In this poorly-written game, you play as someone who washed ashore onto an island. You were supposed to have amnesia, but you don't, so the author will make up a new story where you just need to solve a few puzzles and leave the island with a treasure.
Please note that this is the author's first game and he was still in high school when he wrote it, so try not to be too harsh about the problems with this game, of which there are several.
beach (by rock)
The spirit guide will be your constant companion in this game. He's pretty annoying and all-but-useless, so try to mostly ignore him.
> about. verbose. x me. i.(carrying nothing.)
> x guide. x rock. look under rock. x key.
> w.
beach (by starfish)
You can't do much with the starfish, but it's almost the only scenery item in the game, so enjoy it while you have the chance.
> x starfish. take starfish.(ouch)
> e. e.
beach (by chest)
Because of the inventory limit, I'll be dropping some objects when they're no longer needed.
> x chest. unlock chest with key.
> drop key. open chest.
> x flashlight. take it.(+10)
> ask guide about flashlight.
> w. n.
town
> ask guide about volcano. ask guide about jungle.
> ne.
sewing guild
The sewers aren't implemented and they only react to you when you try to leave.
> sw. nw.
home
> x tools.(Need to buy them.)
> ask guide about money.
> se. n.
the entrance to a mountain
> n.(Blocked. Voice says you need light other than a flashlight.)
> s. w.
entrance to a volcano
> x branch. take it. ask guide about branch.
> w.
Your branch becomes a flaming branch.
inside volcano (intersection)
> take branch. x it.
> n.(Can't go in yet?)
> w.
inside volcano (dead end)
> e. e. e. e.
forest
> e.(The branch burns the underbrush away and you reach...)
cave enterance
> e.
cave
> take note. x note.
> w. w. w. w. w.
inside volcano
> n.(The vault says you can go in because you have the note.)
Inside the Vault
> x money. take it.
> s. e. e. nw.
home
> buy tools. take lantern.
> se. n.
the entrance to a mountain
> n.
You don't need to turn the lantern on, and in fact, you can't. You still need the flashlight to see in the dark.
A large room inside a mountain
> ne.
a large room
> x pedestal. x peanut.
> take peanut.(+100000)
> sw. nw.
the second room in my puzzle
> take ordinary key. unlock ordinary chest with ordinary key.
> drop key. open ordinary chest. take red key.
> unlock crystal chest with red key.
> drop key. open crystal chest. take green key.
> unlock blue chest with green key.
> drop key. open blue chest. take blue key.(ignore the crystal key)
> unlock red chest with blue key.
> drop key. open red chest. take main key.(+10)
> n.(Using the main key...)
long beach (by boat)
> x boat. e.
long beach (east end)
There was obviously supposed to be a sequence where you pick up the cloth from here, and take it to the sewers guild. They'd repair the cloth, turning it into a sail, which you'd take to the boat. But that code just doesn't work right, and I'm guessing the author was running out of time, so he just left the sail here to pick up too.
By the way, if you just want the sail, refer to it as the fixed sail to get around the disambiguation question.
> take cloth. take sail.
> w. n.
*** You have won the game but you can choose to undo the current command and continue to explore ***
Extras
Characters
Your spirit guide starts the game with you and is your constant companion. You can ask him about a few topics, but not as many as you'd like, and his answers aren't that useful.
The author inserts himself into the narrative frequently, making it explicit that you're in a game.
A starfish is on the beach.
Not implemented as game objects, but they're still part of the story:
A family is implied to be in the home.
Some sewers (people who sew) are implied to be the sewing guild.
Also:
The voice of the vault talks to you when you first enter the vault.
The voice of the mountain talks to you when you try to enter the mountain.
Endings
You have won the game but you can choose to undo the current command and continue to explore
if you escape the island,
or if you die of starvation (oops).
Note that after 200 turns, you get peckish, but there's no food in this game. Death by starvation was part of early TADS 2's default handling of food, and you will die after 240 turns. Of course, you have not won the game and you cannot continue to explore in this circumstance, but you see this winning ending message just the same because it's the game's only ending message.
Inventory
Note that you have an inventory limit of ten items.
a key. Acquire it by looking under the rock on the beach (middle). It unlocks the Treasure Chest.
a Treasure Chest. It's on the beach (east end). Unlock it with the key; the chest contains the flashlight.
a flashlight. It's inside the Treasure Chest. It's already on and can't be turned off.
a branch. It's at the entrance to a volcano. Take it into the volcano; it'll become...
a flaming branch. Take it from Inside volcano. Oddly, it doesn't act as a source of light, but it does automatically burn the underbrush when you try to go east from the forest.
a note. It's inside the cave. Read it. Having it permits you to enter the vault from inside the volcano.
a money. It's inside the vault inside the volcano. With it, you may buy the tools in the home.
a lantern. It's in the home when you try to buy tools with the money. With the lantern, you're permitted to enter the mountain. Oddly, the lantern is not coded as a light-source.
an ordinary chest. It's in "the second room in my puzzle". Unlock it with the ordinary key. The ordinary chest contains the red key.
a blue chest. It's in "the second room in my puzzle". Unlock it with the green key. The blue chest contains the crystal key and the blue key.
a crystal chest. It's in "the second room in my puzzle". Unlock it with the red key. The crystal chest contains the green key.
a red chest. It's in "the second room in my puzzle". Unlock it with the blue key. The red chest contains the main key.
an ordinary key. It's in "the second room in my puzzle". It unlocks the ordinary chest.
a red key. It's inside the ordinary chest. It unlocks the crystal chest.
a green key. It's inside the crystal chest. It unlocks the blue chest.
a crystal key. It's inside the blue chest. Ignore the crystal key.
a blue key. It's inside the blue chest. It unlocks the red chest.
a main key. It's inside the red chest. It lets you go north from "the second room in my puzzle." via an unimplemented door.
a golden peanut. It's on a pedestal in a large room. Taking it gives you an absurd 100000 points.
a cloth. It's on the east end of the long beach. The cloth was obviously meant to be taken to the sewing guild to turn it into a sail, but that code doesn't work, so you may ignore the cloth.
a sail. It's on the east end of the long beach. Take it so you can use the boat.
Score
In a total of several turns, you have achieved a score of your-score points out of a possible 100.
10 points for acquiring the flashlight. (BUG: Earned every time you take it.)
20 points for turning the branch into a flaming branch.
10 points for reaching the cave entrance from the forest. (BUG: Earned every time you successfully go east from forest.)
10 points for acquiring a note. (BUG: Earned every time you take it.)
10 points for acquiring a money. (BUG: Earned every time you take it.)
10 points for getting inside the mountain. (BUG: Earned every time you successfully go north from entrance to a mountain.)
10 points for acquiring the main key. (BUG: Earned every time you take it.)
10 points for reaching the long beach. (BUG: Earned every time you go north from the "second room" to long beach.)
10 points for acquiring the cloth. (BUG: Earned every time you take it.)
10 points for getting the cloth sewn. (BUGS: Earned every time you try to go southwest from the guild with the cloth. Also, the cloth isn't replaced with the sail and you're unable to leave the guild until you drop the cloth there.)
10 points for escaping the island.
100000 points for acquiring a golden peanut. (BUG: Earned every time you take it.)
That adds up to 100110 points, not counting getting the cloth sewn.