![]() Aside from the front door exercise, this is the only game in which no Mission Clue can be earned, but there are Invention Points in this activity. Once the game has been completed, full power will be restored to the Mountain. The user must choose two batteries to equal its answer. The exercise takes place here when the whole machine is charged, The central coil with a glowing bulb on top rises and spreads power throughout the mountain through both a transformer and a second bulb. The device seems to be two large glass rings with what appears to be plasma swirling inside them. Botley uses an example taking two batteries to charge the machine. The user must select which numbered batteries for an accurate equation from one to twelve when placed on the monitors. In this activity, the user is presented with several monitors displaying a number with an operation above it using addition, subtraction, multiplication, or division with multiples of any number from 1 to 12. Botley goes to the cellar to get more energy. Mystery Mountain has a limited amount of "power" and playing the Mountain's games uses it.
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