Extraordinary Voyages

Written by @spacemt354

Extraordinary Voyages is an interactive literary quest throughout Adventureland inspired by a variety of Jules Verne novels that center around exotic, tropical locations. In this custom island that blends real world history with fantastical story-telling, this journey will offer guests of all ages a collaborative engagement to entertain and educate.

Inspiration from the following novels went into the narrative for this interactive quest.

In Search of the Castaways - EV #5

The Mysterious Island - EV #12

The Castaways of the Flag - EV #47

Master of the World - EV #53

The intention is to blend several elements of these novels together into a new tale. While using your own treasure map, you'll document objects and outposts in the land to put together the mysteries they reveal.

Guests begin this adventure in an alcove along the Adventureland coastline, gazing as the river cruise sails past below them, the map indicates that you head towards an abandoned outpost of shipwrecks, to look for a piece of the ship Britannia. It is there that guests find a secret compartment that reveals that the island they are on sits in the 37th parallel, and that danger may lurk behind every corner. Geographically astute guests may put together that the 37th parallel is the same latitude as some of the Polynesian Islands, hence some of the Moari influence they may have seen throughout the island.

The next clue tells guests to go to the top of "Lincoln Trail" which perhaps at first sounds odd to the guests. Maybe the map is referring to something in Harbortown U.S.A. and Abraham Lincoln, but in actuality it isn't, as guests continue towards the perched mountainside and hiking trails, they will note a fallen over Lincoln Trail sign, that takes them off into an undisclosed territory off the normal guest path.

Continuing down through the overgrown vegetation, guests happen upon a message in a bottle, that doubles as a codex - a 7 letter identification that opens up to reveal the next clue. In order to crack the code, guests meander around the location of the bottle, seeing maps of the East Indies, and New Switzerland. They also see food and stowaway items labeled with the name Fritz and Franz. This looks to be some items for the family who might have traveled to this island after having been shipwrecked on another for years. The ultimate ID code is revealed as "Zermatt" - the name Verne gives the family in his sequel novel to The Swiss Family Robinson

When the codex opens it tells you and your party to walk towards the bottom of the mountain, back near the water's edge on the opposite side of the island from where you started. It also requests one guest takes a key with them for unknown reasons. Once you reach that point on the map, you see plans from a man named Robur to overtake the islands of the 37th parallel with a new terrifying invention. Using the key discovered by the Zermatt family, you disable Robur's invention and save the island from destruction. For as perhaps haunting and forboding the island can be at times, there is a steadfast beauty to its natural setting, and should be left alone for all future explorers to discover.