Thanks for responding! I did end up gathering at least the part in the book from another family member who is also quite impressed with your work :)
Yes, that is the puzzle (wasn't sure how much could be said in public comments) and I think your response does help put into perspective the kind of feedback I was looking to provide. To some, that may seem logical, but especially in ICOM-type games, that's kind of misleading. With the game having a number of Shadowgate-esque spells (and Shadowgate being famous for spells within a book - especially the NES version), the hint seems to indicate that this is literally a spell you need to determine how to learn/chant to prevent dying/getting lost in the desert (this was also loosely implemented in Uninvited when using the spell to get out of the maze you get stuck in). Logically, when one tries to pick up the book, use the "spell thingy" on it etc. (trying to limit spoilers - sorry LOL, couldn't think of a better vague name), if that's not the intent, then the ICOM game nature was usually to give at least some very (and possibly VERY) vague hint along the lines of "What you think this means may not be the real meaning" or perhaps another item (such as one of the scrolls) being a little more descriptive in what to do next- something like that. Something that tells the astute player that they really should be paying better attention to the meaning behind this item. Instead, the response is very stock such as "what did you expect", or "you don't need that here" or something.
Like I was saying in my previous post, I just feel these types of games should never leave a player with almost no choice but to use a walkthrough because of vagueness (the scrolls and other lore in the game didn't help with this piece either because they refer to them solely as the Southern Lands - parody that to Deja Vu II when you need to go to the mafia's laundromat. The direction to reach it given in the game is the literal and only direction you need to take - no others). Most important reason for this in my opinion is because you only get to experience them as intended once and that experience is extremely watered down when the answer has to be given to you. There are many players out there who are vehemently against walkthroughs who may end up feeling the same.
The reason I say these things is nothing other than to help out and share my opinions, so please always know it's in complete friendliness. You have a great talent for making these types of games and I think if the puzzle system met somewhere in the middle of Infested and Spectacle, you would probably have something you may even be able to sell at this point (I know I'd buy it). You've proven the quality of your work overall - I honestly wondered why this game was free itself ;)
If you're done with this conversation, not a problem at all - I just hope maybe some of what I said makes sense and helps when designing your next awesome adventure. Take care!