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Video Game / The ClueFinders 5th Grade Adventures: The Secret of the Living Volcano

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The ClueFinders 5th Grade Adventures: The Secret of the Living Volcano is an entry in the Clue Finders series of Edutainment Games.

Investigating a Brand X version of The Bermuda Triangle in the South Pacific, the ClueFinders find themselves shipwrecked on a tiny volcanic island. This mysterious isle is inhabited by centuries of trapped castaways, who claim that they have been unable to escape because the island itself is alive.

This game provides examples of:

  • Adults Are Useless: Centuries of castaways were apparently unable to get past the Faces within the Face or the Fish within the Fish, but then the ClueFinders came along. You could argue that it's because the ClueFinders were the first castaways to have modern diving equipment, giving them access to both, but that still doesn't explain why no one on the surface cracked the Faces within the Face or none of the intelligent worms cracked the Fish within the Fish.
  • Ask a Stupid Question...:
    Great CrypTile Thief: I'm the Great CrypTile Thief! I stole everybody's CrypTiles and buried them in my patch of dangerous trees.
    Santiago: Why are you locked in the pillory?
    Great CrypTile Thief: [very dryly] I got caught.
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  • Brain Food: The aliens are trying to collect specimens from Earth that they can cultivate and harvest them for their brains back on their homeworld because they're apparently an alien delicacy.
  • Developers' Foresight: Check the map at the end of 5th Grade Adventures. "Sorry! But we are now, trapped, inside!"
  • Enemy Mine: The CrypTile stories you have to unscramble often have this theme. They describe how the castaways have come from all over the world and how they must overcome their difference and work together in order to escape.
  • Face Palm: Santiago gets one at the end.
  • Generation Xerox: The apparent reason why the human residents of the island still act and dress like they're from the time periods when their ancestors wound up there.
  • Gentleman Thief: Crime has caught up with the one in the game; he's in a stockade. He buried a lot of cryptiles in a patch of Man Eating Plants, and given your need is willing to loan you the maps.
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  • Lampshade Hanging: During the spelling catwalks challenge:
    Owen: Why is it that wherever we go, we always find large pits to cross?
  • Nothing Is Scarier: Open the map during the third act. It becomes much much scarier as you see nothing, and all you get is Laptrap panicking that they are trapped inside.
  • People Jars: The aliens keep humans and animals in a type of these before they eat their brains.
  • Shout-Out: The Civil War lady mentions that "tomorrow is another day" and how she adores "the kindness of strangers."
  • That's No Moon!: This island is a bit unusual, to say the least. It's a spaceship, and the aliens have been harvesting human brains.
  • Unobtainium: The Cryptiles are made of an unknown substance with bizarre properties.
  • What Happened to the Mouse?: The ClueFinders games frequently end abruptly, but 5th Grade in particular leaves the most loose ends.
    • Was Lab-5 ever recovered from the seafloor?
    • Did the tubeworms end up "inside" when Leslie hit the tsunami button, or did they simply fall off when the spaceship shed its exterior?
    • The mystery of how people from different times are together is never answered, nor is the question of how all those people will adapt to modern civilization after being rescued.
    • None of the cast seems to care that the brain-eating aliens are still at large.

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