JumpStart Advanced: Mystery Club - Making of a Mastermind
Description
At Academy Headquarters, Detective Botley gives some training on becoming a super sleuth. The player answers some self-reflecting questions to determine what kind of detective they are. The player chooses one of two case files to start a mission that involves solving a mystery and catching a culprit behind it.
Following the formula of JumpStart Advanced: Mystery Club - Gadget Games, the player obtains clues by talking to witnesses, recreating music tunes, putting data chips in groups, inputting numerical combinations to crack the correct one, solving a shape puzzle, using scrambled letters to construct words, and navigating Spark in a platformer maze. When the player has enough clues, the player must either find the location of a hidden item or select a suspect that fits the clues.





