Wonderland Adventures: Mysteries Of Fireplace Island
Explore the vast & large world of Fireplace Island. From its sunny beach’s to the dephs beneath the firey volcano. This recreation is full of adventures, fun, & excitment.Meet & make new buddies, uncover new magic & solve the islands many mysteries.
*Many new challenges:Edit
Stinky on the beach
*Beautiful audio visuals:Edit
Mysteries of Hearth Island is Midnight Synergy’s finest looking Wonderland game but. Wealthy visuals will transport you into lush jungle’s, treacherous canyons & mysterious caves. Thriller of Hearth Island additionally features a musicle soundtrack with new symphonic compositions.
Chapter 1: WonderfallsEdit
While on trip in the city of Wonderfalls, the player encounters Morklin. After a brief, friendly chat, burning items of the sky begin raining down and all the close by Stinkers scramble for cowl. The participant finds Mayor Scarredy, who offers him the city keys so Morklin and the participant can continue. After reaching the Wonderfalls, the majestic waterfalls for which the city was named, Morklin reveals a secret passage he discovered when he was a young Stinker. As the participant steps off the bridge, a part of it collapses, leaving Morklin behind. This turns out to not be an issue, nevertheless, as Morklin finds one other passageway resulting in the identical cavern. The player ventures further into the stone island junior cruise cavern system, bringing alongside Morklin, an unnamed Stinker in a pink hat, and two Wee Stinkers. The Wee-Stinkers foolishly run off into separate caverns, solely to be rescued by the player. They determine to stick with the pink hat Stinker while Morklin and the player proceed ahead. Morklin finds two yellow gates which he does not remember seeing before, and asks the participant to retrieve the keys to them. After he does, the 2 of them enter into a big, closely mechanized chamber. Morklin reasons that this is the Sky Machine, a legendary machine constructed to avoid wasting Wonderland from hazard from the skies. One piece is lacking, nevertheless; the Star Key, which was hidden away to keep the machine from being activated on the unsuitable time. After the 2 set 4 dials to the proper combination, a map appears in the center of the room, itemizing the Star Key’s location as Fire Island. A crew is shortly organized to set sail to Fireplace Island, including many Stinkers seen beforehand in Wonderland Adventures, and in addition some new faces. The workforce assumes nothing can go mistaken on the voyage, but they’re mistaken, as an enormous tempest strikes the boat midway by the voyage, separating the participant from the crew and knocking him/her unconscious.
Chapter 2: On the BeachEdit
The participant wakes up on the Fire Island beach, surrounded by plenty of flotsam and jetsam but no sign of ship or crew. Birds will be heard calling, and there are a couple of Crabs across the shoreline, however no other animals may be seen. After a short stroll on the shoreline, the player enters a stretch of the jungle. Unusual white shapes are seen shifting in the trees (later revealed to be Ice Trolls). The participant sees a bridge collapse proper in front of him, only to be reactivated two adventures later. The player then runs across OondiOoni, referred to throughout the remainder of the sport as Oondy. While that is the first time he’s seen throughout the sport, the player evidentially remembers him from the voyage over. Oondy explains that the trail to the crew’s Makeshift Camp is simply up ahead, however a poorly timed landslide blocks the trail. Happily, there is one other technique to the camp alongside the seashore. The participant and Oondy meet Cedric-in-the-Morning, who repeats the ‘Blinking’ lesson and guides the participant to the camp. After helping Cedric gather some Gems, the player stands on the entrance to the camp and watches events unfold. Interrupting the participant’s welcome, 4 Ice Trolls come out of nowhere and freeze 5 Stinkers within the area: Cedric-in-the-Morning, Darlee, Findel, Patooters, and Pookie. After they are scared away by Ace, Darlee, and Grennfleagel hollering, in addition to some Grow magic, an expedition is organized to the island’s inside consisting of Ace, Oondy, Guggenheimer, and the player.
Chapter 3: Jungle and Jungle CanyonEdit
Oondy, Guggenheimer, and the participant enter the jungle to discover a stone key sitting in a clearing. Soon afterward, they find three Stone Gates blocking their path up the mountain. Fortunately, there are a number of adventures providing Stone Keys as rewards close by, and the participant rapidly collects the other two. The trio navigates a perilous course up the mountain, and comes throughout a small orb alongside the way that seems to radiate pure Floing power. Guggenheimer particularly is fascinated by it, as he has by no means seen any Floing magic so sturdy. He decides to review it further and urges the player to take it with him, which he does. The three Stinkers discover themselves at the highest of a jungle canyon, with a handy natural staircase main down. A little bit ways away, they find a big gate with way more Stone Gates than before. Oondy expresses fear that the gate might need been built to keep something else in, not them out. He and Guggenheimer stay on the gate, while the participant finds the remaining Stone Keys. No sooner have the three ventured through the gate than a number of Ice Trolls pop out from behind some walls and assault them. They spend the subsequent few minutes operating away from the Ice Trolls and Chompers, then finally come throughout a clearing they deem to be protected to catch their breath. To their astonishment and panic, a Kaboom appears and begins walking toward them. At the last moment, once they’re all however certain that they’re going to explode, the Kaboom says “Howdy!” politely and introduces himself as SPARKY!. After dissuading their fears additional, SPARKY! guides them into the Kaboom Village immediately forward.
