Cluefinders Math Adventures Free Download
Description Winner of a Parent's Choice Gold Award, ClueFinders® Math Adventures is presented in the format of a Saturday morning TV cartoon adventure show. Kids learn key math skills and have fun with four junior detectives, the ClueFinders, as they trek into a mountain village in the Himalayas to help the elders there find missing treasures. Along the way, they solve math problems that build a variety of important skills including whole number computation, fractions & decimals, geometry & measurement, and charts, graphs & tables. From purchasing supplies in the village store to building a corral for yaks, kids help the ClueFinders solve challenging math problems to earn clues that reveal what happened to the missing treasures.
Cheatbook your source for Cheats, Video game Cheat Codes and Game Hints, Walkthroughs, FAQ, Games Trainer, Games Guides, Secrets, cheatsbook. The ClueFinders Math Adventures: Mystery of the Himalayas doesn't provide a free demo/trial version download link right now or the download links are broken, please try it later. You can also try other games from Miscellaneous games category.
Rumors of Yeti sightings and suspicious footprints will keep them on their toes. Using the A.D.A.P.T.
Learning System, the software provides a customized learning experience, with the level of problems that are presented continuously adjusted to take each student's progress into account. For Ages 9 and up. Made expressly for Mac OS X by Software MacKiev.
— Yoda,: The Luck-Based Mission is a bane to many gamers because if luck is not with you, you'll lose. The worst examples are when skill is completely removed as a factor. Regarded as frustrating at best and often an infuriating stumbling point, the games that actually feature this as a requirement are thankfully few, but still, they're present.
Is a requirement. A particularly repellent form of Luck Based Mission is one where the game for failure. As if it's your fault that the is displeased. Then again, inciting the tends to help a few types of people vent their frustration on anything other than an unrelenting computer. (Others threaten it with the junkyard.) This trope is particularly vexing for; gamers can pour as much practice as they want into perfecting skill-based portions of the game, but that won't stop their speedruns from being ruined by one bit of bad luck.
Ditto with, who find that a significant portion of their points come from luck-based elements. Sister trope to and. Cousin trope of. Has a very high chance of being, and might be rewarded with.
Stand, since a game can have a luck factor without being unfair to the player, some games are meant to have randomness so you can adapt to it, the game may point that what is coming next is going to be decided on your luck, a videogame, and can get away with sections where the winner is decided on pure chance. •: • One particular Heart Piece to be found in where the player must pay a slowly moving grave digger 10 rupees to dig in certain areas he walks across. What the grave digger finds when he digs is completely random, from a few rupees, to the valuable Heart Piece, and even nothing at all. Due to the nature of this, getting this Heart Piece can be a quick and painless walk to the graveyard at night or an extremely long and arduous affair that wastes all of your rupees.
• This is still better than the buried Heart Piece in: 80 rupees for 30 seconds of digging in a vast field. Thankfully there is a good source of income in the Light World version of the nearby village, and it's not uncommon to find more than your 80 rupees back. And if you're not above, you can speed up the process. • Also two such heart pieces in. One of them drops randomly when you Maple the witch; the other comes from a Tree. There are rings that can be worn to increase the chances of these, but they're still rare.
• Try to collect all 64 rings in these games and keep your sanity intact. Probably more than half of them are gotten sheerly through blind, dumb luck—even some that are won as prizes from mini-games. Not to mention a few that are so rare you'll have a better chance of winning your local lottery than obtaining the particular ring in these two games.
• Another Oracle of Ages example. To get the Boss Key in the Mermaid's Cave, the player has to pull the correct lever in a certain room; the wrong lever makes a bunch of snakes fall from the ceiling. Each lever pull also resets which lever is the 'correct' one, such that the player could theoretically have to attempt the lever-pull indefinitely. • In Oracle of Seasons, to get to the 4th floor of Ancient Ruin, you have the same puzzle as Oracle of Ages above but with a pair of floor switches instead of levers. •.and shortly after that, you have Manhandla, whose body moves in random directions, and whose only vulnerable spots are the mouths that randomly open to shoot at you and are only vulnerable to the boomerang. The slowest weapon in the game. • If you're a completionist, can drive you insane with the battleship-esque minigame.
