Easier note-taking idea - Since this adventure requires the kids to take good notes while gathering information, one idea is to simply make copies of the dossier forms for them to take notes on. You can print them from the included Octopus Hunt CD or you can simply make photocopies of the blank dossier forms from the ISP headquarters. If you choose, you can simply give each agent as many blank forms to use for notes, or a better idea is to give them a number of blank ones to begin, and then offer to sell additional ones for a certain number of points per sheet.

Questions and Answers

We do not understand the Hong Kong map. How do we know which building is 38 High Street, for example? Thanks!
Most of the maps used in the The Octopus Hunt adventure have TWO versions - one for the parents and one for the agents. The agent's maps often do NOT give specific information, or the information might be written in code or symbols from another language. It is designed to make the agents think. For example, on arrival in a particular country, the agents might receive a document (such as a bus schedule) written in both English and symbols from the local language. Their maps might contain street names using symbols from the local language and by correlating those symbols with their English counterparts are able to decipher the map. The parent's maps (typically found in each Mission Guide Book), on the other hand, contain much more information - and all in English! The specific map in question - the Hong Kong map - shows the building NAMES on the map, while the actual address are found in the Mission Guide Book. For example, page 9 of the Hong Kong Mission Guide Book lists RESIDENCE 3 at 38 High Street, while the parent's map simply shows RES-3 (due to limited map space). See the section "Using The Mission Guide Books" in the Field Guide for a full description.

How do the kids know how to go to the different locations?
One of the fun things about these adventures is that the kids have absolute freedom of movement! THEY choose where they want to go, and when. Their movement is typically only limited by the number of points they have to spend. So if they have discovered a piece of evidence such as a receipt from a specific store, they might choose to go to that store to get more info, or they might choose to go elsewhere - it's up to them! All they need to do is point to where they want to go, and if they have enough points, they are there. And, of course, each agent might choose to go in different, independent directions.  See "Traveling" and "A Typical Day - How This All Works" in the Field Guide for a full description.

The shortwave radio chatter on the audio CD is difficult to understand.
Yes! This adventure takes place back in the early 1940's. Actual shortwave transmissions were often difficult to follow, so the agents must listen carefully! The following is taken from the "Radio Chatter" section of the Field Guide and may be helpful. "Should a message be played more than once? That's entirely up to you! If you choose to only allow a message to be played once, it would be more realistic - like real radio communications that only occur once - and agents need to pay attention! Agents who miss a broadcast for any reason might miss vital information. On the other hand, some messages may be more difficult to understand or to get the exact wording. Playing those messages more than once may be desirable. Possibly the best method might be to only play the radio message once, but tell the agents that since the ISP are monitoring and recording all radio messages, any that have already been heard may be listened to again back in the Evidence Room at the ISP headquarters. If you choose, you could print out the transcripts of the radio messages and include a copy of those that have already been heard in the Evidence Room."