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Dessert Island Adventure (Dessert_Island_Adventure.txt)

Dessert Island Adventure
By Nils Fagerburg
For web browser

Solution by Garry Francis
----------------------------------------
This is a minimal solution. You'll need to EXAMINE lots of things for this solution to make
sense.

You need to collect 16 magic ingredients. Ingredients collected are shown in parentheses as +A=B,
where A is ingredients collected and B is cumulative ingredients collected. A full list of
ingredients is given after the solution.

In order to solve some puzzles, you need to use magic spells by saying a magic word, then pointing
your spatula at the target. You start the game with four magic words in your grimoire and will find
a few others as the game progresses. Although the game never explains this, each magic word consists
of two or three syllables. The root syllable is the action to perform, e.g. BA means heat. The
suffix is the target, e.g. KE means dough. Therefore, BAKE means cook dough. If the root is preceded
by the prefix SE, then the meaning of the action is reversed, e.g. if BA means heat, then SEBA means
cool. ME can be used as a wild card for the target, hence if SE means reverse and SA means close,
then SESAME means open anything that is openable. Once you know the structure of magic words, you
can create your own. A full list of all the spells is given after the solution.

When you say a magic word, your spatula glows. This can be used as a light source. The colour of the
glow indicates the action (or the reversed action). Take note of the colours. There are eight
actions altogether corresponding to the seven colours of the rainbow (ROYGBIV) plus white. You must
use the spells in the correct order for one of the puzzles. Once your spatula is charged, you can
wave it around and it will identify any potential targets in the vicinity. Once a spell has been
used, you must say another magic word to recharge your spatula.

The solution below assumes you are playing with the tutorial on and you follow the tutorial's
suggestions for the first few moves. Optional (but significant) commands are shown in parentheses.
You can omit these once you know what to do.

Z
X ME (you're Orange Mehringer & must gather magic ingredients for midterm exam)
(X BALLOON) (it's taking you to a dessert island)
(X BASKET) (most space is taken up by mechanical pilot)
(I) (you're carrying a spatula & grimoire)
(X SPATULA) (it's your magic spatula, the equivlent of a magic wand)
(X GRIMOIRE) (it's your personal book of magic)
(READ IT) (say magic word then point spatula at target: SESAME to open, CANA to turn water into
crème pâtissière, HIKE to prove dough, BAKE to cook raw dough)
(At around this point, you hear a clank and smoke starts pouring out of pilot)
(X PILOT) (earlier, there was lever above access panel, now there's dark smoke)
(X PANEL) (it's closed)
(OPEN PANEL) (there's no obvious way to open it)
SAY SESAME (your spatula glows red)
POINT PANEL (it swings open & a bunch of items clatter to the floor)
(L) (you see big brass gear, small bronze gear & flux capacitor)
GET BRASS GEAR
PUT IT IN PILOT
GET BRONZE GEAR
PUT IT IN PILOT
GET FLUX CAPACITOR
PUT IT IN PILOT
CLOSE PANEL (balloon lands & you jump out)
X RED CHRYSANTHEMUM (it's actually a cookie)
GET IT (+1=1)
N
(X TREES) (you see a nest)
(GET NEST) (it's too high to reach)
CLIMB TREE
X NEST (you find a silver spoon & chocolate egg)
GET SPOON
GET EGG (+1=2)
D
(X COTTAGE) (it has a gingerbread door)
(X DOOR) (it's closed)
OPEN DOOR
IN
X DESK (on it are a mason jar and a silver salver, it also has a drawer)
(OPEN DRAWER) (it's locked)
SAY SESAME (your spatula glows red)
POINT DRAWER (drawer pops open to reveal scribbled note & sugar plum)
READ NOTE (use SESAPE to open Noel's door)
GET PLUM (+1=3)
GET JAR
GET SALVER
(X IT) (note that it's perfectly round)
OUT
W
(X LIGHTHOUSE) (a silver door leads in)
(X DOOR) (it's closed)
(X IT) (it's locked)
SAY SESAPE (spatula glows red)
POINT DOOR (the door swings open)
IN
X DEBRIS (it's a smashed dollhouse, you find a letter)
READ LETTER (use SEHILI to shrink bed)
X MACHINE (it has a coin-sized slot & hole at bottom)
SAY SEHIPE (spatula glows indigo)
POINT SALVER (it shrinks to size of coin)
PUT SALVER IN SLOT (a lobster walks out of hole)
GET LOBSTER
(X CHALKBOARD) (use SAPE to close door)
U
X DESK (you find a Kilner jar, unfinished letter & newspaper clipping)
GET JAR
(READ LETTER) (Warivald is referred to as "rainbow wizard")
(READ CLIPPING)
(X DRAWER) (there's no mention of drawer, but "implicit drawer" is closed)
OPEN DRAWER (you find a caramel flan & chocolate flan)
GET CARAMEL FLAN (+1=4)
GET CHOCOLATE FLAN (+1=5)
U
READ PLAQUE (use BAYA to light lens)
D
D
OUT
E
N
PUT CREME IN MASON JAR (+1=6)
SAY SECANA (spatula glows white)
POINT LAKE (creme patissiere changes to water)
FILL KILNER JAR
SWIM
GET STICK (+1=7)
SWIM
E
(X ICE) (you see a jelly bean encased in it)
SAY BAKE (spatula glows orange)
POINT BEAN (ice melts and you acquire orange jelly bean) (+1=8)
S
X SCREE (you find some pop rocks)
GET POP ROCKS (+1=9)
E
(X BOULDER) (it's actually a giant smoutebol about 2 m in diameter)
SAY SEHIKE (spatula glows indigo)
POINT BOULDER (boulder shrinks, reveals cave, you acquire smoutebol) (+1=10)
IN
SAY SESAYA (spatula glows red)
POINT PORTAL (portal glows red)
SAY BAYA (spatula glows orange)
POINT PORTAL (portal glows orange)
SAY HIYA (spatula glows yellow)
POINT PORTAL (portal glows yellow)
SAY CAYA (spatula glows green)
POINT PORTAL (portal glows green)
SAY SEBAYA (spatula glows blue)
POINT PORTAL (portal glows blue)
SAY SEHIYA (spatula glows indigo)
POINT PORTAL (portal glows indigo)
SAY SAYA (spatula glows violet)
POINT PORTAL (portal glows violet & fades away after using colours of rainbow)
(L) (there's now a passageway to north)
N
X TABLE (you find a black marshmallow & piece of paper)
GET MARSHMALLOW (+1=11)
(X PAPER) (it's last page of a diary)
(READ IT) (refers to sugar plum faery & lighthouse keeper, i.e. Dell'era & Noel)
OUT
OUT
S
(X RIFT) (it's a crack in ground large enough to enter)
(X BUSH) (it looks thirsty)
WATER BUSH (it seems refreshed)
(X BUSH) (bubbleberries still aren't ripe)
D (it's dark)
SAY SESAME (or any other spell, so that your spatula glows & you can see exit)
W (lobster eyes water longingly)
DROP LOBSTER (she goes to sea, brings you a sponge cake, then returns to sea)
GET CAKE (+1=12)
PUT WATER IN KILNER JAR
SAY CANA (spatula glows green)
POINT KILNER JAR (you acquire a salt water taffy) (+1=13)
SAY HIPE (spatula glows yellow)
POINT SPOON (it grows)
DIG WITH SPOON (you find a chest)
(X CHEST) (it's closed)
OPEN CHEST (you find a chocolate coin)
GET COIN (+1=14)
E
SAY SESAME (or any other spell, so that your spatula glows & you can see exit)
(X BUSH) (bubbleberries are now ripe)
GET BERRIES (+1=15)
N
W
U
SAY SEBANA (spatula glows blue)
POINT JAM (it cools down)
PUT JAM IN KILNER JAR (+1=16)
D
W
S
IN (are you ready to leave island?)
Y (Professor Hollywood awards you O for Outstanding)
***THE END***


