JumpStart Adventures 4th Grade: Haunted Island/Transcript

This is a transcript for JumpStart Adventures 4th Grade: Haunted Island that is intended to compile all of the spoken dialogue in the game. Single spaces are used for lines of dialogue that occur consecutively within the same scene, double spaces are used for lines of dialogue that occur separately from one another.

Note: This transcript is not complete yet.

Version 1 (Original release)

 * Flap: Well, hello. What a nice specimen you'll make. (chuckles)


 * Flap: Oh, wait! I didn't recognize you. You're one of the kids, aren't you? Oh, I'm so glad you've come! Ms. Grunkle, the substitute teacher, really did a number this time! She cast a spell on all your classmates, turned them into monsters, and brought them to this creepy island. Boy, are you lucky you missed that day of class!


 * Flap: Ms. Grunkle locked the kids in the attic of her house on the other side of the island. I managed to escape, but she's hot on my trail, so I have to keep a low profile. That's why you're here. The kids need your help!


 * Flap: Ms. Grunkle has hidden all of the kids' most prized possessions all around the island, and we need them to break the spell that turned the kids into monsters. You're the only one who knows the kids well enough to find their objects and rescue them from this island, but you'll need a little help.


 * Flap: Go see Madame Pomreeda in the cart back there. She knows all and tells all, and she can help you find the objects.


 * Flap: I'd better go now, Ms. Grunkle could show up at any moment, but if you need me, just click on the bat down there, and I'll find you. I know this island like the back of my wing.


 * Flap: Oh! There are a couple of other things you should know. You can tap into Madame Pomreeda's senses from anywhere on the island. Just click on the crystal ball. If you want to see how your classmates are doing, click on the yearbook. You can see which kids you freed from their spells. As you travel around the island and solve the riddles and challenges that Ms. Grunkle has set up, you'll earn keys that will let you enter Ms. Grunkle's house. The number of keys you have will be indicated on the key down there. Every five thousand points will earn you a new key.


 * Flap: Ms. Grunkle has set up all kinds of obstacles to challenge her little monsters to finally get them to learn. If you ever need to make them easier or harder, hold down your control key and press the letter L. You can adjust any game to the level you wish. Finally, you'll need to move quickly. There is only one candle per visitor on this island. If your candle burns out, you'll be cast into the labyrinth, and who knows what'll happen there. Good luck.

Version 2 (Later releases)

 * Flap: Well, hello. What a nice specimen you'll make. (chuckles)


 * Flap: Oh, I didn't recognize you. You're one of the kids, aren't you? Ms. Grunkle, the evil substitute teacher, really did a number on your classmates! She turned them all into monsters. Aren't you lucky you missed that day of class!


 * Flap: Ms. Grunkle has locked everyone in the attic of her house, and that's why you're here. Your friends need you to rescue them! All of their most prized possessions are hidden about the island, and you need to find them to break Ms. Grunkle's spells.


 * Flap: Go see Madame Pomreeda in the cart back there. She knows all and tells all, and she can help you find their lost objects.


 * Flap: Well, I'd better get flying, but if you need me, just click on the bat down there. I'll find you. I know this island like the back of my wing!


 * Flap: Oh yes, there are a couple of other things you should know. You can always tap into Madame Pomreeda's senses by clicking on the crystal ball below. If you need to see how you and your classmates are doing, click on the yearbook.


 * Flap: Move fast around the island, because if your candle goes out, whoosh! You will be cast into Ms. Grunkle's dark labyrinth. The map scroll down there will help you find your way around. For a slight fee, [chuckles] it will transport you to where you want to go.


 * Flap: As you travel around the island, solving the riddles and challenges, you'll earn keys that will let you enter Ms. Grunkle's house. The number of keys you have will be indicated down there. For every five thousand points, you'll get a new key. You'll need twenty-five keys to enter Ms. Grunkle's house.


 * Flap: Ms. Grunkle has set up all kinds of challenges for you to conquer. If you ever need to make your lessons easier or harder, just click on her hat down there. You can adjust any game to the level you wish. Good luck, and happy haunting…ah, ehehe…I mean, hunting.

Returning to a Saved Game

 * Flap: Hey, welcome back! When you're ready to start a mission, visit Madame Pomreeda in her cart. That's Ms. Grunkle's house on the other side. You'll need to earn keys to the doors that lead to the kids in the attic. You get them by playing all the games or facing all the adventures hidden around the island.


 * Flap: Boy, am I glad you're back! Our only hope is for you to change all the kids back, and unlock the door to Ms. Grunkle's attic! If you need a new mission, visit Madame Pomreeda in the cart.


 * Flap: Boy, are we glad you're back! The kids were getting worried. When you're ready to start a mission, visit Madame Pomreeda in her cart.


 * Flap: Hi! It's good to see you back. When you're ready to start a mission, visit Madame Pomreeda in her cart.


 * Flap: Phew! Am I glad you're back! The kids in the attic were getting nervous. Are you ready to continue your mission? Here we go!


 * Flap: Hello there! I hope you're ready to continue your mission. The kids are awfully tired of being monsters.


 * Flap: Welcome back! Ready to continue your mission? Remember, the kids are counting on you!

Clicking the Start button on the Sign-in Screen after defeating Ms. Grunkle (Original release)

 * Flap: You again? I didn't think you'd be back. Nothing personal, it's just that, well, you know, it's been quite an adventure. You've made it to Ms. Grunkle's house, and rescued all your classmates. Now you can sign in as a new player and visit all your favorite haunts. Just keep a sharp eye out for Ms. Grunkle, you never know when she's going to drop in.

Returning to a Completed Save File (Later releases)

 * Flap: You again? I didn't think you'd be back. Nothing personal, it's just that, well, you know, it's been quite an adventure. You've made it to Ms. Grunkle's house, and rescued all your classmates. Play more games outside on the island.

Madame Pomreeda's Cart
(Madame Pomreeda requesting the player's presence if they don't currently have a mission to work on)


 * Madame Pomreeda: Come to Pomreeda's to accept your challenge.

(Visiting for the first time)


 * Madame Pomreeda: Oh, I'm so glad you've come. I've been expecting you. The children certainly need your help.


 * Madame Pomreeda: Can you believe that dreadful Ms. Grunkle, her turning those sweet innocent children into monsters by depriving them of their favorite possessions? You didn't need a crystal ball to see that one was trouble. Fortunately, I've found some magic cards that will help us bring them back. Each card describes a mission.


 * Madame Pomreeda: Ms. Grunkle has hidden four of the children's most prized possessions all around the island. When you complete a mission, the card will display one of these objects.


 * Madame Pomreeda: Return here to get another card, and begin a new mission. When the child's possessions are completely restored, she will be a monster no more! Let us begin.

(Madame Pomreeda summoning a vision)


 * Madame Pomreeda: Dear crystal, dear ball, don't stop till you show us all.


 * Madame Pomreeda: Hocus pocus, ivy crocus, bring the next kid into focus.


 * Madame Pomreeda: Magic, oracles, ESP, show us the next child with clarity.


 * Madame Pomreeda: Eye of newt, strand of kelp, show us a kid who needs our help.

(Madame Pomreeda instructing the player to choose a card)


 * Madame Pomreeda: Choose a card to start your mission.


 * Madame Pomreeda: Pick a card…any card.


 * Madame Pomreeda: Eenie, meenie, miny, moe. Catch a lizard by his toe. If he hollers, make him stop. Eenie, meenie, miny, mop. Go on, pick a card.


 * Madame Pomreeda: Pick a card to see where your mission begins.


 * Madame Pomreeda: Choose a card. It will tell you where your mission begins.

(When a mission has already been assigned)


 * Madame Pomreeda: [Clears throat] Perhaps I didn't explain myself. You must complete this mission first. Then, and only then, do you get to pick another card.


 * Madame Pomreeda: Ah, ah, ah, ah, ah. You've got to work on the mission you're on. No cheating, no cutting, no butting in line.


 * Madame Pomreeda: You know the rules, you can only work on one mission at a time. Finish the mission that you're on, then you can get another card.

(Recovering a prized possession)


 * Madame Pomreeda: Oh, I'm so glad the fates chose you. With your brains and my brawn, we'll have those kids back in no time.


 * Madame Pomreeda: Singing in the rain, I'm singing in the rain!


 * Madame Pomreeda: Wasn't that special?


 * Madame Pomreeda: Oh, great job! Have you ever considered a career in palmistry? It's a handy skill, you know.

(After finishing all of the quests to turn the kids back to normal and the player has 25 keys)


 * Madame Pomreeda: You've done well. Now, you are ready. It's time for you to take on Ms. Grunkle and rescue the children. Use this magic wand, it's the only thing more powerful than Grunkle herself. Now, head to her house. It's on the other side of the island. And hurry, the kids need your help.


 * Madame Pomreeda: It's time for you to take on Ms. Grunkle and rescue the children. Now, head to her house. It's on the other side of the island.

