Nick Toldy and the Legend of Dragon Peninsula
Red Herring Labs, makers of epic point-and-click adventures like Morningstar and Hetherdale, takes its high production values and evident love for the medium toward a more comic, Monkey Island-esque direction with its new game Nick Toldy and the Legend of Dragon Peninsula. Control a young man who dreams of becoming a knight, slaying a dragon, and winning a princess... or at least that's what the brochure promised him. But the reality of Dragon Peninsula is a little more... bureaucratic. His first major puzzle involves filling out a form and getting a permit. Doesn't sound too enthralling, but it ends up being both very funny and a good work-out to the inventory puzzle solving quadrant of your brain. You know. It's right next to the frontal lobe.
Adventure games all handle their controls a little differently, but the general concept of gaining and using inventory is the same. This particular game keeps your inventory handy at all times on top of the game window. Select an item by clicking on it and use it on hotspots in the scene, on other inventory items, or on the small magnifying glass to get more details. All clicking in the game is single left clicks, no need to hold, drag, or right click. You can tell an object can be interacted with by hovering over it. If it gets a small text label, like "man", you can click on it. The menu contains sound and music controls and an option for saving the game.
Analysis: Puzzle solving and item combining in Nick Toldy can be a bit fussy. The game avoids strict linearity by giving you several puzzles to solve at a time, but puzzle solutions are occasionally illogically specific in what must be done first. For example, without spoiling you with an actual solution, you'll have among your items three items that seem like they go together, like a chain, a clasp, and a pendant. But the game will only accept the combination of combining the chain and the pendant first, and then adding the clasp. Combining the chain and clasp gives you a "this is no help" kind of message. This can cause you to erroneously think you're stuck, even though you actually have the right idea about what goes together.
For the most part, however, the game gives good clues about what to do without holding your hand and making it too easy. Items picked up early on are kept and reused later, which is sensible and definitely more realistic than the escape game hero who chucks away his screwdriver. Yet the inventory never gets overwhelmingly large and traps you in that boring slog of trying each one of forty-seven objects on a hotspot. At an hour plus game length, Nick Toldy and the Legend of Dragon Peninsula will give those who yearn for the glory days of Sierra Entertainment a meaty afternoon's entertainment, and probably win some new fans to the genre as well.
Walkthrough Guide
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Nick Toldy and the Legend of Dragon Peninsula Walkthrough
Chapter 1
Port
Click the swordsmith outside the sword shop to speak with him.
Click the sleeping sailor on the dock to investigate.
Click the doormat in front of the tavern to find the Key.
Go back into the alley between the tavern and the barn.
Alley
Take the horseshoes on the ground beside the stables.
Use the Key on the chest in front of the tavern back door to receive the Coffee and Padlock.
Click the swordsmith backdoor to open it and receive the String.
Continue down to the practice range.
Practice Range
Click the man at the desk to speak with him.
Give the man the Knight Application Form from your inventory.
Take the XXL Leather Armor from the left dummy.
Take the Spear from the wooden target.
Use the Spear on the right dummy.
Take the Wooden Sword and Wooden Arm from the ground.
Use the Spear to take the Apple from the tree above the man.
Click the Apple in your inventory to reveal the Worm.
Return to the stalls in the alley.
Alley
Click the man standing next to the mule to speak with him.
Place the Wooden Arm from your inventory into the stove under the pot of cold water.
Go inside the swordsmith's shop.
Swordsmith's Shop
Take the Lime next to the pile of sand.
Take the Hammer and Tongs leaning against the side of the anvil.
Use the Wooden Sword from your inventory on the pile of sand.
Use the Spear on the hanging chandelier to knock it down.
Take the Candles, Wheel, Chain, and Hook that fall to the ground.
Place the Horseshoe on top of the smoldering coal on the furnace.
Click the bellows beside the furnace to heat the coals.
Use the Tongs to pick up the Sword-Shaped Iron mold in the sand.