Ingredients
-----------
Ingredients are listed in alphabetical order with the room where they're found in parentheses.
The creme patissiere and strawberry jam must be carried in the mason jar or Kilner jar. It
doesn't matter which one you use for each.

Black marshmallow (small room)
Bubbleberries (The Cliffs)
Caramel flan (halfway up lighthouse)
Chocolate coin (secret beach)
Chocolate egg (make-believe tree)
Chocolate flan (halfway up lighthouse)
Cinnamon stick (floating island)
Creme patissiere (lake)
Orange jelly bean (gelato glacier)
Pop rocks (base of Mount Battenburg)
Red chrysanthemum cookie (field)
Salt water taffy (secret beach)
Smoutebol (shortbread desert)
Sponge cake (secret beach)
Strawberry jam (summit of Mount Battenburg)
Sugar plum (cottage cheese cottage)


Spells
------
Spells are listed in alphabetical order grouped according to the root syllable. The Se prefix
reverses the meaning of the root syllable. The suffix can apply to multiple objects with similar
characteristics. Not all spell syllable combinations are useful.

Ba = Heat/cook/light (spatula glows orange)
BaKe    Heat dough/lake
BaLi    Heat bed
BaMe    Heat anything openable
BaNa    Heat water
BaPe    Heat silver
BaYa    Heat crystal

Ca = Change (spatula glows green)
CaKe    Change/mix dough/lake
CaLi    Change bed
CaMe    Change anything openable
CaNa    Change water into creme patissiere
CaPe    Change silver
CaYa    Change crystal

Hi = Expand (spatula glows yellow)
HiKe    Expand/prove dough/lake
HiLi    Expand bed
HiMe    Expand anything openable
HiNa    Expand water
HiPe    Expand silver
HiYa    Expand crystal

Sa = Close (spatula glows violet)
SaKe    Close lake
SaLi    Close bed
SaMe    Close anything openable
SaNa    Close water
SaPe    Close silver
SaYa    Close crystal

SeBa = Cool (spatula glows blue)
SeBaKe  Cool dough/lake
SeBaLi  Cool bed
SeBaMe  Cool anything openable
SeBaNa  Cool water
SeBaPe  Cool silver
SeBaYa  Cool crystal

SeCa = Revert (spatula glows white)
SeCaKe  Revert gingerbread to oak
SeCaLi  Revert bed
SeCaMe  Revert anything openable
SeCaNa  Revert creme patissiere into water
SeCaPe  Revert silver
SeCaYa  Revert crystal

SeHi = Shrink (spatula glows indigo)
SeHiKe  Shrink lake/boulder
SeHiLi  Shrink bed
SeHiMe  Shrink anything openable
SeHiNa  Shrink water
SeHiPe  Shrink silver
SeHiYa  Shrink crystal

SeSa = Open (spatula glows red)
SeSaKe  Open dough/lake
SeSaLi  Open bed
SeSaMe  Open anything openable
SeSaNa  Open water
SeSaPe  Open silver
SeSaYa  Open crystal