(After finishing all of the quests to turn the kids back to normal and the player doesn't have 25 keys)


 * Madame Pomreeda: Sorry, you still don't have enough keys. Before you can challenge Mrs. Grunkle, you need to score more points. Then you'll earn the keys you need to open all the doors in her house.

Quests for the Kids
(Wolfgang's first quest)


 * Madame Pomreeda: Oh dear! A tragic case…Wolfgang loved his music so. Now that Ms. Grunkle has deprived him of it, he's become quite a hairy werewolf. You must restore him! Let's see the cards.

(Wolfgang's second quest)


 * Madame Pomreeda: Dear Wolfgang! With your help, he'll be harmonious again in no time. Pick another card.

(Wolfgang's third quest)


 * Madame Pomreeda: The crystal ball never lies. Wolfgang is in much better spirits now. Please select another card.

(Wolfgang's fourth quest)


 * Madame Pomreeda: Oh, close, we're very close! Complete this challenge and Wolfgang will no longer be fated to an unfinished symphony.

(Wolfgang becomes human again)


 * Madame Pomreeda: A violin, a harp, a flute, a metronome. Hmm. A virtual symphony of clues. No doubt this werewolf is really a musician. Well, I'm sure my spell book contains just the right notes to create some beautiful harmony.


 * Madame Pomreeda: Begone, you werewolf, you are way off key, your loud howls and growls are no melody. Your evil ways prove you don't know the score, be still, be silent, perform nevermore. Swirl, musical notes, pound, echoing drums. The magic music plays, the real truth comes. Werewolf, it's done. It's the end of your songs! Wolfgang returns to the form he belongs!

(Violet's first quest)


 * Madame Pomreeda: My, oh my! A Medusa! Without her artistry, Violet has become a piece of work herself. Do help her out. Pick a card.

(Violet's second quest)


 * Madame Pomreeda: Roses are red, violets are blue, please pick a card, or you will be too.

(Violet's third quest)


 * Madame Pomreeda: The picture is becoming clearer. Go on, pick another card.

(Violet's fourth quest)


 * Madame Pomreeda: Great artists are made, not born. Help Violet with this one last challenge, and she'll live to paint again.

(Violet becomes human again)


 * Madame Pomreeda: Paint box, a palette, frame, easel, hmm... I can draw but one conclusion: Hidden in the scary head of Medusa, I can see the picture of a true artist. Well, when it comes to undoing spells, I'm an artist, too.


 * Madame Pomreeda: Colors bright and colors glistening, colors everywhere, be listening. Come repaint this ugly creature, change the shape of every feature. Restore the talent she once had, in with the good and out with the bad. Medusa's reign will henceforth cease. I bring you Violet, my masterpiece!

(Albert's first quest)


 * Madame Pomreeda: Oh! Quite a headache, this one. Poor Albert...we always knew he was a brain, oh, but this is too much. You must help him. It's in the cards.

(Albert's second quest)


 * Madame Pomreeda: There's one problem solved. Choose another card.

(Albert's third quest)


 * Madame Pomreeda: Mmm, the challenges have multiplied. Go on, pick another card.

(Albert's fourth quest)


 * Madame Pomreeda: Ah, Albert... as in Einstein. One last card, and his genius will be saved.

(Albert becomes human again)


 * Madame Pomreeda: A compass, a calculator, an abacus, and a pair of glasses. Hmm... I compute that this gooey brain creature is really a math genius. Well, I'm sure my spell book has his number. Let me see...hmm...ah, yes. The perfect formula!


 * Madame Pomreeda: First, begin with a zero and add a few, divide by three and multiply by two. Then line up the numerals row by row, a touch of witch-dust makes the total grow. Subtract, divide, and stir in a fraction. The power of math begins the action. The sum of all equals magic so true, here is the answer: the Albert we knew.

(Tiffany's first quest)


 * Madame Pomreeda: Oh, goodness! Well, they say beauty is only skin-deep...I guess they're right. Poor Tiffany, deprived of her crown and scepter, turns from beauty to the beast. Select a card to help reverse this terrible fate.

(Tiffany's second quest)


 * Madame Pomreeda: Tiffany admires your grace. Draw another card and perhaps she'll reveal a beauty secret.

(Tiffany's third quest)


 * Madame Pomreeda: Congratulations! Draw another card and Tiffany will live to compete again.

(Tiffany's fourth quest)


 * Madame Pomreeda: You're so close! Tiffany's preening for her walk down the runway. Choose another card to complete the challenge.

(Tiffany becomes human again)


 * Madame Pomreeda: A monarch's crown, a priceless necklace, a lush bouquet, and a royal scepter. Ooh. From the look of these, this ugly warthog was once a beauty queen. Ah... well, this is going to take more than a little lipstick and eye shadow.


 * Madame Pomreeda: Vanish, foul beast! Do not ever come back! Beauty's strong forces now stop your attack. The warts of the toad and hog feet are lies, the truth of her nature now fills our eyes. Pure beauty shines forth, within and without, there's no room for sadness, no room for doubt. The reign of the beast has come to an end. Come forth, Tiffany, our beautiful friend!

(Calvin's first quest)


 * Madame Pomreeda: Dear me! Looks like our class clown is smiling no more. Dear boy, do help bring him back. Select a card.

(Calvin's second quest)


 * Madame Pomreeda: Even Calvin doesn't think this is funny. Please pick a card to save him.

(Calvin's third quest)


 * Madame Pomreeda: [Huffs] Grunkle's got the worst sense of humor. Draw another card to save Calvin from her rotten jokes.

(Calvin's fourth quest)


 * Madame Pomreeda: Almost done. Pick a card to save Calvin, and maybe he'll do his lampshade trick.

(Calvin becomes human again)


 * Madame Pomreeda: A flower that squirts. A nose that's fake. Clown shoes, clown hat. Now we're ready to send the killer clown from outer space back to a circus cage on his own funny planet. Yes, of course. This spell will bring a smile to my face.


 * Madame Pomreeda: Space clown, oh space clown, your act is too flat. Your shoes are too floppy, and so is your hat. Your makeup's too gloomy, your nose is too red. The jokes that you utter are best left unsaid. I call forth true laughter and fun that is real, and puns that are funny, not ones that you steal. So turn in your costume and just disappear. Good old Calvin is back, and we can all cheer.

(Joe's first quest)


 * Madame Pomreeda: Heavens! Oh...quite the linebacker, this one. Poor Joe loved his sports...now he's more fit for a circus. You must restore him. Here are the cards.

(Joe's second quest)


 * Madame Pomreeda: You shoot, you score! Go on, pick another card.

(Joe's third quest)


 * Madame Pomreeda: Joe's even closer to the end zone. Help him make the touchdown by choosing another card.

(Joe's fourth quest)


 * Madame Pomreeda: You've rounded third. Pick another card to bring Joe home.

(Joe becomes human again)


 * Madame Pomreeda: Football...weights...hmm, baseball hat...soccer ball. Now I do believe I know the score. The gorilla beast is really our star athlete. Hmm, I think I have just the spell to end the monster's little game!


 * Madame Pomreeda: You're out, gorilla monster! Go to the bench! Get off the field with your terrible stench. Go straight to the permanent penalty box! Turn in your ball, then turn in your socks. Your unsportsmanlike conduct is just not allowed! The boos that you hear are from our whole crowd. You have lost your mean race, and now you must go! Three cheers for our school's favorite jock, Joe!

(Laura's first quest)


 * Madame Pomreeda: Oh...well, I guess two heads are not always better than one. [nervous chuckle]...Oh. Our poor class president Laura...her fate is in the cards. Pick one.

(Laura's second quest)


 * Madame Pomreeda: You're a leader, just like Laura. Pick another card.

(Laura's third quest)


 * Madame Pomreeda: Excellent! You've been promoted to vice president. Draw another card.

(Laura's fourth quest)


 * Madame Pomreeda: Oh, thank goodness! Our president can run for re-election. Select a card to complete the challenge.

(Laura becomes human again)


 * Madame Pomreeda: A pen, a phone, a briefcase, a bank...hmm, I must offer my expert opinion. The girl behind this vampire was truly born to lead. My vote says this spell will be a landslide winner!


 * Madame Pomreeda: Miss Vampire, your reign has come to an end, your nasty bite will no longer offend. Resign, you're impeached! Retire now, today! Turn in your teeth and go far, far away. Your term of terror we no longer fear, let darkness fade so the good will appear. You bad lady bat! You've lost the debate! Prez Laura is back! Let us celebrate!

(Stanley's first quest)


 * Madame Pomreeda: Dear Stanley, being a monster hasn't helped his schoolwork in the least. Do help change this ghoul back to a lovable dunce. Do select a card!

(Stanley's second quest)


 * Madame Pomreeda: It's the principal's office all over again. Save ZeBlucky by drawing another card!

(Stanley's third quest)


 * Madame Pomreeda: Oh, this is worse than a D in math. Pick another card.

(Stanley's fourth quest)


 * Madame Pomreeda: There may be hope yet. Draw a last card to save Stanley from permanent duncedom.