It's bad enough that you have to win it once to get a heart piece, then a second time to get a treasure map. But if you want to get a second treasure map, you have to beat the game in less than 20 moves. Be prepared to run out of rupees very quickly. • If you're a for the HD version of Wind Waker. Well, suffice to say, as that route now requires the RNG's strongest blessings, or else you die at the very end and the entire run is wasted. • While not required to get anything useful, has the Thrill Digger minigame, which functions just like Minesweeper. Except that with a single exception, the indicators tell you two possibilities for how many traps are around.
Two blue rupees next to each other could mean they share a bomb, they share a bomb but one also has one to the side, they share two bombs. • The Under a Red Moon shrine quest for requires you to perform an action on the shrine pedestal during a Blood Moon. Simple enough, right? Only one problem: Blood Moons occur completely at random and the player has no direct way to trigger one.
Note Some players have luck by killing a large number of enemies, since one purpose of the Blood Moon is to respawn slain monsters. However others see no difference whatsoever. The player's only recourse is to either go on to other things and warp to the nearest fast travel point the moment they finally see one, or to camp out at the pedestal and wait doing nothing until it finally triggers. • Laura's final quest in requires you to complete one of the games super-hard bonus dungeons, at the end of which the needed item MAY spawn.
If you don't get an Alexandrite from the final chest, you have to run the entire bonus dungeon again.unless you exploit a ludicrous glitch to get to the chest which is mere inches from the entrance, but tantalizingly out of reach. • The freeware game has one in its hidden bonus dungeon the Hell Temple, success in three of the final rooms depends on both luck and high levels of skill; it could take one try or 5 hours to complete and if you mess up on any of the three you have to restart, after you defeat a couple of annoying enemies of course. Luckily, there are a few, uh, 'strategies' to get through the first room without actually doing the luck parts.
You're still screwed with the second one though. • has the Boost Guardian. The thing ricochets around the tiny arena it's in like a pinball.
It's completely impossible to predict where it's gonna be next, and you're constantly taking damage from being in the. In addition, the health refills for the fight are located in four pillars around the room, which can only be destroyed by the boss. Download Free Dj Clue Fidel Cashflow Rar File. Beating it requires that it not hit you excessively, and that it break open the pillars when you need health refills rather than breaking them all right away and wasting the health pickups.
• In order to get one of the life containers in, you need to guess the correct color in a roulette game five times in a row. To get one of the gilded falcons, you need to do this three more times. Even understanding the algorithm that the game uses to select the color (The opposite location to where the light ended up last round, plus or minus up to 2), you still only have a 40% chance of guessing right on a typical round. Fortunately, once you pull it off once, you'll have all the money you need for the trial and error needed on the later attempts. • 2 plays like a luck-based mission most of the time. You can play more or less perfectly, but whether you can win or not will come down to whether one or two isolated regions seal themselves off before they get infected.
They usually do, and apart from trying again (and hoping you start in one of these areas) there's nothing you can do about it. The most isolated area, Madagascar, has achieved status. The Kongregate-hosted version of this game acknowledges the fact with a President of Madagascar Badge. • Averted with the where, while Madagascar would still close their everything if a dog so much as sneezed, you still had options to get in. One such way was with the parasite: one such evolvable trait turned it into a that could slam an infected plane into Madagasgar regardless of their border status.
• The Top-down shooter stage from on the Game Boy Advance can be placed in this category. The damage you take is high already, but even if you make it to the attack helicopter at the end of the section in that stage, it all boils down to whether or not the missiles, laser, and submarines fire anti-air shots hit you, and if you get hit once, the entire screen will be flooded with bullets and you'll die as your helicopter is such a large target. This makes the only possible strategy for this boss be spray and pray, hoping that you will have a little energy left for the last section of the stage. • The Russian indie game features the unfortunate addition of 'siege bombs', which are an instant kill if they touch a character (including you), and even if they miss, they have an insanely huge blast radius and can easily take off half the players health from a half screen away.
