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Isla Perdida

Twenty cursed isles, one lost hoard, and not a single gate that opens by force.

LogicDifficulty: Medium30-60 minDesktop & mobile

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What is Isla Perdida

Isla Perdida is a voyage of twenty isles, and every one of them was drawn by hand — no two are generated, no two repeat. You land on a beach with nothing, and somewhere on the island there is a patch of ground that rings hollow. Between you and it stands a gate, and gates here never open by force. One wants a golden key, another a rusted or a bone-white one; one wants a crate shoved onto a sun-stone; one wants four torches lit in an order written on a weathered sign at the other end of the beach; one wants a four-digit code carved into a rock nobody has read in a century.

There is no combat, no health bar and nothing that can kill you. The only thing that costs is time, and time is the score: the clock runs from the moment you leave the first isle until the hoard is in your hands, and the Hall of Fame is sorted by the shortest voyage. Quicksand will swallow you and spit you back at the shore, torches lit in the wrong order will all go dark at once, and a crate shoved into a channel becomes a bridge you did not have before. From Isle X on you will need a shovel before the ground will give anything up.

How to play

  1. Walk with WASD or the arrow keys and press E to interact — read a sign, light a torch, pull a banner, work a stone lock, dig. On a phone the left thumb drives a stick and a large E button on the right does everything else. Crates are pushed simply by walking into them.
  2. Keys come in three colours — gold, rust and bone — and each one opens the gate of its own colour, once, and is spent. Walk into a locked gate carrying the right key and it opens by itself; walk into it without one and the game tells you which colour you are missing.
  3. Ordered torches are the trap of the voyage: light them in the order the sign gives and the vault opens; light one out of turn and every flame goes out and the sequence starts again from the first. The sign can be read as many times as you like, and it never lies.
  4. Crates do two jobs. Pushed onto a sun-stone they hold a plate down and open the gate that watches it; pushed into a channel of water they sink and become a bridge. A gate that watches several plates needs all of them held at the same time, which means one crate per plate.

Strategies that work

  • Read the sign before you touch a torch. On the ordered isles — 3, 4, 7, 10, 12, 16, 19 and 20 — one wrong flame darkens every torch you had already lit, and on the five-torch isles that is a long walk repeated for nothing.
  • Quicksand does not kill you; it costs about three quarters of a second of standing still and then puts you back at the beach where you landed. That makes it a time penalty, and time is the whole score — go around it rather than testing how fast you can cross.
  • A crate in a channel is worth more than a crate on a plate. Bridges are permanent and they shorten every trip you make afterwards, so when an isle gives you a crate and a bridgeable channel, cross first and solve later.
  • The Hall of Fame only accepts voyages begun at Isle I. Jumping straight to a later isle from the chart is fine for practice and costs nothing, but it will not be recorded — start from the first isle when you are going for a time.
  • Isles X and XX need the shovel before the ground gives anything up. Pick it up on the way in rather than walking all the way to the cross and back: the treasure will simply refuse to be dug, and the walk is the expensive part.

A little history

Buried treasure is mostly a literary invention. Real pirates spent their takings, and the one documented case of a captain burying anything — William Kidd, on Gardiners Island in 1699 — ended with the cache dug up and used as evidence at his trial. What we picture instead comes from Stevenson: the map, the X, the marked steps, the sense that the island itself is a puzzle box. Isla Perdida works from that picture rather than from history. Its isles are locked the way a story locks them — by a rule someone left behind, written on a sign, carved into a rock, or built into the order of four torches — and the pleasure is the same one Jim Hawkins had: the ground is only hollow where someone meant it to be.

Frequently asked questions

Can I die?

No. There is no combat and no health. Quicksand puts you back on the beach after about three quarters of a second, and a wrong torch resets the sequence. The only thing anything ever costs you is time.

How is the score worked out?

It is the time of the whole voyage, in seconds, and lower is better. The clock runs from the first isle to the moment the hoard is dug, and only voyages begun at Isle I enter the Hall of Fame.

I lit the torches and nothing happened.

They must be lit in the order the weathered sign gives, not the order you find them. A wrong one darkens every torch on the isle and the sequence begins again at the first. Read the sign with E — you can read it as often as you need.

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