew dying of thirst (you can walk by him,
but don't). There's a scroll on the
sign by the bitter waters with a clue about how to solve the
level. Robin must read the scroll then find a tree branch.
(The tree is located behind rock outcropping/behind the well, --it will glow green when you
approach it). When she walks up to the tree, the game will show
her breaking off a branch from the tree. Now she must
carry
it to the well, and throw the branch into the well (by pressing
'enter'). Robin will utter a prayer to God, throw the branch
in, and the waters will change. The Hebrew now 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.]
NOTE: There is a secret way out that allows you to scale the rocks
in the pool. Go to the vertical crevasse and press your
forward and jump key at the same time. She'll skedaddle right up and
over.
7) Night falls and Robin says she must get to Rephedim
-in the Wilderness of Sin. Find the big sign shaped like a finger
pointing and walk up to it (it's a distance from the well). This changes the level, taking Robin to
the Cave level at Rephedim where she must find the hidden entrance
to the cave
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 and its entrance is covered
up by bushes. Walk 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.
8) Once
in the cave, navigate Robin to meet Brother Deni. He will
invite her to the
stump by the campfire, listen. After they talk, Robin says she is
tired. Move her over to the bed.
9) In the
morning, Robin wakes up. Go out of the cave and look around.
Find Brother Deni. Just as in the Bible story, Robin will now collect manna in a game. Once
she has enough, Deni bids her farewell.
Listen
carefully to Brother Deni. He says things which your students can
discuss.
After collecting Manna, go back to
Brother Deni. He will have a message from Dabney. Dabney tells
Robin to climb up the rocky outcrop to find the helicopter UP TOP.
Robin finds a rope
hanging over the side and climbs up. Then she's off to the Monastery once again.
10) After
landing at the Monastery helipad, 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 (the big rock in the courtyard). When Robin finds the
staff on top of the Tower of Masah on the
monastery grounds, she must then go STRIKE the Rock just as in the
story. 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.)
11) 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.
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Miriam's Song Game Detail:
The correct order of tiles is listed in
the Miriam's Library booklet, which can be viewed as you enter the
Library shelves area.
Order of Tiles in the
Library:
1. Green 2. Yellow
3. Orange 4. Purple 5. Red 6. Pink
7. Blue
If you step on a tile out of order,
you must go back and step on the RESET tile. Don't confuse
Red and pink. The pink is sortof pinkish-purple. Once you have
completed the tiles in order, go out into the library and
look for the newly opened secret entrance to the Marah
Trail. It's easy to accidentally step on the wrong tile
while running around. Don't! Also, for technical
reasons, we recommend you don't stand on the edge of the
tile TOO CLOSE to the bookshelves. Stand in the center or
away from the bookshelves to activate each tile, otherwise
occasionally Robin's model gets stuck on a shelf. It is
recommended that you SAVE YOUR GAME before starting the Song
Game. If you step on a tile and the bookcases surround you
with no way out, it's an indication that you've done
something out of order. Move off the tile, then back on to
reactivate it and make the shelves open up. Now go to the
reset tile and start over.
Note about the
Miriam's Song: Miriam's Song is considered to
be some of the oldest 'original' texts in the Bible. Many
scholars believe that it was later expanded and credited
to Moses, as "Moses' Song". That's why you'll see TWO songs
in Exodus 15. We've returned credit where it is
due: pulling images from Miriam & Moses' song into a
short pithy Monk Chant in the style that would have been
used in St. Catherines.
Important
Note: The LOAD time for the Marah Trail level is long.
Please be patient.
 Stuck
in the Library Song Game? Want to bypass it? After
stepping onto a colored tile in Miriam's Library, go find
Sir Dabney. He'll tell you there's a "switch". Actually,
it's a book titled "Deni." Go up to that book (it's a bit
hard to find), Save Your Game at this point, THEN
press "Enter" and the Secret
Passageway to Marah will be automatically opened on another
wall. The book
trigger can't open the passageway until you step on a tile.
Version 0.9 Technical Glitch: Don't stand too close to the book when you
press enter, or it may make Robin unable to move. Save
first! - then press enter. Note: we don't want the kids to
bypass the Library. The Deni book switch is really just for
teachers. |
Helpful Graphics from Game 2:



Entrance to Red Sea Room is at end of red carpet.
Tower of Masah can only be climbed one way as shown.
If you'd like to print any graphic on this page,
right click it, select 'copy' and then paste into a wordprocessing
document. |
Game 3:
The Promised Land
Released in version 1.1 October
2008. If you don't see it listed in your game menu you need to download
the free update at sundaysoftware.com.
Game 3 is essentially
a "flying quiz" across the desert that gives students an
"Overview" (sorry about the pun) of "the rest of the story" --the journey to the Promised
Land. The actual story is spread over four books of the Bible !
...so an 'overview' seemed appropriate. It introduces your
students to some key ideas and stories, and locations in the where they can
learn/read more.
The Game Plot: MacTavish Enterprises
has constructed a 7 Stage Pilgrimage across the desert.
7 signs must
be found in the correct order and their seven questions must be
answered correctly in order to make it to Mt. Nebo. Atop Mt Nebo,
Sir Dabney and Robin have a brief conversation. You'll hear the
questions narrated. They are NOT printed on the screen, only the
answers are, so listen carefully! The correct answer can be
found by looking up the chapter/verse seen on the Station's sign. If
you get it wrong, you are thrown back and must try that station
again.
"Comments" for
potential further discussion and reflection are spoken by Robin
and Sir Dabney during the game, and at the end. These would make
good points for a worksheet.
Press
F2 on the keyboard at anytime during Game 3 to bring up an
active map showing your location in the terrain. You can even
fly with it open to see which direction to go.
