05 · What the game is
Mission 1 is called Make the Bulb Glow. A Class 10 player arrives in Spark Village at dusk, during a blackout, and is asked to restore one useful light. They play as Wonder or Arav. Professor Ohm does not teach the chapter. He sets up experiments and asks what the player just saw.
The mission is an investigation: build a circuit, watch the bulb, look inside the wire, measure the flow, play with charge and time, then find out why the diagram arrow points the other way. When that is understood, one street lamp comes on. The clinic, the school, and Bina’s pump stay dark on purpose.
It is not a worksheet, a lecture, a quiz room, or a coin grind. Story is the reason to try the experiment. The picture comes before the sentence.