Joseph's
Story 2.2 Outline and Guide
This Version: February 10, 2010
Printed from
www.sundaysoftware.com/joseph/guide.htm
Print this guide using your
Browser's Print option.
A MAP of the ruins leading to the Hall of
Dreams, and a map of Joseph's Maze can be
printed from
www.sundaysoftare.com/joseph/map.jpg
The end of this guide has some important
tech tips.
For more tech help, go to
www.sundaysoftware.com/joseph/joe2-tech.htm
Quick Version Note:
We have created a free UPDATE to version
2.0 which takes your installed copy to
Version 2.2. Version 2.2 makes some minor
tweaks to the game, including improving the
ending, making the Hall of Dreams a little
easier to get through, and adding a Jump
button in the ESC menu to jump past the hall
of spiders if you're short on time. Go to
www.sundaysoftware.com/joseph/joe2-tech.htm
to download. If your Joe CD label does not
say "2.2" you may not have the latest free
update. If you think your installed copy may
have been updated to version 2.2, check the
version.txt file in the installed Joseph
folder on your computer. That text file will
read "version 2.2" if the updated version is
installed.
Quick
Tips:
-
Joe 2
was made for students to play from
start to finish to learn the whole
scope & sequence of the story.
-
It is one adventure that takes about
35-40 minutes to complete. You can skip
sections or go back.
-
Press
the ESC key at any time to see a menu of
the game and jump ahead.
-
Listen and Read as you move through
the ruins, that's how you know what
to do. Sir Dabney is especially
helpful with "what to do now" instructions.
Game Plot and Content:
Joseph has left
his amazing story behind in his mysterious palace for future generations
to discover.
But he's also made getting through the palace rather challenging and
mysterious.
Like it's predecessor, Joseph 2 is a 3-D
style game that tells the whole story of
Joseph. Your students
guide "Robin MacTavish," a teenage archaeologist, through the
underground ruins
of Joseph's palace recently discovered beneath the Egyptian sands by
her grandfather, Sir Dabney MacTavish.
Important First Things for Teachers to Know:
1) It is Robin and Dabney's
CONVERSATIONS during the game which tell
you what to do next, help tell
the story, AND provide points
of reflection and life application.
Dabney
functions as the TEACHER. Your
students will naturally favor 'action'
over conversation, so be prepared to
reiterate some of the dialog and points
which Dabney makes.
2)
The key to finding your way around
the ruins is to pay attention to
Dabney.
If he's walking somewhere, try
to follow him. Or if you get ahead
of him, and see him coming up behind
you, let him pass.
3) If
Dabney is standing somewhere,
there's a pretty good chance that:
a) He's told you do something and
now he's waiting for you do it, find it,
complete it, see it.
b) He has something to say once he
gets to the location where he wants
to say it. Move out of his way so he
can walk.
4)
Game
events and narrations happen in a
precise order.
As you move through
the ruins, events are triggered.
So for example, if the next event is
that Dabney has something to say, he
may walk to a spot and be ready to
say it, but only if Robin walks up
to him and triggers the event. And
unless you use the menu to jump
around, you can't do things out of
order because that would ruin the
need to tell the story in a linear
fashion. So for example, the Wheat
dream room opens before the
Sun/Stars dream room can be
accessed.
5)
Because this is a Game With Content,
there are certain "gamey" things
which may challenge or slightly
frustrate some players and slow
them down. This is why it's
important for the teacher to be
present with this guide in hand,
ready to help move them along where
you feel the need.
Game Controls:
-
Arrow
Keys to steer.
-
Spacebar to open doors/gates when
possible. Not all gates can be
opened using the spacebar.
-
Mouse
to aim airblaster and to aim Robin's
gaze.
-
Left
click mouse to fire airblaster or
select items. Alternately, you can
use the Ctrl key.
-
F7
key will toggle Robin on/off the
screen.
-
ESC
key for main menu and exit option.
-
Home key to jump. (in
Potiphar's pool, press the END key
to sink, Home key to rise).
-
Shift key can increase Robin's
walking speed in some levels.
OUTLINE
TO JOSEPH'S STORY CD
-
Opening Dig
Tent Level:
Robin first appears in the tent.
Read the two chalkboards. There's a
post-it note telling Robin to meet Dabney outside.
When they both get back in the tent,
and after Robin talks to Dabney
again, then you can grab the Airblaster
and go down below. You can't grab
the airblaster until Dabney has come
inside and talked to Robin. You'll see a blinking ring
underneath the blaster. Don't forget to
view the presentation on the tent
computer. The
brief MOVIE INTRO gives an overview of Joseph's place in history
and the Bible.
