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- +---------------------------------------------------------------------+
- | |
- | Companions of Xanth |
- | Solution File |
- | |
- | Written by Mike Marcelais |
- | (mrmarcel@eos.ncsu.edu) |
- | Another Fourth Bryan Production |
- | |
- +---------------------------------------------------------------------+
-
- Scoring Ranks:
- 0- 99 Rank Amatuer
- 100-199 Never Been Nothing
- 200-299 Nearly Neophyte
- 300-399 Daring Dabbler
- 400-499 Master of None
- 500-599 Master Mundane
- 600-699 Puzzle Master
- 700-799 Adventuring Brute
- 800-899 Dungeon Wrangler
- 900-999 True Believer
- 1000 Hintbook Reader
-
- [5] indicates points obtained through an action.
-
- Maps:
- Maps are given at the beginning of each section. Each room is indicated
- by a two letter abbreviation. The abbreviation names are given below
- the map. Directions are the eight normal directions, including up
- and down. Up is signaled by a caret (^) and down by a 'v'.
-
- In each section, the total number of points available in that section
- is given, along with a total of all points scored up through this
- section.
-
- The walkthrough comes first, then a summary of all the points scored
- in the game.
-
- Items Never Used (and taken into Xanth)
- Cherry Bomb
- Plastic
- Teabag
-
- If anyone knows where the last 10 points are, please let me know!
-
- Scene I: Earth (31/31)
- ----------------------
-
- KI-FD
- \
- CR
-
- CR Computer Room
- FD Front Door
- KI Kitchen
-
- You start in your computer room with a letter on the desk.
- Get, open, and read the letter. [5] It seems that your girl-
- friend Pia has dumped you. Oh well. Also get the post-it note
- and read it.
-
- Go to the Front Door and turn on the light. The switch is by the
- door. Head to the Kitchen.
-
- Answer the phone (when it starts ringing.) It's your friend Edsel
- with a new computer game. Agree to his dare. [15] Try calling
- Pia and the weather information. Get the teabag from the table and
- the mustard and sandwitch from the icebox.
-
- Head to the front door and open it when the doorbell rings. Get the
- package [2] and open it. Open the Xanth box. Go to the computer
- room.
-
- Open the CD-Rom drive. Insert the disk. Close the drive. (Do
- a similar thing with the floppy disk if you have the floppy version.)
- Put on the 3D glasses. Turn on the computer. [9]
- Look at the screen and talk to the golem. He will explain the game
- to you. When you choose a companion, select Nada Naga. All of the
- other companions will get you killed in the first room.
-
- Scene II: Isthmus Village (169/200)
- -----------------------------------
-
- VD
- \
- FN
- /
- GR
- |
- TE
- |
- ES
- /
- CS-CD CL
- / /
- CR-FR DO MD
- / \ | /
- RD IV-BR
- |
- CV
-
- BR Barren Road
- CD Censor-ship deck
- CL Cliffs
- CR Crossroads
- CS Censor-ship
- CV Cave
- DO Dock
- ES Eye Screen
- FN Fairy Nuff's Booth
- FR Forst
- GR Golf Green
- IV Isthmus Village
- MD Meadows
- RD Road
- TE Golf Tee
- VD To the void
-
- Wait for Nada to correctly open the right door. (Other companions
- will pick incorrectly, and you will die!) When the door is open
- go North. [9]
-
- Talk to Nada about her talent and about where to start. She will
- mention to head to the Good Magician Humphry.
-
- Go to the forest and look in the spring to see how Kim is doing.
-
- Go to the village and talk to the headsman there. Agree to get
- rid of the Censor-ship. [5] Get the rock. Unlock and open the gate.
- Go through the gate.
-
- Get the sailcloth from the deck. Ask Nada to check the rope. She
- will return with an anchor and the rope. [8]
-
- Go to the Meadow and talk to the pail. Throw the rock at it. Darn,
- it runs away. Return to the Crossroads.