Chapter 4: Kaboom! VillageEdit
SPARKY! leads the player, Oondy, and Guggenheimer into the Kaboom Village, the place the Kabooms appear to be living peacefully, retaining their heads cool and remembering to not blow up (and even reminding the participant to not blow up at some factors). Chief BIGBANG! provides the player a key to the Jungle Temple area, advising him to seek the advice of Professor BLASTAZAR!. Professor BLASTAZAR! explains that the temple nearly certainly accommodates the Star Key. The important thing to the jungle temple is along with his assistant, SHORTFUSE!. Sadly, SHORTFUSE! acquired lost in a close by coral reef. The participant promptly rescues him and collects the key to the jungle temple, utilizing it and getting into. Several additional, optionally available adventures can be found across the village. The Kabooms additionally give out recommendation on how to maintain a cool head, which the participant seems to take interest in.
Chapter 5: The Jungle TempleEdit
Because the participant enters the jungle temple, he notices a chamber with a huge mirror inside positioned in the back. The chamber cannot be reached but, nevertheless, so the participant merely passes it by. The participant descends a ladder to a large chamber with a star-shaped moat on one end. The Star Key can be seen in the middle of the moat. The one method to cross it is to complete adventures to raise bridges, so the participant promptly will get to work. After 4 adventures are accomplished, the player collects the Star Key and a seemingly random metal key. Upon returning to the floor, Professor BLASTAZAR! and Guggenheimer congratulate the player on acquiring the Star Key. The professor is optimistic that issues will begin to get better from then on, but these hopes are crushed when Ice Trolls come out of nowhere, freezing all of the Stinkers and Kabooms close by (aside from the player), stealing the Star Key, and operating off into the temple. The participant offers chase in sizzling pursuit, dodging the projectiles of the Ice Trolls. He follows the one Ice Troll that took the Star Key, with it staying just out of sight. The participant finds its footprints contained in the Mirror Chamber and makes use of the important thing he found earlier to unlock it, but the bridge collapses, leaving no manner out. After trying round a bit of bit, the player finds both a Gold Star and the Fire Glyph. He uses the glyph on the mirror, which then turns into a portal to the Volcano.
Chapter 6: The VolcanoEdit
The participant enters the Hearth Island Volcano, in search of an answer to this mess. He finds a number of Fire Keys after completing a number of adventures, every Fireplace Key helping lead all the way down to the following layer of the volcano. As soon as all essential Hearth Keys have been captured and used, the player descends to the bottom layer of the volcano, the place the lava stage is just under the flooring. To his shock and concern, a gigantic Ice Troll comes out of a close by dwelling. This Ice Troll introduces himself as Shiver, the Lord of Sundog Island and leader of the Ice Trolls. He’s astounded on the player’s stories of Ice Trolls attacking Stinkers, and means that their may be one other explanation. This is the one time in the course of the course of the sport when the participant loses his temper. After some extra discussion, Shiver decides to provide the player the power of “Pow” magic with the intention to free the frozen Stinkers and Kabooms. He additionally offers the player the Time Glyph and Friend Glyph, which he hopes may even assist the participant. The player says goodbye and exits west to the Jungle Temple. The player frees the close by Kaboom!s and Guggenheimer with the newly acquired Pow magic. Guggenheimer takes some of it again to the Makeshift Camp to unfreeze the Stinkers that had been frozen at the tip of Chapter 2.
Chapter 7: Retro WorldEdit
If the participant uses the Time Glyph on the mirror, it turns into a portal into the Retro World. Guggenheimer follows the player there, noting how it seems to be remarkably similar to The Void, however someway feels completely different. Guggenheimer urges the participant to make use of a Floing Orb on a nearby magical pillar, which then becomes a portal right into a remake of “First Steps”. After the player completes it, he follows Guggenheimer out of the Retro World. There are additionally 9 more adventures that require Floing Orbs to appear situated within the Retro World. Nevertheless, none of these adventures are crucial to complete the game.
Chapter eight: The Magic RoomEdit
When the player follows Guggenheimer out of the Retro World, the two go right into a small room with some decorative pink teleporters in it. Guggenheimer then explains that it was constructed as a training floor for using Floing magic with Magic Gloves. There are 4 coaching rooms of increasing difficulty within the chamber, Floing Coaching one hundred and one, 201, 301, and Floing Mastery Class. Only the primary one is required to complete the game. As soon as the first take a look at is accomplished, a bridge is raised resulting in a very chilly hallway. The player sees the Ice Glyph behind a door, however the door can solely be opened by a lockpick, so the player passes it by for the moment.
Chapter 9: The Acid PoolsEdit
Surprisingly, upon use of the Good friend Glyph, the player is taken to the very unfriendly Acid Swimming pools in the southeast of Fireplace Island. After solving some adventures and urgent some buttons within the hub, the player raises a bridge farther to the south. To his shock, the player discovers the Wonderland Pirate crew who have been shipwrecked throughout the very same storm the player’s crew was. They appear to be doing pretty effectively at surviving the elements, but have been pretty much locked in this area earlier than the player got here together with the mirror teleport. Captain Bobo of the Pirate crew informs the player that they do have a lockpick- all the player needs to do is to finish some good deeds around the settlement. After doing so, the player returns to the Jungle Temple and makes use of the lockpick to unlock the Ice Glyph. Upon using the Ice Glyph on the mirror, a portal seems to Sundog Island, dwelling of the Ice Trolls and current residence of the Star Key. The participant ventures by, closely followed by Oondy.
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