(Stanley becomes human again)


 * Madame Pomreeda: Messy homework sheet. Oh, a slingshot. Ooh, bad report card. Dunce cap. Oh my...it seems that in the past, this Frankenstein was a little slow in his studies. Good thing I've done my homework.


 * Madame Pomreeda: Go, patchwork monster! Your kind we don't need. You failed and you flunked! You didn't succeed! The power of learning, I call forth now, your destructive days are over, I vow. Study this, Frank: your time has run out! I hate your stomping and thumping about. Be monster no more. It's time to be manly. Goodbye to you, and welcome to Stanley!

(Zev's first quest)


 * Madame Pomreeda: Oh, my! Another tragedy. Poor Zev Cosmo loved her science experiments so...now, she looks like one. Choose a card to help reverse this nasty spell!

(Zev's second quest)


 * Madame Pomreeda: Congratulations! Zev might just live to validate another theory. Go on, pick another card.

(Zev's third quest)


 * Madame Pomreeda: Terrific, you took the scientific approach. Now, choose another card.

(Zev's fourth quest)


 * Madame Pomreeda: Excellent results. Pick a card to finish the experiment.

(Zev becomes human again)


 * Madame Pomreeda: Mm, a microscope, telescope too, a test tube for experiments, and a toad, oh! After studying these specimens, I conclude that Miss Hyde is actually a scientist. Well, no problem, I'm sure that I've experimented with such a spell before.


 * Madame Pomreeda: The results are in, the study is done. Your scary ways are no longer much fun. Your split persona has got to go now, such monstrous behavior I don't allow. A gram of genius, and then I add a quart of good sense to dilute the bad. My formula works. Miss Hyde is banished. Zev Cosmo is back from whence she vanished.

(Jane's first quest)


 * Madame Pomreeda: Goodness! Our poor little Jane is no longer plain. Do help change her back. Let's see the cards.

(Jane's second quest)


 * Madame Pomreeda: Help! Jane blames herself for this mess. Pick a card to rescue her.

(Jane's third quest)


 * Madame Pomreeda: She can't be doomed to eat alone forever...draw a card to save Jane.

(Jane's fourth quest)


 * Madame Pomreeda: You're almost there. Complete the challenge and Jane might just make a friend or two.

(Jane becomes human again)


 * Madame Pomreeda: Band-aids, ooh, a lunchbox, teddy bear, jacks. Ah, I can tell this vicious doll was once a shy young girl. Ah-ha! Here's the perfect spell to send Raggedy Ann back to her haunted dollhouse and then lock the door.


 * Madame Pomreeda: Raggedy monster, you should now feel shame! For sad tears and nightmares you are to blame! Your stringy hair and ferocious frown are the wrong kind of toy to have around! You've done your evil, you've had your chance. Now is the time to undo your foul trance. Leave! You are exiled, you dastardly doll! I summon Jane Playne... the shyest of all.

(James' first quest)


 * Madame Pomreeda: Poor James! Deprived of his butler abilities, he has transformed into a gruesome penguin. Select a card to reverse this horrible tragedy.

(James' second quest)


 * Madame Pomreeda: Good old James. So trusted, so loyal. Please pick a card before it's too late.

(James' third quest)


 * Madame Pomreeda: He served us all so well, it's just not fair. Please, choose a card and save James.

(James' fourth quest)


 * Madame Pomreeda: Gentlemen's agreement, after you. Pick a card.

(James becomes human again)


 * Madame Pomreeda: Silver tray, a lint brush, hmm, apple, hat. Well, after considering these items I surmise that this must really be a person of taste and refinement, with a goal of serving well. Hmm, now here's a spell that would be exactly right and proper.


 * Madame Pomreeda: Penguin with giant jaws and teeth so sharp, you think you're cool, but you smell like a carp. You bummer monster, you really must go. Grab your mean board and catch an undertow! I call on Neptune, master of the sea! The waves will now fail you, I do decree. You're a washout penguin, float far away! Now the tide has turned. James is here to stay!

(Debbie's first quest)


 * Madame Pomreeda: Oh, dear Debbie! Oh, a tragic case. She loved her tires so much that Grunkle has turned her into one. Do help turn her back. Select a card.

(Debbie's second quest)


 * Madame Pomreeda: Don't let this be Debbie's last tuneup. Go on, choose a card.

(Debbie's third quest)


 * Madame Pomreeda: She can rebuild an engine, but she can't escape Grunkle on her own. Pick a card to save Debbie.

(Debbie's fourth quest)


 * Madame Pomreeda: Free Debbie, and I'll bet she'll offer to change your oil.

(Debbie becomes human again)


 * Madame Pomreeda: Wrench, a can of oil, spark plugs, spare tire. Hmm. Only an aspiring auto mechanic would need such equipment. Well, a mechanic is not the only person who can fix things. I'm sure this spell will repair all the damage that's been done.


 * Madame Pomreeda: I call forth the magic of knowing how. The secret of fixing is mine right now. Repair, replace, renew, and restore, reconstruct, rebuild, and then do it once more. What's broke can be fixed if you know how it's done, and fixing what's broke is wonderful fun. Her monster form I put back on the shelf, and I recycle Debbie back to herself.

(Penny's first quest)


 * Madame Pomreeda: Egads! The worst of them all. Poor Penny Scilin, she has become one of her favorite medical tools. You must restore her, let's see the cards!

(Penny's second quest)


 * Madame Pomreeda: Congratulations! Now take two aspirin, and draw a card.

(Penny's third quest)


 * Madame Pomreeda: I told you this wouldn't hurt a bit. Draw another card.

(Penny's fourth quest)


 * Madame Pomreeda: Excellent! One more challenge, and Penny will be ready for discharge.

(Penny becomes human again)


 * Madame Pomreeda: A stethoscope, head mirror, aspirin, hmm, thermometer. My diagnosis is that the patient wants to be a doctor. Well, I can prescribe a spell that will leave her healthy in no time!


 * Madame Pomreeda: I call forth the magic power of pills. Take two at each meal for all of your ills. Say "Ahh" and say "Ouch" when you take your shot, say "It doesn't hurt" when it hurts a lot. Take your vitamins each and every day, wash your hands to keep the bad germs away. My spell made her well, and I take my bow, good old Penny Scilin will see you now!

Challenge Cards
(Spider's Web)
 * Madame Pomreeda: Begin your trial where spins like thread, the eight-legged creature, its deadly web. You must feed three spiders.


 * Madame Pomreeda: Continue your quest at a curious feature, a thread-like home, an eight-legged creature. You must feed three spiders.


 * Madame Pomreeda: End your test, though rather icky, woven threads, they feel quite sticky. You must feed three spiders.

(Cemetery)
 * Madame Pomreeda: Begin your challenge six feet deep, in the place where spirits sleep. You must save three souls.


 * Madame Pomreeda: Continue your journey, but be you wary, in the yard where people they bury. You must save three souls.


 * Madame Pomreeda: Complete your quest, smarter than most, rendezvous with a graveyard ghost. You must save three souls.

(Clock Tower)
 * Madame Pomreeda: Start your quest with notes gone sour, in the place that keeps the hour. You must play three melodies.


 * Madame Pomreeda: Continue your mission, hear this rhyme, go to the place that keeps the time. You must play three melodies.


 * Madame Pomreeda: Finish your journey, that is your goal, go to the place where the bells they toll. You must play three melodies.

(Enchanted Forest)
 * Madame Pomreeda: To find a prince, to set him free, travel now to the magic trees. You must save one prince.


 * Madame Pomreeda: Continue your trial with much devotion, find the trees and mix a potion. You must save one prince.


 * Madame Pomreeda: To finish your test, you'll make a motion, toward the trees to brew a potion. You must save one prince.

(Toad's Well)
 * Madame Pomreeda: Begin your journey, the bugs you'll repel, along the edge of a watery well. You must play three rounds.


 * Madame Pomreeda: Continue your quest, the trail, it gets it hotter, near the deep hole that brings up the water. You must play three rounds.


 * Madame Pomreeda: Complete your journey where insects dwell, along the walls of a cold dark well. You must play three rounds.

(Vampire Maze)
 * Madame Pomreeda: Begin your journey where nights know not days, deep in the paths of the vampire maze. You must lay three vampires to rest.


 * Madame Pomreeda: Resume your adventure, there are many ways, look for a path to the vampire maze. You must lay three vampires to rest.


 * Madame Pomreeda: End your quest, though not in a daze, make your way now to the vampire maze. You must lay three vampires to rest.

(Mutant Swamp)
 * Madame Pomreeda: Begin your travels where plants can harden, look for clues in the mutant garden. You must have three successful harvests.


 * Madame Pomreeda: Continue your challenge at nature's pardon, read between the lines in the mutant garden. You must have three successful harvests.


 * Madame Pomreeda: Finish your journey where nature can't, visit the garden with the mutant plant. You must have three successful harvests.

(Mummy's Tomb)
 * Madame Pomreeda: Start your trial in dark and gloom, go to the spot that keeps the tomb. You must uncover three mummies.


