Gulliver (Old)

= Basic = Gulliver loads players’ unwanted items onto his cargo ship at Sunburst Island, then returns with snacks—and sometimes a new Villager or Villager Map.

Purpose
Gulliver accepts 10 items of unwanted furniture and/or clothing from the player, journeys north, south, east, or west for 6 hours, then returns with snacks that increase Friendship with Villagers. Gulliver can also sometimes return with a Villager Map, or one of 3 Villagers: O’Hare, Plucky, or Rowan. (See Gulliver’s Travelers for details.)

Snacks
When the player gives a Villager one of Gulliver’s snacks, the player’s Friendship with that Villager increases.

Snacks come in two types: Snacks come in 3 different qualities:
 * Generic treats that work with any Villager
 * Themed Snacks that work best with Villagers who have a matching theme

Snack Quality
All generic treats/themed snacks come in 3 levels of quality: Higher quality snacks increase Friendship with a Villager by more Friendship Points: For example:
 * low-quality Bronze treats (generic) and Plain snacks (themed)
 * medium-quality Silver treats (generic) and Tasty snacks (themed)
 * high-quality Gold treats (generic) and Gourmet snacks (themed)

Giving (Natural-themed) a  (Cute-themed) only increases Friendship by 6 Friendship Points.

Giving (Natural-themed) a  (Natural-themed) increases Friendships by 9 Friendship Points.

Giving, or any Villager, a generic increases Friendship by 10 Friendship Points.

Generic Treats
To just collect generic treats or Villagers, the player can ignore most of Gulliver’s complexity:
 * craft and give Gulliver 10 x 1-minute items*
 * send him in any direction

Gulliver returns with a generic treat (usually** bronze), with a chance* of a bonus Villager or Villager Map, or a generic bronze, silver, or gold treat.

* To greatly increase the chance of a bonus treat, Gulliver must receive at least 2 of every item. See Bonus Rewards, below, for examples.

** The reward is a generic bronze (96%), silver (3%), or gold (1%) treat.

Themed Snacks
To collect themed snacks, the player can control Gulliver by understanding:
 * how Gulliver calculates Trade-Points from the 10 items he receives,
 * how different directions of travel reward certain themed snacks, and
 * how the themes of the 10 items influence Gulliver to travel in certain directions.

To control Gulliver to collect themed snacks, see Gulliver_(Old).

Gulliver can also reward a special bonus:

Bonus Reward
Gulliver normally offers a ~50% chance of giving a bonus reward.

But this chance increases to more than 98% when the player gives at least 2 of each unique item.

For example:

Giving 10 x will give the bonus.

Giving 9 x, plus 1 x does not give the bonus.

Giving 8 x, plus 2 x will give the bonus.

Once Gulliver has returned all 3 Villagers and rewarded all obtainable Villager Maps, this bonus reward is always a generic treat:
 * (14.3% chance)
 * (50% chance)
 * (35.7% chance)

Gulliver’s Travelers
If Gulliver has not yet returned all 3 Villagers and rewarded all obtainable Villager Maps, the bonus reward can be:
 * O'Hare, Plucky, Rowan, or one of the obtainable Villager Maps (30% chance)
 * (10% chance)
 * (35% chance)
 * (25% chance)

Therefore, the player can double the normal 15% chance (50% x 30%) of meeting a missing Villager to almost 30% (98% x 30%) by giving at least 2 of each unique item.

An hour before Gulliver returns, his ship appears on the horizon at Sunburst Island. The player can tell in advance if Gulliver is bringing a Villager (but not a Villager Map) when a white thought-bubble icon appears above the ship.

Managing Gulliver’s Travelers
Gulliver’s travelers behave differently to other Villagers in the game. To add them to the player’s campsite, Gulliver’s travelers do not require:
 * crafting any furniture, or
 * increasing their Friendship Level.

When Gulliver does bring back O’Hare, Plucky, or Rowan, they appear at Sunburst Island only if the player has already filled their campsite by inviting 8 Villagers.

If there are any spare spots at the campsite, the new Villager will automatically invite themselves and appear there instead.

