Teacher note
Enter the teacher password to see the answers and testing tools.
How it runs
- Teams of 3 or 4 share one Chromebook. The game tells them to pass the mouse to a new crewmate after every puzzle, so everyone gets a turn to drive.
- Plan on 30 to 45 minutes. Students explore 7 rooms of a pirate ship, solve 6 crew puzzles, collect 6 clues, then use the clues on the island map to find where the chest and the key are buried.
- Skills: picture equations, reading a coded chart, logic with NOT clues, planning moves (the water jug problem), counting hidden 3D shapes, careful looking, and map skills (grid, compass, map key, north and south of a river).
- Wrong answers lock that puzzle for a short wait (15 seconds, then 30, 45, 60) so teams talk instead of guessing. A wrong dig costs 1 minute plus a wait that grows each time (1, 2, 3, then 5 minutes), so digging everywhere is a bad plan.
- Hints: 3 per puzzle, one every 45 seconds. Hints used shows on the final award.
- Progress saves on that Chromebook in that browser. If the class stops partway, the team clicks Continue Voyage next time. Clearing browser history erases it.
- Progress codes: after every puzzle the team gets a new 8 letter code (like
KDHT-7XQM) that also shows on the side of the screen. Have one student write the newest code on paper. If a browser resets or the team moves to another Chromebook, they type it on the start screen and get back their crew name, every solved puzzle (in any order), the flag chart, hints used and time. Made-up codes do not work, and after 3 wrong tries the box makes them wait 20 seconds. Typing their own code again on the same computer keeps any wait that is still running, so reloading the page cannot skip a wrong answer wait. A code always brings its own crew name with it, and that name prints on the award, so a team using another team's code will show up with the wrong name. - The "Left this page" counter on the side goes up every time someone switches to another tab or window. It does not stop the game. A high number can mean someone went looking for answers, for example by taking a screenshot to an AI helper, so it is worth a quick check in.
Timer
Minutes before Captain Barnacle Bones arrives: (teams can keep playing in overtime; the award says "Finished in overtime")
Answers
- The Helm, Gus: 18. Barrel = 7, anchor = 5, starfish = 9. Last row is 9 + 7 + 7 − 5. The common mistake is 11 (only one barrel counted).
- Crow's Nest, Nell: STORM. The Signal Flag Chart is in the Cargo Hold (the glowing rolled paper on the barrel). Teams must find it first.
- The Stern, Admiral Squawk: coin in the bucket, button in the boot, ring in the hat.
- The Galley, Cookie Bill: 4 cups in the pot, within 10 moves. One way: Fill Pot, Pour Pot into Mug, Dump Mug, Pour Pot into Mug, Fill Pot, Pour Pot into Mug. Start Over empties both containers but does not give moves back, so random clicking runs out.
- Cargo Hold, Rosie: 10 crates (back towers 3, 2, 1 and front towers 2, 1, 1).
- The Bow, Marco: missing coconut, blue boat flag, missing seagull, starfish on the sand, missing cloud on the right.
- Final dig: chest at Skull Rock (C2), key at Shipwreck Cove (C6). North of the river leaves Smugglers' Cave, Skull Rock, Smoky Volcano, Waterfall, Monkey Hill. No volcano, no trees and no cave leaves Skull Rock. Straight south of C2 are Parrot Perch (jungle) and Shipwreck Cove (sand), so the key is at Shipwreck Cove.