Their power is balanced out by their high price (making it ). The NPCs, however, have no such qualms about throwing one at you, especially when you are an inch from their face and cannot possibly dodge it in time.
It is especially infuriating in Arena, where at higher levels you must fight a constant stream of enemies, any one of which could end your game immediately through a single suicidal siege bomb toss. • has a corridor in the where blocks, both large and small, rain down upon you dealing ten damage each completely randomly, and you have to kill or avoid small angels flying around too. It's probably safer to take five damage from the angels and use the Booster 2.0 to blast across the area while you still have.
Taken for those playing on Hard in the Nicalis ports (or a in the original version); while the entire becomes, the aforementioned corridor's is fleshed out in full. All it takes is a bad combination of blocks that the player could not possibly have forseen, and goes the protagonist. • Particularly remarkable was a casino in 1, where you were actually expected by the game designers to use to win enough money at the casino (there is no other way to make progress in the game).
• A similar situation occurs with a video poker machine in 5. Is not required (if you lose your money you can hit for a little more) but definitely encouraged (the total you need to advance is very high compared to your starting amount). • One of many, many examples in a long line of evidence that, the original EGA version of the original has one segment where you need to turn $30 into about $240, and the only way to do it is to be really lucky with the slot machine in the bar. Aside from you being just as likely to lose money as to win, there's one special configuration which, when hit, You have to save scum to get past this part. • The VGA remake added an item picked up during the opening sequence (a magnet) that can be affixed to the slot machine that forces a jackpot enough times to meet the $240 goal and then breaks. • Because the behavior of NPCs in Addison-Wesley's PC game (in the 1980's) was randomly determined, the whole game could be considered a Luck-Based Mission. There's a possibility the roaming vicious warg could be captured by the wood elf long before you get to the wood elf's dungeon.
And if said warg kills the only person capable of unlocking the jail door and you end up on the wrong side of that door, the game's unwinnable. Even worse, NPCs will sometimes randomly refuse to obey your orders. Bard the bowman is the only one who can kill the dragon, but if you order him to do it and he says 'No', the dragon will kill you right away. • The lava pit in Broderbund's Mask of the Sun. At a certain point in what had previously been more or less an illustrated text adventure, the player is confronted with a pool of lava, with a stepping stone that rises and sinks into the lava rapidly. You're given a choice between jumping to the stone, and then to the other side of the pit.
Or retreating back to the poison gas room you just escaped and die. But even if you choose to jump, there's still a VERY good chance you'll end up with 'splash and burn' and die. The stepping stone moves so rapidly (much like rapid eye-blinking) that timing doesn't even enter into it. It's dependent on luck. Furthermore, it became clear that it was the only way to proceed.
Just Mordack randomly shows up in his castle to kill you, and if he appears you're dead, no matter what. • Similar to the King's Quest V example, (a designer which otherwise knew better) had the Crown Jewels puzzle in III.
In order to steal what you need from the museum, you have to wait until the guards leave. But there's a chance that a guard will randomly walk in and kill you. There's no way to hide, and there's no warning that it's going to happen. And if he kills you during this sequence, it's 'Game Over', since at this point the player is out of the Dungeon Master's reach (the Dungeon Master usually gives the player another chance when dying).
• In the game's predecessor, Zork II, the game's antagonist, the Wizard of Frobozz, often randomly shows up to cast spells on the player. These spells are annoying, but harmless. The exceptions to 'usually' are what turn this into a luck-based mission, as it's possible for the Wizard to cast 'Fall' (causing you to fall) or 'Float' (causing you to float) while you're in the hot-air balloon. If he shows up at the wrong moment and casts these spells, the player will lose the hot-air balloon forever and be unable to complete the game. • Not to mention that some spells in some situations are just plain instant death, like 'Fear' when you're on a cliff or 'Fierce' when you're in the same room with the dragon, and that no matter what if the Wizard happens to cast enough spells that hold you in place for too long ('Float', 'Freeze', etc.) your lantern will run out of batteries before you have time to complete the game. • The first had two examples - fighting the troll and fighting the thief.
