Wonderland Adventures: Mysteries of Fire Island: Difference between revisions

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SPARKY! leads the player, Oondy, and Guggenheimer into the Kaboom! Village, where Kaboom! seem to be living peacefully, keeping their heads cool and remembering to not blow up (and even reminding the player to not blow up at some points). [[Chief BIGBANG!]] gives the player a key to the Jungle Temple area, advising him to seek the advice of Professor BLASTAZAR!.
SPARKY! leads the player, Oondy, and Guggenheimer into the Kaboom! Village, where Kaboom! seem to be living peacefully, keeping their heads cool and remembering to not blow up (and even reminding the player to not blow up at some points). [[Chief BIGBANG!]] gives the player a key to the Jungle Temple area, advising him to seek the advice of Professor BLASTAZAR!.


Professor BLASTAZAR! explains that the temple almost certainly contains the Star Key. The key to the jungle temple is with his assistant, SHORTFUSE!. Unfortunately, SHORTFUSE! got lost in a nearby coral reef. The player promptly rescues him and collects the key to the jungle temple, using it and entering.
Professor BLASTAZAR! explains that the temple almost certainly contains the Star Key. The key to the jungle temple is with his assistant, [[SHORTFUSE!]]. Unfortunately, SHORTFUSE! got lost in a nearby coral reef. The player promptly rescues him and collects the key to the jungle temple, using it and entering.


Several additional, optional adventures can be found around the village. The Kaboom!s also give out advice on how to keep a cool head, which the player seems to take interest in.
Several additional, optional adventures can be found around the village. The Kaboom!s also give out advice on how to keep a cool head, which the player seems to take interest in.
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This Ice Troll introduces himself as [[Shiver]], the Lord of Sundog Island and leader of the Ice Trolls. He is astounded at the player's stories of Ice Trolls attacking Stinkers, and suggests that their might be another explanation. This is the only time during the course of the game when the player loses his temper.
This Ice Troll introduces himself as [[Shiver]], the Lord of Sundog Island and leader of the Ice Trolls. He is astounded at the player's stories of Ice Trolls attacking Stinkers, and suggests that their might be another explanation. This is the only time during the course of the game when the player loses his temper.


After some more discussion, Shiver decides to give the player the power of "Pow" [[magic]] in order to free the frozen Stinkers and Kaboom!s.  
After some more discussion, Shiver decides to give the player the power of "Pow" magic in order to free the frozen Stinkers and Kaboom!s.  
He also gives the player the Time Glyph and Friend Glyph, which he hopes will also aid the player. The player says goodbye and exits west to the jungle temple.
He also gives the player the Time Glyph and Friend Glyph, which he hopes will also aid the player. The player says goodbye and exits west to the jungle temple.


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===Chapter 7: Retro World===
===Chapter 7: Retro World===
If the player uses the Time Glyph on the mirror, it becomes a portal into the [[Retro World]]. Guggenheimer follows the player there, noting how it looks remarkably similar to the Void, but somehow feels different.
If the player uses the Time Glyph on the mirror, it becomes a portal into the [[Retro World]]. Guggenheimer follows the player there, noting how it looks remarkably similar to [[The Void]], but somehow feels different.


Guggenheimer urges the player to use a Floing Orb on a nearby magical pillar, which then becomes a portal into a remake of "First Steps". After the player completes it, he follows Guggenheimer out of the Retro World.
Guggenheimer urges the player to use a Floing Orb on a nearby magical pillar, which then becomes a portal into a remake of "First Steps". After the player completes it, he follows Guggenheimer out of the Retro World.
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There are also nine more adventures that require Floing Orbs to appear located in the Retro World. However, none of these are necessary to complete the game.
There are also nine more adventures that require Floing Orbs to appear located in the Retro World. However, none of these are necessary to complete the game.
===Chapter 8: The Magic Room===
===Chapter 8: The Magic Room===
When the player follows Guggenheimer out of the Retro World, the two go into a small room with some decorative red teleporters in it. Guggenheimer then explains that it was built as a training ground for using Floing magic with Magic Gloves.
When the player follows Guggenheimer out of the Retro World, the two go into a small room with some decorative red teleporters in it. Guggenheimer then explains that it was built as a training ground for using Floing magic with [[Magic Gloves]].


There are four training rooms of increasing difficulty in the chamber, Floing Training 101, 201, 301, and Floing Mastery Class. Only the first is required to complete the game.
There are four training rooms of increasing difficulty in the chamber, Floing Training 101, 201, 301, and Floing Mastery Class. Only the first is required to complete the game.
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[[Captain Bobo]] of the Pirate crew informs the player that they do have a lockpick- all the player needs to do is to complete some good deeds around the settlement. After doing so, the player returns to the Jungle Temple and uses the lockpick to unlock the Ice Glyph.
[[Captain Bobo]] of the Pirate crew informs the player that they do have a lockpick- all the player needs to do is to complete some good deeds around the settlement. After doing so, the player returns to the Jungle Temple and uses the lockpick to unlock the Ice Glyph.


Upon using the Ice Glyph on the mirror, a portal appears to Sundog Island, home of the Ice Trolls and current residence of the Star Key. The player ventures through, closely followed by Oondy.
Upon using the Ice Glyph on the mirror, a portal appears to [[Sundog Island]], home of the Ice Trolls and current residence of the Star Key. The player ventures through, closely followed by Oondy.
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