-
- Tie the rope to the anchor (to get a grapling hook). Use the hook
- to pry a log from the log jam. [10] Return to the Village.
-
- Give the log to the headsman. Wait for him to turn it into a
- board. [9] Go to the barren road and put to board on the boulder. [15]
- Put the rock on the board. Have Nada hit the catapult with
- her tail. [8] The rock will land in the pail.
-
- Go to the meadow. Get the pail. [7] Go past the cliffs to the Eye
- Screen.
-
- Open the mailbox and read the letter. Return the letter to the
- mailbox. Talk to the screen. Tell the screen you want to poke his
- eye. Ask to see Fairy Nuff beyond the door. [12] Open the screen and
- the door.
-
- Get the tee from the fairway. [3] Get the egg from the green. [2] Go to
- Fairy Nuff's Booth. Ask him to help with the censor-ship. (The ship
- has two censors, by the way). Recieve a recipie. [8] Read it.
-
- Return to the Eye Screen and put two dashes of Eye Scream into the pail.
-
- Return to the Forst and ask Nada about the bush. Ask Nada to get two
- cough drops for you.
-
- Get a buttercup. [5] Empty it. [3] Put the butter in the pail. Get a
- cherry bomb while your at it. You can also talk to the cherry bomb
- tree. Catch a firefly with the buttercup. [8] Add water to the pail
- three times. Then add the cough drops, the firefly, the egg and the
- sailcloth. [25]
-
- Return to the village and get the two street lamp covers. [1 each]
-
- Return to the Fairy Nuff and get him to divide the solutions.
-
- Return to the ship and douse the first sensor. [15] Head east and
- douse the other sensor. [15]
-
- Return to the Fairy's Booth. (You'll talk with the headman as you
- pass by and get the sword.) Ask him about the path to the void.
- Follow it.
-
- Scene III: The Void (20/220)
- ----------------------------
-
- VD
-
- VD The VOID
-
- You stray into the void while following the path. [5] Try walking in
- different directions. You'll eventually start seeing a shimmering door.
- Talk to Nada about it. Eventually (after much waiting and talking) the
- door will remain solid. [10] Open the door. [3] Enter the door. [2]
-
- Scene IV: The Region of Earth (70/290)
- ----------------------------------
-
- FI
- |
- ^DN MR BR-BR PL-BR IW BR-BR
- | | | | | | | |
- PL BR-BR-BR BR BR-BR BR MT PE
- | | | | |
- BR-BR-BR-BR BR-BR-BR-BR BR-BR
- | | |
- BR PQ-BR-BR BR-BR-BR BR BR-BR
- | | | | |
- BRvSW BR BR BR BR BR BR BR-BR
- | | | | | | | | |
- BR BR BR BR BR-BR BR-BR BR-BR
- | | | | |
- BR BR-BR BR-BR-BR BR-BR BR-BR
- | | | | | | | |
- BR-BR-BR-BR BR BR-BR BR-BR
- | | | | | |
- BR-BR BR-BR | BR-BR BR-BR-BR
- |
- BD
- |
- VD-RD
- \
- LS
-
- BD Barrow Door
- BR Barrow Room (all are identical)
- DN Dungeon
- IW Ironwood Tree
- FI Region of Fire
- LS Love Spring
- MR Mirror Room
- MT Mortar Room
- PE Pestle Room
- PL Plate in room (teleport between the two)
- PQ Plaque Room
- RD Road near a barrow
- SW Switch Room
- VD The VOID
-
- A Green gem will appear on the sword.
-
- Try to open the door to the barrow (to the north). It won't open.
- Head toward the love spring. You'll meet Metria. Don't drink the water
- and don't do anything 'interesting' with Metria. Eventually, Metria will
- give up. [10] The barrow is now open.
-
- Start wandering around in the barrow. Eventually everything will turn
- dark, and you'll lose Nada. When you find her, she will drag you off
- to the love spring. Don't drink the water. Nada is really Metria in
- disguise. When Metria gives up, she gives you a homing device. [10]
- The device is next to useless. Return to the barrow.
