Wonderland Adventures: Mysteries Of Fireplace Island
Explore the vast & enormous world of Hearth Island. From its sunny seashore’s to the dephs beneath the firey volcano. This game is filled with adventures, enjoyable, & excitment.Meet & make new associates, uncover new magic & solve the islands many mysteries.
*Many new challenges:Edit
Stinky at the seashore
*Stunning audio visuals:Edit
Mysteries of Hearth Island is Midnight Synergy’s finest looking Wonderland recreation but. Rich visuals will transport you into lush jungle’s, treacherous canyons & mysterious caves. Thriller of Fireplace Island also features a musicle soundtrack with new symphonic compositions.
Chapter 1: WonderfallsEdit
While on vacation within the town of Wonderfalls, the player encounters Morklin. After a quick, friendly chat, burning items of the sky start raining down and all the nearby Stinkers scramble for cover. The player finds Mayor Scarredy, who offers him the city keys so Morklin and the player can proceed. After reaching the Wonderfalls, the majestic waterfalls for which the town was named, Morklin reveals a secret passage he discovered when he was a young Stinker. Because the participant steps off the bridge, part of it collapses, leaving Morklin behind. This seems not to be a problem, however, as Morklin finds another passageway resulting in the same cavern. The participant ventures further into the 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 participant. They resolve to stick with the red hat Stinker whereas Morklin and the participant proceed forward. Morklin finds two yellow gates which he would not remember seeing earlier than, and asks the participant to retrieve the keys to them. After he does, the 2 of them enter into a big, heavily mechanized chamber. Morklin reasons that that is the Sky Machine, a legendary machine constructed to save lots of 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 at the incorrect time. After the 2 set four dials to the proper mixture, a map seems in the center of the room, itemizing the Star Key’s location as Fire Island. A team is quickly organized to set sail to Hearth Island, together with many Stinkers seen previously in Wonderland Adventures, and in addition some new faces. The workforce assumes nothing can go unsuitable on the voyage, however they are mistaken, as a massive tempest strikes the boat midway by means of the voyage, separating the participant from the crew and knocking him/her unconscious.
Chapter 2: On the BeachEdit
The participant wakes up on the Fireplace Island beach, surrounded by plenty of flotsam and jetsam however no signal of ship or crew. Birds can be heard calling, and there are a couple of Crabs around the shoreline, however no other animals will be seen. After a brief walk on the shoreline, the participant enters a stretch of the jungle. Strange white shapes are seen shifting in the timber (later revealed to be Ice Trolls). The player sees a bridge collapse right in front of him, solely to be reactivated two adventures later. The player then runs throughout OondiOoni, referred to throughout the remainder of the game as Oondy. While this is the first time he is seen throughout the sport, the participant 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 path. Happily, there is another solution to the camp along the seashore. The player and Oondy meet Cedric-in-the-Morning, who repeats the ‘Blinking’ lesson and guides the player to the camp. After serving to Cedric acquire some Gems, the participant 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 five Stinkers in the area: Cedric-in-the-Morning, Darlee, Findel, Patooters, and Pookie. After they’re scared away by Ace, Darlee, and Grennfleagel hollering, as well as some Grow magic, an expedition is organized to the island’s interior consisting of Ace, Oondy, Guggenheimer, and the participant.
Chapter three: Jungle and stone island dark blue mussola gommata jacket Jungle CanyonEdit
Oondy, Guggenheimer, and the participant enter the jungle to find a stone key sitting in a clearing. Quickly afterward, they find three Stone Gates blocking their path up the mountain. Fortuitously, there are several adventures providing Stone Keys as rewards close by, and the player quickly collects the opposite two. The trio navigates a perilous course up the mountain, and comes throughout a small orb along the way that seems to radiate pure Floing vitality. Guggenheimer specifically is fascinated by it, as he has never 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 find themselves at the top of a jungle canyon, with a handy pure staircase leading down. Slightly methods away, they find a big gate with far more Stone Gates than before. Oondy expresses fear that the gate might need been constructed to keep one thing else in, not them out. He and Guggenheimer keep on the gate, while the player finds the remaining Stone Keys. No sooner have the three ventured by the gate than several Ice Trolls pop out from behind some partitions and attack them. They spend the subsequent few minutes working away from the Ice Trolls and Chompers, then finally come throughout a clearing they deem to be secure to catch their breath. To their astonishment and panic, a Kaboom seems and begins walking towards them. On the last second, after they’re all however certain that they are going to explode, the Kaboom says “Good day!” politely and introduces himself as SPARKY!. After dissuading their fears additional, SPARKY! guides them into the Kaboom Village immediately ahead.