Secret Tip #1: Press the
F7 key to toggle from 3rd person to
1st person view to easily read the
note.
Secret Tip #2: Go behind the
green chalkboard to see a hidden
message.
*Please note:
Dabney is old and
walks slow. Sometimes Robin has to
wait for him to catch up. If she
stands too close to him when he's
walking, he'll stop and not say
anything. After he gets up to
walk, let him get inside the tent. Give him room
to go where he wants to go.
-
The Dream
Level:
This level is more simple that it
looks. There's a short spider maze
to blast through (see map), then
it's up the long stairs and into the
Hall of Dreams. There are two side
rooms in there to learn about the
two dreams. Then the gate opens
leading down to the Well Room.
a. Robin blasts spiders
in the hallway. Dabney opens the gates (sometimes you
have to wait for him). Don't stand in front of him or near him
when he's walking because he'll stop to look at you. Stay out of
his way and let him pass... he may just be going to open a gate
for you! Dabney also doesn't like to walk where spiders are
active. If Dabney doesn't open the final gate leading into the
Hall of Dreams, go back and finish
off a spider or two you may have
missed, or get out of his way and
let him pass to the gate.
www.sundaysoftware.com/joseph/map.jpg
In version 2.2 of Joe, you can press
the ESC button and click "Jump to
Hall of Dreams" and it will bypass
the spider hallway. In version 2.0
and 2.1 the jump to Hall of Dreams
does not bypass the spiders.
b.
Follow Dabney into the Dream Hall
where he will stop and talk in front of the Coat of Many Colors.
c. Dabney leads Robin to the the
First "Wheat" Dream Room, then sends
her to the Sun/Moon room:
>>Wheat room -which she must
walk into after the Wheat narration
is complete and stand on the
blinking circle to activate a
reflection from Robin. When she
exits down the steps, Dabney has a
comment for her, then Dabney tells
her to find the Star/Moon room.
>>Stars/Moon
room -after
the narration in the Stars room she
must stand on the blinking circle to
activate her comment.
Afterwards, Dabney meets her at the
entrance to the short maze that
leads down to the Well Room. The
printable map shows you how to get
downstairs. It not a complicated
maze.
**One
of the three study question scrolls
now appears in the scaffolding.**
View/Discuss it before you go down
to the Well Room, or come back to it
after the end of the game.
>>Well Room --Dabney sends Robin
out of the Dream Hall through the
now open hallway, through a small
maze which goes down to the Well Room.**
Once in the Well Room, Robin
approaches Dabney who tells her the
story of Joseph's brothers selling
him into slavery. He then tells her
not to go near the well,
which is a hole in the floor covered
by boards. But of course, your kids
will be curious and thus, **Robin must go
fall into the well to advance the
story.** e.
Robin climbs out of well and the slave traders appear and take her away.
To get downstairs to the Well
Room: Go into the hallway, turn
right, and turn right again, and go
down the stairs. There you'll find a
corridor which leads to the Well
Room. Dabney will be standing there
and there's a glowing spot on the
floor where Robin needs to go stand
in order for the next
narrations/activity to commence.
Don't worry about getting lost in
the hallways leading down to the
Well Room. They aren't very
complicated.
Print a
map to the Hall of Dreams and to
Joseph's Maze at
www.sundaysoftware.com/joseph/map.jpg
Potiphar's house:
When Robin repeatedly approaches Potiphar's wife, the wife
sounds the alarm and the guards try to trap Robin. She finds a
big green key
and exits through the large door. You may need to press
your Home key to jump away from the guards. Trick: you
swim underwater in the pool by
pressing your home/end keys and
forward arrow. To get back out, you
must press your home key repeatedly
to make Robin stand up.
Potiphar:
Robin is led to Potiphar who lectures her and sends her to
prison. A Guard is restraining her from behind and Robin must walk
straight to Potiphar. If she tries to walk around in
Potiphar's house, the guard will restrain her from behind and make
her walk straight.
Pharaoh's Prison
a. After a moment, Robin is found by Dabney who unlocks her cell.
The second study
question scroll can also be found in the cells. b. Dabney leads Robin to go meet
the Baker and Cupbearer. She must correctly interpret their dreams in
order to advance. Afterwards, follow Dabney to prison
exit and step around him at the
door. Press your spacebar to open
it.
Pharaoh's Palace & Dream
a. Robin must first approach Dabney, then on to Pharaoh to hear his
dream questions. These must be answered correctly in order to
exit. If you get the answer wrong, you are 'thrown in prison'
then immediately returned to Pharaoh
to try again.
