Walkthrough

Infinite Night – The Cunning Princess

 

Intro

  1. Go straight on to get to the palace.
  2. Talk to the Emir.

 

Task 1

  1. Go back to the market square. Take the right hand alley.
  2. Talk to the blacksmith. He wants a drink, in exchange for which he’ll let you use his workbench.
  3. Keep going towards the canal.
  4. Pick up the cord by the boats. Go to the ruined house in the distance.
  5. Talk to the djinni. He has wine, and wants tobacco in exchange.
  6. Take the curtain from the wall and the starchart from the cupboard.
  7. Going back to the blacksmith will trigger the conversation with the hooded man.
  8. Go back to the market square and go to the teahouse.
  9. Go into the teahouse and talk to the tobacconist. He wants the jars on the left to be sorted, but is too ‘busy’ to tell you the system.
  10. Go back outside and talk to the teahouse patron. He’ll give you some useful hints. Go back inside and look at the sign on the bar listing tea blends. This will also give you some hints.
  11. Each jar name is an anagram of two other jars (except Russolti Pepper and Purple Rose Tips, which are a pair). The other combos are (Moonlight Wyle, Yellow Hogmint, Long Olwi Thyme); (Red Tangle-Rose, Easterner Gold, Torn Elder Sage); (Silver Cana Aloe, Acerose Vanilla, Clove, Alar, Anise); (White Cardamom, Aromatic Dwehm, Mace with Marod).
  12. Talk to the tobacconist again, and he’ll give you some tobacco.
  13. Go back to the djinni, and trade the tobacco for the wine.
  14. Take the wine to the blacksmith, and he’ll let you use his workbench.
  15. Place the salmon on the workbench. First use the knife on the salmon to debone it. Take out the skeleton. Break the bones with the knife, hammer, pliers, or file. Use the file on the upper jawbone to fashion the saw. Use the leather straps on the bonesaw to give it a handle. (You can also take the deboned salmon and feed it to the cat, although this won’t gain you anything other than a sense of wellbeing and a brief conversation.)
  16. Go back to the square in front of the palace. Go left to the gardens.
  17. Talk to the plant creature (Jidra). It wants you to ‘Play Bear’.
  18. Read the stone plaque at the foot of the tree for a hint.
  19. Each creature the Jidra wants you to ‘play’ shares a name with a constellation on the starchart. Turn the starchart so that the creature to be played corresponds with the musical fruits. The red star always corresponds to the rattle pods, the blue star always corresponds with the bells, and the gold star always corresponds with the harp. (For additional guidance, the symbols on the stone plaque going from right to left show you which symbol on the inner ring of the starchart needs to uppermost for each respective creature.) [See below for a complete guide]
  20. Talk to the Jidra again, and it will take you to see a tree. Ask it if it has anything smaller. It will take you to a smaller tree. Ask it the same question, and it will take you to the smallest tree.
  21. Use the bonesaw on the very small tree.
  22. Return to the palace and talk to the Emir.

Task 2

  1. The Emir wants to see his hoard multiplied a number of times. This gives you some wiggle room.
  2. Go back to the marketplace. If you haven’t already, get the paper flower from the old woman.
  3. Go to the tailor’s shop in the marketplace. Talk to the tailor. He’ll let you borrow his mirror if you help him with his customer.
  4. The correct clothing combination for the customer is: blue hat, blue waistcoat, purple shirt, red trousers. Or you can dress him all in black, which, as he points out, goes with everything.
  5. Take the mirror.
  6. Go back to the gardens. Trade the paper flower with the Jidra for its pot.
  7. Fill up the pot at the well in the marketplace (or from the canal).
  8. Go to the teahouse. Since the tobacconist won’t lend you his mirror, you’ll need to distract him.
  9. Talk to the roofer, and ask to borrow his ladder. Move the ladder to the other side of the street.
  10. Attach the cord to the awning.
  11. Climb up the ladder onto the teahouse roof. Pick up the twist of wire.
  12. Tie off the awning by selecting the cord.
  13. Pour the pot of water down the chimney.
  14. Go back into the teahouse. Take the mirror. Endure the cutscene.
  15. Take the mirror again and get out of there.
  16. Return to the vault. Place one mirror behind the hoard and one in front of it. Leave the vault.

 

Task 3

  1. The Emir wants you to make a boat rise from the canal and fly above the city.
  2. Go back to the marketplace. Before you get there, you’ll be accosted by the hooded man. He’ll tell you to cross the bridge. [You can attempt to cross the bridge from this point onwards – being honest with the foreman will eventually prompt him to start telling a story, which leads to Ending 1.]
  3. Talk to the old woman again, and ask her to make you a paper boat.
  4. Go to the tailor’s shop, and talk to the tailor. He’ll give you a coin.
  5. (Optional) Fetch the mirrors from the vault and return them to their owners.
  6. Take the coin to the merchant in the marketplace. He’ll allow you to choose from a selection of items.
  7. (All of the items except the paper will eventually yield up a coin, bringing you back to the merchant to buy a different item:
  8. The box. Take it to the blacksmith’s Smash it with the hammer. Take the coin.
  9. The chisel. Go to the outside of the teahouse. Use the chisel on the crack in the wall.
  10. The seeds. Feed them to the hoopoe, who will drop a feather. Take the feather to the teahouse patron, who will give you a coin in exchange.
  11. The sling. Give it to the woman carrying the giant egg by the canal, who will give you a coin in exchange.
  12. The paper. This is the one you actually need.)
  13. Take the paper to the gardens. Use it on the sap dripping from the harp tree.
  14. Go to the ruined house. Use the rag on the puddle of oil.
  15. Go back to the blacksmith’s workbench. Put down the wire, the gummed paper, the oily rag, and the paper boat.
  16. Use the pliers on the wire. Use the oily rag on the wire. Use the gummed paper on the wire. Use the leather strips on the lantern (or the paper boat). Use the paper boat on the lantern. Take the lantern.
  17. Use the lantern on the blacksmith to get him to light it for you.
  18. Go back to the canal, and use the lit lantern on the water.
  19. Return to the palace and talk to the Emir [which triggers Ending 2].