Fighting the troll is so early in the game that a restart if you fail is a relatively minor annoyance. The thief is a brutal boss fight, but the game is designed so that you have a better chance of confronting him and winning at the end of the game. •, one of the lesser-known Sierra adventures, has a few places where you can randomly catch a lethal disease, or get swept away while crossing a bridge. The death message even informs you, 'there was nothing you can do; sometimes terrible things happen.'
And indeed, there is no way to prevent this other than to restore. Thankfully the chances of it happening are rather low. • When it does happen, though, the only recourse - as EVERY guide out there will point out - is to load a game from BEFORE you made the action that results in you leaving Brooklyn and leaving town on a different frame. Restoring from before the last action that you were healthy won't cut it [unless you catch the disease right after leaving Brooklyn]. • The bomb-disarming Mastermind puzzle in. You have to solve three levels, with an extra color added each level. If you miss too many times, you go back to square one.
If you take too long, the shield generator's radiation kills you. • To get to the last challenge of the Big Fish hidden object game: Ravenhearst, you need to collect seven keys hidden around the mansion and take them to the cellar. The keys are easy, there's one in every room, you just need to be able to find it. The difficulty is that the game will randomly select which rooms you may go into for the keys. If none of these randomly-selected rooms are in the basement, you have no way to get to the cellar.
The game auto-saves as you go along, so when you reach the end of the game after hours of playing and you can't win there's nothing to do but start over from zero and play all the way through again. • The poker section from the original. You do badly, it's game over. Fortunately, the VGA remake makes it skippable. • The final mission leading to the of the original videogame involves driving across while dozens of hitmen and in try to ram your car off the road and reduce it to a wreck. Since the hitmen cars are so much faster and tougher than yours, the only way to complete the mission is if you're lucky enough that the AI cars wreck themselves as you scream across town. The mission is nearly impossible without an invincibility cheat (and you can still die by flipping over with invincibility on).
• Every time-based mission requiring you to evade the cops while reaching your destination (Read: The majority) was luck-based. If a cop spawns too close to your destination, you have to detour and will run out of time. • Almost any street racing game where traffic motion is random.
Particularly noticeable in the series, where a long vehicle like a bus pulls out in front of you, there's nothing you can do to prevent a crash. On time trials, this can make a track. • As of, however, all traffic in hotlap-based races is completely scripted every time, in career at least.
You can still get pretty boned in other modes, though. • Sometimes the Signature Takedowns that appeared in Takedown and are still an example of this, though. Some of the ones involving crashing opponents into static bits of the environment are easy enough: you find your landmark, you happen upon your hapless victim, you push said victim into the landmark. Bingo, the game gives you credit for the Signature Takedown. Your weapon is timing-which you don't have when you're tasked with Signatures involving crashing opponents into, say, trams or buses. Both are moving, neither are alone in traffic, and both are interspersed in obstacles.
Even if you and your opponent are in the right position for a takedown, should another car or a lamp post or something get in the way and the car crashes into THAT? Regular takedown, back to square one. In Revenge, particularly, there was one involving crashing an opponent into a tram-a tram that liked moving into a little chute in between two narrow walls a lot. Finally, because their appearance isn't scripted (they're just coded so that they appear down certain roads on certain tracks, not precisely where or when) they might not show up with the main pack of cars at all.
• This is a common criticism of the series. The keeps you from gaining too much of a lead in the higher difficulties, so it's all-too-common to get nailed by a bunch of non-dodgeable attacks like Lightning Bolts and Blue Shells RIGHT before the finish line and go from first to the rear of the pack out of sheer dumb luck. • One of Air Ride's objectives involves getting all 3 pieces both the Hydra AND the Dragoon in a single City Trial session. The session can only last 7 minutes max, so good luck finding a SINGLE piece of EITHER machine.
• City Trial in general can consist of this since power ups and vehicles pop up randomly, so there's no guarantee that you'll find a decent assortment of power ups or one of your preferred rides. •, a cross country racing game on the NES, falls under this due to when and where other cars spawn and if they swerve into your lane. Touching them from the side will send your car flying sideways and into an obstacle off road, costing you time. • In Fusion, there is an elimination challenge where you have to destroy a large number of enemy ships on the racetrack. The tools given to every ship to fight this battle: grenades (weak), rockets (beyond weak), quakes (massive damage to EVERYONE in front of you). Weapon pads rarely provide a quake, but there are 15 ships rolling the dice so quakes will go off every few seconds, obliterating your opponents. After half a lap, the pack of 15 ships will have been reduced to about 2 or 3.
