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|Desert Island Escape|
|Platforms|| Nintendo 3DS|
|Release date|| Wii U|
November 13, 2015
November 20, 2015
November 21, 2015
November 21, 2015
[ ALL ] November 2, 2016
Desert Island Escape is a minigame introduced in amiibo Festival. The player sends 3 villagers to a desert island using amiibo cards. The task is to find materials to construct a raft and escape the island. As of Welcome amiibo, a ported version of the game is now playable in New Leaf.
In amiibo Festival, 3 amiibo cards are required to play this minigame. In Welcome amiibo, while amiibo can still be used, three of the villagers currently living in your town can be selected instead, although you need to use your Nintendo 3DS's Play Coins in order to use them.
The goal of the game is to collect 1 sail and 3 wooden logs, enabling the party to create a raft and escape. At first spaces on the map are obscured, only revealed by accessing observation towers and progressing through the game. Certain spaces have question marks on them, which activate an event when triggered. A roulette spins to determine the result.
However the party must take care not to run out of food or time, as the game is over. The time varies depending on the game difficulty (Beginner: 7 days, Intermediate: 9 days, Advanced: 12 days).
Players that take too many hits from enemies will become ill and are unable to move until they take medicine or rest for the day. Players with 'Gimme! Gimme!' ability however can immediately recover after being defeated. The poison status, inflicted by only a few enemies, reduces the player's step count by 1 until healed.
Each card has its own different stats. There are four stats for each card that are shown on the screen when the player adds a card.
Wild creatures are hostile enemies occurring throughout the game in spaces with bushes or cedar trees. Several varieties of creatures occur, varying on the difficulty. Some enemies poison the player, reducing the player's step count by 1.
In battle players can choose to fight or flee, and a spinning roulette will decide the outcome. Regular slingshots increase the likelihood of defeating enemies in battle. Silver (intermediate) and gold (advanced) however attack not just the current enemy but all spaces in front, although their use is limited.
Enemies can also be affected by pitfall seeds, which temporarily prevent a battle occurring with the player.
Each villager has their own special skill which variously affect the game.
Chef du Jour: This skill accompanies squirrels and hamsters like Marshal and Flurry. At the beginning of their turn these villagers can choose to cook. Cooking food will increase the crew's food supply by 2-3, but use the rest of that villager's turn.
Dexterity: This skill accompanies octopi and monkeys like Octavian and Deli. Villagers with this skill can locate materials on adjacent spaces, as well as make tools themselves. Crafting a tool skips their turn however.
Fish Fetcher: This skill accompanies cats like Tom and Rosie. When players move a villager with this skill, they can detect fish nearby. When this occurs the villager automatically initiates a fishing event without using up their turn. Villagers carrying a fishing rod always catch fish, while those without have only a 50/50 chance. Up to 7 fish can be caught.
Hearty Traveler: This skill accompanies horses and ostriches like Julian and Flora. These villagers can move 6 spaces per turn. Fog doesn't clear as these villagers approach it, but they have an advantage at fleeing in battle.
Headlong Charge: This skill accompanies bulls, cows, and rhinos like Coach, Patty, and Merengue. These villagers charge forward in a straight line as far as their step count. During this they pick up items and destroy several lesser enemies. However pitfalls still trap these villagers, and watchtowers are destroyed if charged into.
Honey Hunter: This skill accompanies bears and cubs like Teddy and Stitches. When they walk adjacent to a beehive they will walk to that tile and collect 3-5 units of honey, without interruption from bees.
Hunter: This skill accompanies eagles like Apollo and Celia. These villagers are very skilled when equipped with a slingshot. Defeating centipedes and snakes provides the party with food or medicine once they're defeated.
Lone Wolf: This skill accompanies wolves and tigers like Whitney and Rowan. Lone wolves don't return to camp in the evening, useful for teams that need to spread out to cover more of the island. However these villagers only collect materials for rafts, not tools.
Sleepy: This skill accompanies rabbits and alligators like Bunnie and Sly, and also Lief, being a sloth. When it's time for a villager with this skill to take their turn, they will choose to either sleep or move around the island. If they sleep, they will skip their entire turn. If this option is chosen, they can move farther than their set number of movement on their following turn.
Sniff Em' Out!: This skill accompanies dogs and chickens like Goldie and Ava. These villagers indicate adjacent spaces holding materials of any type. They can also detect medicine and fruit trees, but not enemy locations or pitfalls.
Soft Footed: This skill accompanies deer and ducks like Diana and Bill. When entering an area where an enemy appears, there is a chance to skip the fight altogether by avoiding confrontation. If a fight is started however these villagers cannot flee and must fight.
Swimmer: This skill accompanies frogs and penguins like Lily and Gwen. Swimmers are able to move 6 spaces in water, but only 3 on land. They let out a sigh of exhaustion if they avoid water for a while. Swimming into spaces with fish will scare the fish away.
Tunnel Digger: This skill accompanies mice like Dora and Rizzo. It allows for free movement around the island as long as spaces aren't covered by fog. The longer the tunnel is, however, the less likely the dig will be successful, as the roulette wheel's success area gets smaller as the distance from the space the villager is on gets larger. These villagers can detect pitfalls in adjacent spaces.
Whimsy: This skill accompanies koalas and kangaroos like Eugene and Kitt. These villagers can move a total of 7 steps. However the movement wheel contains more zeros than usual, resulting in no steps that turn.
Achievements: New Leaf
|Clear all beginner levels||Woohoo! You cleared every last beginner level of Desert Island Escape! What does that mean? You've won a Wii U station!|
|Unlock Intermediate levels||To honor your escape from the desert island, you've been awarded an ocean-horizon wall! Now you can go back to island time anytime.|
|Clear all beginner levels with a target score||You've been awarded this Desert Island map in recognition of your excellent scores in the beginner levels of Desert Island Escape!|
|Unlock Advanced levels||Looks like you're getting the hang of this Desert Island Escape thing! Here's a little something special to keep you motivated: this water floor!|
|Clear all intermediate levels||Can you believe it?! You've cleared all intermediate levels of Desert Island Escape! You deserve this Wii U game shelf!|
|Clear all intermediate levels with a target score||You've been awarded this Desert Island table in recognition of your terrific scores in the intermediate levels of Desert Island Escape!|
|Clear 6 advanced levels||You've got survival down to a science! Let this frying pan be a reward for all your efforts in Desert Island Escape!|
|Clear all Advanced leves||Congratulations! You've cleared every single advanced level in Desert Island Escape. You earned this amiibo shelf!|
|Clear all Advanced levels with a target score||You've been awarded this Desert Island stool in recognition of your amazing scores in the Advanced levels of Desert Island Escape!|
|Clear all levels||Well, old pro, you've done it! You've beat every level of Desert Island Escape. Now you can remember your achievement every day with this good-luck charm!|
|Clear all levels with a target score||You've been awarded this Ikada trophy in recognition of your awesome scores in all levels of Desert Island Escape!|