Put the Sword-Shaped Iron on top of the anvil.
Use the Hammer on the crude sword to shape it.
Use the Tongs to pick up the Forged Sword.
Place the Forged Sword on the smoldering coal on the furnace.
Click the bellows to heat the sword again.
Pick up the Red-Hot Sword with the Tongs.
Put the Red-Hot Sword in the bucket of water.
Take the completed Sword out of the Empty Bucket, then click the bucket to add it to your inventory.
Go back outside to the alley.
Alley
Put the XXL Leather Armor from your inventory into the pot of boiling water.
Return to the port.
Port
Give the Coffee from your inventory to the parrot on the sleeping captain's shoulder.
Click the fed Parrot to add it to your inventory.
Click the Captain to take his Eyepatch
Use the Sword to cut the the rope tied to the docked ship.
Click the anchor on the other side of the ship to raise it.
Click the sail to move the ship forward.
Lower the anchor, then raise it again and take the Troll Head hoisted up with the anchor.
Use the Eyepatch on the Troll Head to make it a One-Eyed Troll Head.
Attach the String from your inventory to the Spear, add the Hook, then add the Worm to complete the Fishing Pole & Bait.
Use the Fishing Pole & Bait on the ocean to the left of the dock to receive a Bucket of Herring.
Go back to the alley.
Alley
Click the Pot of Cold Water to receive the Snug Leather Armor.
Go inside the swordsmith's shop.
Swordsmith's Shop
Place the Bucket of Herring from your inventory inside the Chimney.
Step outside the shop, then go back inside to let the herring cook.
Click the Chimney to receive Smoked Herring.
Go back outside to the alley.
Alley
Give the Smoked Herring from your inventory to the man standing beside the mule.
Use the Lime on the mule to paint it white.
Go down to the practice range.
Practice Range
Give the One-Eyed Troll Head from your inventory to Sir Moak to receive your Knight Permit.
Return to the port.
Port
Click the upper-left side of the screen to travel to the wilderness.
Chapter 2
Cemetery
Move right towards the graveyard area.
Take the Old Signpost and the Old Sign above the right grave.
Go inside the witch's hut.
Witch's Hut
Take the Funnel and the book Marauder Who's Who from the bookcase.
Take the Flower Vase on top of the table.
Click the Witch to speak with her.
Go back outside.
Cemetery
Click the left grave in the graveyard to investigate.
Return to the witch's hut.
Witch's Hut
Speak with the witch again.
Go back outside.
Wilderness
Use the Marauder Who's Who book from your inventory on the left grave.
Take the Diamond on top of Alexander Rose's grave.
Go up the hill to the windmill.
Windmill
Click the door of the windmill to step inside.
Take the Sack of Wheat to the left of the millstone.
Combine the Chain and the Padlock to make the Chain Lasso.
Use the Chain Lasso on the hook attached to the loft, then click the chain to climb up.
Click the Plank to push it off the platform.
Click the bluebird's nest to take the Egg.
Go back to the witch's hut.
Witch's Hut
Give Rhonda Ghonos the Old Signpost, the Bluebird's Egg, and the Diamond from your inventory.
Return to the windmill.
Windmill
Click the Cat to add it to your inventory.
Take the Blue Feathers on the floor of the platform.
Use the Sack of Wheat from your inventory on the millstone to make it an Empty Sack.
Go back to the witch's hut.
Witch's Hut
Give the witch the Blue Feather's from your inventory to receive the Matrimonial Potion.
Go outside, then go north to the capital.
Capital
Use the Parrot from your inventory on the gramophone.
Add the Funnel to the Singing Parrot to make it an Amplified Parrot.
Use the Amplified Parrot on the Gramophone to swap the two items.
Click the guard to speak with him.
Go back to the cemetery in the wilderness.
Cemetery
Use the Gramophone from your inventory on the right grave.
Combine the Wooden Sword and the Old Sign to make the New Signpost.
Place the New Signpost on the right grave.