If you approach the guards, they
will mumble taunts at Joseph/Robin.
b. Dabney meets Robin at the Palace exit.
What he has to say there is
important, as he begins to summarize
and segway into the next long part
of the story about the brothers.
Joseph's
Maze (a.k.a. "Pharaoh's Maze")
Robin
talks to Dabney at the base of
Joseph's statue, then she opens one
of the gates and enters Joseph's
Maze. This maze is not as
complicated as it looks. There are
only two ways to go -once you stand
and hear each narration and see the
transforming illustration on the
wall. The wrong way shortly ends in
a dead-end. Go to
www.sundaysoftware.com/joseph/map.jpg
for a printable map of the maze.
a. The maze narrates the story of Joseph meeting his brothers
in Egypt. After each narrated illustration -if Robin goes the
wrong way she either comes to a dead end, or in the case of one
strange passageway, she gets dizzy and is returned to listen again, then
she must proceed in the correct direction to find the next narrated
illustration station. The maze is not as complicated as it
looks. There are only two directions
you can choose, other than going
back. Owners of Joe 1.0 will
notice the resemblance to the
original maze, including the
electronic "heiro-trans" boxes on
the wall and the scarab & eye of
Joseph motif on the doors in the
maze.
b. Finding the Cup
of Benjamin: At the beginning of Joseph's maze
there's a large statue of large
statue of Joseph (look up using your mouse to see Joseph)
and an inscription which summarizes
Joseph's point of view on what has
happened to him. At the end of the
maze is one final illustration
to see and hear, then the cup of Benjamin will appear
across from the illustration panel in a secret
compartment in the stone obelisk. When Robin grabs the cup, the
stone moves revealing a way out of the maze
and towards the Hall of
Reconciliation.
Trick: You can leap up on
top of Joseph's statue by running
towards Dabney, pressing your Home
key to jump and bounding upward.
Might take a few tries!
Hall
of Reconciliation
a. Robin walks towards the giant obelisk. As she approaches,
Dabney hails her. (Note: if the game slows down on you as you
are moving in this level, tap your
PageDown key a bit or aim your mouse
down to change your
point of view a bit downward,
allowing Robin to walk faster.)
b. Robin climbs the scaffolding to talk to Dabney.
After some discussion about the
symbol of the cup, Robin inserts the cup into the obelisk.
If you have an original release of
the game, an option to 'exit'
appears on screen. Ignore it. We
changed that in subsequent updates.
c. The three brothers each have something to say.
**A final study question scroll appears next to the table.**
Game Ending
Tips: If you select to return to the
Dig Tent, the Joseph's Song video
can be played when you walk up to
the tent computer. If you select
"exit" from the pop up prompt, the
game will quit. When you first come
to the obelisk, if Dabney is
standing on the lower part of the
scaffolding, you'll have to jump
over him to get up to the top and
activate the next sequence of
events. We improved the ending
scenario/menu in version 2.1 and
improved it again in version 2.2.
If your CD does not say "version
2.2" on the label, download the
free version 2.2 update which has
the improved ending. Get the update
at
www.sundaysoftware.com/joseph/joe2-tech.htm
The "Joseph's
Song" Movie... a
reflection/discussion movie
When
you press "Esc" a menu appears. You can
jump to different parts of the story.
One of the options is a music
video montage featuring the ballad "Joseph's
Song" performed by recording artist Chandler Wright. It's a
good piece to come back to, listen to
again, and discuss.
If you select to return to the Dig
Tent, the Joseph's Song video can be
played when you walk up to the tent
computer. The music will sound
familiar to you as an instrumental
version plays at the opening of the CD
and in the final level.
The 4 minute song
and video titled "Go Where the Spirit Says Go" summarizes
the meaning of both the
game and the Bible passages for today's
students. If you click the screen while
the video is playing, the music video
will stop/disappear.
It can be viewed at anytime during game
play. btw...the vocalist is Chandler
Wright, recording artist and lead singer
of country band Jacked Up.
Here are the lyrics:
Go Where the Spirit Says Go
My
brothers and my sisters, O they do
not understand,
I have these dreams and visions
like great grandpa Abraham
Their jealousy and anger, O they
wish me well and dead,
But even at the bottom, there's this
voice that's in my head, saying...
Go, where the Spirit says Go,
And Dream what the Spirit says Dream,
And Love, what the Spirit says Love.
God has a plan for you.
You pass through trial, temptation,
search your heart and speak the
truth,
Share your gifts with others, no
excuses for your youth.