 * Madame Pomreeda: Resume your test, but don't get chummy, all wrapped up with the ancient mummy. You must uncover three mummies.


 * Madame Pomreeda: End your challenge in a musty crypt, meant for the kings of ancient Egypt. You must uncover three mummies.

(Pirate Ship)
 * Madame Pomreeda: Begin your adventure with ship and a cap, riches are yours if you just read the map. You must gain one thousand points in treasure.


 * Madame Pomreeda: Continue your journey, you're in for a trip, far off to sea on the deck of a ship. You must gain one thousand points in treasure.


 * Madame Pomreeda: To end your challenge, ye must stay afloat, wind at your back, a sea on a boat. You must gain one thousand points in treasure.

The Haunted Yearbook
(Clicking on Flap's icon when first viewing the yearbook)


 * Flap: The yearbook has pictures of all the classmates Ms. Grunkle turned into monsters. Madame Pomreeda can tell you how to break the spells.

(Clicking on Flap's icon while viewing the kids' pictures and cards)


 * Flap: Here are all the cards you've collected, and the progress you've made changing the monsters back into kids. If you turn to the last page, you can see your own personal report card.

(Clicking on Flap's icon while viewing the progress report)


 * Flap: The progress report shows all the subjects you've been working on. You can see how many times you tried, and how many times you succeeded. If you want to work more on a subject, just click on it.

Interacting with Flap from the Island Paths
(Advice about the toolbar and navigation)


 * Flap: To move forward, click on the middle of your screen. To turn, click on the left or the right. Along the bottom, you'll see the exit button. Click on that if you want to leave the island. Next to that is me, Flap. If you run into trouble, just click there and I'll fly in to help. At the center is the crystal ball. Click there for a shortcut to Madame Pomreeda's. If you want to see how many challenges you've completed, click on the yearbook. That key on the right shows how many keys you've earned.


 * Flap: To move around the island, click in the direction you would like to go: forward, left, and right. Or, click on the scroll to navigate using the map.


 * Flap: You can tap into Madame Pomreeda's senses from anywhere on the island. Just click on the crystal ball down there.


 * Flap: You have your own personal yearbook to keep track of all your classmates. Click on it to see how they're doing.


 * Flap: Ms. Grunkle has made challenges of varying degree. To make the lessons easier or harder, just click on Ms. Grunkle's hat.


 * Flap: You'll need to transform all your classmates and win twenty-five keys to enter Ms. Grunkle's house. Better hurry, your candle is starting to melt!

(Directing the player to different locations)


 * Flap: Turn with care, it's dark and scary, here you'll find the cemetery.


 * Flap: The paths may flow and sometimes ebb, but here, you'll find the spider's web.


 * Flap: Be cautious here, make not a yell, turn to find a curious toad well.


 * Flap: Beware the darkness, the dust and gloom, turn and find the mummy's tomb.


 * Flap: Look around, be steady your motion, you are near the witch's potion.


 * Flap: Shift your feet, but do not stomp, you are near the mutant swamp.


 * Flap: Turn quickly now, but do not slip, and you will find the pirate ship.


 * Flap: Turn with caution, there's quite a haze, be watchful now for the vampire maze.


 * Flap: Look with haste, it is the hour, you are near the melodious clock tower.


 * Flap: Make ye not a peep like a mouse, you are near Ms. Grunkle's house.


 * Flap: Turn around to find the entrance to the labyrinth. What? You were expecting some poetry, maybe? Oh sure, you find the word that'll rhyme with labyrinth.

(Describing the Information Tombstones)


 * Flap: There are ancient island facts and other things etched on these tombstones. It's a good idea to read these in case Repsac stops you.


 * Flap: These writings will help you if the Repsac stops to ask you a riddle.

(If the player encounters Repsac)


 * Flap: Ooh…looks like Repsac caught up with you! Oh...before he'll let you go, you'll have to answer a question. Be careful, if you get it wrong, he'll steal some of your health points away.


 * Flap: Ooh…I see you've met Repsac! You'll have to answer a question before he'll let you pass. Be careful! If you get it wrong, he'll scare the health out of you!

Repsac Encounters
(Meeting Repsac for the first time)


 * Repsac: Boo! Muahahaha…boo! I am the keeper of the island, Ms. Grunkle's loyal servant. You must solve my riddle, or risk your health.

(Meeting Repsac again)


 * Repsac: You again? I love a good challenge.


 * Repsac: Select the correct answer if you wish to pass.


 * Repsac: You must select an answer.


 * Repsac: Are you ready for another riddle?

(Answering one of Repsac's riddles correctly)


 * Repsac: You're right, but I'll stump you...next time.


 * Repsac: Rats. You may have won this time, but I'll get you again.

(Answering one of Repsac's riddles incorrectly)


 * Repsac: Hmm...too bad. [Chuckles] That'll cost you some health points!


 * Repsac: Muahahaha…too bad. That will cost you your health! Muahahaha…

Ms. Grunkle Encounters

 * Ms. Grunkle: Forget it! You'll never save your little classmates! Never!


 * Ms. Grunkle: You'll never make it through my island!


 * Ms. Grunkle: I'll get you, unless, of course, my nasty minions get to you first! [Cackles]


 * Ms. Grunkle: So, you don't want to give up? I see...well then, I'll just have to take matters into my own hands!


 * Ms. Grunkle: So, you think you're pretty good at my little games? Well, you haven't seen anything yet!


 * Ms. Grunkle: So...you think you can outsmart me, eh? Well, I'll show you... [Cackles]


 * Ms. Grunkle: No one goes up against Ms. Grunkle and succeeds...I'll get you, you just wait and see!

The Spider's Web
(Starting the activity for the first time)


 * Flap: So this is the Spider Web. Pretty creepy, huh? Personally, I hate spelling bees. They're about as much fun as hanging upside-down in the dark for hours…oh, I forgot, that's what I do. Anyway, here is the deal: spell out the word, and you'll get points toward keys for Ms. Grunkle's house, but be quick and be careful, because there's an evil spider lurking, and he hasn't had breakfast.


 * Bugs: Or lunch!


 * Flap: Whoops, I forgot. See those bugs down there? They'd be pretty happy if you were the spider's next meal. That would take some serious pressure off of them.


 * Bugs: Hoowee! There's some nice meat on those bones! Hey spider, check it out! Suppertime!

(Returning to the activity)


 * Flap: Congratulations! You made it back. Just like last time, Ms. Grunkle and these bugs here are counting on you to be a rotten speller. What do you say we prove them all wrong?


 * Flap: Ooh, couldn't get enough of spider spelling challenge, eh? Or did Madame Pomreeda send you back? She has such a rotten sense of humor. She actually thinks these bugs are cute.


 * Bugs: Hey! We resemble that remark!


 * Flap: Welcome back to the spider spelling challenge, and watch your step, these webs can get pretty sticky!

(Clicking on Flap's icon)


 * Flap: Here's how it works: use the spider to collect letters from the web and spell out the word you hear. Careful, you want to pick each letter in the right order, or else you lose. Then, you'll have to start all over again with a new spider. Use the mouse to click the spider in the direction you want to go, or use the arrow keys to move the spider across the web. Remember, you've only got three chances to spell the word correctly. After that, your goose is cooked. Anyway, stay sharp. As soon as you hear the word, you're ready to go, and watch out for those evil spiders!


 * Flap: Remember what to do? Move the spider across the web to collect letters and spell out the word you hear, and watch out for that evil spider. Hurry, he's about to spot you!


 * Flap: Move the spider across the web to collect the letters of the word you hear.


 * Flap: As soon as you hear the word, use the spider to spell out the letters. Every word you get right earns big points.

(Words and Sentence Examples)


 * Bugs: About. You're about to be eaten by a menacing spider.


 * Bugs: After. Take a deep breath after that close escape.


 * Bugs: Again. Try again before something comes to haunt you.


 * Bugs: Animal. Watch out, that animal can be very dangerous.


 * Bugs: Around. Do you get the feeling scary creatures live around here? You're right!


 * Bugs: Ask. Maybe you should ask yourself once more if you want to go into such a scary place.


 * Bugs: Away. You better run away, hundreds of deadly snakes live down there.


 * Bugs: Boy. Just think, that hideous creature was such a nice boy before Ms. Grunkle cast her evil spell.


 * Bugs: By. Move very carefully, and you might sneak by this next danger.


 * Bugs: Come. Be alert, because something evil is sure to come by soon.


 * Bugs: Down. Watch out, a giant spider lives down there under the ground.


 * Bugs: Each. Beware, each step you take may be your last.


 * Bugs: Even. That monster will eat anything, even slugs, snails, and people like you.


 * Bugs: Find. Don't stop now, Ms. Grunkle is sure to find you.


 * Bugs: First. Remember to always look first before you leap.


 * Bugs: Follow. If you go down that path, a terrible monster may follow you.


 * Bugs: Found. Hooray! You may have finally found the way off this island.


 * Bugs: Give. Don't give up yet, you are sure to get off this island soon.


