Early one bright morning they set sail, and after sailing all day came within a few miles of the Island of Despair, when Daimur donned his cap and spectacles in order to steer the ship into the harbor in safety. They lay in the lee of a high cliff until dark, and then when the wind was strong enough ran the ship up into the small sheltered cove beside the Magician's house, and made it fast to the wharf with as little noise as possible.

There was nobody in sight as they cautiously crept up the path, and Redmond remarked that the witch must be away on some errand of mischief.

After waiting for an hour and seeing no one, the three adventurers went up the steps to the door of the house. They tried the handle, but it was locked.

Only then did Daimur remember that he had left his magic key in the box of magic tablets on the window sill the night they made their escape. So much had happened he had not once thought of it since, and it gave him a great shock to realize how careless he had been, for now he needed it again.

The Princess Helda, who of course knew nothing of the magic key, was already fumbling at the lock with a hairpin, and after poking at it for several minutes it flew back with a snap.

"It's a good thing I knew that lock's defects," she whispered, "or we should never have got in this way," and she turned the handle and walked into the kitchen.

With their hands on their swords Redmond and Daimur followed her.

It was quite dark in the kitchen, the only light coming from a solitary candle on a high shelf, which threw long shadows everywhere. The fire in the fireplace was out and there was no sign of life.

Motioning to the others to follow Princess Helda led the way across the kitchen to a door, which she opened and began to descend a flight of stone stairs.

The stairs led down to a wide stone flagged hall with rooms opening from it, and narrow passages running in all directions into the distance.