Companions of Xanth - Walk-Through Written By Shlomi Fish, Tel Aviv, Israel Notes: 1) I'll be using the following abbreviations to indicate common verbs and actions: C = Close E = (Go) East G = Take L = Look at N = (Go) North NE = (Go) Northeast NW = (Go) Northwest O = Open P = Put S = (Go) South SE = (Go) Southeast SW = (Go) Southwest T = Talk To W = (Go) West (where the skies are blue :-)) Less Common verbs will be completely capitalized and items & objects will be capitalized at their first letter in order to ease reading. 2) While describing talk sessions I'll tell you what the shortest way to end the conversation, while achieving its goal. However, you'll notice that Dug comes up with quite a lot of funny and teasing possibilities. You might try using them to see how the other character reacts to Dug's cynical nature. On most occasions, it won't bring any harm. 3) I've included maps of the game with this document. They appear in the beginning of the relevant part. The maze-like maps have a index below them. By the way, they were created with a special map generator I programmed myself. If you want it too, I'll be happy to copy it to you via E-mail. 4) If you find an error in this document or have any remark or question, feel free to contact me at Internet address ila2027@datasrv.co.il. Game Start - Entering Xanth --------------------------- +-----------+ +-----------+ | Kitchen | | Living- | | |---| Room | | | | | +-----------+ +-----------+ \ \ +-----------+ | Dug's | | Room | | (Start) | +-----------+ Dug's Room: G the Post-It and the Envelope. O the Envelope. READ the Letter and the Post- It. Go to the living room (NW) Living Room: PUSH the Switch. W. Kitchen: G Phone. Talk to Ed, and tell him you'll accept his bet. (Shortest way - 3,1,2,2,3) Now, O the Icebox. G the Mustard. E. Living Room: WAIT, and then O the Door. G the Package and C the Door. SE. Dug's Room: O the Package, and then the Game. WEAR Glasses. [If you're playing the game out of a hard disk] P the Floppy Disk in the Floppy Drive. C Drive [If you're playing the game out of a CD-ROM] O the CD-ROM Drive. P the CD-ROM in the CD-ROM Drive. C the CD-ROM Drive. [From now on for both] TURN ON the Power Switch. L the Computer Screen. Talk to the Tiny Man. Find out as much information as you like from Grundy Golem (it will help you later in the game). Then, tell him you are ready to choose your companion. Choose Nada Naga by clicking on her picture, which is the third from the left. +----------+ |Fairy Nuff| +----------+ / +----+ |Fair| +----+ | +-----------+ |Golf Course| +-----------+ | +----------+ |Eye Screen| +----------+ / +----+ +------+ +----+ |Ship|-|Censor| |Hill| +----+ +------+ +----+ / / +-----+ +----+ +----+ +-------+ |Brook|-|Pool| |Dock| |Meadows| +-----+ +----+ +----+ +-------+ / \ | / +--------+ +----------+ +------+ |Entrance| |Village |-|Canyon| +--------+ +----------+ +------+ Test Room: WAIT 4 times. N. Entrance to Xanth: After the short animation film, simply tell Nada you don't believe in magic and get the conversation over with. Freeing Isthmus Village from the Censorship ------------------------------------------- Entrance to Xanth: NE. Brook: G the Buttercup. E. Spring: L the Spring. SE. Isthmus Village: T the Headman. Try to find as much information as you can about the trouble the village has with the Censorship. There are two lamps in the scene. G their Lamp Covers. G the Rock lying on the road. UNLOCK the Gate with the Key the headman gave you. N. Pier: G the Sailcloth. T Nada and tell her to fetch you the rope which is tied to one of the logs of the pier. (Shortest way - 1,2) S, NW, W. Brook: PRY the Log with the Anchor. E, SE. Isthmus Village: G the Log to the Woodman. Ask him to make a board out of it (3). WAIT. E. Canyon: P the Board on the Boulder. P the Rock on the Board. Then, T Nada and ask her to hit the catapult with her tail (1). NE. Meadows: G the Pail. NE, NE. Eye-Screen: T the Eye-Screen. Tell him about Fairy Nuff and the trouble that the village is facing. Then, O the Screen and then the Door. N. Golf Course: G the Tee. N. Fair: G the Egg. NE. Fairy Nuff: T Fairy Nuff. Tell him about the Censorship, and you'll receive a recipe from him. READ the Recipe. P the Egg and the Sailcloth in the Pail. G the Butter (out of the buttercup), and P it in the Pail too. SW, S, S. Eye-Screen: P two of the Ice-creams eyes in the Pail. (You can do it directly without taking them first). SW, SW, W, NW. Spring: T Nada and tell her to fetch you a cough drop (option 2). WAIT, than P the Cough-Drop inside the Pail. Repeat it another time, and P another Cough Drop in the Pail. W. Brook: CATCH a Firefly with the Buttercup. P it in the Pail. FILL the Pail with the Brook 3 times. E, SE, E, NE, NE, NE, N, N, NE. Fairy Nuff: GIVE the Solution to Fairy Nuff. Try to get rid of him as soon as possible. (Best options - 1,5). SW, S, S, SW, SW, SW, W, N, NE. Censorship: POUR one of the Lamp Covers in the Censer. E. Second Censer: POUR the second Lamp Cover in this Censer. W, SW, S. Isthmus Village: It doesn't matter what you say to the headman now. (Shortest way - 1,1,4) E, NE, NE, NE, N, N, NE. Fairy Nuff: T Fairy Nuff (2,6). NW. Passing through the Five Regions -------------------------------- ╔═╗ ╔═╗ ╔═╗ ║■║ ║ ╟─╢ ║ Index: ╚╤╝ ╚╤╝ ╚╤╝ ■ - Mirror │ │ │ @ - Pad (First) ╔═╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔═╗ P - Pestle ║@║ ║ ╟─╢ ╟─╢ ║ ║P║ S - Stone Tablet ╚╤╝ ╚╤╝ ╚═╝ ╚═╝ ╚╤╝ ░ - Buttons Room │ │ │ ╔╧╗ ╔╧╗ ╔═╗ ╔═╗ ╔═╗ ╔╧╗ ║ ╟─╢ ╟─╢ ╟─╢ ║ ║ ╟─╢ ║ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ │ │ │ ╔╧╗ ╔═╗ ╔╧╗ ╔═╗ ╔═╗ ╔═╗ ╔═╗ ╔═╗ ╔╧╗ ╔═╗ ║ ║ ║S╟─╢ ╟─╢ ║ ║ ╟─╢ ╟─╢ ║ ║ ║ ║ ╟─╢ ║ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚═╝ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚╤╝ │ │ │ │ │ ╔╧╗ ╔═╗ ╔╧╗ ╔═╗ ╔═╗ ╔╧╗ ╔═╗ ╔╧╗ ╔═╗ ╔╧╗ ║ ║ ║░║ ║ ║ ║ ╟─╢ ║ ║ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚═╝ │ │ │ │ │ │ │ │ │ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔═╗ ║ ║ ║ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ╚═╝ ╚╤╝ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚═╝ ╚╤╝ │ │ │ │ │ ╔═╗ ╔╧╗ ╔╧╗ ╔═╗ ╔╧╗ ╔═╗ ╔╧╗ ╔═╗ ╔═╗ ╔╧╗ ║ ║ ║ ╟─╢ ║ ║ ╟─╢ ╟─╢ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ╚╤╝ ╚═╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚╤╝ ╚═╝ │ │ │ │ │ │ │ │ ╔╧╗ ╔═╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ╔╧╗ ║ ╟─╢ ╟─╢ ╟─╢ ║ ║ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ╚╤╝ ╚╤╝ ╚╤╝ ╚═╝ ╚╤╝ ╚═╝ ╚╤╝ ╚╤╝ ╚═╝ │ │ │ │ │ │ ╔╧╗ ╔╧╗ ╔╧╗ │ ╔═╗ ╔╧╗ ╔╧╗ ╔═╗ ╔═╗ ║ ╟─╢ ║ ║ ║ │ ║ ╟─╢ ║ ║ ╟─╢ ╟─╢ ║ ╚═╝ ╚═╝ ╚═╝ │ ╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═╝ │ │ +---------+ | Burrow + | Door + | + +---------+ | +---------+ +---------+ | The | | Earth | | Void |--| Region | | | | | +---------+ +---------+ \ +---------+ | Spring | | | | | +---------+ To Pennisula ^ . . . +----------+ | Opening | | | | | +----------+ | +----------+ +----------+ +----------+ | Entrance | | Pointed | | Wall of | | to Fire |--| Rock | | Fire | | Region | | | | | +----------+ +----------+ +----------+ | \ / ╔═╗ ╔═╗ ╔═╗ +----------+ ║@╟─╢ ║ ║D║ | Lava | ╚╤╝ ╚╤╝ ╚╤╝ | Pool | │ │ │ | | ╔╧╗ ╔╧╗ ╔╧╗ ╔═╗ ╔═╗ +----------+ ║ ║ ║ ╟─╢ ║ ║ ╟─╢ ║ ╚╤╝ ╚═╝ ╚═╝ ╚╤╝ ╚╤╝ Index: │ │ │ @ - Pad (second) ╔╧╗ ╔╧╗ ╔╧╗ D - Door ║ ║ ║ ║ ║M║ M - Mortar ╚╤╝ ╚╤╝ ╚═╝ │ │ ╔╧╗ ╔═╗ ╔═╗ ╔╧╗ ║ ╟─╢ ╟─╢ ╟─╢ ║ ╚═╝ ╚═╝ ╚═╝ ╚═╝ The Void: Here you have to wait a LOT. I don't know if the WAIT function can shorten the time. Anyway, after the door materializes completely, O it, and then E, SE. Love Spring: When Metria talks to you don't agree to drink or bath in the pool. You can WAIT to shorten the time you'll have to wait between each time she talks to you. After she disappears NW, N. Burrow Entrance: O Door. N. Burrow: Tour the Burrow a little, no matter where. Then, the light will go off, and Nada will disappear. WAIT. As Nada reappears and talks to you - 1,1. Love Spring: Again don't agree to drink from the pool or bath in it. After Metria reveals her disguise and start talking to you - 1. NW, N, N, N, E, S, E, N, E, S, E, N, E, N, W, N, E, N, W, N, E, N. Room with Pestle: G the Pestle. S, W, S, E, S, W, S, E, S, W, S, W, N, W, S, W, N, W, W, S, W, N, W, N, N. Switches Room: FLIP the Switch. Another Switch will appear, FLIP it too. Continue with it until you FLIP the 18th Switch and he turns into a metal pad. FLIP all the other switches again (the order is not important) to turn them into metal pads too. PUSH the Button. D. Dungeon: When Nada talks to you don't mention the verb "look" (2,5,4,1). T Maracles. When Nada talks to you again - 1, 3. U. S, S, E, N, N, N, N, W, N, N. Mirror Room: L the mirror. S, S, W, N. First Pad Room: GET ON the Pad. Second Pad Room: S, S, S, E, E, E, N, N, E, S. Room with Mortar: G the Mortar. N, W, S, S, W, W, W, N, N, N, E, S, E, N. Door Room: G Door Ajar (Yes, take it). As Nada talks to you - 1. G the Jar. S, W, N, S. Second Pad Room: GET ON the Pad. S, E, E, S, S, S, S, W, N, N. Buttons Room: PRESS the Big Button. D. Dungeon: FILL the Jar with the Agony Moss. U, S, S, E, N, N, N, N, W, W, N. First Pad Room: GET ON the Pad. E, S, E, N. Door Room: POUR the Jar on the ironwood tree. N, E, SW. Lava Pool: Talk to Nada and persuade her to put her hair in a bun. (Shortest way - 1,1,2,2) SQUIRT the Mustard on the Bun. NE. Wall of Fire: G the Charcoal. SW. Lava Pool: T Fireman. Ask him about