Mission 1: Talk to the Harbourmaster.
We take a phone call from Grandpa who gives us our mission, to collect all our crew. We need to speak to the Harbourmaster and inform him we are ready to leave the island.
Mission 2: Collect your crew. 6 needed.
We set off to find Salty in the pub, The Judge at the court (who also brings the prisoner, the guard from the problems and stress module), Arnie in the village, the potion shopkeeper at her shop and Cybergirl in the electronics store. The Harbourmaster by the village entrance we will need to visit last. Grandma and Grandpa will arrive shortly to add to our crew compliment. Our Hero is the captain of the ship.
Mission 3: Assign posts.
Once we have collected everyone we get a phone call from Grandma on how to assign our crew. She suggests we phone Grandpa for some more information.
Mission 4: Talk to Grandpa.
Grandpa gives us some further advice on trust before we start to assign roles.
Mission 5: Talk to the Harbourmaster.
The Harbourmaster will direct you to the control panel where you will select your crew.
Mission 6: Assign posts.
This mini-game is about selecting the most appropriate person for the job taking into account what we know about them. There are several things to assess, character, knowledge and experience and physical aspects. We must assess their strengths and weaknesses and measure that against the requirements for the job.
The matrix below shows the penalty in days that will be added onto your score when you set sail. Each character has an ideal job where no penalty days will be added. 2 days are added if the character is in a job that is suitable but not ideal. Some characters should not be placed in certain jobs under any circumstances and if they are incorrectly allocated, the game shall end and you are invited to try again.
All of the ships positions should be filled by at least one character, two or more may also perform the same job. No characters should be unallocated. There are two positions that must be filled in the bridge, navigator and comms. As the captain, you are also located on the bridge and do not require allocating.
Rooms
Complex (Days Penalty)
|
Grand Ma |
Grand Pa |
Harbour master |
Salty |
Arnie |
Potion Keeper |
Guard |
Cyber girl |
Judge Jacqui |
Brig Guard |
2 |
15 |
0 |
8 |
20 |
10 |
20 |
20 |
2 |
Galley
|
0 |
5 |
10 |
20 |
15 |
2 |
2 |
2 |
5 |
Bank
|
10 |
20 |
10 |
15 |
5 |
2 |
20 |
20 |
0 |
Hospital
|
5 |
0 |
15 |
20 |
5 |
0 |
10 |
10 |
10 |
Lookout
|
10 |
10 |
2 |
2 |
5 |
15 |
0 |
10 |
2 |
Engines
|
10 |
2 |
2 |
2 |
0 |
20 |
15 |
2 |
15 |
Bridge
|
2 |
2 |
2 |
0 |
10 |
5 |
20 |
0 |
15 |
Notes
We select a member of crew for a certain job according to their competencies and take into account any deficiencies from the profile cards. The numbers represent the additional days traveling time added to the journey if the crew member is not placed in the correct job. The consequences and events from the choices will be recorded in a daily log. The optimal scenario would allow a 10 day travel time, and certain events or a combination thereof may result in the ship being unable to complete the journey so you would start again
Below is a summary of the characters ideal job, together with brief explanations of why certain jobs should be avoided. These are not designed as social commentary and some explanations are more for amusement than a reflection on reality.
Arnie shouldn't work in: -
Bridge, too volatile
Brig, he is an ex-con
Galley, too volatile
Ideal job, engine room
Grandpa shouldn't work in: -
Brig, may forget why he is there
Bank, hates numbers
Lookout, too old for the job
Ideal job, Doctor. He was a doctor before he retired.
Grandma shouldn't work in: -
Bank, may mishear
Lookout, is a little too old
Engine room, no engineering skills
Ideal job, either Galley as she was a cook, or
Bridge as first mate, we trust her implicitly
Potion Keeper shouldn't work in: -
Brig, may try to make friends with the prisoners and be too sympathetic
Lookout, easily distracted
Engine room, doesn't think it is a fit place for a lady
Ideal job, Hospital, she can make medicines
Harbour Master shouldn't work in: -
Galley, too lazy
Bank, refuses to wear his glasses
Hospital, he gossips
Ideal job, brig guard, he will sit there without getting bored or
Engine room, he is an inventor or
First mate on the bridge as he is a harbour master
Salty shouldn't work in: -
Galley, cooking sherry etc
Bank, poor maths skills
Hospital, alcoholic rub
Brig, doesn't think he can do it
Ideal job, navigator on bridge
Cybergirl shouldn't work in: -
Brig, easily pressured, may let out prisoner
Bank, easily pressured, may give out money
Hospital, doesn't like blood
Lookout, scared of the dark
Ideal job, comms on the bridge
Guard shouldn't work in: -
Brig, he should be being guarded himself
Bank, cannot be trusted
Hospital, not a nice man, poor bedside manner
Engines, doesn't like to get dirty
Bridge, cannot be trusted
Ideal job, lookout (when allowed out for work)
Judge shouldn't work in: -
Hospital, bad bedside manner
Engines, will not get hands dirty
Bridge, too bossy, wants to be in charge
Galley, not good at domestic matters
Ideal job, bank
Mission 7: Launch the ship.
When you select to launch, you can see how closely you have matched the job criteria and whether you have successfully escaped the island.