-
- Go to the switch room. Flip all the switches (there are 16). Then
- flip them all again. Then push the button and descend.
-
- Go down the stairs. Don't look at Nada. Ask the manacles to let go
- of Nada. [12]
-
- Go to the mirror room. Look in the mirror. [5]
-
- Go to the plaque room. Touch the plaque. You feel the work 'Mack'
-
- Go to the pestle room. Get the stone pestle. [2]
-
- Go to the plate room. Stand on the metal pad. [5]
-
- Go to the Mortar room. Get the stone mortar. [3]
-
- Go to the Ironwood Tree. Get a jar. [8]
-
- Return to the dungeon and get some Blue Agony Moss. [7]
-
- Return to the Ironwood Tree and use the moss on the tree. [8]
-
- Scene V: The Region of Fire (103/393)
- -------------------------------------
-
- ^HO
- |
- TN-LL FW
- | \ /
- IW IL
-
- FW Firewall
- HO Hole in ceiling
- IL In Lava Lake
- IW Ironwood Tree (from Region of Earth)
- LL Lava Lake
- TN Lava Tunnel
-
- A blue gem appears on the Sword [5].
-
- Head into the lake. A Fireman and a hot dog appear.
- Ask Nada to put her hair into a bun. Put mustard on the bun. [15]
- The dog will leave. Talk to the fireman. Find out about Mack. [10]
-
- Go to the firewall and get the piece of charcoal. [5]
-
- Return to the plaque room in the Region of Earth. Flatten the paper
- (from the game you were mailed.) Put the paper on the plaque. [10] Rub
- the charcoal on the paper [10] and then read the paper. [5]
-
- Return to the Lava lake with the fireman. Put the flower (flour)
- and the firewater (whiskey) into the morter. Grind them with the
- pestle and put it in the oven until golden brown. Get the pestle
- and recieve the cracker [10]. The fireman leaves. [10]
- Convince the fire gangster to leave. [3]
-
- Go to the firewall, light the cracker [3] and use it on the firewall [2].
- The cracker will explode and put out the fire. [10]
-
- Go to the hole and use the grapling hook to get out. [5]
-
- Scene VI: The Region of Water (62/455)
- --------------------------------------
-
- CP
- /
- CR
- |
- vTB WR-LR^
- |
- vPN
-
- CP Com-Pewter
- CR Crossroads
- LR Livingroom
- PN Peninsula
- TB Troll Bridge
- WR Workroom
-
- A violet gem appears in the sword. [2]
-
- Talk to the troll at the bridge. Agree to find his key. [5]
-
- Turn off the water and get the hose from the crossroads. [5]
-
- Enter the Troll's house and go to the workroom. Look in the well.
- It's the key! Push the blue button. Turn on the faucet. Put
- the hose in the water [10] and watch it fill the well. [20].
- Swim in the water to get the key [10]. Return the key to the troll. [5]
-
- You now have to solve one of three puzzles. The blocks puzzle involves
- moving blocks around a grid to achieve a certain result. The pentomenoes
- puzzle requires you to fill one of 5 grids with the 12 pentamenoes. The
- matchsticks puzzle requires you to move matchsticks to achieve a given
- number of squares. Here are the solutions to the first three matchstick
- problems:
-
- - - - - -
- | | | | | | |
- - - - - -
- | | | | |
- - - -
-
- Solve the puzzles. [5] Leave his house and go to the path. All routes
- will be blocked except the 'short cut' to Com-Pewter's Lair.
-
- A large aquamarine gem appears on the sword.
-
- Scene VII: Com-Pewter (55/510)
- ------------------------------
-
- CE-CP
- /
- CR
-
- CE Cave Entrance
- CP Com-Pewter
- CR Crossroads (from Region of Water)
-
- Walk up to the cave. Listen to Nada's warning about the Com-Pewter. [5]
-
- Enter his lair. Agree to play his game. To win a question, select a
- letter from the tray which when added to the given word and re-shuffled
- will spell the answer to the clue. All of the answers can be looked up
- in the Xanth Com-pendium.
-
- Round 1: REAPS + 'S' = SPEARS [3]
- SEAT + 'D' = DATES [3]
- CANES + 'P' = PECANS [3]
- REST + 'E' = STEER [3]
- MAIL + 'A' = LAMIA [3]
- Round 2: SOME + 'O' = MOOSE [3]
- OCRA + 'B' = COBRA [3]
- SEAL + 'F' = FLEAS [3]
- PAINTS + 'E' = PANTIES [3]
- GLEANS + 'T' = TANGLES [10]
-
- To complete the last word, place the golf tee in the chamber, not one
- of the tiles.
-
- Com-Pewter will now force the player to resign.
-
- Talk with Grundy. He has a virus. After a while, he will tell you
- that Com-Pewter unfairly kicked you out of the game and you will be
- placed back in his lair. You must still defeat Com-Pewter. You catch
- Grundy's virus.
-
- Give the virus to Com-Pewter. [10] Escape from Com-Pewter's Lair. [3]
-
- Scene VIII: Valley (146/656)
- ----------------------------
-
- ST^ vST^ vST^ vST
- /
- MB
- |
- CV
- |
- MP
- / \
- CF-IS GY
- \ /
- OH
- /
- GP
-
- CF Cottage Front
- GP To the Gap
- GY Geyser
- IS Inside Cottage
- MB Mountain Base
- MP Mountain Path
- OH Ogress' Home
- ST Staircase
-
- Enter the cottage you see before you. Talk to the old woman. Agree to
- help her become pretty. [5] Get the Wind Sock [7]
-
- Head toward the an Ogress' Home. Agree to help her get uglier. [10]
-
- Head toward the ogre boy playing. Cover the geyser with the wind sock.
- The boy will thank you. [12]
-
- Return to the cottage. Attach the wheel to the cart. [12] Push the
- cart. [10] Get the sail under the cart. [5]
-
- Go to the mountain path and get the windbag. [7]
-
- Go to the cave. Attach the sail to the boat. [5] Remove the line. [5]
- Open the windbag. [13]
-
- Answer the riddles given by the guard:
- 1) Error 6) Windbag
- 2) Airedale 7) Airplane
- 3) Window 8) Airbag
- 4) Air Conditioning 9) Windmill
- 5) Errand 10) Breeze [7]
-
- Go to the top of the stairs and get the 'mountain closed' sign. [8]
-
- Return to the cottage and give the sign to the old lady. [20]
-
- Give the potion to the Ogress to make her more ugly. [20]
-
- Scene IX: The Gap (59/715)
- --------------------------
-
- vEG
- /
- YK ^GP
- /
- OH SN
- \ /
- DF
-
- DF Deerfly before the gap
- EG Edge of the gap
- GP Gap
- OH Ogress' house from the valley
- SN Snake before the gap
- YK Yak before the gap
-
- A large purple gem appears on the sword. [4]
-
- Head toward the gap edge, talking to all the animals in your way. [10]
- Nada will refuse to enter the gap. Jenny, Kim, and Sammy Cat will
- wander by. Agree to Jenny's plan to switch companions. [5]
-
- Talk to Cumulo Fracto Nimbus, five times, enraging him, until he
- dumps a snowstorm onto the dragon. [6 each] Che resuces you in the
- nick of time. [10]
-
- Scene X: Humphry's Castle (125/840)
- -----------------------------------
-
- vDR
- \
- ME----------MW SW-TN^
- \ /
- \\ FD //
- \ |/
- DB
- |
- GA
-
- DB Drawbridge
- DR Drain
- FD Front Door
- GA Gate
- ME Moat east
- MW Moat west
- SW Switches
- TN Tunnel
-
- Che drops you off outside the castle. [15]
-
- Have Sammy find the best way through the gate. Look for a loose stone
- near where Sammy petted the wall. Push the stone [8] and
- flip the switch. [5]
-
- Get in front of the drawbridge and Draw the Bridge on the path. Do this
- for the left [4], right [4], and middle [4], section of the drawbridge.
-
- Go to the front door and talk to the eye. Talk twice. Listen to the
- key phrase 'For one to...' --> 412
-
- Go to the east moat and catch the cricket with the glass jar. [10] The
- dragon will go to sleep.
-
- Go to the west moat and climb over the dragon. [10] Get the Loc Pic.
- Open the drain with the crowbar. [10] Go down. [5]
-
- Go to the platform with the switches. [5] Flip switches 4, 1, and 2. [15]
-
- Talk to the magician. [15] Use the gourd. [15]
-
- Scene XI: Inside the Gourd (150/990)
- ------------------------------------
-
- AT
- |
- vCD AA
- \ |
- FR ST LI
- / |
- GO ^CE
-
- AA Attic Access
- AT Attic
- CD Cellar door
- CE Cellar
- FR Front of the house
- GO Entrance to the gourd
- LI Library
- ST Stairs
-
- Go to the cellar door. [5] Unlock the lock with the Loc Pic. [10]
- Open the cellar and go down. [5]
-
- Look (in the dark) for and get a key [10] and twine [10].
- Unlock the door. [10] Open the door and go through it.
-
- Go up the stairs. Didn't work, did it? Tie the twine to the lever. [15]
-
- Push the red button. You'll fall down to the library.
- Get the pills [5]. Read the book on the mantle of the fireplace. [15]
- You're back at the stairs.
-
- Use the pain-be-gone on the glass pane. [10] Get the cane. [10]
-
- At the attic access, use the cane to lower the attic stairs. [15] Go
- into the attic.
-
- A large red gem appears in the sword. [5]
-
- Throw the sword at the prise. [25]
-
- Scene XII: Back Home (0/990)
- ----------------------------
-
- (map located in Scene I)
-
- Turn off the computer. Answer the phone.
-
- Scoring Summary
- ---------------
-
- Pts Tot Action
-
- Scene I: Earth
- 5 5 Read Pia's letter
- 15 20 Agree to Ed's dare
- 2 22 Get the package
- 9 31 Turn on the computer
-
- Scene II: Isthmus Village
- 9 40 Nada picks correct door.
- 5 45 Agree to get rid of the censor-ship
- 8 53 Get anchor and rope
- 10 63 Get log from jam
- 9 72 Turn log into board
- 15 87 Put board on boulder
- 8 95 Nada hits board with tail
- 7 102 Get pail
- 12 114 Get past screening door
- 3 117 Get the tee
- 2 119 Get the egg
- 8 127 Get the recipie from Fairy Nuff
- 5 132 Get buttercup
- 3 135 Empty buttercup
- 8 143 Catch firefly with buttercup
- 25 168 Mix recipie
- 1 169 Get lamp cover
- 1 170 Get lamp cover
- 15 185 Douse Censors
- 15 200 Douse Censors
-
- Scene III: The Void
- 5 205 Enter the Void
- 10 215 Door remains solid
- 3 218 Open the door
- 2 220 Enter the door
-
- Scene IV: Region of Earth
- 10 230 Ignoring Metria
- 10 240 Getting homing device
- 12 252 Release Nada
- 5 257 Look in mirror
- 2 259 Get pestle
- 5 264 Use the metal plate
- 3 267 Get mortar
- 8 275 Get a jar
- 7 282 Get Blue Agony Moss
- 8 290 Use moss on Ironwood tree
-
- Scene V: The Region of Fire
- 5 295 Blue Gem in sword
- 15 310 Put mustard on bun
- 10 320 Talk to fireman about Mack
- 5 325 Get charcoal
- 10 335 Put paper on plaque
- 10 345 Rub charcoal on paper
- 5 350 Read paper
- 10 360 Get cracker
- 10 370 Get rid of fireman
- 3 373 Get rid of gangster
- 3 376 Light cracker
- 2 378 Put cracker in firewall.
- 10 388 Firewall is extinguished
- 5 393 Use grappling hook
-
- Scene VI: The Region of Water
- 2 395 Voilet gem appears in sword
- 5 400 Agree to find Troll's Key
- 5 405 Get hose
- 10 415 Put hose in water
- 20 435 Fill well
- 10 445 Swim and get the key
- 5 450 Give key to troll
- 5 455 Solve troll's puzzle
-
- Scene VII: Com-Pewter
- 5 460 Listen to Nada warning
- 3 463 Answer 1st Riddle
- 3 466 Answer 2nd Riddle
- 3 469 Answer 3rd Riddle
- 3 472 Answer 4th Riddle
- 3 475 Answer 5th Riddle
- 3 478 Answer 6th Riddle
- 3 481 Answer 7th Riddle
- 3 484 Answer 8th Riddle
- 3 487 Answer 9th Riddle
- 10 497 Answer 10th Riddle
- 10 507 Give Com-Pewter a virus
- 3 510 Leave Pewter's lair
-
- Scene VIII: Valley
- 5 515 Help lady become pretty
- 7 522 Get Wind Sock
- 10 532 Help ogress become uglier
- 12 544 Use wind sock on geyser
- 12 556 Attack wheel to cart
- 10 566 Push cart
- 5 571 Get sail under cart
- 7 578 Get windbag
- 5 583 Attack sail to boat
- 5 588 Remove line
- 13 601 Open windbag
- 7 608 Answer Riddles
- 8 616 Get Sign
- 20 636 Give sign to old lady
- 20 656 Give potion to ogress
-
- Scene IX: The Gap
- 715
- 4 660 Purple gem appears on sword
- 10 670 Arrive at the gap edge
- 5 675 Switch companions
- 6 681 Taunt Cumulo Fracto Nimbus
- 6 687 Taunt Cumulo Fracto Nimbus
- 6 693 Taunt Cumulo Fracto Nimbus
- 6 699 Taunt Cumulo Fracto Nimbus
- 6 705 Taunt Cumulo Fracto Nimbus
- 10 715 Che rescues you.
-
- Scene X: Humphry's Castle
- 15 730 Arrive at the castle
- 8 738 Push the secret stone
- 5 743 Flip the switch
- 4 747 Draw left third of drawbridge
- 4 751 Draw center third of drawbridge
- 4 755 Draw right third of drawbridge
- 10 765 Catch cricket
- 10 775 Climb over dragon
- 10 785 Open drain cover
- 5 790 Descend into the drain
- 5 795 Go to the platform with the switches
- 15 810 Flip switches 4, 1, and 2
- 15 825 Talk to Humphry
- 15 840 Use a hypnogourd
-
- Scene XI: Inside the Gourd
- 5 845 Go to the cellar door
- 10 855 Unlock cellar lock
- 5 860 Enter cellar
- 10 870 Get key
- 10 880 Get twine
- 10 890 Unlock the door
- 15 905 Tie twine to lever
- 5 910 Get pills
- 15 925 Pull book on mantle
- 10 935 Use pills on pane
- 10 945 Get cane
- 15 960 Use cane on attic stairs
- 5 965 Gem appears on sword
- 25 990 Throw sword at prise
-
- Scoring by Scenes:
- 31 31 Earth
- 169 200 Isthmus Village
- 20 220 The Void
- 70 290 The Region of Earth
- 103 393 The Region of Fire
- 62 455 The Region of Water
- 55 510 Com-Pewter
- 146 651 Valley
- 59 715 The Gap
- 125 840 Humphry's Castle
- 150 990 Inside the Gourd
- 10 1000 ???
-
-