Put the Candles and the Flowerpot on top of the grave.
Use the Gramophone to speak with the dead courier again.
Go right to the outhouse.
Use the Tongs on the outhouse to receive the Royal Stamp.
Use the Royal Stamp on your Knight's Permit to make it a Stamped Knight's Permit.
Return to the capital.
Chapter 3
Capital
Give the guard the Stamped Knight's Permit from your inventory to open the gate.
Take the Roadkill lying on the ground.
Use the Tongs on the vending machine to receive the Trau-Bee bottle.
Use the Trau-Bee on the vendor inside the building to the left of the vending machine to receive the Cheesy Knight Costume.
Click the warden by the far right building to speak with him.
Jail Cell
Click the warden to speak with him again.
Talk to the prisoner sitting on the cot.
Click the poster to travel to the tunnel, then go back to your cell.
Take the Bread and the Tin Bowl on the shelf.
Place the Tin Bowl in front of the mouse hole, then add the Bread to the bowl to make a trap.
Click the poster to go inside the tunnel then come back out again.
Click the mousetrap to receive the Mouse.
Put the Tin Bowl back on the shelf.
Click the Warden to speak with him again.
Go inside the tunnel once again and then come back to the cell.
Click the pallet at the side of the bed to receive the Strip of Cloth.
Attach the Strip of Cloth to the Mouse in your inventory to make it a Leashed Mouse.
Use the Leashed Mouse on the Mousetrap outside the cell to add it to your inventory.
Combine the Mousetrap and the Strip of Cloth to make a Rigged Mousetrap.
Use the Rigged Mousetrap on the drain to receive the Chisel.
Click the poster to go inside the tunnel.
Tunnel
Use the Chisel from your inventory on the rusty bars of the portcullis.
Click the rope to return to the plaza, then go into the building on the far right to go into the jail.
Jail
Click the large sack to the right of the desk to receive all of your taken items.
Click the desk drawer to receive the Masterkey.
Use the Masterkey on the bars to unlock the cell, then click the bars to open the door.
Click Lord Apoash to speak with him, then give him the Matrimonial Potion from your inventory.
Go back outside to the plaza.
Plaza
Move left to the tavern building, then click the door to go inside.
Tavern
Take the Butter on the table.
Click the bartender to receive the yeast.
Click the bench to the right of the table to receive the Gum.
Click the sink in the back room to receive the Hair.
Return to the jail.
Jail
Combine the Hair and the Gum to make a Fake Mustache.
Use the Fake Mustache on Lord Apoash.
Give the Roadkill and the Cheesy Knight Costume from your inventory to Lord Apoash to receive Apoash's Rhyme.
Go back to the witch's hut in the wilderness.
Witch's Hut
Take the Red Curtain over the window.
Take the Broom leaning against the wall.
Return to the tavern.
Tavern
Use the Red Curtain from your inventory on the bronco.
Take the Horns, Red Curtain, and Saddle that fall to the ground.
Go outside to the plaza. Click the flag near the large gate on the far right side and note the symbols.
Click the gate to enter the palace.
Main Hall
Click the carvings on the left and right bases of the pillars in this order: Dragon, Horse Head, Sword.
Go through the door into the secret room.
Secret Room
Note the painting on the wall is a picture of a vending machine.
The serial number to the vending machine was McA-43.
Click the top arrow button to the left of the wooden door to set the 1st dial to position 4.
Set the 2nd dial to position 3.
Click the red button to open another secret door.
Go through the door to Secret Room 2.
Secret Room 2
Note the painting on the wall has changed to the gramophone. The serial number on the gramophone is McA-24
Set the first dial to position 2.
Set the second dial to position 4.
Click the red button to open the secret door.
Go through the open door to the third secret room.
Secret Room 3
Note that the painting on the wall this time is a picture of a bronco. The serial number to the bronco is McA-32.
Set the first dial to position 3.
Set the second dial to position 2.
Click the red button to open the secret door.
Go through the open door to the workshop.
