Talk:Journey to the Lost Isle

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Revision as of 22:29, 23 May 2007 by Jacob (talk | contribs) (chapter 5 images)
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Text as found in the plot

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Text and notable information which may not be viewable again while plot progesses...found on the journal page...

Sailors often whisper to each other about the old legend of Mad Tongue Murphy, the delirious castaway who was rescued at sea. Some tales say that he was driven mad by his long, lonely days of drifting, while others insist that he was cursed when he landed on a mysterious island, a place he often raved about in his crazed ramblings. The only records of his travels lay in his journal, which has now fallen into the capable hands of Professor Hugo Fairweather, archeolinguist and expert of ancient lore. Only time will show what he can make of it...

...and found on the "puzzle" page...

Because of their quick departure, Captain Rourke hasn't had time to tidy up around the SS Primella yet. Various pieces of equipment are strewn about the deck haphazardly, making it rather difficult to walk around. Scrap, to repay the captain back for stealing onto the ship, must now work off his debt by helping around the Primella. Help the stowaway arrange all the pieces on the deck into a neat square, before the captain decides to throw him overboard!

More to be added as plot progesses. --Jacob 19:47, 30 Apr 2007 (CDT)


Current event text chapter 1...

You didn't think crossing vast oceans would be that easy, did you? Stormy weather and violent seas turn out to be a blessing for our timid adventurers. Did we say timid? We meant brave. Right.

and Current event text chapter 2...

Who would have guessed that our brave explorers would travel all the way to a mysterious isle just to get eaten by a giant monster? Maybe they will find a way out of this terrible situation.

More to be added as plot progresses (i like saying that :P ). --Jacob 11:11, 8 May 2007 (CDT) from the Mysterious Stone Temple...

In order to enter this strange structure, you must enter the correct keycode using the key rings. Fortunately, the lock comes with a handy prompt system of flashing lights that lets you know how close your guess is. In the interest of maintaining high security, the keycode is reset if it is not guessed correctly after a number of tries. At that point, the rings return to the neutral position, and you must start over.

Simply click on a ring to move the next symbol into the red code position. To move a ring backward, hold SHIFT or CNTRL while clicking on a ring. Once you have all the rings in the position you like, click the red button in the center of the lock. For each symbol that is correct in the code you entered, one of the lights in the middle will light up. A yellow light indicates that a symbol in the keycode you've entered is part of the correct code, but not in the correct position. A green light indicates that a symbol in the code you entered is the correct symbol, as well as in the correct position.

NOTE: There is no correlation between the position of the lights and the position of the rings. The lights only tell you how many symbols you have correct. They do NOT tell you where they are.

hope everyone can figure out the puzzle. --Jacob 17:43, 10 May 2007 (CDT)

After solving:

Looks like you've done it. With a soft hiss, the door slides open and allows you to enter. A gleam of metal on the floor catches your eye, and you quickly pocket the object.

--Demon 08:44, 11 May 2007 (CDT)

Images as found in the plot

Template:Spoiler Images in the plot...

'Crysophyllum Munusa'

The daughter of the professor mentions crysophyllum munusa on the ship in the first part: I cannot match it to anything, but 'munusa' is Latin for a gift, or service. There is a 'chrysophyllum', which is a genus of tropical trees, however. --Macbeth 11:39, 1 May 2007 (CDT)