If the new Villager appears at the campsite, the player cannot interact with them at all until their Friendship Level has reached Level 6 (for Plucky and Rowan) or Level 8 (for O’Hare) via 3-hourly chats. To interact with the new Villager, the player must quickly travel to their campsite and send the new Villager home. The new Villager then appears at Sunburst Island until the end of the current 3-hour cycle.

When the new Villager appears at Sunburst Island, the player can interact with them to fulfil their 3 requests, chat with them, and give them snacks to boost their Friendship Level. Once the player’s campsite has a spare spot, the new Villager can be invited immediately, without crafting any special furniture or reaching certain Friendship Thresholds.

Giving Gulliver Items
Gulliver always asks for 10 items, which can be furniture, clothing, or a mixture of both.

Almost every piece of furniture and clothing* can be given to Gulliver.

Any items given to Gulliver are permanently lost when the player: Once Gulliver departs, he journeys for 6 hours before returning.
 * chooses a direction for Gulliver to travel
 * closes the Choose Items screen (by tapping outside the window, or tapping the Done button)


 * A few items cannot be given to Gulliver, such as Special Furniture crafted with Leaf Tickets.

Correcting Mistakes
If the player accidentally gives Gulliver something that they want to keep, it can be possible to retrieve the item.

To retrieve an item, the player must force-quit the game immediately.

(Once the player closes the Choose Items screen or chooses a direction, any items given to Gulliver are permanently lost.)

1-minute Craftable Items
To regularly collect 2 x generic treats, the player can give Gulliver at least 2 each of any of these quick-to-craft items:

To control Gulliver to collect themed snacks, see Gulliver_(Old).

= Advanced =

Generic Treats
To just collect generic treats, the player can easily ignore most of Gulliver’s complexity: Gulliver returns with a generic treat (usually** bronze), with a chance* of a bonus generic bronze, silver, or gold treat.
 * craft and give Gulliver 10 x 1-minute items*
 * send him in any direction

* To greatly increase the chance of a bonus treat, Gulliver must receive at least 2 of any 1-minute item.

** The reward is a generic bronze (96%), silver (3%), or gold (1%) treat.

See the main Gulliver page for details.

Themed Snacks
To collect themed snacks, the player can control Gulliver by understanding: The following sections explain each of these 3 concepts.
 * how Gulliver calculates Trade-Points from the 10 items he receives,
 * how different directions of travel reward certain themed snacks, and
 * how the themes of the 10 items influence Gulliver to travel in certain directions.

Controlling Gulliver
The player has some control over certain Gulliver behaviors: But there are also random aspects that the player cannot control at all:
 * how many snacks Gulliver rewards (from Trade-Points)
 * what kinds of themed snacks Gulliver offers (from item themes)
 * the chance of getting a bonus reward
 * the specific theme of any themed snack
 * the quality of any generic treat or themed snack

Trade-Points
When giving Gulliver furniture or clothing items, each item has a hidden value ("Trade-Points”): Gulliver rewards one generic treat if he gets less than 15 Trade-Points.
 * Most craftable items are worth 0 Trade-Points, but can be worth 2, 3, 5, or 10 Trade-Points.
 * Items from Timmy and Tommy Fortune Cookies are worth 3, 5, 10, 20, or 30 Trade-Points.
 * Items from Clothing Fortune Cookies are worth 2, 3, 10, 20, or 30 Trade-Points.
 * Items from Character Fortune Cookies are worth 20, 30, or 40 Trade-Points.
 * Trading flowers with Lloid for potted purple pansies or potted blue tulips are worth 10 Trade-Points.
 * items from the Market Place are mostly worthless.

Gulliver rewards one themed snack for every 15 Trade-Points he gets.

Gulliver can also reward a special bonus:

Bonus Reward
Gulliver normally offers a ~50% chance of giving a bonus reward.

But this chance increases to more than 98% when the player either: For example:
 * gives items worth a total of 50 Trade-Points or more, or
 * gives at least 2 of each unique item

Giving 9 x 5-Trade-Point items and a 3-Trade-Point item (for 48 Trade-Points) does not give the bonus.

Giving 10 x (for 0 Trade-Points) will give the bonus.

Giving 8 x, plus 2 x (for 0 Trade-Points) will give the bonus.

