|In the dim and distant past...|
the sky was blue and the grass was green. The Ancients had built The Pyramid and established communication with the Sky People. It was even agreed that one or two specially selected Earthlings should visit Sky Land. The first (and last, as it turned out) Earthling Sky visitor was Omegan, youngest son of the most influential of the Ancients. He was fascinated by what he saw - the Sky People knew a lot of things Earthlings didn't. Shortly after Omegan arrived, conflicts began between the Sky People and the Outer Ones. Sky messengers came down to The Pyramid and gave each of the Ancients an object, telling them to hide it carefully. The ancients wondered why the Sky People should bother to give them such ordinary looking objects. But, who were they to ask questions? They set off to find hiding places, little knowing they would never meet again. It became obvious to the Sky People that a great war was inevitable, they sent Omegan back to Earth with a mission. The war would darken the earth, they said, but when it was over Omegan must collect the secret objects and release the power that had been locked into them, thus restoring the Earth to normal. Then they gave him the Cloak of Entropy which they said was essential for releasing the power of the objects and, because the task was too long for one person's life-time, they also gave him the secret for prolonging his life.
The war was more catastrophic than even the Sky People had anticipated. A huge dark cloud enveloped the Earth blocking out light and heat, the ground ripped apart forming the Crimson Canyon, and the lakes were poisoned. Omegan set out on his task, but it soon became apparent that it was of immense and incredible difficulty. He didn't know what he was looking for or where to look or even how many things he had to find. He began to realize that the Cloak had enormous power. With its help, he built a castle for himself and assembled the secret equipment for extending his life. So what if the Earth stayed dark, he thought. No-one would find all the objects, and as for the cloak - that was his now...
That was all a long time ago...but the land is still in darkness and Omegan still lives on his Island Of Secrets. No-one found the objects or discovered the secret of Omegan's long life, though there are rumours of some who have tried. Tales are told, for instance, of a wanderer named Median who entered the Castle of Secrets. He even drew a plan, they say, which he put in a bottle and threw into the Lake. It could be true - who knows ? No-one thought Alphan would take on the task. Intelligent and wise he certainly is, but surely too slight and gentle to wrestle with the will of Omegan. True he has the map left to him by his explorer grandfather. What if he really could bring the Earth back to normal!
|Island Of Secrets|
|Published in the book "Island of Secrets" (ISBN 0860208230) in 1984 by Usborne Publishing Ltd (UK). Adapted to Plus/4 by gc841.|
GET TAKE GO GIVE DROP LEAVE EAT DRINK RIDE OPEN PICK CHOP CHIP TAP BREAK FIGHT STRIKE ATTACK HIT KILL SWIM SHELTER HELP SCRATCH CATCH RUB POLISH READ EXAMINE FILL SAY WAIT REST WAVE INFO QUIT APPLE EGG FLOWERS JUG RAG PARCHMENT TORCH PEBBLE AXE ROPE STAFF COAL FLINT HAMMER CANYONBEAST LOAF MELON BISCUITS MUSHROOMS WATER WINE SAP BOAT CHEST COLUMN STONE TRAPDOOR VILLAGER LIQUOR SWAMPMAN SAGE BOOKS ROOTS WRAITHS CLOAK OMEGAN SNAKE LOGMEN SCAVENGER MEDIAN NORTH SOUTH EAST WEST UP DOWN IN OUT
Snelm's inner chamber
Notice the scrap of parchment here. You need to have opened grandfather's chest to read it. It must be a clue!
Dactyl needs proof that you are serious. Visit the petrified village first.
The “unclimbable” path
The beast can climb up here. Perhaps it will take you. You will need something to catch it with though.
The Logmen's settlement
If the logmen catch you, they will take things from you. You can get them back though. Look on the split log table.
Perhaps you could do something about the Sage's itch. The flowers have memory-restoring powers so take some if you can.
Take a good look at the floor. It may help you work out what to do. You need to have found all five objects of power to be successful.
There's a very close connection between him and Median. You could try to bring back his memory. Give him two things and say something too.
The Speaking Stone
A rag will be useful here. Keep trying if nothing much happens first time.
This might jog Median's memory. Chip a bit off and see.
There's a piece of flint up here.
The blue wood stumps
There's something here, but you'll need a gift for the swampman to get it.
Copyright © Plus/4 World Team, 2001-2017