 * Bugs: Has. Don't worry, Pomreeda has seen your future, and you are sure to escape one day.


 * Bugs: Have. Flap likes this part of the island, have you seen him?


 * Bugs: Here. You don't want to be here, Ms. Grunkle may fly by any minute.


 * Bugs: House. You should always think before you go in a strange house.


 * Bugs: Just. Can't you just picture the Medusa monster when she goes shopping for hats?


 * Bugs: Kind. Never trust Ms. Grunkle when she is being kind.


 * Bugs: Know. Always be ready, you never know when a ghost will appear.


 * Bugs: Little. Don't worry, it's just a little bit scary.


 * Bugs: Live. Don't go that way, a ghost may live there.


 * Bugs: Made. The math monster made a quick calculation and you will be off this island soon.


 * Bugs: Many. You never know how many more spells Ms. Grunkle can cast.


 * Bugs: More. Flap will always give you more help if you need it.


 * Bugs: Mother. Always listen your mother, don't go into strange places alone.


 * Bugs: Must. You must be careful, the ghost is flying around.


 * Bugs: Name. Ms. Grunkle has a spell to make you forget your name.


 * Bugs: New. Listen to Flap, he has some new hints for you.


 * Bugs: Now. You better hurry up and get out of here now.


 * Bugs: Off. You need to stop Ms. Grunkle to get off the island.


 * Bugs: Oil. Ms. Grunkle always uses the oil of squashed slugs in her spells.


 * Bugs: Old. The dangers on this island were old before your grandfather was born.


 * Bugs: Other. Pomreeda sees you taking the other path.


 * Bugs: Over. Beware, random threat may fly over soon.


 * Bugs: People. Watch out for people like Ms. Grunkle.


 * Bugs: Place. This island is no place like home.


 * Bugs: Put. Be careful, Ms. Grunkle can put a spell on you.


 * Bugs: Read. You should always read the warning signs.


 * Bugs: Right. Flap can always tell you the right way to go.


 * Bugs: Should. After she looks into her crystal ball, Pomreeda can tell you what you should do.


 * Bugs: Small. Take care, even the small creatures on this island are dangerous.


 * Bugs: Some. Take some advice from Pomreeda, get out of here in a hurry.


 * Bugs: Spell. Beware, you may fall under Ms. Grunkle's spell.


 * Bugs: Take. Take your time and think. On this island, danger lurks around every corner.


 * Bugs: That. That path may prove deadly.


 * Bugs: Their. The monsters are nearby, and you may fall into their hands.


 * Bugs: Them. Ms. Grunkle loves her monsters, and wants to make you one of them.


 * Bugs: There. Keep trying, there is a way off this island.


 * Bugs: These. These creatures look real hungry for just a bite or two of you.


 * Bugs: This. This place looks too scary for your own good.


 * Bugs: Three. If only you had three wishes, you could be out of here in a jiffy.


 * Bugs: Time. This is the perfect time to be really scared.


 * Bugs: Try. You will never escape unless you try again and again.


 * Bugs: Use. Use your head fast, Ms. Grunkle's goons are after you.


 * Bugs: Very. Be very, very careful when you see Ms. Grunkle.


 * Bugs: Water. You should beware of any water that Calvin clown offers you.


 * Bugs: Way. Listen to Flap, and he will show you the way home.


 * Bugs: Well. Ms. Grunkle needs toads from the deepest well for her spell.


 * Bugs: Went. Random threat went away, and won't be back for a while.


 * Bugs: What. Stay alert, you never know what is lurking in the dark.


 * Bugs: When. Be on guard, you never know when random threat will appear.


 * Bugs: Which. Pomreeda can tell you which way to go.


 * Bugs: Who. You never know who you'll get when you are around Zev Cosmo or Ms. Hyde.


 * Bugs: Why. Why would you ever go down to the dark basement alone?


 * Bugs: Word. You need to listen carefully to every word Flap says.


 * Bugs: Work. If you work at it, you are sure to find the way off the island.


 * Bugs: Write. Be sure to write down all the clues Flap gives you.


 * Bugs: Air. The air around the warthog monster is always thick and stinky.


 * Bugs: Another. You better keep going before Ms. Grunkle casts another spell.


 * Bugs: Before. You better get out of here before you see random threat.


 * Bugs: Between. You are sure to win any fight between you and Laura Fizz.


 * Bugs: Body. If you had a body like the gorilla monster, you wouldn't have to be scared of anything.


 * Bugs: Book. If you had a book about how to break spells, you sure could take care of Ms. Grunkle.


 * Bugs: Busy. Get busy and find a way off the island.


 * Bugs: Car. You better stay away from any car that Debbie Dodson has fixed.


 * Bugs: Change. You must find a way to change these monsters back into children.


 * Bugs: Children. Once you are off this island, these horrible monsters are sure to turn into nice children.


 * Bugs: City. You would be safer on a city street than this island.


 * Bugs: Color. Never get so close to goblins that you see the color of their eyes.


 * Bugs: Country. This is ghost country, stay alert.


 * Bugs: Eat. If you're not careful, who knows what will eat you for dinner.


 * Bugs: Enough. The smell of that creature's breath is enough to make you sick.


 * Bugs: Every. Ms. Grunkle won't be happy until every child is turned into a monster.


 * Bugs: Face. Beware of the horrible face in the window.


 * Bugs: Family. Watch your step, a family of ghosts lives there.


 * Bugs: Father. If you think that spider is big, you should see its father.


 * Bugs: Feet. Watch where you put your feet, who knows what lives underground.


 * Bugs: Food. If you're not careful, you will end up monster food.


 * Bugs: Four. There are four ghastly goblins following you.


 * Bugs: Friend. Don't trust him, Wolfgang is not your friend.


 * Bugs: Girl. Watch out, Raggedy Ann is frightening girl.


 * Bugs: Great. When you get off this island, you will really feel great.


 * Bugs: Hand. If you're not careful, you will soon feel the werewolf's hand at your throat.


 * Bugs: Happy. Ms. Grunkle will be very happy if she gets you in her clutches.


 * Bugs: Hard. Escaping Ms. Grunkle may be hard, but you can do it.


 * Bugs: High. If you head for high ground, maybe you will be safe.


 * Bugs: Home. Don't go in there, that's the home of the demon king.


 * Bugs: Important. The most important thing to remember is not to panic.


 * Bugs: Keep. Pomreeda foresees that you should keep going until you find a way off the island.


 * Bugs: Land. You are on treacherous land, keep your eyes open.


 * Bugs: Last. That terrible ghoul wants to see you take your last breath.


 * Bugs: Left. You will be sorry if you take the left path.


 * Bugs: Letter. The residents of the cemetery have written you a letter inviting you to pick a plot.


 * Bugs: List. Be on guard, you are the next victim on Ms. Grunkle's list.


 * Bugs: Miss. Move carefully if you want to miss being captured by the nearest monster.


 * Bugs: Need. You need to get off this island before Ms. Grunkle captures you.


 * Bugs: Night. Ms. Grunkle and her monsters love to sneak up on you at night.


 * Bugs: Once. Ms. Grunkle has ordered her monsters to capture you at once.


 * Bugs: Open. If you open that door, you will find trouble or escape.


 * Bugs: Page. Ms. Grunkle has her own page in the history of sneaky witches.


 * Bugs: Paper. If you ever escape this island, you can write down your adventures on paper.


 * Bugs: Picture. Ms. Grunkle likes to picture what you would look like in her clutches.


 * Bugs: Point. If you get the point of this puzzle, Ms. Grunkle won't get you.


 * Bugs: Real. The dangers you face here are very real.


 * Bugs: Receive. You are about to receive the full force of Ms. Grunkle's fury.


 * Bugs: Run. You may run from Ms. Grunkle's monsters, but you may never escape.


 * Bugs: Same. Ms. Grunkle wants to use the same evil magic on you that she used on her students.


 * Bugs: Saw. You are about to face more danger than you ever saw before.


 * Bugs: School. Can you believe that ugly warthog was once the prettiest girl in her school?


 * Bugs: Sea. Ms. Grunkle knows the surrounding sea will keep you trapped on this island.


 * Bugs: Sentence. To tell you how mean this monster is would take a very long sentence.


 * Bugs: Something. There is something very scary waiting for you next step.


 * Bugs: Sometimes. Sometimes you can escape the monsters, and sometimes you can't.


 * Bugs: Soon. Ms. Grunkle wants to get her witch's hands on you just as soon as she can.


 * Bugs: Sound. You may feel safe right now, but the monsters can sneak up on you without a sound.


 * Bugs: Stop. You got away this time, but Ms. Grunkle will never stop.


 * Bugs: Story. Ms. Grunkle wants the story of your life to have a scary ending.


 * Bugs: Study. To make sure you escape safely, you must study all your choices.


 * Bugs: Talk. Ms. Grunkle's scary threats are not just empty talk.


 * Bugs: Thing. The worst thing about this island is the fact that it is haunted.


 * Bugs: Think. You must think carefully if you wish to escape Ms. Grunkle and her monsters.