Chapter four: Kaboom! VillageEdit
SPARKY! leads the player, Oondy, and Guggenheimer into the Kaboom Village, where the Kabooms seem to be residing peacefully, holding their heads cool and remembering to not blow up (and even reminding the player to not blow up at some points). Chief BIGBANG! provides the participant a key to the Jungle Temple space, advising him to hunt the advice of Professor BLASTAZAR!. Professor BLASTAZAR! explains that the temple nearly definitely incorporates the Star Key. The key to the jungle temple is along with his assistant, SHORTFUSE!. Sadly, SHORTFUSE! obtained misplaced in a nearby coral reef. The participant promptly rescues him and collects the important thing to the jungle temple, utilizing it and getting into. Several further, non-obligatory adventures could be discovered around the village. The Kabooms also give out recommendation on how to keep a cool head, which the participant appears to take interest in.
Chapter 5: The Jungle TempleEdit
As the participant enters the jungle temple, he notices a chamber with a huge mirror inside positioned within the again. The chamber can’t be reached but, nevertheless, so the player merely passes it by. The participant descends a ladder to a big chamber with a star-formed moat on one end. The Star Key could be seen in the middle of the moat. The one solution to cross it’s to complete adventures to raise bridges, so the player promptly gets to work. After four adventures are accomplished, the player collects the Star Key and a seemingly random steel key. Upon returning to the surface, Professor BLASTAZAR! and Guggenheimer congratulate the participant on acquiring the Star Key. The professor is optimistic that issues will begin to get higher from then on, however these hopes are crushed when Ice Trolls come out of nowhere, freezing the entire Stinkers and Kabooms nearby (except for the participant), stealing the Star Key, and operating off into the temple. The participant provides 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 player finds its footprints inside the Mirror Chamber and makes use of the key he found earlier to unlock it, but the bridge collapses, leaving no means out. After wanting round slightly bit, the player finds each a Gold Star and the Fire Glyph. He uses the glyph on the mirror, which then becomes a portal to the Volcano.
Chapter 6: The VolcanoEdit
The participant enters the Fire Island Volcano, looking for an answer to this mess. He finds a number of Fireplace Keys after finishing a number of adventures, each Fire Key serving to lead right down to the following layer of the volcano. As soon as all obligatory Fire Keys have been captured and used, the player descends to the bottom layer of the volcano, the place the lava stage is simply under the floor. To his shock and concern, a huge Ice Troll comes out of a close by dwelling. This Ice Troll introduces himself as Shiver, the Lord of Sundog Island and chief of the Ice Trolls. He is astounded at the participant’s tales of Ice Trolls attacking Stinkers, and suggests that their could be another clarification. That is the only time through the course of the game when the player loses his temper. After some extra discussion, Shiver decides to offer the player the facility of “Pow” magic as a way to free the frozen Stinkers and Kabooms. He also provides the player the Time Glyph and Good friend Glyph, which he hopes may also support 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 a few of it again to the Makeshift Camp to unfreeze the Stinkers that have been frozen at the end of Chapter 2.
Chapter 7: Retro WorldEdit
If the player makes use of the Time Glyph on the mirror, it turns into a portal into the Retro World. Guggenheimer follows the participant there, noting how it seems remarkably just like The Void, however by some means feels different. Guggenheimer urges the participant to use 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. Nonetheless, none of these adventures are essential to finish the sport.
Chapter 8: The Magic RoomEdit
When the participant follows Guggenheimer out of the Retro World, the two go right into a small room with some decorative crimson teleporters in it. Guggenheimer then explains that it was constructed as a training floor for using Floing magic with Magic Gloves. There are 4 training rooms of accelerating problem in the chamber, Floing Coaching one zero one, 201, 301, and Floing Mastery Class. Solely 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 really chilly hallway. The player sees the Ice Glyph behind a door, but the door can solely be opened by a lockpick, so the participant passes it by for the second.
Chapter 9: The Acid PoolsEdit
Surprisingly, upon use of the Pal Glyph, the participant is taken to the very unfriendly Acid Pools in the southeast of Hearth 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 exact same storm the participant’s crew was. They appear to be doing pretty well at surviving the weather, however had been just about locked on this area earlier than the player got here together with the mirror teleport. Captain Bobo of the Pirate crew informs the participant that they do have a lockpick- all of the participant must do is to complete some good deeds around the settlement. After doing so, the participant 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, residence of the Ice Trolls and present residence of the Star Key. The player ventures via, intently adopted by Oondy.
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