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Geocaching teams
face a terrifying race against time to find the Four Sisters, evil
creations of the Shadow Lord's sorcery. The Enemy has been exiled,
but he has not yet been defeated. Thanks to an ancient plot, his
shadow still stretches over Deltora. For centuries the vile
Sisters, hidden in the four corners of Deltora, have been spreading
their poison and singing their songs of death and despair. Now,
their work is nearly done. Deltora is free, but it is dying. Only
weeds and monsters thrive. The people are starving. And the Shadow
Lord gloats in his stronghold beyond the mountains, planning his
triumphant return. In secrecy and in haste, guided only by
fragments of an ancient map, the companions plunge headlong into a
quest that takes them to the wildest places in the kingdom, and
puts them face to face with fearsome enemies. They soon learn that
even the magic of the Belt of Deltora is not enough to combat the
power of the Four Sisters. Their only chance is to use a dangerous
secret weapon. They must wake Deltora's last seven dragons, which
have been deep in enchanted sleep for centuries. Only when the
mysterious power of the dragons joins with the magic of the gems of
the Belt of Deltora can the Sisters be found and Deltora’s ulitmate
monster.
Aided by the
mysterious magic of Deltora's last dragons, geocachers have found
two of the Four Sisters, evil Shadow Lord creations, which have
been poisoning Deltora. Now, aware that time is running out for the
kingdom's starving people, the companions are racing to their next
goal, The Isle of the Dead. But the Shadow Lord has become aware of
their quest. And, somehow, he knows every move they make. Terrible
dangers from the present and the past lie in wait for them.
Geocachers continuing in the quest need the help of another two
magical dragons in their journey. The Dragon of the Palace and the
Dragon of the Street. Onwards the team travels, and the greatest
shock of all lurks in the lair of the ferocious Kobb, on the
desolate Isle of the Dead.
This island is
not a pleasant spot for a picnic. It is a barren, isolated,
windswept place, surrounded by rough seas that will drive the
sturdiest craft onto a rocky shore. Slime from the Kobb's weeping
glands has made the island glassy so it shines in the sun. Avoid
the slime. See Deltora Monster for prompt actions if you are
covered in slime.
The
cache contains a logbook, pencil, and a co-ordinate. Remember to
record the details of the co-ordinate; you will need this
information to solve the location of the final cache in Deltora
Quest III. These caches have been placed with the assistance of
nine and fourteen year old boys. If you know a child in this age
range you may find that they can be very
helpful. |