 * Bugs: Thought. If you thought you were safe, you better think again.


 * Bugs: Together. When you get in deep trouble, call on Flap, and together you can solve anything.


 * Bugs: Took. Is the way you took the right way? Let's see.


 * Bugs: Tree. What's hiding behind that tree- a witch, a monster, or something even scarier?


 * Bugs: Turn. Make sure you turn the right way, or who knows what danger you will face.


 * Bugs: Until. Ms. Grunkle will keep chasing you until she catches you.


 * Bugs: Walk. The monsters can walk even faster than you can run.


 * Bugs: Want. No matter how much you want to escape, Ms. Grunkle wants even more to capture you.


 * Bugs: Where. There is no place on this island where you are safe.


 * Bugs: Without. Ms. Grunkle is a witch without a heart.


 * Bugs: World. The last thing Ms. Grunkle wants is to let you escape to your own world.


 * Bugs: Year. The monsters want to capture you even if it takes the whole year.

The Toad Well
(Starting the activity for the first time)


 * Flap: Whoa, this well is deep and full of bugs. This toad here likes to eat bugs, but he can't see too well, and some of these bugs are poisonous.

(Returning to the activity)


 * Flap: The toad needs your help to find the right bugs to eat, but watch out, some bugs are poisonous!


 * Flap: Sounds like the bugs are restless again. Help the toad eat the good bugs, and leave the bad bugs behind.


 * Flap: Oh, boy, looks like the toad's hungry again. Help him find his favorite meal: bugs.

(Clicking on Flap's icon)


 * Flap: An equation will appear in the bottom of the well. Help the toad eat the bug that solves the problem. But don't eat any bugs with the wrong answer, they'll make the toad sick! Also, make sure you eat every purple bug before it gets to the top! Move the toad around the well by using your arrow keys. Tapping the left arrow key moves him clockwise. Tapping the right arrow key moves him counterclockwise. To eat a bug, tap the spacebar.


 * Flap: Move the toad over the bug that has the answer to the problem, then, press the spacebar, and remember: you have to eat all the purple bugs before they reach the top.


 * Flap: Move the toad around by tapping the arrow keys. Push the spacebar to eat a bug with the right answer. Watch out, bugs with the wrong answer are poisonous!


 * Flap: Make the toad eat the bug that solves the problem, and just let the wrong bugs pass by. You move him with your arrow keys, and press the spacebar to eat the bugs. Eat all the purple bugs before they escape.

The Mutant Swamp
(Starting the activity for the first time)

Original version

 * Flap: Watch your step. The last time I was here, I ruined a perfectly good pair of shoes! The Mutant Swamp is pretty much Grunkle's compost pile. You'll see a lot of failed magic here. Your mission is to make the plants grow.


 * Flap: Click on a seedling in the pod down there, then choose where you want to plant. If your plants meet the goal, you get to grow some more. If not, you can adjust the light and water levels and try again. Good luck, and remember; Rome wasn't grown in a day, you know.

Updated version

 * Flap: Howdy partner. Each plant here in the mutant garden grows in its own unique way. Some plants can't grow next to each other, even if they are the same type of plant. Your job is to test the soil to find out what is the best way to arrange your seedlings so they can yield the most plants.


 * Flap: To start, take four seedlings from the bin and plant them together in a small square. Push the 'grow' button and watch your results blossom in the garden. Your totals will display on the overhead monitor. The TV will show you what the required harvest goal is before you push the grow button again.


 * Flap: Practice moving the seeds and settings for the water and light until you find the growing pattern that gives you the most plantlings. For each seed planted, you can get a maximum of four plantlings to sprout. If you have to move or remove any of your young seedlings, use the spade to lift them out of the swampy soil.


 * Flap: If you still aren't meeting your goal, try changing the amount of water and the amount of lamplight that your garden needs, or try to rearrange your seedlings. Like most farmers will tell you, all gardens, even mutant ones, takes time, patience, and a good amount of experimentation before you can find the best way to grow your crop.

(Returning to the activity)


 * Flap: Nice outfit! Hope you don't mind if it gets a little dirty. Click on a seedling, and we can get started.


 * Flap: Old McDonald had a farm...oh, it's you! Missed our lovely arboretum, eh? Click on a seedling to start planting.


 * Flap: If you like gardening, you've come to the right place! Click on a seedling to get started.

(Clicking on Flap's icon)


 * Flap: Select a seed packet to start planting. Next, choose a plot where you'd like your seedling to go. After that, set the light and water levels. Be sure to pick the right amount of sunlight and moisture for the seed you choose. Otherwise, you may not meet your goal.


 * Flap: To start, take four seedlings from the bin and plant them together in a small square. Push the 'grow' button and watch your results blossom in the garden. Your totals will display on the overhead monitor. The TV will show you what the required harvest goal is before you push the 'grow' button again.


 * Flap: Practice moving the seeds and settings for the water and light until you find the growing pattern that gives you the most plantlings. For each seed planted, you can get a maximum of four plantlings to sprout.


 * Flap: If you want to remove a seedling you've already planted - sometimes I do that, not being a green thumb and all - just click on the spade, then click on the seedling you want to dig up.


 * Flap: If you still aren't meeting your goal, try changing the amount of water and the amount of lamplight that your garden needs, or try to rearrange your seedlings.

(Clicking on a spot on the soil before selecting a seedling)


 * Flap: You need to select a seedling.

(Not meeting the goal)


 * Flap: Your yields did not meet the goal. Try again.

(Meeting the goal)


 * Flap: Congratulations! You met your goal.

The Clock Tower
(Starting the activity for the first time)


 * Flap: Oh, my. You found the haunted clock tower. Legend has it a family of hunchbacks lives here, guarding the tower from intruders. At night, you can hear mysterious music echoing throughout the island. Music calms the horrible beast they say…I hope they're right.


 * Semimoto: Sanctuary! Sanctuary!...Did I scare ya? Aw, my dad would've scared ya! Yeah! [Chuckles] He said he'll let me play the tower chimes if I finish my music lesson…Can you help me?


 * Flap: In this game, you can help Semimoto here play the right notes on his keyboard, but pay attention. Three wrong notes, and you'll have to start again.

(Returning to the activity)


 * Flap: Help Semimoto, the hunchback, finish his music lesson, and his dad will let him play the tower bells, but remember, three wrong notes, and you'll have to start again.


 * Flap: You must help the hunchback with his music lesson. Remember, three wrong notes, and you'll have to start again.


 * Flap: Ready to help the hunchback play some more notes?

(Clicking on Flap's icon)


 * Flap: You'll see bats flying toward the left. To knock them away, match the letters on the staff with the letters on the keyboard, and play the note each bat is flying on. Move the mouse left or right to move the hunchback's finger on the keyboard. Then, click to play the right note, but play a wrong note, and the bat turns into a skull. Three skulls, and you're out, got it? Now, you try.


 * Flap: To knock the bats away, play the note they're flying on. Move the hunchback's hand by moving your mouse left or right. Then, click to play the note.


 * Flap: Move the hunchback's hand with your mouse, then click to play the note each bat is flying on.


 * Flap: If you see more than one bat, play the first one; the one closest to the left side.

(After playing a song)


 * Semimoto: Hey! We just played (song name).


 * Semimoto: Can we play another? Can we, huh?

The Cemetery
(Starting the activity for the first time)


 * Flap: Ooh! These cemeteries give me the creeps. Uh oh, here's a tombstone without an inscription! The poor soul in this grave won't rest in peace unless you help write one, but work fast, the grim reaper is on his way!

(Returning to the activity)


 * Flap: Help this ghost save his soul by finishing the inscription on his tombstone, but beware, the grim reaper's on his way!


 * Flap: Uh oh! Looks like the grim reaper got to our ghost! You can save him by choosing the words for his tombstone before the reaper returns.


 * Flap: Wow, that grim reaper doesn't give up! The ghost is back again. If you can finish his epithet before the reaper returns, you'll save his soul.

(Clicking on Flap's icon)


 * Flap: A part of speech will appear on the tombstone. Watch the words that come up on the screen, and click on the one that fits the description on the tombstone, either a noun, a verb, or other parts of speech. If you finish in time, the ghost will tell you a spooky story.


 * Flap: Don't click on the words unless they fit the description on the tombstone. You know, noun, verb, or whatever. Finish in time, and you'll hear a spooky story.


 * Flap: If the tombstone beckons for a noun, you have to click on a noun. If it requests a verb, click on a verb. As you do it, you'll be writing a mysterious inscription for the tombstone to help the save the ghastly ghoul.

(Completing a tombstone)


 * Graveyard Ghost: Hello again, mortals! Wowie, feeling good! Man oh man, is it good to get out of that grave! I've been stuck there so long, I got kinks in my kinks! I mean, I got worms stuck between my toes, and that's not good when you're translucent. You did it, kid! You saved my soul!


 * Graveyard Ghost: Egads, you did it again! Look at you, an accomplished writer over here. You deserve a Pulitzer Prize, I'm telling you! Now I finally get to lay me down to sleep for all eternity, if you know what I mean.


