Monsieur X

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May 26, 2018
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Hmm... perhaps not. Since Amy seems happy in the story with red roses, other than the quest hint there's nothing to indicate that the MC should even be looking for special roses for Amy. Perhaps DH would like to put in a hint when you give Amy a Red Rose that she would like another color.
I shamelessly fast read the dialogues but I am pretty sure (like 75% sure) there is an exchange between MC and Jennifer about that stuff.
Anyways, visit Alice in her room and talk to her about Amy.
 
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Bantry

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Alice is Amy's step-sister, which we know from Hotshots, walks on the beach, Alice and Amy in the shower together. There might be more clues, but those are the ones that immediately come to mind. Visiting Alice and asking her about Amy makes sense if you follow the clues, because who else would know more about someone than their sibling, even if it is only a step-sibling?
 
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Bantry

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full save ?
Holiday Island is a sandbox game featuring completely non-linear gameplay. A sandbox is a style of game in which minimal character limitations are placed on the gamer, allowing the gamer to roam and change a virtual world at will. In contrast to a progression-style game, a sandbox game emphasizes roaming and allows the gamer to select tasks. Instead of featuring segmented areas or numbered levels, a sandbox game usually occurs in a “world” to which the gamer has full access from start to finish. Sandbox games can include structured elements – such as mini-games, tasks, submissions and storylines – that may be ignored by gamers. For this reason, tasks and side missions usually follow a progression, where tasks are unlocked upon successful task completion.

In other words a 'Save' will not help you as many of the scenes/events/appointments do not repeat. You could have a complete save, as you call it, from someone with every achievement fulfilled and you would be limited to just the scenes that are repeatable and miss out on almost half the game.

Use the 'Search' function for this thread and you'll find incremental saves, however do yourself a favor and play the game!
 
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hottarod

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Oct 14, 2019
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The copper dress and the orange rose are the "soft side" parts of the arm wrestling subquest after the player beats Amy at arm wrestling.

There is a valid point in this though if someone who has never played this program starts off new with 1.9. They would probably start to run Amy's quest right away. You won't know Amy's history with Alice(Amy also tells her whole life story to the player at her pizza dinner in her room) and you also won't know that Jennifer is a talented designer including clothing design. Jennifer also designed the players new room and you wouldn't know those things about Jennifer either.
 
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Rock H.

Member
Jul 30, 2018
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Alice is Amy's step-sister, which we know from Hotshots, walks on the beach, Alice and Amy in the shower together. There might be more clues, but those are the ones that immediately come to mind. Visiting Alice and asking her about Amy makes sense if you follow the clues, because who else would know more about someone than their sibling, even if it is only a step-sibling?
No argument there. However, when the clues tell you to ask X person, asking can come up in dialogue in a room, automatically, when you talk to them about other topics, and may not trigger when you visit a room if "it's a bad time". I'm not dissing Darkhound1. I know him to be a thoughtful and careful designer, but this game can be very touchy about having exactly the right set of circumstances.
 

Bantry

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The copper dress and the orange rose are the "soft side" parts of the arm wrestling subquest after the player beats Amy at arm wrestling.

There is a valid point in this though if someone who has never played this program starts off new with 1.9. They would probably start to run Amy's quest right away. You won't know Amy's history with Alice(Amy also tells her whole life story to the player at her pizza dinner in her room) and you also won't know that Jennifer is a talented designer including clothing design. Jennifer also designed the players new room and you wouldn't know those things about Jennifer either.
No argument there. However, when the clues tell you to ask X person, asking can come up in dialogue in a room, automatically, when you talk to them about other topics, and may not trigger when you visit a room if "it's a bad time". I'm not dissing Darkhound1. I know him to be a thoughtful and careful designer, but this game can be very touchy about having exactly the right set of circumstances.
I suspect it has something to do with most people begin the game thinking there is linear game play with Holiday island. You know, go from point A to point B to solve an achievement. That and a desire to complete all achievements before moving onto another girl. Nothing wrong with that plan, however as the game has developed and evolved over two years, the achievements for each girl have changed at different paces. But that is why there is a complete list of changes and developments listed on the first page under 'Changelog'.
 

bogeyparr

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Oct 12, 2017
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would you tell me how you got amy and jennifer to discuss arm wrestling at the bar? thanks btw other missions have been completed. amy love and affection is at 75% each
it finally happened. I went to bar after playing poker with joy. amy had on her pole dancing outfit. I don't know if that mattered. ty all.
 
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hottarod

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No argument there. However, when the clues tell you to ask X person, asking can come up in dialogue in a room, automatically, when you talk to them about other topics, and may not trigger when you visit a room if "it's a bad time". I'm not dissing Darkhound1. I know him to be a thoughtful and careful designer, but this game can be very touchy about having exactly the right set of circumstances.
There can be some significant constraints on getting something to happen the way it is supposed to. Location is one. Time of day or night is another and in some cases it is which day of the week even. There is also the question of whether the girl is alone or not for some events. In many instances, what the girl is wearing is a constraint. Also then there are the dreaded stats which have to be at the requisite levels or the player either gets blown off or the girl will even get mad. There is sometimes the question regarding is the player sporting an erection or not that might be part of the trigger or it might block the event. It can be a bit daunting to get it all lined up correctly. So then once you have everything correct and the event occurs, it may never be allowed to occur again because it is a one time only situation.

I didn't say all that as a complaint. If everything just happened automatically people would blow through the program in a few days and that would be it. This is not one of those programs. It takes strategizing, investigating, finding and recognizing clues and then getting the event to happen and it is generally not that easy. Having to work for the achievement is what makes this program more challenging and with a greater challenge, once you have over come it, the reward tends to be a bit sweeter.
 
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Bantry

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Oct 24, 2017
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There can be some significant constraints on getting something to happen the way it is supposed to. Location is one. Time of day or night is another and in some cases it is which day of the week even. There is also the question of whether the girl is alone or not for some events. In many instances, what the girl is wearing is a constraint. Also then there are the dreaded stats which have to be at the requisite levels or the player either gets blown off or the girl will even get mad. There is sometimes the question regarding is the player sporting an erection or not that might be part of the trigger or it might block the event. It can be a bit daunting to get it all lined up correctly. So then once you have everything correct and the event occurs, it may never be allowed to occur again because it is a one time only situation.
I may be in the minority, but those are all elements that make the game fun for me to play. There are enough games out there to play where it is simply a matter of going from point A to point B.
 

Rock H.

Member
Jul 30, 2018
151
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I suspect it has something to do with most people begin the game thinking there is linear game play with Holiday island. You know, go from point A to point B to solve an achievement. That and a desire to complete all achievements before moving onto another girl. Nothing wrong with that plan, however as the game has developed and evolved over two years, the achievements for each girl have changed at different paces. But that is why there is a complete list of changes and developments listed on the first page under 'Changelog'.
At first I thought that I had missed visiting Alice in her room, but I've now double checked and there is no option to talk to Alice about roses in her room either. Only the: "Thinking about her and wanted to say Hi" and "Ask her to meet later" options.

This puts us back to, yes... I have talked to Alice in her room, with conversation options,check local options, checked other topics... and nothing is firing any options about roses or dresses. And, no, I haven't been tweaking the variables through the console either.

EDIT: I got the event to pop up. It turns out that the problem is in the wording of the hint itself. The way it is worded, it sounds as if the MC should get the rose and give it to Amy in her room before the bar open (or around dinner time) but the intended meaning is that the MC should ask Alice in her room at that time. DH and I have had long chats about nuances of English so this sort of thing is known to come up.
 
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