Walkthrough : Note: These tips are for the old fourth grade (version 1), not the new one (version 2).
Note to parents: This game requires a little dexterity to win, so it may not be a good idea if your child has poor eye-hand coordination. There is little violence in this game.
Introduction: Okay, the evil substitute teacher Mrs. Grunkle has turned all your fellow classmates into monsters and locked them in the attic of her house. Luckily, you were out that day of class and can rescue them, with the help of a good witch named Madame Pomreda and a bat named Flap. Okay, click on Madame Pomreda's cart after Flap explains the situation to you. The first child appears in her crystal ball. To turn it back into one of your classmates you must retrieve all four of each kid's most prized possessions. Click a card and a riddle appears, telling you to go to one of the challenges. After you decipher the riddle and complete the challenge you must complete another challenge. Once you've done two challenges you receive a possession. Okay, let's belly up on the toolbar.
Tombstone - Click on this to leave a challenge, or to exit the game. Bat - Click here and Flap will give you some help. Hat - Only active in a challenge. Click on it to advance up one level. Challenges can have 3-6 levels. If you're on the highest level it sends you back to level one. Yearbook - Click to see how you're doing in rescuing each kid. There's also a progress report in there. Crystal ball - Once you get a possession, click here to return to Pomreda and get another card. Scroll - Click here to get around easier. Later are more notes on the scroll. Key - Clicking on this does nothing. It tells you how many keys you have. You get a key for every 5000 points you earn. You need 25 keys to enter Mrs. Grunkle's house.
Notes on the scroll: When you click on the scroll you get a map of the island. Click on the place the card told you to go and you'll go there. If you get there on the path you'll receive 50 points, but you can easily get lost and there's a ghost who's a real pain in the neck. Okay, now we'll go through all the challenges.
ENCHANTED FOREST
Curriculum: Decimals & Fractions To complete: Mix three potions Levels: 5
In the enchanted forest is a prince who's been turned into a frog by Mrs. Grunkle's potion. Look at the spell book to see how much you need in each cauldron. Then, click on one of the droppers to pick it up. Each dropper has a decimal amount on it telling how much liquid It will hold. Now, click on the beaker of liquid that is highlighted. Once the dropper is filled with liquid, click on the correct cauldron. Keep doing this until it is filled with the right amount of liquid. Now click the arrow to highlight a different beaker. Once the amount in each cauldron matches what it says in the spell book, click the bellows. Any incorrect cauldrons will be reset. If all the cauldrons are correct you'll move on to another potion to mix. The frog turns back into a prince after three potions. But you have to do this fast. In one cauldron is a thermometer. It fills up with time. If it is completely filled the cauldrons boil over and reset. On the higher levels the droppers are trickier. Also, on levels four and five the amount shown on the cauldron is in the form of a fraction.
CEMETERY
Curriculum: Parts of speech To complete: Save three souls Levels: 5
In the cemetery are tombstones. Some of them need an inscription. An inscription is on the tombstone, with some words missing. In the place of each missing word is a part of speech. The first one is highlighted. Words appear and disappear on either side of the tombstone. When you see one that matches the highlighted part of speech, click it. If you're correct, the word appears on the tombstone. Choosing a wrong word costs time. Time is of the essence here, as in the upper left corner the grim reaper is surrounded by skulls. Every so often he destroys a skull. If he destroys them all you must start over. If you fill every space with a word the soul in the grave reads it to you. Then he appears and congratulates you and you move on to another soul. Because you can have any word in a place the message is not unlike a mad lib. On higher levels the words go faster. Also on levels 3-5 you don't see the whole inscription. You just see one part of speech at a time and only see the inscription after it's complete.
MUMMY TOMB
Curriculum: World history To complete: Uncover three mummies Levels: 5
Inside the mummy tomb are tablets in a pile. each tablet has a historical figure, event or picture on it. There are four tablets relating to each thing. Click on a tablet to activate it. Then click another one and the pair disappears if it matches. To find out more about a tablet click on the magnifying glass at the top, then click the tablet you want to research. You can only select a tablet if no tablets are on top of it. Also, the tablet must have two adjoining sides open. If you match the wrong tablets and reach a point where none of the available tablets match, you must start over. When all the tablets are gone you uncover a mummy and move on to another one. The history is more challenging on higher levels.
VAMPIRE MAZE
Curriculum: Division To complete: Lay three vampires to rest Levels: 3
In this challenge you play as a vampire. Use the arrow keys to move him around. Soon a ghoul appears. Be careful not to let him get you! If he does, you'll lose a vampire life. The number you have left is indicated by the number of bats in the upper left corner. Look at the division problem in the center. Move to the number that answers the problem (ignore the remainder, if any) and press enter. If you're correct, another problem appears. If you're incorrect another ghoul appears. A number disappears when you select it. Once all sixteen problems have been correctly answered a coffin appears, along with a doorway into it. Move the vampire to the doorway and go in. Now you move on to another vampire. On level two numbers become tombstones when you touch them, so try to touch as few as possible. Move onto a tombstone to see the number in it. However, you cannot see it unless you move in front of it. On level three there are no numbers - just tombstones. You must keep moving around until you find the number you want. Good luck.
CLOCK TOWER
Curriculum: Music To complete: Play three melodies Levels: 6
In the clock tower lives a hunchback. He must play a musical tune to be allowed to ring the tower bells. Move the mouse left and right to move his finger. A bat will be flying left on the music sheet. Move the hunchback's finger to the note the bat is flying on and click to play the note and get rid of the bat. If you play a wrong note a skull appears. A skull also appears if the bat reaches the left side of the sheet. Always play the note of the lead bat first. You must start over if three skulls appear. After playing enough notes the hunchback plays it back to you. He may also play some notes you didn't play. Then he tells you what song you played and you move on to another melody. On level one you play only in the treble clef, and the letters on the left side of the sheet are colored to help you. On level two you play in the base clef. On levels three and four you play in both clefs and the letters are all black. On levels five and six there are no letters at all.