 * Graveyard Ghost: Egads, are you amazing or what? How do you do it? I mean, just coming up with the answers? Bada bing, bada boom, just like that!


 * Graveyard Ghost: Betcha didn't expect to see me again! Well, the reaper's been a little busy lately, collecting souls and all, but you saved me again! You sure know your words, kid.

(If the player runs out of time)


 * Graveyard Ghost: Looks like I'm out of time...and out of life. See you next time, kid.

The Mummy's Tomb
(Starting the activity for the first time)


 * Flap: Achoo!...Gesundheit. As you can see, it's a bit dusty in here. The Mummy Tomb is a place where history has been preserved throughout the ages, kind of like a museum, library and storage shed all rolled up into one. See these tablets? The last person left here without putting them away, and that was a long time ago. Pick up the tablets, but be careful, evil spirits lurk in the shadows!

(Returning to the activity)


 * Flap: Don't you love this spot? It's so quiet, so dark, so very...historical. Match the tablets and watch out for the evil spirits.


 * Flap: ...And on your right, ancient Babylonia. On your left, Victorian England. Click on the tablets in the right order, and your cleanup job is done.


 * Flap: Find the matching tablets. Keep going until all the tablets disappear. Then, maybe we can grab some lunch. I sure could go for a falafel.

(Clicking on Flap's icon)


 * Flap: Look for the tiles that go together. Click on each tile to see if you've made the right match. When you do, the tiles disappear. Keep going until you've won the challenge. If you need help, click on the magnifying glass, then click on the tile. You'll see more information. This will help you make the match. Ah, yes. Remember those spirits? Here are those pesky rules: you can only click on tiles that are not covered by another tile. As if that weren't bad enough, each tile you click on has to have two of its adjoining sides free.


 * Flap: And you thought cleaning up your room was hard! Click on the matching tablets. Remember, you can only click on the tiles that are uncovered. They also need to have two sides free. Keep going until all the tiles disappear.


 * Flap: Match the tiles that go together. Use the magnifying glass if you need help. Go in the right order, or else, bring on the evil eye...and hand...and foot...and shoulder...and knee...and toe...and ankle...


 * Flap: So many tablets, so little time. Click on the tablets you see that go together. You can't click on a tablet that's covered, or one that doesn't have adjoining sides that are free.

(If the remaining tiles can't be matched up)


 * Flap: Uh oh, looks like none of the remaining tiles match! I think we're stuck. Let's try to uncover another mummy.

The Vampire Maze
(Starting the activity for the first time)


 * Flap: Hurry, I need your help! This friend of mine started hanging out with the wrong crowd, literally. He turned into a vampire! I know, I know, but it happens to the best of us! Can you help my vampire pal find his way through the maze?

(Returning to the activity)


 * Flap: The vampire is waiting. You need to get him through the maze and back to his casket, but remember, be careful!


 * Flap: You made it! What a relief. Help get the vampire through the maze before being stopped by a ghost. I know, I know, easier said than done, right?


 * Flap: Welcome back! We missed you, and your lovely neck. Things here are no better. Ready to divide and conquer?

(Clicking on Flap's icon)


 * Flap: Here's how it works: the division problem will appear in the center of the screen. Use the arrow keys to get to the correct number. Hit the spacebar to select it. The vampire only has three lives to use to make it through the maze.


 * Flap: Use your arrow keys to move through the maze. Then, press the spacebar to select the correct number.

The Pirate Ship
(Starting the activity for the first time)


 * Flap: Set sail on a hunt for pirate's treasure. There are treasures hidden all over the world. You and your crew have to find them before you run out of food and supplies, but watch out, the seas are filled with pirates.

(Returning to the activity)


 * Flap: Grab your map and set sail! It's time to hunt for hidden treasure.


 * Flap: Are you set for another treasure hunt? Be ready to battle enemy pirates!


 * Flap: There are still more hidden treasures to be found, but beware of pirates!

(Clicking on Flap's icon)


 * Flap: You'll start with a clue that'll help you find one of the treasures. Use your arrow keys to move your ship one space at a time, either up, down, left, or right. But each move will cost you and your crew one bushel of food, so plan your journey carefully. The pictures at the top of the screen tell you how much food you have left, how many cannonballs in your cannon, and how many treasures you've found. Click on the book if you want to know more about the place under your ship's position. If you think you've found where the treasure is, click on the shovel.


 * Flap: After you get a hint about a treasure location, move your ship one space at a time with the arrow keys. The pictures at the top of the screen tell you how much food, cannonballs, and treasures you have. When you're ready to dig for the treasure, click on the shovel.


 * Flap: Use your arrow keys to move your ship either up, down, left, or right. Each move will cost you one bushel of food, but you can get more food and cannon shots at any place with a food or cannon picture on it. If you want to dig for treasure, click on the shovel.


 * Flap: Remember, you can only move one square at a time, up, down, left, or right. Click on the book to learn about the country, continent, or ocean you're traveling in. To dig for treasure, click on the shovel.

(Finding treasure)


 * Crew Member: Cap'n, yeh found the treasure! Congratulations, sir! Just give the command, and we'll follow yeh on another adventure!


 * Crew Member: Aye! It's another treasure! At this rate, we'll retire on a king's salary!


 * Crew Member: Well, blow me down! More treasure! Three cheers for the cap'n, lads!

(Digging in a spot and finding no treasure)


 * Crew Member: There'll be no treasure here, cap'n, but the crew is with yeh! Try again, sir!


 * Crew Member: Alas, cap'n, we've found no treasure here, either. May I suggest readin' from the book, sir? It may reveal the clues yeh need.


 * Crew Member: 'Tis a dark day indeed, cap'n. We found no treasure here, but try again. The crew's behind ya, sir.

(Engaging in battle with an enemy ship)


 * Flap: Uh oh! An enemy pirate is in your path. You'll have to sink his ship to protect your supplies. Use the arrow keys to aim your cannon. Then, fire by pressing the spacebar. He'll have five chances to hit you. The number of shots you have is listed next to the cannon on the top of the screen. You'll need to hit him three times to sink his ship. But be careful, he's awfully fast!

(Clicking on Flap's icon while battling an enemy ship)


 * Flap: Use the arrow keys to aim your cannon. The pirate has five chances to hit you. The number of chances you have is listed next to the cannon on the top of the screen. Hit the pirate ship three times and you'll sink it. Good luck, and be careful.

(Enemy pirate threatening the player)


 * Enemy Pirate: Fight back, yeh cowards! Don't give in! Yeh yellow-bellied sea worms! Give 'em a taste of pirate smoke!


 * Enemy Pirate: Yeh better look alive, or we'll blast yeh out of the water!


 * Enemy Pirate: Ready yourself for more, yeh scalawag! You seen nothing 'till you've breathed the smoke from a pirate's cannon!


 * Enemy Pirate: Methinks yer a landlubber, I do! Prepare for another taste of me cannons!


 * Enemy Pirate: Ahoy thar, give us your supplies, or we'll blast yeh out of the water!

(The enemy pirate's ship takes a hit)


 * Crew Member: We hit them, captain!


 * Crew Member: Nice shot, sir! Give 'em another!


 * Crew Member: That's givin' it to 'em, laddies!


 * Enemy Pirate: Well, blow me down! We've taken a broadside!

(The player's ship takes a hit)


 * Crew Member: We took a broadside, cap'n, but she's still afloat. It's a hit.

(The enemy pirate's ship is sunk)


 * Enemy Pirate: Ah, looks like you've done well this time, captain, but I'll be back to challenge yeh again!


 * Enemy Pirate: Arrr...yeh sunk me ship, but don't worry matey! You haven't seen the last of a pirate's cannon!


 * Enemy Pirate: They finished us! They be too much for us, boys! Save yerselves!


 * Enemy Pirate: Don't be takin' me cannons...what's a pirate without his cannons? Arrr...


 * Enemy Pirate: Shiver me timbers, you've done us in! Abandon ship ya scalawags!...And as for thee, captain, we'll be back for what's ours. On that yeh can rely.

(The player's ship is sunk)


 * Crew Member: She's breaking up, captain! Abandon ship, abandon ship!

(The player has no more cannonballs)


 * Enemy Pirate: Avast, captain! We have all your cannons now. There'll be no more use in fighting. Drop your flag, and give way.

(Enemy pirate seizes the player's supplies)


 * Enemy Pirate: Ahoy thar, we've taken your food! Now drop your flag, and let us aboard!

(If the player's food supply starts to run low)


 * Crew Member: We're runnin' low on rations, captain! Better be findin' a place to restock!


 * Crew Member: With all due respect, captain, shouldn't we be lookin' for food and supplies?


 * Crew Member: The crew is grumblin', sir! We better find those supplies, or their could be mutiny!

(If the player's food supply runs out)


 * Crew Member: The worst has come, cap'n: we've run out of food!


 * Crew Member: Drat, we've run out of food! Looks like we're doomed!


 * Crew Member: Thar be no more food, captain!