Once Gulliver has returned all 3 villagers*, this bonus reward is always a generic treat: *For more on Gulliver's 3 villagers, see the Gulliver's Travelers section of the main Gulliver page.
 * (14.3% chance)
 * (50% chance)
 * (35.7% chance)

Items, Directions, and Snack Themes
Like villagers, every item of furniture and clothing has a theme (like Natural, Cute, or Elegant).

Gulliver always offers a choice of two directions to travel in, based on the 2 most common themes amongst all 10 items.

When items have different themes that share the same direction (e.g. both sporty & rustic items are “west”), Gulliver counts each theme separately to determine the 2 most common themes that influence the directions for his journey.

Gulliver returns with different themed snacks, based on which direction we choose.

The player has only limited control over the specific theme of each snack: For example:


 * Giving Gulliver 10 x Cute items and sending him East does not guarantee any Cute snacks at all. The reward will still be a completely random selection of Cute–, Harmonious–, and/or Modern-themed snacks.


 * There is just as much chance that Gulliver will reward Elegant snacks, even when the player only gives him mostly Cool– or Historical-themed items.

Giving Gulliver Items
For details on giving Gulliver items and correcting mistakes, see the main Gulliver page.

Controlling Direction
After the player gives Gulliver all 10 items, he offers the player two directions to choose from.

These two options are influenced by the 2 most common themes from all items.

For example:
 * Given 10 x Hip items, Gulliver offers north (and a random direction).
 * Given 5 x Hip items, plus 5 x Cool items, Gulliver offers north and south.

Unexpected Directions
Some combinations of item themes can cause Gulliver to offer unexpected directions.

There are two ways that item themes can cause unexpected direction choices.

Second Direction is Random
When different themes share the same direction (e.g. both sporty & rustic are west), the number of items for those themes are not added together.

So if both the most-common and second-most-common item themes share the same direction, Gulliver will offer a random direction as the second option.

For example: This is because the most common theme (5 x Rustic, West-A) influences Gulliver to offer west. And because the second-most common theme (3 x Sporty, West-B) also influences him west, the second direction option is chosen at random.
 * Given 3 x Sporty items, plus 5 x Rustic items, plus 2 x Harmonious items, Gulliver offers west and a random direction.

To get different direction options, the player can either give Gulliver different items, or repeatedly try giving the same items.

Third Direction is Omitted
When there is a 3-way tie for the most-common theme, Gulliver randomly omits one of the three directions.

For example: This is because there are 3 most-common themes (Sporty, Cute, and Cool) that all influence Gulliver in different directions (West-A, East-A, and South-A). And because a single item (Natural, North-A) cannot influence Gulliver to offer north.
 * Given 3 x Sporty items, plus 3 x Cute items, plus 3 x Cool items, plus 1 x Natural item, Gulliver randomly omits east, south, or west (but will never offer north).

To include an omitted direction option, the player can either repeatedly try giving Gulliver the same items, or give different items.

Dealing with Unexpected Directions
The player can reliably manipulate direction to get the themed snacks they want by always making sure the theme for the majority of the 10 items match the desired direction.

When Gulliver offers unexpected direction options, the player can force-quit the game before choosing a direction, then try either: To repeatedly try the same combination of items, the player can: If Gulliver does not offer the desired direction options, the player can force-quit the game before choosing a direction, then continue to give Gulliver the 10th item to try getting different direction options.
 * a different combination of items, or
 * the same combination of items to try getting different direction options:
 * give Gulliver 9 items, then tap the Done button to permanently confirm those items
 * give Gulliver the 10th item, to check which directions he offers

Manipulating Directions
To manipulate Gulliver to reward certain snacks, the player can give him a combination of high-Trade-Point items (for more themed snacks) and 0-Trade-Point items (to influence direction).

For example:

To get 5 x Cute–, Harmonious–, and/or Modern-themed snacks, the player could give Gulliver: These 7 items give 75 Trade-Points (5 snacks), but make Gulliver only offer north and a random direction.
 * clothesline (10 Trade-Points) Natural (North-A)
 * stepladder (5 Trade-Points) Natural (North-A)
 * bicycle helmet (10 Trade-Points) Sporty (West-A)
 * box with helmet (20 Trade-Points) Cool (South-A)
 * cowboy boots (10 Trade-Points) Rustic (West-B)
 * trunk (10 Trade-Points) Historical (South-B)
 * coin locker (10 Trade-Points) Civic (West-C)

This is because of the majority of Natural-themed (North-A) items, and the lack of a second-most-common theme. (Themes that share the same direction are not added together, so Gulliver only “sees” one of each theme, not several of each direction.)