Mack. NW, W, S, S, W, N, W. Second Pad Room: GET ON Pad. S, E, E, S, W. Plaque: FLATTEN the Paper. P the Paper on the Plaque, and RUB the Paper with the Charcoal. G the Paper, and L it. P the Buttercup in the Mortar. E, N, W, W, N. First Pad Room: GET ON Pad. E, S, E, N, N, R, SW. Lava Pool: Wait until the fireman gives you the firewater, and then POUR the Firewater into the Mortar. USE the Pestle with the Mortar, and P the Mortar in the Opening. WAIT a few times until the dough becomes golden brown. G the Mortar. When talking to the fireman - 2. When talking to the hand - 1, 1, 1. NE. Wall of Fire: LIGHT the Firecracker. Wait for a while. After the wall disappears - N. Opening: TIE the Rope to the Anchor. THROW the Hook at the Opening. U, N. +--------+ | Sign | +--------+ . . . +--------+ | Stairs | +--------+ . . . +--------+ | Stairs | +--------+ . . . +--------+ | Stairs | +--------+ / +---------+ |Guardian | | of the | |Mountain | +---------+ | +---------+ |Sailboat | | | | | +---------+ | +---------+ |Mountain | | Side | | | +---------+ / \ / \ +---------+ +---------+ +---------+ | Slack | | Ma | |Ogre Boy | | |---| Anathe | | | | | | | | | +---------+ +---------+ +---------+ / \ / +---------+ +---------+ \ / | Cave's | | Com- | +---------+ | Entrance|-| Pewter | | Ogress | | | | | | | +---------+ +---------+ | | | +---------+ +---------+ \ | | \ | Fork | To Deerfly | | +---------+ | +---------+ | Troll's |. | Bridge | . | | . +---------+ . | . +---------+ +---------+ +---------+ |Pennisula| | Troll's | | Troll's | | | | Lab |-| House | | | | | | | +---------+ +---------+ +---------+ Troll Bridge: As the troll talk to you - 2, 3, 1, 6. N. Fork: TURN OFF the Hydrant. G the Hose. S, D, W. Troll's Lab: ATTACH the Hose to the Sink, and PRESS the Blue Button. Then, TURN ON the Faucet, and SWIM in the Water. E. Troll's Living Room: As the troll talk to you - 1, 1. No choose one of the games by Ging it and PLAYing it. If you get discouraged, you can replace it with another. After you finish one game you'll be able to leave. U, N, NE. Entrance to Com-Pewter's Cave: As Nada talk to you - 1, 1, 1, 1. E. Com-Pewter: As Com-Pewter talks to you - 1, 3, 1, 2, 3. O the Cylinder. G 'S' Tile and put it in the Cylinder. C the Cylinder. Repeat the process for the following key-words and answers: "SEAT" - 'D'. "CANES" - 'P'. "REST" - 'E'. "MAIL" - 'A'. "SOME" - 'O'. "OCRA" - 'B'. "SEAL" - 'F'. "PAINTS" - 'E'. "GLEANS" - The Tee (= 'T') you took from the golf course. As Grundy talks to you - 3, 1, 1, 2, 4, 1. To Nada - 1. O the Cylinder. P the Virus in the Cylinder. C Cylinder. To Com-Pewter - 1, 4. NE. Slack: As Nada talks to you - 1. E. Ma Anathe: T Ma Anathe - 1, 1, 1, 1, 5, 2, 4, 3, 3, 2. G Sock. W, SE. Ogress: When talking to the Ogress - 2, 4, 1, 3. NE. Vent: P the Sock on the Vent. NW. Windbag: G the Windbag. SW. Slack: T the Ogre Boy. PUSH the Cart, and G the Sail. NE, N. Sailboat: O the Windbag, UNTIE the Line, and ATTACH the Sail to the Sailboat. Guardian of the Mountain: After he starts talking to you - 1,1 (answers to riddles) 4 - An Error, 1, 1 4 - An Airedale, 1, 1 2 - A Window, 1, 1 5 - Air Conditioning, 1, 1 2 - An Errand, 1, 1 4 - A Windbag, 1, 1 3 - An Airplane, 1, 1 1 - A Windbag, 1, 1 2 - The Windmill, 1, 1 5 - A Breeze, 1. NE, U, U, U. Sign: G the Sign. D, D, D, SW, S, S, SW, E. Ma Anathe: GIVE the Sign to Ma Anathe. Then, as she talks to you - 1, 1. W, SE. Ogress: GIVE the Potion to the Ogress. As she talks to you - 1, 1, 1, 1. SE. The Gap Chasm and Beyond ------------------------ +-------+ |Chasm | +-------+ / +-------+ |Yak | +-------+ / +-------+ +-------+ |Ogress | |Snake | +-------+ +-------+ \ / +-------+ |Deerfly| +-------+ Deerfly: As the Deerfly talks to you - 2, 1, 3, 2, 1, 2, 1, 2, 1. NE. Snake: As the Snake talks to you - 1, 1, 3, 1. NE. Yak: As the Yak talks to you - 1, 1, 1, 1, 1, 1, 3, 1, 1, 1. NE. Edge of the Gap chasm: As Nada talks to you - 1, 1, 1. As Jenny Elf talks to you - 1, 1, 1, 1, 1, 4, 1. The Gap Chasm: T the Cloud - 1, 3. Repeat this procedure 4 more times. +---------+ | Grate |. | | . | | . +---------+ . \ . +---------+ +---------+ +---------+ +---------+ |Lok Pik's|-------------|Lok Pik's| |Switches | | Sewer | | Head | | Tail | | |--| | | | +---------+ | | | | | | +---------+ | Castle's| +---------+ +---------+ +---------+ \ | Door | / \ | | / \ +---------+ / \ | / \ | / \ | / +---------+ | Moat | | | | | +---------+ | +---------+ | Castle's| | Door | | | +---------+ Humfrey's Castle Gate: As Jenny talks to you - 3. PRESS the Loose Brick, and FLIP the Switch that appears behind it. N. Drawbridge: DRAW the Bridge on the Moat three times. (No, I'm not kidding. Xanth, you know.) N. Castle's Door: Knock on the Wee Door. As the Eye talks to you - 1, 1. T the Eye - 1, 1, 1, 1. S, NW. Lok Pik's Head: CATCH the Cricket with the Jar. E, NW. Grate: USE the Crowbar on Grate. D. Sewer: As Jenny speaks to you - 1. W. Switches: FLIP the first Switch (from the left), the second Switch and the fourth Switch. Humfrey's Room: As Humfrey talks to you - 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1. Hypnogourds: L Hypnogourd. The Gourd - The Final Challenge! -------------------------------- +---------+ | Attic | | | | | +---------+ | +---------+ | Upper | | Floor |. | | . +---------+ . | . +---------+ +---------+ | Lower | | Hidden | | Floor |<<| Room | | | | | +---------+ +---------+ | +---------+ | Cellar | | | | | +---------+ . . . +---------+ | Doors | | | | | +---------+ \ +---------+ | Zombie | | | | | +---------+ / +---------+ | The | | Gourd | | | +---------+ The Gourd: NE, NW. UNLOCK the Lock with the Lok Pik. O the Doors and go D. Cellar: G the Twine and the Key. (Move the cursor around until you find them). O the Door. (It's somewhere near the left-upper corner of the screen). N. Lower Floor: TIE the Twine to the Lever. N. Upper Floor: As Nada talks to you - 4, 1. PRESS the Button. Hidden Room: As Jenny talks to you - 1. Then, G the Pills. L the third Book from the left. Lower Floor: USE the Pills with the Pane. G the Cane. N. Upper Floor: USE the Cane with the Hook. N. Attic: THROW the Sword at the Prize. (Do it by clicking on the sword and then on the prize.) Dug's Room: WAIT. WAIT. NW, W. Kitchen: ANSWER the Phone (1, 1).