Which would be nice, if you didn't have to kill 5 enemies to win this challenge. Your only chance is to get a quake from pretty much the first or second weapon pad, and happen to use it at the right moment so it finishes off 5 ships. You get no second chance. • A lot of the faster races in 3D took advantage of fixing the much-maligned ancient collision mechanics of previous Ridge Racer titles, Since everyone now loses very little speed when colliding with each other or not scraping walls for a very long time, even mid-game races can turn into outrageous three-or-four-machine melees wherein cars are overtaking one another, going. This means you may keep some nitrous for yourself to break away from the pack and win a race.only to have the rubber-banding kick in and have a truck twice as tall as you zip past at what must be 300 MPH. • An interesting example in.
In some restricted events there can be a car far superior to the rest of the grid and your own. For example, in the World Classic Car Series (where most cars have 100-200HP) you could be driving a respectable 2000GT knowing you'll certainly win, but if you're unlucky you could find an AC 427 S/C has arrived to ruin your day. • In Gran Turismo 5, a lot of the seasonal challenges feature a single lap to a difficult track (Nurburgring Nordschleife or Suzuka are the regulars) in which you start last and have to finish first. This can become, either if the car starting first is a fast one or if it's a turtle, helding back all the others. • is one whole luck-based game. Characters will randomly get sick, and may even die immediately, giving little time to allow for recovery. Crossing the rivers is luck-based, too; fording a river isn't, as you shouldn't really ford a river more than three feet.
Floating a wagon across carries the risk of tipping over, causing the loss of your items (and some of your people!). Even the ferry carries a very small risk — it can break loose from moorings or tip/sink. In other words, as in history, nothing is guaranteed in this game.
• In Oregon Trail II, if you're unlucky enough, the wagon can tip and drown a person in as little as a foot and a half of water. You can tip even on 'not too steep' hills. And hunting carries the risk of an (sometimes instantly fatal) accidental gunshot or animal attack for your leader.. God help you if you get caught in a blizzard with 'no progress', low/no food, few draft animals, and nothing to trade.
• While frustrating, this is very much. A number of soldiers in Iraq and Afghanistan were drowned when Humvees flipped into shallow water.
If you are underneath something extremely heavy like a wagon when it flips, you really will drown in 1 foot of water before they can get it off you. • In Search and Solve Adventures, one mini-game you find early on involves, since that is after all, the entire point of the minigame. You have to guess the rows and columns, represented by colors and shapes. (The points on the grid are colored shapes) And you have to get certain points so you can get past the game and get a reward to continue on. All it's randomized.all the spaces on the grid you have to hit could be all clustered in one corner, and the first choice you pick happens to be right on the other side, in a row and column that won't help you. You'd also be surprised how hard the 9-guess levels can be.
• got very carried away with this. It has an arcade-styled minigame called Lost Luggage, where the goal is to get each correctly colored suitcase into its matching bin. You would do this by taking control of conveyor belts and other mechanisms. The last level, Level 99, has six chutes all of the same kind, where if you put a suitcase down a chute it could come out of any of the other five in any four directions. There are several unchangeable conveyor belts that will lead it into a bin.
If the wrong color lands in it, you have to restart the level. The problem is, you have no control over where it goes, and every odd is stacked against you in every possible way. Didn't think this could get worse? You have to be this lucky four times. Even worse, if you do get past it somehow, your only prize is. • Lionel Trains Presents: Trans-Con! Is an dealing with the building of the Transcontinental Railroad.
The player has a choice of which side to start building from: Central Pacific or Union Pacific. Central Pacific has a much shorter route, however the player is required to blast through mountainous terrain with dynamite to place the tracks. Using said dynamite has a very high chance of injuring workers in the blast, and you have to make multiple blasts to cut through even one bit of terrain. It's entirely possible the player will lose all his workers (and therefore lose the game) in the first level, before even finishing one tunnel. • has the insects and insect larvae and the chub, if you can eat that.
