Challenge Cards

Challenge Cards are a type of object that appear in JumpStart Adventures 4th Grade: Haunted Island. They are used by Madame Pomreeda to assign quests to the player.

Each card contains two rhyming verses, which instruct the player to play specific activities. After the player completes the two activites described on the card, a prized possession belonging to one of the kids transformed into monsters by Ms. Grunkle will be revealed.

Beginning challenge
Begin your journey where nights know not days Deep in the paths of the vampire maze. You must lay three vampires to rest.

Ending challenge
End your quest, though not in a daze, Make your way now, to the vampire maze. You must lay three vampires to rest.

Beginning challenge
Start your trial in dark and gloom. Go to the spot that keeps the tomb. You must uncover three mummies.

Ending challenge
End your challenge in a musty crypt, Meant for the kings of ancient Egypt. You must uncover three mummies.

Beginning challenge
Begin your travels where plants can harden, Look for clues in the mutant garden. You must have three successful harvests.

Ending challenge
Finish your journey where nature can’t, Visit the garden with the mutant plant. You must have three successful harvests.

Beginning challenge
Begin your adventure, with ship and a cap. Riches are yours if you just read the map. You must gain 1,000 points in treasure.

Ending challenge
To end your challenge, ye must stay afloat, Wind at your back, asea on a boat. You must gain 1,000 points in treasure.

Beginning challenge
Begin your journey, the bugs you’ll repel, Along the edge of a watery well. You must play three rounds.

Ending challenge
Complete your journey where insects dwell, Along the walls of a cold, dark well. You must play three rounds.

Beginning challenge
To find a prince, to set him free, Travel now to the magic trees. You must save one prince.

Ending challenge
To finish your test, you’ll make a motion, Toward the trees to brew a potion. You must save one prince.

Beginning challenge
Start your quest with notes gone sour In the place that keeps the hour. You must play three melodies.

Ending challenge
Finish your journey, that is your goal. Go to the place where the bells they toll. You must play three melodies.

Beginning challenge
Begin your challenge six feet deep In the place where spirits sleep. You must save three souls.

Ending challenge
Complete your quest, smarter than most. Rendezvous with a graveyard ghost. You must save three souls.

Beginning challenge
Begin your trial where spins like thread, The eight-legged creature, its deadly web. You must feed three spiders.

Ending challenge
End your test, though rather icky. Woven threads, they feel quite sticky. You must feed three spiders.

Trivia

 * The Challenge Cards have varying appearances for each kid. The edges of a Challenge Card will always depict items related to the interests of the kid that the player is currently helping.