And when the time is ready to
forgive and find the cup,
Remember, what others put down, God
surely raises up! When you...
Go, where the Spirit says Go,
And Dream what the Spirit says Dream,
And Love, what the Spirit says Love.
God has a plan for you.
Preparation to Play:
Test the software thoroughly on your
computer to make sure it can handle its
requirements. For more tech help and
answers to game questions not found in
this guide, go to
www.sundaysoftware.com/joseph/joe2-tech.htm
Print this guide and the
STUDENT WORKSHEET (www.sundaysoftware.com/joseph/worksheet.pdf). The Student Worksheet also
contains some game hints.
Prep your students with a brief Bible
Study:
Introduce where Joseph can be found
in Genesis (37-50), some of the key
characters in the story, and its
overall meaning for us.
Ideally, the game
REINFORCES your previous Bible study of the story. But the game
itself is a very good introduction to the overall story, --as it plays
through all the major elements of Joseph's story in the Bible.
Before they dive into the program,
tell them what you hope they will
see, hear, find and learn. Tell
them at the beginning what you hope
they will know about this story's
meaning for THEIR life.
-
Follow up game play with discussion.
Don't be afraid to go back and hear a
key narration again. Go to the Joseph's Song music video for
further discussion.
Bible Background
When did this story occur? The dating of
Joseph in Egypt is subject to much
debate. If you approach the computer in
the Dig Tent it will offer a brief
presentation to your students on this.
What is the story of Joseph trying to
teach us? The answer is "Many
things" --as you would expect from a
story that covers 17 chapters of
scripture!
Our
Joseph's Story CD emphasizes these
points:
-
Joseph stayed faithful to God and
his godly values -even though bad things
happened to him.
-
Joseph's faith allowed God to use
his life and circumstances to bring
good out of a bad situation.
-
Joseph freely shared his faith and gifts
with others.
-
God was behind the events of
Joseph's life with a great purpose:
to place Joseph in a position of
authority so that he might rescue
his people from famine, and continue
his promise to raise up a people and
nation dedicated to God.
(reminds me of the Esther story)
-
Joseph forgave his brothers for the
great wrong they had done, and made
peace with them. Time had changed
the brothers.
-
Our Values and Reconciliation are
choices we make. At every turn of
his life, Joseph could have forsaken
his values. Joseph decided to remain
faithful to God and his values,
which led him to reconcile with his
brothers.
-
God has a plan for each of us. God
gives gifts to each of us to help
his plan. What are your gifts?
Age
Range Notes:
Optimally: Grades 3 through Teen.
With Help: K through 2nd. They
will have trouble steering with the
keyboard arrows, so do this: let
them press the arrows and have a helper
"steer" using the mouse.
The
Joseph's Story game is somewhat challenging but the player cannot be
"defeated" and there are no "lives" they
can use up. Older children and youth will need
about 30 to 40 minutes to play through it.
The teacher should be ready with "helps"
for players who get stuck, or for short
class times.
The kids will enjoy playing the game
TWICE over two class periods. The first
time to learn it, the second time to
show how fast they can get through it!
...and leave them time to play in
certain places.
Teachers:
We highly recommending playing through
the game WITH your students. Make
comments as you go. Don't be afraid to
pause to discuss something. Because much
of the story and meaning is narrated, if
you JUMP ahead in the story you may lose
some of the gist of the story or threads
of its meaning which Sir Dabney and
Robin are talking about.
Student
Worksheet and Dabney's Bible Study Scrolls
Click here for a
PRINTABLE
STUDENT WORKSHEET
(www.sundaysoftware.com/joseph/worksheet.pdf)
Or go to
www.sundaysoftware.com/joseph
and click the worksheet link.
It's a one page pdf for your kids.
The Student worksheet contains the three
sets of "Dabney's Bible Study Questions" found
on scrolls in the program. You can
have the students answer them as they
find the scrolls, or after the game is
over. Feel free to modify the questions
or add your own to the handout.
The worksheet also has some navigational
notes.
Robin sees a Bible Study Scroll at these
locations:
Dabney's Bible Study Scroll #1:
found in the scaffolding of the
Dream level.
1. What could Joseph have done
differently to avoid conflict with
his brothers?
2. Reuben was the oldest brother and
kept the others from killing Joseph.
If you were Reuben, what would you
have said to the brothers? to
Joseph?
3. Why didn't Reuben confess to his
father Jacob what the brothers had
done?
Dabney's Bible Study Scroll #2:
Found in a jail cell in Pharaoh's
Prison
1. Joseph has been sold into
slavery, and thrown into Pharaoh's
prison. How do you think Joseph was feeling
about God's plan for his life?
