<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So is there a "lock" on the temple until you can get there with Clement? Because it was his interpretation of the clay tablets that gave you the presumed knowledge to enter KR cove at the correct time of year (open only two times a year) without crashing into the rocks (as Rheims's attempt failed)... <!--QuoteEnd--></div><!--QuoteEEnd-->
Lady Cat, Screwface discovered that in the coding for the original game there are two Devil's Islands, one with the rocks (and an actual invivsible barrier) and the second one that replaces the first when you are going to fight Silehard and the pirates. The Devil's Island Mod enables you to go to KR and into the temple, and as long as you don't go into the room with the statue, you can come back out again, at any point in the game, other than after you've beaten Silehard and the pirates when it works as it did in the original game.
Yeah the dialog could be changed, perhaps with only a "it is believed that there are only two times a year that the tides are favorable for making a landing there, but as it appears to be made up mostly of sheer cliffs, few mariners, if any, are willing to attempt it at any time."
I think that gives Khael Rhoa more of a secret base kind of feel, on a par with Captain Nemo's hideout, where only an exceptionally skilled sailor could navigate the passage. (I'm going to see if I can get Silehard to try it with a Man O' War, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="
:" border="0" alt="laugh.gif" /> ) the biggest thing I've taken through the passage is a frigate.