Workshop
Click the two blueprints to read them.
Take the Bringa Frame on the desk.
Add the Red Curtain from your inventory to the glider.
Place the Broom on the glider to use as a stabilizer.
Go back to the outside of the windmill in the wilderness.
Windmill
Use the Bringa Frame from your inventory on the millstone leaning on the wall to the right of the entrance door.
Add the Wheel, the Horns, and the Saddle from your inventory to the frame to complete the bringa.
Go inside the windmill.
Use the Empty Sack on the flour at the bottom of the millstone to receive a Sack of Flour.
Return to the tavern
Tavern
Use the Sack of Flour from your inventory on the bowl of water on the table by the sink.
Add the Yeast to the flour and water in the bowl.
Step outside the tavern then go back inside to let the dough rise, then click the bowl to take the Dough.
Use the Dough on the oven.
Go outside the tavern then back inside again.
Use the Tongs on the oven to receive the Bread.
Combine the Sword with the Bread in your inventory to make the Slices of Bread.
Add the Butter to the Slices of Bread to make Buttered Bread.
Use the Buttered Bread on the Cat in your inventory to make the Machina Levitatio (it's troll science!)
Return to the workshop.
Workshop
Use the Machina Levitatio from your inventory on the glider.
Click the glider to travel to the mountain.
Chapter 4
Cliff
Use the Sword from your inventory on the broken bridge to receive the Wood.
Use the Hammer on the rock at the far left side of the rock wall to receive the Flint.
Use the Fishing Pole on the heart shaped rock to reveal the peculiar spot on the ground marked with an X.
Place the Wood on top of the peculiar spot.
Put Apoash's Rhyme on top of the pile of wood.
Use the Flint on the firewood to start a fire, revealing the secret door.
Open the secret door with the Masterkey.
Go through the open door to the mine.
Mine
Take the Oil on the ground between the two mine shafts.
Take the Planks leaning on the wall between the torches.
Click the crank by the far right tracks to attach the cable.
Click the top right switch to set the cart's path right.
Go through the right doorway into the tunnel.
Tunnel
Take the Dirty Rug hanging on the ground over the edge of the pit.
Pull the lever above the mine cart to send it moving through the tunnel.
Go back to the mine.
Mine
Click the valve next to the left torch.
Click the collapsed tunnel to receive the Coal.
Return to the tunnel.
Tunnel
Click the switch to set the cart path to the right.
Use the Coal from your inventory on the furnace.
Add the Oil to the coal inside the furnace.
Light the furnace with the Flint.
Use the Dirty Rug on the leaky pipe to the right of the furnace,then use the Tongs on the pipe to tighten it.
Go back to the mine.
Mine
Click the valve next to the left torch again, note that the hissing has stopped.
Return to the tunnel.
Tunnel
Click the lever above the minecart to load it with rocks.
Click the lever to the right of the cart to send it down the track.
Go back to the mine.
Mine
Take the Crank and the Cable on the ground by the far right track.
Click the switch to set the track so that the cart will go to the left.
Return to the tunnel.
Tunnel
Click the switch in the middle of the broken track at the very top so that the cart will go left.
Use the Tongs on the Bent Rail at the end of the broken track to add it to your inventory.
Click the lever to the right of the empty minecart to send it down the track.
Click the hole in the rock wall to go to the dragon's den.
Dragon's Den
Click the skeleton to receive the Spearhead.
Attach the Spearhead to the Fishing Pole in your inventory to make a Spear.
Use the Planks on the railroad tie to make a stand.
Use the Bent Rail on the stand to make a crude ballista.
Attach the Cable to the crude ballista to make a decent ballista.
Use the Crank on the decent ballista to make it a butt-kicking ballista.
Arm the ballista with the Spear from your inventory to fire it at the dragon.
Click the man inside the dragon to speak with him.
Use the Masterkey from your inventory on the door.
The End!
Posted by: Trinn | September 5, 2011 5:33 PM