2. List 3
things that Joseph could do in
prison to help strengthen his faith
in God during these difficult times.
Dabney's Bible Study Scroll #3:
found in the Obelisk Level ...seen
after Robin talks to the brothers.
1. Name two strengths or
qualities God saw in Joseph.
2. Name two strengths or qualities
that God sees in you. (Or you want
God to increase in you).
3. How could God use your strengths
and qualities (existing or hoped
for) to change something in
your family, church, and world?
4. Name someone you are not
getting along with. What can you
say and do to begin making peace
with them
The Baker's Tech Notes:
Go to
www.sundaysoftware.com/joseph/joe2-tech.htm
for detailed help.
If the
opening video of Robin standing on the
pillar looks blotchy or green-screenish,
update your free copy of Windows Media
Player to version 10 or higher.
If your
Desktop Icon gives you an error at startup,
Right click it, select Properties, and type
c:\joseph
in the "start in" field, then OK. This will
correct an installer error related to some
versions of Vista.
If you press ESC and jump
forward in the game, some strange things can
happen, depending on what you were just
doing and seeing. For example, if you jump
ahead into the Hall of Reconciliation from Potiphar's room, the
onscreen text will
accidentally carry forward, and Dabney may
fall off the scaffolding. Wait for all onscreen text
and activities to stop before selecting ESC
and jumping around.
If Robin ever appears to
be stuck, try backing her away or jumping
away.
Joseph
2 Update: Just after we
released 2.00, I modified a couple of
files to change an option at the END of the
game. In 2.0.1 and later, after you meet the third
brother, you are given the option to STAY in
the obelisk level and go to the study note.
In 2.0 you had to go to the study note
before getting to the third brother. I also
fixed a minor error in a graphic. Download
www.sundaysoftware.com/joseph/2.0.1update.zip
In version 2.0.2, I adjusted the installer
process related to the desktop icon. Other
than that, 2.0.1 and 2.0.2 are the same. In
November 2009 we will release a final update
at our website.
How do you
know which version you have, 2.0 or
2.0.1 or 2.0.1? There's a text file in the
installed joseph directory titled "version.txt".
Or you can look at the setup.exe file on
your CD. If it is dated before Sept 16, you
have 2.0 and might want the download.
Undoubtedly we'll release more free updates
as this original version gets used and
suggestions get back to us. These will be
announced via our email newsletter (www.sundaysoftware.com/subscribe.htm)
Performance Enhancers: Turn off all
other programs and set your Display
Resolution to as close to 800x600 as you
can to save RAM and videoram for the
game. In certain levels, Robin may move
slowly on some computers. Use your
pagedown key or mouse to tilt her gaze
slightly to the ground as this will help
her move a little more quickly. If
graphics appear stretched on your wide
aspect monitor, open your graphic properties
and select "maintain aspect ratio."
There are
three Windows Media Videos in the game: The
Main Title video (opening.wmv), the Tent
Computer Video (intro.wmv) which gives the
kids a timeline of Joseph's story, and the
music video "Go Where the Spirit Says Go" (josephsong.wmv).
If you click the screen or hit a key while
the video is playing, the video will end and
the game will continue on. Each can also be
played outside the game in your Windows
Media Player.
The
"windowed" mode you can select in the
start up screen will start Joe in a
window. That window can be dragged to
your preferred size by pulling it's sides with your
mouse. We put it there for those who
have wide aspect monitors and need an
option to drag the game screen to a
proper proportion.
SOUND: Relative Sound Volumes are
variable from computer to computer. Some
speakers can reproduce lower tones
better, such as Dabney's voice. In
addition to controlling your master
volume, when the game is running, you
can click ESC to adjust relative
sound/music volumes. In Vista, at least,
you will ALSO notice that your can click
the Master Volume icon on your desktop
while Joseph is running, and click
"Mixer" ...and see that the Joseph game
engine has it's own master volume you
can toggle. Laptop speakers are
notoriously soft. Use external speakers
for best experience.
In
Vista, if you have a problem getting the
game to start: First, be patient
for it to load. Second, try RIGHT
clicking the Joe desktop icon and
selecting "Run as Admin." Third, try
turning off Vista's annoying User
Account Controls. Visit
www.sundaysoftware.com/support for
any details and updates that may be
available.
For
teaching and technical help, email
neil@sundaysoftware.com
View Ideas for
Creating an Egyptian Village in your
classroom at
www.sundaysoftware.com/articles/village.htm
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