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1 6 1 6 2 3 2 6 ___ ___ ___ ___ ___ ___ The Haunted Amusement Park mindware.com © MindWare ® Mathfinder mysteries are puzzles, stories and math challenges all rolled into one! Each page of the adventure is a puzzle. As you work through the puzzles, you’ll move through the story, leading you to the soluon to the mystery. Instructions Solve each puzzle by starng at the number pointed to by the arrow. Your goal is to move from number to number across the grid unl you reach the exit (a number with an arrow poinng out). Here’s how to do it, step by step: 1 Read the text to learn where you are in the adventure and to see hints about how to solve the puzzle. 2 Start with the number that the entrance arrow points to. Write that number in the first blank of the first equaon. Using that number, find the adjacent numbers that sasfy the first equaon listed below the text, and write those numbers in the blanks of the equaon. 3 As you solve each equaon, draw a line to numbers you are stepping on. Each operaon sign ( ˣ , ,+, -, =) is a single step from one number to an adjacent number (not diagonal). When you move on to the next equaon, start with the last number you landed on. When you have finished a puzzle, you will have created a path across the grid that ends at the exit arrow or number indicated. 4 The text below the equaons will direct you to your next puzzle. For Example Start at the 2 pointed to by the arrow. Write a 2 in the first blank of the first equaon below the puzzle. Then look at the numbers next to the 2 and find those that will sasfy the equaon ( 2 ). Remember that you can’t move diagonally. Looking at the puzzle, you can move to the right from the 2 to the 3. Since 2x3=6, you can move up from the 3 to the 6. You’ve completed the first equaon! Write the numbers in the blanks and move to the next one. Put the 6 from your last equaon in the first blank of the next equaon. Look at the surrounding numbers to complete this equaon ( 6 ). If you move right, you can make the equaon ( 6 1 6 ). You’ve got it! Tips Some ps to help you: 1 Numbers are only used once on each path. 2 Some puzzles have false paths, and you may have to back up and take a new approach. After seeing what looks like a ghost in a funhouse mirror, you run to investigate. Your search reveals a secret far more sinister, and now you are in a race against time to save your favorite place and solve the mystery of The Haunted Amusement Park.

The Haunted Amusement Park

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Page 1: The Haunted Amusement Park

5 4 16 2 2 12

9 4 8 2 6 5

9 2 14 4 4 3

0 4 11 2 12 1

7 10 7 1 2 18

21 3 1 6 1 6 4

2 4 2 3 2 6 3

___ ___ ___

___ ___ ___

The Haunted Amusement Park

mindware.com © MindWare®

Mathfinder mysteries are puzzles, stories and math challenges all rolled into one! Each page of the adventure is a puzzle. As you work through the puzzles, you’ll move through the story, leading you to the solution to the mystery.

InstructionsSolve each puzzle by starting at the number pointed to by the arrow. Your goal is to move from number to number across the grid until you reach the exit (a number with an arrow pointing out).

Here’s how to do it, step by step:1 Read the text to learn where you are in the adventure and to see hints about how to solve the puzzle.2 Start with the number that the entrance arrow points to. Write that number in the first blank of the first equation. Using that

number, find the adjacent numbers that satisfy the first equation listed below the text, and write those numbers in the blanks of the equation.

3 As you solve each equation, draw a line to numbers you are stepping on. Each operation sign (ˣ,�,+, -, =) is a single step from one number to an adjacent number (not diagonal). When you move on to the next equation, start with the last number you landed on. When you have finished a puzzle, you will have created a path across the grid that ends at the exit arrow or number indicated.

4 The text below the equations will direct you to your next puzzle.

For ExampleStart at the 2 pointed to by the arrow. Write a 2 in the first blank of the first equation below the puzzle. Then look at the numbers next to the 2 and find those that will satisfy the equation ( 2 ). Remember that you can’t move diagonally.

Looking at the puzzle, you can move to the right from the 2 to the 3. Since 2x3=6, you can move up from the 3 to the 6. You’ve completed the first equation! Write the numbers in the blanks and move to the next one. Put the 6 from your last equation in the first blank of the next equation. Look at the surrounding numbers to complete this equation ( 6 ). If you move right, you can make the equation ( 6 1 6 ). You’ve got it!

TipsSome tips to help you:1 Numbers are only used once on each path. 2 Some puzzles have false paths, and you may have to back up and take a new approach.

After seeing what looks like a ghost in a funhouse mirror, you run to investigate. Your search reveals a secret far

more sinister, and now you are in a race against time to save your favorite place and solve the mystery of

The Haunted Amusement Park.

Page 2: The Haunted Amusement Park

3 7 5 0 8 6 4

2 5 2 9 3 6 10

1 9 10 5 2 3 4

2 7 9 7 8 6 8

6 12 8 3 2 3 7

2 2 4 5 2 2 4

12 6 2 3 1 6 3

The Haunted Amusement Park

mindware.com © MindWare®

Ghost?When your friends tell you there’s a ghost living in the funhouse mirrors,

you don’t believe them. Even so, you have to check it out for yourself. Follow the steps to the funhouse.

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When you exit, go to next puzzle.

Page 3: The Haunted Amusement Park

2 7 6 5 12 11 4

2 4 1 3 6 9 3

18

2 2

3 7 3 3 9 9 7

4 3 2 4 8 2 4

5 4 5 4 7 3 3

9

The Haunted Amusement Park

mindware.com © MindWare®

Mirrors Everywhere!The funhouse is filled with mirrors, making it hard to figure out where the path is.

Find your way through.

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When you exit, go to next puzzle.

Page 4: The Haunted Amusement Park

5 4 16 2 2 12

9 4 8 2 6 5

9 2 14 4 4 3

0 4 11 2 12 1

7 10 7 1 2 18

21 3 1 6 1 6 4

2 4 2 3 2 6 3

The Haunted Amusement Park

mindware.com © MindWare®

The FunhouseIn one of the mirrors of the funhouse you spot a blonde-haired

girl just a little younger than you. She vanishes almost as soon as you see her. Is that the ghost? Keep searching for the exit!

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To finish the adventure, you’ll need the book. Go to mindware.com to purchase.

Page 5: The Haunted Amusement Park

3 7 5 0 8 6 4

2 5 2 9 3 6 10

1 9 10 5 2 3 4

2 7 9 7 8 6 8

6 12 8 3 2 3 7

2 2 4 5 2 2 4

12 6 2 3 1 6 3

5 4 16 2 2 12

9 4 8 2 6 5

9 2 14 4 4 3

0 4 11 2 12 1

7 10 7 1 2 18

21 3 1 6 1 6 4

2 4 2 3 2 6 3

2 7 6 5 12 11 4

2 4 1 3 6 9 3

18

2 2

3 7 3 3 9 9 7

4 3 2 4 8 2 4

5 4 5 4 7 3 3

9

The Haunted Amusement Park

mindware.com © MindWare®

Puzzle 1 :: Ghost?1 2 2 2 3 6 6 3 2

2 5 10 10 2 5

Puzzle 3 :: The Funhouse2 3 6 6 1 6

6 2 12 12 3 4 4 2 8

8 2 16

Puzzle 2 :: Mirrors Everywhere!5 2 3 3 3 9

9 2 18 18 6 3 3 1 4 4 2 2

Solutions