The QA Legend video helps Questers understand the power and demise of the Arch of Wisdom and serves as an introduction to the game.
To download a version of this video,
click here.

Creative Expression is one of the seven Quest Atlantis Social Commitments that we try to realize in the lives of children (see Mission statement in the About Quest Atlantis footer tab). In the Does Art Imitate Mission, students explore their own artistic nature as they learn about various artistic styles and help construct their own creative cityscape to share with a struggling artist-demonstrating their commitment to Creative Expression.

Diversity Affirmation is one of the seven Quest Atlantis Social Commitments that we try to realize in the lives of children (see Mission statement in the About Quest Atlantis footer tab). In the introductory Diversity Mission, students interview children from all over the world, comparing real backgrounds and virtual avatar differences to gain insight into others—demonstrating their commitment to Diversity Affirmation.
In the Drakos Unit, players are tasked with breeding a species of dragonfly that is unique to Atlantis. To do this, they must understand genetics and how traits are passed from parents to offspring. Players also confront their own sense of morality as they determine whether gene splicing to produce a particular type of drakos is ethical.
Click here to read more.
Based on Ayn Rand's, The Fountainhead, the Architecture/Media Unit allows students to interact with characters at an architecture firm that match the names, physical characteristics, motivations and points of view of characters from Rand's classic novel, putting users in the middle of the same conflicts and themes from the story; however, unlike Rand's story, Questers are presented with the perspectives of characters on both sides of the conflict—eventually forcing the player to align themselves with a particular architectural firm.
In the Mesa Verde Unit, players travel back in time to learn more about the Ancestral Puebloan people who inhabited an area in the American Southwest some 800 years ago. Along the way, they'll learn about the characteristics of a civilization, features of the Ancestral Puebloan culture, and how to balance your cultural heritage with the need to fit in as a teen in today's society.
Click here to read more.
The Plague Unit, inspired by Mary Shelley's
Frankenstein asks students to engage issues such as medical ethics and contemplate concepts such as the ends justifying the means and the nature of human existence as they experience a town affected by a disastrous plague. The town doctor is working hard to find a cure, but he has created a creature on which to test his antidote. Students will confront their own sense of bioethics and will learn how to craft a 5-paragraph persuasive essay, placing the fates of the doctor and his creation in their hands as they convince the town of their decision.
Click here to learn more.
In the Ander City Statistics Unit, Questers help a group of students understand an important issue in their community. There is a mayoral race underway, and both candidates feel very strongly about their positions, but they are using the very same set of data to support their claims. Students learn about mean, median and mode as they begin to understand how these mathematical tools can be used opportunistically to support a particular agenda.
Click here to learn more.
The fish population is declining in Taiga National Park, and Ranger Bartle wants to know why! The park is populated by several groups of people who use and/or depend on the river in some capacity. After students interview these stakeholders and learn about water quality, virtual rangers develop a hypothesis and a plan to save the park. Will it be enough? Students will be able to travel to the future to see the results of their decisions, giving them the opportunity to re-evaluate their proposal to find a new plan to balance the needs of both the environment and the stakeholders.
Learn more about Taiga here.
Questers learn about endangered species, natural habitats and ecotourism in this Unit which takes place at the simulated Mkomazi Game Reserve in Tanzania. In the Making Mkomazi Unit, Students learn about the characteristics and habitats of the animals that live on the reserve as they play environmental engineer, and will later have an opportunity to make a decision about how government funds should be allocted, a decision that could change Mkomazi as we know it.
Click here to learn more about this Unit.