There is always a small chance that one of those items will conceal a hook. Fillet of mackinaw trout, anyone? • Many task you with defeating a certain number of enemies in a given (such as ), and this often comes down to how often and near enemies. • Team modes (i.e. Team Deathmatch or Capture The Flag) in online multiplayer can become this. You can be a pro at the game, but if you're unlucky enough to be paired up with bad teammates, you can still lose the match. • In for the N64: • Unlocking the Invincible cheat requires finishing the second level, Facility, within 125 seconds.
Being able to do this is largely dependent on where Dr. Doak (with whom you must speak in order to finish the level) randomly spawns. This is not a question of looking in the right place. Only one specific place renders it possible to finish the level in time.
• Not to mention the Statue level. While nowhere near as difficult as the above, if the player looked in the wrong place for the randomly generated flight recorder, he would run out of time to unlock the cheat. • In, obtaining the dual CMP-150's on the second level requires you to reach the weapons cache computer without being detected, which heavily depends on the positioning and behavior of the guards. On Perfect Agent, this is close to impossible due to the AI's keen senses. •: • Witches are randomly placed (if at all) each time a level begins (which means two times per map in Versus Mode). There is an achievement for successfully clearing an entire campaign without disturbing ANY witches.
Guess how frequently witches are placed on choke points where hugging the wall (or worse, ledge) still gets you too close to the witch to avoid alerting her? • Even worse if you are playing single player mode. You can go through the entire game avoiding witches.
If a witch spawns in a finale, an NPC team member WILL disturb the witch without fail. • Made where the Survivor bots will gladly stop 2 feet in front of a Wandering Witch and let her anger rise till she freaks out and attacks. Naturally, the bots will most likely ruin your chances in getting the Sob Story achievement, where you are not allowed to kill (you can disturb every single Witch you like as long as one does not get killed) any Witches in the sugar mill map.
Even worse, • Sometimes a witch will be placed at the top of a ladder that you must go up in order to continue the game, and she is placed in a spot where it is pretty much impossible to shoot or see her until you get to the top of that ladder, then it only takes half a second for her to get angry and rip your face off. This is especially horrible in one player mode when you are basically forced to sacrifice yourself just to continue. • And then there's the items like first aid kits or special ammo. Usually, if the team is doing well, you will usually just find molotovs or pipe bombs off the beaten path, but if the survivors are crippled and have nothing to heal with, the AI Director MAY spawn more health kits or other healing items, which can sometimes make or break the game. • The entire game itself can be a luck based mission at times no matter how careful your team is. Sometimes you can go an entire game without any incaps/deaths/restarts and other times you may have to restart several times due to being overwhelmed by the infected. Especially evident if you're playing with bots on any difficulty above Normal.
Bots will always heal to 80% hp before leaving the saferoom. However this means by the last saferoom, you could be walking out with one or no extra medkits at all. Good luck surviving the Finale, as the bots will almost always get incapped or killed before the second tank, leaving you alone hoping that a smoker or hunter doesn't come out and ruin your day. • The bots themselves can also make or break the game. Either they will quickly save you if you get in trouble or they will watch you die before deciding to do anything.
Especially fun when the player is grabbed by a Smoker or Hunter, and the bot is melee hitting the normal zombies around them instead of the actual threat. • The Sacrifice campaign for the first game is like this during the finale where you have to jump off the bridge and kick start the generator. If a Smoker grabs you while he is on a rooftop, the bots won't shoot the tongue or bother to snipe the Smoker, so you'll die and have to restart, thus you have to hope a Smoker doesn't spawn when it's time to do the sacrifice act.
This is somewhat avoided in the sequel in the same campaign due to having more weapons and items to defend yourself with and having more special infected types so your chances of a Smoker grabbing you is lower. • Many levels in the series on Legendary difficulty are luck based missions due to the randomization of enemy spawns and random unavoidable death situations. Well, that's why you've got plenty of save points.