Like Games 1 and 2, in
Game 3 you can find the general DIRECTION to the 7 stations by
matching the CLIPBOARD image to the COMPASS IMAGE. It's a bit
tricky at times, but then, it is a GAME.
Game 3 is the only game
to require FUEL to fly the helicopter. Look for the green cans in
the landscape. If you run out, it's game over (or save your game
often and reload a saved spot to continue).
After correctly
answering all 7 questions, fly to Mt. Nebo. There Robin can
exit and talk with Sir Dabney. The game is
then over, but you can still move around or get back in the
helicopter. You cannot fly back to the monastery.
3. TECHNICAL NOTES
These notes will be continually
updated at
www.sundaysoftware.com/support
Things to note:
-
When the game starts
up, a white box appears to load your files and test your system.
If you get an error message, please report it to us in its exact
wording.
-
This game
requires Windows Media Player 9 or higher to be installed.
If you have Windows MP 8, the videos may not display correctly
(or show at all). If you do not see the opening video with
Dabney introducing the game (right after the white text box),
then you need to go to
www.microsoft.com and download the free Windows Media
Player. A copy of it 'may' be on the original Exodus CD. We'll
see!
-
This game requires
16mb 3-D capable modern good quality videocard or chip. If the
3-D game play is whacked, it's probably your computer's quality
that suffers. If you have Windows Me, your computer's video
controller may be too old or low-quality to enjoy this game
fully. XP era computers should be fine!
-
Set your screen
resolution to as close to 800x600 as you can get. If you have a
'wide screen' aspect, as some laptops do, adjust your screen
dimension to 800x600 proportions to avoid stretching of the game
images.
-
If you have an older
computer and are experiencing video display problems with this
program, try updating your videochip/card's video driver. Go to
your computer manufacturer's website to get their updated
videodriver (something they update regularly!)
-
If you get "stuck"
in the game, ie, Robin can't move... try nudging her in
different directions, then try pressing the HOME key and forward
arrow at the same time in different directions. Sometimes she
just needs to jump away from a crack or object.
-
Sometimes "triggers"
in the program need approached in a certain way. If you walk up
to a laptop and don't see the "play" button, back up and try
again. Depending on whatever, it might take a try or two.
-
STUCK?
SAVE SAVE SAVE your game locations as you play so you can
restart at recent location if you get stuck.
-
Stuck in the Well
of Marah? If you decide to swim in the Marah Well, then just about the
only location you can JUMP out from is the far left corner (as
seen while standing IN the well). Home/Forward arrow a couple of
times. And try for a bit of a running start. Same idea in the
mupits and other water hazards. Sometimes Robin just needs to
find the right "step" to get out.
-
In the Marah
Nighttime terrain, there is a hole in the outer rock wall you
can step through by accident. We recommend you step right back
into the game terrain or you'll fall off into oblivion.
-
Game Save Info:
At this time, there are only six game save slots, and you can't
really tell the difference between game 1 or game 2 saved slots
(we hope to remedy this in the future). So pay attention to the
slot picture you create and which game it came from. You can
erase saved game info by deleting the >>>.sav file in the
directory.
-
OPTIONS MENU:
You can adjust the relative sound volumes of the Music and
Voices in the game by accessing the OPTIONS menu at the main
menu. If you are experiencing BAD volumes, look there. Different
computers handle sound a bit different, so play with the
balances. Set the "View Distance" all the way to the right
IF you have a really nice computer. It will make distant
graphics appear sooner.
-
Pressing F1 brings
up Dabney's list of what to do in games 1 and 2. Press F2 in
Game 3 for a map.
-
Here's a weird
anomaly: In the Marah Nighttime Cave level, Robin can climb the
outer bushes/rock walls if you run her against them while
pressing the HOME key. She can get up on the boundary rocks, and
even jump behind them. But be careful, if you run off the
terrain too far you will fall into oblivion. Re-enter the same
way you escaped.
-
W I D E
screen issues. Many new monitors are wide aspect and not the
standard 4:3 ratio. Exodus will stretch to fill the screen
causing the width of the game images to be disproportionate to
the height. Here's how you solve that... Press ALT-ENTER and the
game will turn into a window. Now you can grab the sides of the
windows with your mouse point and resize it to your preferred
width and height.
-
Turn off "Sticky
Keys" feature if you have it enabled on your system. It's in the
Control Panel and can cause certain keys to repeat themselves
and interfere with play.
-
The "save game"
files are all the ".SAV" files in the Exodus folder on your
harddrive. You can copy these to other computers where Exodus is
installed ...if you want each computer to have the same 'saved'
positions available to students. Some labs do this to jump start
kids past certain sections they don't have time for or don't
need to study.
Exodus Adventures on Windows VISTA...
You may have to install Exodus to a folder OTHER THAN the default
install Program Files folder to avoid some Vista security glitches.
Vista might thrown an error such as "acknex is closing down" or
something similar. If it does, RIGHT click the Exodus startup icon on your
desktop and select "Run as Administrator" to see if that solves it.
If it doesn't, Right click the icon and select Properties then
Compatibility and select "Run as XP" or "Win 98" to get Vista to
lighten up. If that doesn't work, install Exodus to a new folder on
your desktop and try running it from that folder. As a last resort, you should turn off your User Account
Controls (UACs)... those dread pop up messages which Vista is
infamous for. Turn them off in your Control Panel's user account
options. Note: Vista Service Pack 1 seems to run 3d games better.
Make sure you have the latest version of Vista AND the latest
version of your computer's videodriver (which are often updated to
fix incompatibilities). Consult our support page for more help.
www.sundaysoftware.com/support
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 unless you have purchased
a site license direct from Sunday Software, 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
View Ideas for
Creating an Egyptian Village in your
classroom at
www.sundaysoftware.com/articles/village.htm
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