The Enchanted Forest
(Starting the activity for the first time)


 * Flap: Here we are in the Enchanted Forest full of mystery and magic, a place of danger and opportunity, where even the most brave-hearted must—


 * Prince: Can we move this along? I'm rather tired of being this…green.


 * Flap: Oh, uh, sure. You see this frog here? He used to be a prince.


 * Prince: And a rather handsome one at that!


 * Flap: Uh, right. That is, until Ms. Grunkle transformed him with a magic potion. You can break the spell by mixing up some magic of your own, but you have to move fast, the cauldrons are heating up. Keep an eye on the thermometer. If the cauldrons boil over, you'll lose your ingredients!

(Returning to the activity)


 * Flap: You can turn this frog back into a prince by mixing a magic potion, but you've got to work fast, Ms. Grunkle could show up at any time!


 * Flap: The Prince needs your help! Grab the dropper and mix a potion, but keep an eye out for Ms. Grunkle!


 * Flap: Good thing you showed up! Looks like there are more spells here to be broken, but remember, Ms. Grunkle could return at any moment!

(Clicking on Flap's icon)


 * Flap: To break the spell, you need to make the magic potions listed in the spellbook. I'll show you how. Click on a dropper to pick it up, then click the dropper over the ingredient you want to use. Put the dropper over a cauldron and click again to release the liquid, or click inside the cauldron to take liquid out. When you're finished with one ingredient, click on the arrow to move to the next one. After you're done, click on the bellows, and the fire will mix all the ingredients together into a magic brew.


 * Flap: Click on the dropper to pick it up, then click the dropper over the ingredient you want. Click over a cauldron to add the liquid to your potion, then click on the arrow for the next ingredient. When you're done, click on the bellows.


 * Flap: Click on the dropper to pick it up, then click the dropper over the ingredient you want. Click the dropper over the cauldron to release the liquid, then click on the arrow for the next ingredient.


 * Flap: Click the dropper over a liquid to pick it up, then click again to release it. When you're done, click on the bellows.

(Clicking on a container of liquid before selecting a dropper)


 * Prince: Are you sure you have the right dropper? I don't mean to rush you, but time is pressing.

(Clicking on the bellows when the cauldrons are empty)


 * Prince: You need to complete the recipe first.

(Trying to put an ingredient into the wrong cauldron)


 * Prince: Alas, we aren't allowed to mix different ingredients in the same cauldron. Try another!


 * Prince: Ingredients must be kept separate. Here's a thought, try a different ingredient, or perhaps a different cauldron.

(Trying to return the liquid in the dropper to the wrong container)


 * Prince: I'm told it's quite dangerous to mix different ingredients. I do hope Ms. Grunkle doesn't show up!

(Trying to remove more liquid from a cauldron than it contains)


 * Prince: Sorry to interrupt, but I'm anxious to get out of these wet things. You may need more liquid in the cauldron, or a different dropper.


 * Prince: I believe you'll need more liquid in the cauldron for that dropper to work. Hurry now, Grunkle could be on her way!


 * Prince: Dash it all! There's not enough liquid in that cauldron. I know! Try a smaller dropper, or put in more liquid.

(Trying to create a potion when some ingredients are missing)


 * Prince: You need to complete the recipe first.

(Trying to create a potion with incorrectly measured ingredients)


 * Prince: Uh oh, seems that was the wrong amount! Please try again...these warts are beginning to itch!


 * Prince: Oh, rats! Do try again, this skin is so unbearably slimy!


 * Prince: Oh, blast it all! You must try again. My subjects await me.

(When the cauldrons boil over)


 * Prince: Drat! The cauldron boiled over. Please try again!

(After completing the first potion)


 * Prince: Excellent work! I feel better already. Quickly now, mix another potion!

(After completing the second potion)


 * Prince: By Jove, I think you've got it! Soon, I'll be rid of these warts. Mix another, and I'll be my old self in no time.

(After completing the third potion)


 * Prince: You did it! You broke the spell! I'm a prince again, and a handsome one at that. My word, what a clever one you are. Remind me to appoint you my court mathematician! Now, it's back the castle, before that Ms. Grunkle arrives!

The Labyrinth
(Clicking on Flap's icon)


 * Flap: Uh oh! You're in the labyrinth! It's easy to get lost in here! You may want to draw a map as you go.


 * Flap: You're in the labyrinth! It's hard to find your way around in here. You may want to draw a map.

(Finding the Fountain of Health)


 * Flap: What luck! You found the Fountain of Health! Click here if you want to improve your health.

(Clicking on Flap's icon while in front of the Fountain of Health)


 * Flap: If you're ever feeling a little under the weather, click here to improve your health.

(Clicking on Flap's icon during a Fountain of Health riddle)


 * Flap: If you answer the question correctly, your health will improve!

(Answering a Fountain of Heath riddle correctly)


 * Flap: Good job! You're now healthy enough to face the dangers of the island!


 * Voice: Good job! Your health is improving!

(Answering a Fountain of Heath riddle incorrectly)


 * Flap: Oh, shucks...well, no matter. You'll get it right next time. Try again!


 * Voice: Sorry! Try again!

Ms. Grunkle's House
(Arriving at the entrance to Ms. Grunkle's house for the first time)


 * Flap: Well, this is it…the house of the evil Ms. Grunkle. Each room has a door with five locks, and you'll need a special key for each one, but watch out for Ms. Grunkle! Her magic is most powerful inside these walls.

(Returning to the entrance to Ms. Grunkle's house)


 * Flap: You made it back to Ms. Grunkle's house! Remember, you'll need five keys for each door. Hurry now, the kids need your help.


 * Flap: So, back at Ms. Grunkle's house, eh? I hope you earned enough keys to get through all the doors. If not, go play some more games on the island.


 * Flap: I see you're back at Ms. Grunkle's house. Do you have enough keys to open all the doors? Remember, the kids are counting on you!

(Clicking on Flap's icon while standing in front of any of the doors)


 * Flap: Ooohweee…just being here makes my skin crawl. You're going to need five keys to open the next door. If you don't have them, play more games outside on the island.

(If the player has unlocked the attic door, but some of the kids are still monsters)


 * Flap: Quick, let's get out of here! Before you face Ms. Grunkle, you have to break all the spells she put on the children, and she's just behind that next door! Madame Pomreeda can help. Go to her cart on the other side of the island, and hurry!


 * Flap: Some of the children are still monsters. You'll need to save them first, before facing Ms. Grunkle. Go see Madame Pomreeda. She can help you out.


 * Flap: Before you face Ms. Grunkle, you'll have to break all her spells. Madame Pomreeda can help you out. Stop by her cart on the other side of the island.


 * Flap: Shhh! Be very quiet, we don't want to disturb Ms. Grunkle, especially when some of the kids are still monsters. You'll have to go to Madame Pomreeda's, and transform all the kids before you can enter this room.

(Encountering Ms. Grunkle on the first floor)


 * Ms. Grunkle: So, at last we meet in my domain. Rather brave, aren't you? I must admit, I never thought you'd get this far, but no matter. It's just a shame you missed that fateful day when all of your classmates turned to monsters! Now it's your turn, but not until I have some fun with you first! Out, I say, out!

(Encountering Ms. Grunkle on the second floor)


 * Ms. Grunkle: Ha! You thought you could sneak past me, the all-seeing, all-knowing, all-powerful Mrs. Grunkle? No such luck!

(Encountering Ms. Grunkle on the third floor)


 * Ms. Grunkle: You're getting a bit too close for comfort! I'll see to it that you never reach your classmates! Be gone with you!

(Encountering Ms. Grunkle on the fourth floor)


 * Ms. Grunkle: I hate to be a spoilsport, but I don't remember putting you on the guest list!...And just to give you an idea of how I treat gatecrashers...[Cackles]

(Arriving at the entrance after defeating Ms. Grunkle)


 * Flap: You again? I didn't think you'd be back. Nothing personal, it's just that, well, you know, it's been quite an adventure. You've made it to Ms. Grunkle's house, and rescued all your classmates. Play more games outside on the island.

(Clicking on Flap's icon while at the entrance after defeating Ms. Grunkle)


 * Flap: Play more games outside on the island.

Ending Cutscene

 * Ms. Grunkle: Hahaha, the perfect plan! I knew you'd make it. Now that I have you all together, I can be sure I'll never be foiled. Monsters you will all become…forever!


 * [The player holds up Ms. Grunkle's magic wand.]


 * Ms. Grunkle: My magic wand! My most sacred power! How on earth...of course. Madame Pomreeda! Well, you may have outwitted me this time, but Grunkle's power is immortal! Here broom, I command you to fly!


 * [Ms. Grunkle mounts her broom.]


 * Ms. Grunkle: Don't get too comfortable! You haven't see the last of me yet! I'll be back!


 * [Ms. Grunkle flies out the attic window.]


 * First Kid: [Gasps] She's gone!


 * Second Kid: We're free!


 * Third Kid: Wait! What's that on the floor?


 * [A picture on the floor shows the haunted schoolhouse reverting back to its original form.]