TOAD WELL
Curriculum: Arithmetic To complete: Play three rounds Levels: 5
This challenge has you playing as a hungry toad on the rim of a well. At the bottom of the well is an equation. Now you must gobble up the bug or bugs that answers the equation. Press left to move the toad clockwise one space. Press right to move him counterclockwise. There are eight spaces around the well. Press spacebar to make him lash out his tongue and eat a bug in front of him. If he eats the wrong bug, or if the right bug gets out of the well, the toad falls into the well and dies. The number of lives he has are indicated by the toads in the upper left corner. You must start over if you run out of lives. Also eat purple bugs. If one of them gets out of the well the toad falls in. After you eat 20 bugs the round ends and it's on to the next round. The math is tougher on higher levels.
SPIDER WEB
Curriculum: Spelling To complete: Feed three spiders Levels: 5
In this challenge you are a hungry spider. First, a spider climbs down to the bottom of the web. The bugs on the web say the word to spell. Listen carefully as this is the only time you hear the word. Now the spider moves up the strand of web it's on. Where web strands intersect, press in the direction you want to go. Otherwise you'll just go as straight as possible. The web strands are all diagonals, so controlling the spider is tricky. You must move him to the bug shaped like the first letter of the word. Once you eat it it'll appear at the bottom of the screen in the first box. Once you have collected all the correct bugs in the proper order and have spelled the words the bugs say it to you. You now move on to another word. If the spider touches the wrong letter he dies. Another spider in the upper right corner takes over. If you lose them all you must start over. On levels two and three there is a giant red spider that moves randomly around the web. Be careful not to touch him, as he'll kill you. On levels four and five he'll chase you. Luckily you can outrun him. Also on levels 3-5 the boxes at the bottom do not appear.
MUTANT SWAMP
Curriculum: Logic To complete: have three successful harvests Levels: 3
Click on a bag of seeds on the left. Now click on a pile of dirt you want to put a seed in. To remove seeds, click on the spade and then on the seed(s) you wish to remove. Once you have placed seeds where you want click the grow button and watch those plants grow! If you meet the goal, as shown on the monitor in the upper right, you move on to another garden. If not, click retry and try again. The reason for your failure may be that you have not placed enough seeds. Each seed can only yield a maximum of four crops, so if you need 72 crops you need to place at least 18 seeds. Another reason for your failure might be that your seeds are too tightly packed. There are several different kinds of seeds, each with its own rules. For instance, one kind of seed might only grow at all if it is not next to any other seedlings. Another type may only grow if it is next to two seeds or less. Still another type may have no problems with being next to other seedlings. If you have enough seedlings to meet your goal and they are not too tightly packed together but aren't growing, you may need to give them more water and/or light. Try adjusting the water or light meters. Each kind of seed has its own rules about water and light, and there is such a thing as too much water or light. On level two the goals are tougher to meet then on level one. On level three there are two kinds of seeds, and you must meet a goal for both. You may need to experiment with the seeds until you find the right combination. Best of luck.
PIRATE SHIP
Curriculum: Geography To complete: Collect four treasures Levels: 6
This is a complicated one, so bear with me. Press the arrow keys to move your ship around the map of the world. You can move anywhere. Each move costs one bushel of food. You must start over if you run out of food. Before you start moving a scroll appears and gives you a clue about which country buried treasure is in. Some countries are highlighted, which means there might be a treasure there. Press enter in a highlighted country to research it. Press spacebar in a highlighted country to dig for treasure there. If you find a treasure another clue appears. The higher the level the more difficult the clues are. To avoid running out of food pick up food icons on the map. Each icon is worth ten bushels of food. On the top is a second toolbar, only used in this game, which gives you more information. On the toolber, click the scroll to hear the clue again. Clicking the shovel to dig for treasure, which you can also do with the spacebar. Click on the book to research a country, which you can also do by pressing enter. The toolbar also tells you how much food you have left, how many cannonballs you have, and how many treasures you've collected.
On the map pirate ships regularly cross the map. If you touch one you go to battle mode. In battle mode press left or right to move your cannon. Press spacebar to fire. Each shot uses up a cannonball. You can only fire if you have cannonballs. To get more cannonballs collect cannon icons on the map. Each icon is worth one cannonball. I recommend aiming your cannon straight ahead - this makes it easier to hit the pirate ship. The enemy ship passes in front of you. About 2/3 of the way across, it fires at you. If it hits you, one of your icons in the upper left corner turns red. You retain damage from battle to battle. If the enemy hits you three times he takes some of you food and cannonballs. But, if you hit him he can't hit you. If you hit him three times you get some food and cannonballs. If you sink him, he sinks you, or if he passes by five times you return to the map. In the latter case nobody gets any stuff.
Now that I've told you about all the challenges, you should play and play and play. Once you rescued all your classmates and have 25 keys (if you don't, play some challenges around the island to get them) it's time to rescue your classmates from Mrs. Grunkle's attic. Go to her house and walk up to it. Walk in and five of your keys will be used in opening the first door. In the first room Mrs. Grunkle's waiting for you. She does some evil magic and you find yourself in the labyrinth. Getting out of this labyrinth reminds me of breaking into Fort Knox. But, there is a cheat. Exit the game and come back in and you'll find yourself out of the labyrinth. Go back to Mrs. Grunkle's house and go in again. This time she's gone and you can go up to the door to the next room. She'll cast you off again, but just exit the game and come back. Repeat this for each room. Once you open the fifth door you'll rescue your classmates. Ta-da! You completed the game!
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