To influence Gulliver to offer east as a direction, the player can add:


 * 3 x

Which will now make Gulliver offer east and north.

This is because there is now a majority of east (3 x Harmonious, East-B) and north (2 x Natural, North-A) items.

(The player could achieve this same result by adding 3 x or 3 x  instead.)

1-minute Craftable Items
To collect themed snacks, the player can include these to easily break tied themes and influence direction:

Item Trade-Points
While trading with Gulliver, he gives a vague hint of each item’s Trade-Point value with a text label below each item (Great, Good, or blank).

As Gulliver receives each item, he will also react to items that are worth at least 1 Trade Point.

The Trade-Point value of any items of less than ★★★★ quality can still be difficult to determine:

Fortune Cookie Trade-Points
All fortune cookie items are worth 1, 2, 3, 5, 10, 20, 30, or 40 Trade-Points.

For character fortune cookies: For example:
 * all ★★★★★ items are worth 40 Trade-Points
 * all ★★★★ items are worth 30 Trade-Points
 * all ★★★ items are worth 20 Trade-Points
 * the (★★★★) from Julian's Stardust Cookie is worth 30 Trade-Points.
 * the (★★★) from Bluebear's Party Cookie is worth 20 Trade-Points.

For common Timmy and Tommy Fortune Cookies:

For common Clothing Fortune Cookies:

See Fortune Cookie Shop for more information on cookies and their items

Event Item Trade-Points
Most event items are worth very few Trade-Points, if any.

Very similar event items may not be worth the same Trade-Points.

For example: To check the Trade-Points for event items: An event item’s Trade-Points are shown as the "Gulliver point(s)” value at the bottom of the summary box.
 * is worth 5 Trade-Points
 * is worth 3 Trade-Points
 * is worth 2 Trade-Points
 * 1) navigate to the items’ event from Category:Events
 * 2) click/tap on an event item

See Unreleased Content for more information on upcoming event items.

Craftable Furniture Trade-Points
The player can craft certain furniture items to give Gulliver for their Trade-Point value.

3-point Craftable Furniture (No Essence)
The player can craft up to 9 of these Good, “Fine” items within 6 hours, without using any essences:

3-point Craftable Furniture (Require Essence)
The player can craft 9–18 of these Good, “Fine” items within 6 hours, but each uses 3 essences:

5-point Craftable Furniture (No Essence)
The player can craft up to 3 of these Good, “Superlative” items, perhaps overnight, without using any essences:

5-point Craftable Furniture (Require Essence)
The player can craft up to 3 of these Good, “Superlative” items, sometimes within 6 hours, but each uses 1–3 essences:

10-point Craftable Furniture (High Cost)
The player can craft up to 3 of these Great, “Superlative” items per day, but each uses a large amount of materials and essences:

Potted Flowers Trade-Points
The player can trade 10 x flowers with Lloid in their Garden for potted flowers that offer Trade-Points.

Only potted purple pansies and potted blue tulips are “Great” (10 Trade Points). Other potted 4-hour flowers are “Good” (5 Trade Points).

All non-event potted flowers influence Gulliver north, because they have the Natural (North-A) theme.

Lists of Items by Direction
The player can use sortable lists to see the Trade Points for all* furniture and clothing items.

Each of these linked lists is grouped by themes which share the same direction: Note: When items have different themes that share the same direction (e.g. both sporty & rustic items are “west”), Gulliver counts each theme separately to determine the 2 most common themes that influence the directions for his journey.
 * North Furniture & Clothes (Natural, Hip)
 * East Furniture & Clothes (Cute, Harmonious, Modern)
 * South Furniture & Clothes (Cool, Elegant, Historical)
 * West Furniture & Clothes (Sporty, Rustic, Civic)

* Currently, these lists also include many items that cannot be crafted.

List of Snacks by Theme
The specific theme of each snack is a completely random selection, out of the following sets of 2 or 3 themes.

The player can influence the set of themes for each voyage by giving Gulliver certain items (to affect the 2 travel directions), then choosing a direction for Gulliver to travel: