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See Companions of Xanth Solution, Solution #2, Solution #3 here!
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Solution for Companions of Xanth
╔════════╤════════╗
║ ┴ ║
║ ───── ║ FROM : OLAf.
║ ─────────
║ ─────────
║ ──────
────── ║ TO : ALL.
╟────── O
──────╢
─────────
║ ──────
────── ║ SUBJECT : Companions of
Xanth.
║ ─────────
║ ─────────
║ ───── ║ ORIGIN : I'm a
True Believer, & U?
║ ┬ ║
─────────
╚════════╧════════╝
Russian&some English Edition
════════════════
-= OLAf DoX =-
A Department of ¢REALiTY¢ Group
PROUDLY PRESENTS
Full Solution for
Companions of Xanth by
Legend Entertainment.
Ïðåäèñëîâèå.
────────────────
Çíàåòå, ÷òî ÿ Âàì ñêàæó?
Hèêîãäà íå ñïîðüòå. Ïðîèãðàåòå!..
(Ôîìà Håâåðóþùèé)
Èãðà ïðîñòà â óïðàâëåíèè è ïîíÿòíà äàæå ìàëûøó, ò.ê. ïðåäñòàâëÿåò
òèïè÷íûé advanture.
 äâóõ ñëîâàõ î öåëè - äåìîíû Çåìëè è ïëàíåòû Xanth ïîñïîðèëè ìåæäó
ñîáîé, êòî ïåðâûì çàâëàäååò Áîëüøèì Ïðèçîì, ðàñïîëîæåííûì íà Êñàíòå.
Äëÿ ýòîãî êàæäûé íàáðàë êîìàíäó Ìóíäàíîâ. Â îäíó èç íèõ âû è ïîïàëè
via êîìïüþòåðíóþ èãðó. Âû èãðàåòå íà ñòîðîíå Äåìîíà Êñàíòà.
 êà÷åñòâå íàïàðíèêà ÿ áðàë ñåáå ïðèíöåññó Hàäó-Hàãó(Nada-Naga). Åå
ñâîéñòâî - îíà óìååò ïðåâðàùàòüñÿ â ïîëó äåìîíåññó. Êàéô! Hó, è ëè÷èêî
ó íåå ïðèÿòñòâåííîå. ß íàáðàë 963 î÷êà èç 1000 âîçìîæíûõ. È Âû ýòî òî-
æå ñìîæåòå ñäåëàòü, åñëè áóäåòå ñëåäîâàòü ýòîìó ñîëþøåíó. Hó, ÷òî âïå-
ðåä? Äà, êñòàòè âàñ çîâóò Dug.
P.S. Âñå êîìàíäû áóäóò íàáðàíû áîëüøèìè ëàòèíñêèìè áóêâàìè! ß äóìàþ
âû è òàê
äîïðåòå?..
P.S.S. Äà, è åùå N <=> Ñåâåð NW <=> Ñåâåðî-Çàïàä
S <=> Þã NE <=> Ñåâåðî-Âîñòîê
E <=> Âîñòîê SW <=> Þãî-Çàïàä
W <=> Çàïàä SE <=> Þãî-Âîñòîê
Ýòî íàïðàâëåíèÿ, êóäà èòèòü íàäîòü. Àãà?
Part I. Home Alone.
──────────────────────
Äëÿ íà÷àëà âîçüìåìå è ïî÷èòàåì ïèñüìåöî.
TAKE ENVELOPE
OPEN ENVELOPE
READ LETTER 5 points
READ POST-IT(è òóò òåëåôîí çàçâîíèë!)
REMOVE POST-IT
Go NW
PUSH THE SWITCH(â êîìíàòå ñâåò âêëþ÷èì)
Go W
Îòêðîåì õîëîäèëüíèê è ïîêîïàåìñÿ.
OPEN THE ICEBOX
TAKE MUSTARD(âîò ýòî ñàìîå íóæíîå!)
TAKE THE PHONE(ãîâîðèë òåáå, Âèòÿ, íå áåðè òðóáêó, íå áåðè!..)
 õîäå ðàçãîâîðà Âàì íàäî áóäåò äîãîâîðèòüñÿ ñ äðóãîì, ÷òîáû îí
ïðèñëàë Âàì ýòó íîâóþ êëåâóþ ãàìó íà äîì! 15 points
TAKE SANDWICH
OPEN MUSTARD
SQUIRT MUSTARD ON SANDWICH
CLOSE MUSTARD
CLOSE THE ICE-BOX
TAKE TEABAG
Go E
OPEN THE DOOR
TAKE THE PACKAGE(ýòî ÿ ïî÷òàëüîí Ïå÷êèí! Ïîñûëî÷êó ïðèíåñ!)
CLOSE THE DOOR
Go SE
READ THE PACKAGE
Âñêðûâàåì ýòó ãàìêó.
OPEN THE PACKAGE
OPEN THE GAME
TAKE THE MANUAL
READ THE MANUAL
TAKE THE CARD
FILL-OUT THE WARRANTY CARD
READ THE TOME(çäåñü âñå î Êñàíòå! Î÷÷åíü íóæíàÿ âåñ÷ü.)
WEAR THE GLASSES
Hó, ÷å? Âêëþ÷àåì êîìï è ãàìêó çàïóñêàåì. À ãäå ìîé Ãóñü?!
FLIP THE POWER SWITCH
TAKE THE DISKETTE
PUT THE DISKETTE IN THE FLOPPY DRIVE
CLOSE THE FLOPPY DRIVE 9 points
LOOK AT THE SCREEN
TALK TO THE TINY MAN
Ïîñïðîøàéòå åãî îáî âñåì. Îí Âàì óñëîâèÿ-òî ñäåëêè è ðàññêàæåò.
Êîãäà íàäîåñò, ñêàæèòå, ÷òî ãîòîâû íà÷àòü ãàìèòü è âñå...
PART ][. DiE HARD
────────────────────
Hà÷èíàåòå Âû â ïåùåðå ñ äâåðêàìè.
WAIT(îáîæäåì)
TALK TO NADA
Ïî÷àùå ñïðîøàéòå ýòó ïîäðóãó. Îíà ìíîãî çíàåò è ñîâåòû öåíûå äàåò.
À çäåñü íàäî æäàòü, ïîêà îíà íå çàÿâèò, ÷òî åé ÷åì-òî íå íðàâèòñÿ 2
äâåðü.
WAIT
OPEN 2nd DOOR
ENTER THE DOORWAY
À äàëüøå ïîïûòàéòåñü ïîâåðèòü â ìàãèþ! 9 points
Go NE
TAKE THE RED FRUIT(âèøíåâûå áîìáî÷êè äëÿ ïðèêîëà)
PICK THE BUTTERCUPS(öåòî÷êè ñ ìàñëèöåì âíóòðè) 5 points
Go E
LOOK AT THE SPRING(watch show)
Go SE
TALK TO THE HEADMAN
 ðåçóëüòàòå âñåé áîëòîâíè ó Âàñ äîëæåí îñòàòüñÿ êëþ÷ îò âîðîò, êî-
òîðûé îòäàñò Âàì ýòîò ìóæèê. Êðîìå òîãî îí ÿâëÿåòñÿ ïëîòíèêîì, è åñëè
Âû ïðèíåñåòå åìó íåìíîãî äðåâåñèíû, òî îí ÷åãî-íèáóäü äëÿ Âàñ ñâàÿåò.
5 points
TAKE THE ROCK(íå äåðæè êàìíÿ â êàðìàíå ñâîåì...)
À òåïåðü îêðîåì âîðîòà è ïîøóêàåì â ãàâàíè.
UNLOCK THE GATE WITH THE KEY
OPEN THE GATE
Go N
TAKE THE SAILCLOTH(ðóáèùå ìîðñêîå ñåáå)
TALK TO NADA
Ïîïðîñèòå åå ïîòÿíóòü çà âåðåâî÷êó è îíà äîñòàíåò äëÿ Âàñ âåðåâêó è
ÿêîðåê.
À çà ýòî Âàì - 8 points
And now U've an anchor & the rope.
TIE THE ROPE TO THE ANCHOR
Go S \
Go NW | All this you can do via MAP(êàðòà òî åñòü)
Go W /
REMOVE LOG(à ñèëåíîê ìàëî - êàøêó ïëîõî åëè!)
PRY LOG WITH THE HOOK(à ìû áðåâíûøêî êðþ÷î÷êîì..) 10 points
Go to the headman via MAP.
Ïîïðîñèòå åãî ñäåëàòü äëÿ Âàñ èç áðåâíóøêà - äîñî÷êó(plank)
WAIT 9 points
Now U've a plank!
Go E
PUT THE BOARD ON THE BOULDER(êàòàïóëüòó áóäåì äåëàòü!) 15 points
PUT THE ROCK ON THE BOARD
Go NE
TAKE THE PAIL, but it leaps in the air :) Òåïåðü ïîíÿòíî äëÿ ÷åãî
ìàíåâðû? Âåäðî ýòî ïåðåëåòíîå îòëîâèòü.
Go SW
Ñêàæèòå Hàäå: "Nada, would U please whack my catapult with your
Naga tail?"
Çà ïðàâèëüíûå ñëîâà Âàì - 8 points
Go NE
TAKE THE PAIL(ïîïàëîñÿ, ñàìîâëþáëåííîå âåäðî!) 7 points
Go NE
Go NE
Ñòîèì ïåðåä äâåðêîé ñ ãëàçêîì.
OPEN THE MAILBOX
TAKE THE ENVELOPE
OPEN THE ENVELOPE
READ THE LETTER(ïðîñþ Âàñ...)
TALK TO THE EYE
Âàì íåîáõîäèìî äîçíàòüñÿ ó íåãî îá Ice Queen. Äàëüøå íàäî ñêàçàòü,
÷òî ìû èùåì Fairy Nuff - îí íàì ïîìîãåò. Ãëàç ñêàæåò - ïðîõîäèòÿ!
OPEN THE SCREEN
OPEN THE DOOR
Go N
TAKE THE TEE 3 points
Go N
TAKE THE EGG 2 points
Go NE
TALK TO FAIRY NUFF
Ñêàæèòå, ÷òî Âàñ ïðèñëàë ãîëîâà Isthmus Village â ïîèñêàõ ðåøåíèÿ
èõ ïðîáëåìû ñ êîðàáëåì öåíçîðîâ. Êîãäà ÷àðîäåé ñïðîñèò: à ñêîêî òàì èõ
öåíçîðîâ? - îòâåòüòå - ÄÂÀ. 8 points
×àðîäåé äàñò ðåöåïò ñîñòàâà è ýòî õîðîøî.
READ THE RECIPE
GIVE THE LETTER TO FAIRY NUFF
Go SW;S;S
Òåïåðü íà÷èíàåì äåëàòü ðàñòâîð ñîãëàñíî ðåöåïòà. Î òåêóùåì ñîñòîÿ-
íèè ìîæíî ñïðàâëÿòüñÿ ó íàïàðíèöû. Îíà âñå îáñêàæåò - ÷å åñòü, ÷å íå
çâàòàåò.
TAKE THE EYE SCREAM
PUT THE EYE SCREAM IN THE PAIL
Once again with 2 last steps.
CRACK THE EGG IN THE PAIL
TAKE THE BUTTER 3 points
PUT THE BUTTER IN THE PAIL
Return to spring(ê ëóæå ñ êàìûøîì) via MAP
TALK TO NADA
Ñïðîñèòå åå î ñòðàííûõ êóñòèêàõ, à êîãäà îíà âñå î íèõ îáúÿñíèò,
ïîïðîñèòå åå ñëîâèòü äëÿ Âàñ cough drop.
WAIT
PUT THE COUGH DROP IN THE PAIL
Repeat with Nada & drop.
Go W
CATCH THE FIREFLIES WITH BUTTERCUP 8 points
Ìóøêó ïîéìàëè è â âåäðî åå.
PUT THE FIREFLY IN THE PAIL
À òåïåðü âîäè÷êîé çàëüåì.
FILL THE PAIL WITH THE BROOK(3ðàçà)
Ïîñëåäíèé øòðèõ...
PUT THE SAILCLOTH IN THE PAIL 25 points
...è âàðåâî ãîòîâî.
Return to the village via MAP
TAKE THE LAMP COVER(twice) Ñ îáåèõ ôîíàðèêîâ òî åñòü
Return to Fairy Nuff
TALK TO FAIRY NUFF
Âîîá÷åì, îòäàéòå åìó îáà êîëïàêà ñ ðàñòâîðîì, îí ðàçîëüåò åãî â
ïðîïîðöèÿõ è âåðíåò Âàì êîëïàêè óæå ñ æèäêîñòüþ âíóòðè.
Return to the censor ship
DOUSE THE CENSER WITH THE SOLUTION 15 points
Go W
DOUSE THE CENSER WITH THE SOLUTION 15 points
Wow! And U finally believe in magic.
Return to Fairy Nuff.
TALK TO FAIRY NUFF
Ñïðîñèì åãî î ïóòè ÷åðåç îáëàñòè Îãíÿ, Âîäû, Âîçäóõà, Çåìëè. Òóò îí
è ðàñêîëåòñÿ êàê ãíèëîé îðåõ.
Go NW 5 points
PART ]I[. Welcome to The Void!
─────────────────────────────────
WAIT;WAIT
À òåïåðü âñå âðåìÿ æäèòå è ãîâîðèòå Hàäå, ÷òî Âû âèäåëè èñ÷åçàþùóþ
ÄÂÅÐÜ. Ïîêà äâåðü íå ñòàíåò ïîñòîÿííîé. Hó, õîðîøî, íà÷àëà ñîîòâåòñò-
âóþùèõ ïðåäëîæåíèé:
"Do you see that door..."
WAIT
"I'm sure I just saw a door..."
WAIT
"I'm certain of it! I just saw a door appear!"
WAIT
"There be no doubt about it. There's a door here!" 10 points
OPEN THE DOOR 3 points
Go N 2 points
And now GREEN GEM Light on!!!
PART IV. Region Of Earth.
──────────────────────────
Go SE
Äî óïîðà íè â ÷åì íå ñîãëàøàòüñÿ ñ äåìîíåññîé ïî èìåíè Ìåò-
ðèà(Metria)!
Never agree with Metria! Çà ýòî íàì îíà îòêðîåò äâåðêó è 10 points
Return to the barrow
Go N
OPEN THE DOOR
Go N
Äàëå íàäî àêòèâíî þçàòü êàðòó è îáûñêàòü âñå ìåñòà ëàáèðèíòà. Âû
äîëæíû íàéòè ñëåäóþùåå:
1). Ïåùåðêó ãäå íåîæèäàííî ãàñíåò ñâåò. Ïîêà òåìíî ïðîèçîéäåò ïîä-
ìåíà íàøåé
íàïàðíèöû íà äåìîíåññó Ìåòðèþ!
Chamber where turn out the lights.
WAIT;WAIT
U returns to love spring. NEVER AGREE with Nada aka Metria to
swim or to drink from spring! And she returns to Metria! 10 points
Metria gives us a finder(very unusefull)
2). Stone Pestle.
TAKE THE PESTLE 2 points
3). Room with switch.
Flip all switches. When all switches appeared, flip all
switches again. Now U see a BIG BLINKING BUTTON.
PUSH THE BIG BUTTON
ENTER THE DOOR
U c Nada-Naga! Don't look on princess.
TALK TO MANACLES 12 points
4). Room with plaque. Look at the plaque, if you wanna.
5). Room with mirror.
LOOK IN THE MIRROR(watch show) 5 points
6). Room with PAD.
GET ON THE PAD
U've been teleported! Òåëåïîðòåð ïðîñòåíüêèé.
7). Room with mortar.
TAKE THE MORTAR 3 points
8). Room with door ajar.
TAKE THE DOOR AJAR(...à ëàð÷èê ïðîñòî îòêðûâàëñÿ!)
TAKE THE JAR 8 points
OPEN THE JAR
Return to the room where U found Nada.
FILL JAR WITH THE AGONY MOSS 7 points
Return to the ironwood tree
È ïîëüåì åãî âîäè÷êîé ñâÿòîé îò íàøåé êîìïàíüîíøè.
PUT THE JAR ON THE IRONWOOD TREE
Go N
Now BLUE GEM light on! 5 points
PART V. Region Of Fire.
────────────────────────
Go E
Go SE
Ask Nada about buns & she'll put her hair up in bun and hands it to
U for safekeeping.
OPEN THE MUSTARD
SQUIRT THE MUSTARD ON THE BUN 15 points
TALK TO FIREMAN 10 points
Ñïðîñèòå åãî î Ìàêå.
Go NE
TAKE THE CHARCOAL 5 points
Return to the room with plaque in the Region Of Earth!
FLATTEN THE PAPER(áóìàæêà êîðè÷íåâàÿ îò óïàêîâêè ãàìû)
PUT THE PAPER ON THE PLAQUE 10 points
RUB THE PAPER WITH THE CHARCOAL 10 points
TAKE THE PAPER
LOOK AT THE PAPER 5 points
È ó íàñ â ðóêàõ ðåöåïò, êàê ñäåëàòü FireCracker!
Ãëàâíîå - çàïîìíèòü î çîëîòèñòî-êîðè÷íåâîì öâåòå âàðåâà!
Remember about Golden brown.
Return to fireman
Wait, until fireman hands U a small wineskin.
PUT THE FIREWATER IN THE MORTAR
PUT THE BUTTERCUP IN THE MORTAR
USE THE PESTLE WITH THE MORTAR
And U made a DOUGH!
PUT THE MORTAR IN THE OPENING
WAIT until it becomes a golden brown, then take it immediatily. 10
points
Âîîáùåì, êàê òîëüêî íóæíûé öâåò, òàê ñðàçó èç ïå÷êè ãîðøîê.
U made the ancient Firecracker of Mack 10 points
Show a Firecracker to FireHand. 3 points
THROW THE FIRECRACKER AT THE WALL 2 points
WAIT 10 points
Óáðàëè ìû îãíåííóþ ñòåíî÷êó!
U eradicated the FireWall
Go N
THROW THE HOOK AT THE OPENING 5 points
Go Up
Now VIOLET GEM light on!
Hó, ÷å? Ïðîâåðèì ÷òî ó íàñ åñòü èç âåùåé íà äàííîì ýòàïå?
O'k, let's check all things that we have:
a jar, a sword with 3 gems, a tee, a cherry bomb, a tome, a
plastic, a teabag, a glasses.
PART VI. Region Of Water.
──────────────────────────
Go N
Çäåñü íàì òðîëëü ïîâñòðå÷àëñÿ:
"We'll do something for U free"
"We'll do whatever U request of us"
"Yes. Tellus what U want."
"Where is your home?" 5 points
À õî÷åò, ÷òîáû íàøëè êëþ÷èê îò øêàôà, à æèâåò îí çäåñÿ ïîä ìîñòîì.
Go N
TURN OFF THE HYDRANT
REMOVE THE HOSE 5 points
Go into Troll's house under the bridge.
Go W
LOOK AT THE WELL
PUT THE HOSE IN THE SINK 10 points
PRESS BLUE BUTTON
TURN ON THE FAUCETT 20 points
SWIM IN THE WATER 10 points
Go E 5 points
Òðîëëü Âàì äàñò 3 äîñêè. Âàì íåîáõîäèìî ðåøèòü 3 ãîëîâîëîìêè ñî
ñïè÷êàìè èëè äðóãèå ëþáûå.
TAKE THE MATCHSTICKS
PLAY WITH THE MATCHSTICKS
Solve any 3 puzzles & Troll gives us a CROWBAR & ..... a Freedom!
Next one GEM! 4 gems now.
Go N;NE
Ìû îêîëî ïåùåðû Êîì-Ïüþòåðà(Com-Pewter Cave). 5 points
Go E
Çäåñü îâåòû íà âîïðîñû. Òîëüêî 3 îòâåòà íåïðàâèëüíûõ äîïóñêàåòñÿ.
Êàê îòâå÷àòü? Ïðèìåð 1 îòâåò:
TAKE THE 'S' TILE
OPEN THE METAL DOOR
PUT THE 'S' TILE IN THE CYLINDER
CLOSE THE CYLINDER each correct answer gives U 3 points
Here is correct sequence of tiles - S;D;P;E;A;O;B;F;E;TANGLES!
Hà ïîñëåäíèé âîïðîñ íàäî îòâåòèòü òàê:
PUT THE TEE IN THE CYLINDER 10 points
After all Grundy cursed by censor virus.
Ãðóíäè çàðàçèëñÿ, íó, Âû åìó è ïðåäëîæèòå ïîïðîáîâàòü ìåäèöèíó.
Îí ïîïðîáóåò è äàñò Âàì ........ WOW! VIRUS! =8*))
OPEN THE METAL DOOR
PUT THE VIRUS IN THE CYLINDER
CLOSE THE CYLINDER 10 points
Go NE 3 points
ENTER THE DOOR
PART VII. Region Of Air.
──────────────────────────
TALK TO MA ANATHE
She said that U must bring to her something from the high.
Ïðèíåñè ñ íåáåñ ÷òî-òî è ðàçðóøü çàêëÿòüå.
TAKE THE SOCK 7 points
Go W;SE 10 points
Ogress said U that she need some love potion
Go NE
TALK TO OGREBOY
PUT THE SOCK ON THE VENT 12 points
Go S
ATTACH WHEEL TO THE CART 12 points
PUSH THE CART 10 points
TAKE THE SAIL 5 points
Go NE
TAKE THE WINDBAG(ñóìî÷êà âåòðîâ) 7 points
Go N
ATTACH THE SAIL TO THE SAILBOAT 5 points
UNTIE THE LINE 5 points
OPEN THE WINDBAG 13 points
Sail to guardmen. Correct answers are - an Error, Airdale, a
Wimdow, Air Conditioning, an Errand, a Windbag, an Airplane, an
Airbag, the Windmill, a Breeze
All it gives U ......... I think 7 points
Go NE;Up;Up;Up
TAKE THE SIGN 8 points
Îòíåñåì âûâåñêó ìàìàøå.
Return to Ma Anathe. GIVE THE SIGN TO Ma Anathe.
She changed! 20 points
And she gave U a Love Potion.
Go to the ogress.
GIVE THE POTION TO THE OGRESS 20 points
Go SE
Now PURPLE GEM light on! 4 points
PART VIII. Gap Chasm.
────────────────────────
Go NE
Cobra nevermind
Go NE
Yak Trots nevermind
Go NE 10 points
Key: "It sounds like a pretty cool idea to me. But what Nada?" 5
points
Now U've a new companion! Hîâûé êîìïàíüîí íîâûå ïðîáëåìû...
Äàëüøå áóäåò äîëãèé ðàçãîâîð ñ òó÷êîé, êîòîðóþ íåîáõîäèìî äîâåñòè
äî äîæäÿ.
TALK TO THE CLOUD:
"You're not such a big cloud..." 6 points
"I'll bet U couldn't make it rain..." 6 points
"You're so tiny, U couldn't fill a thimble with rain" 6 points
"You wouldn't know precibitation if..." 6 points
"You're total wimp...." 6 points
Now U freeze a DRAGON! 15 points
PART IX. The Castle Wolfenstein =8-D
──────────────────────────────────────
PRESS THE LOOSE BRICK on the right wall 8 points
FLIP THE SWITCH 5 points
Go N;NW
CATCH THE CRICKET WITH THE JAR 10 points
Go E;NW 10 points
You're near the grate!
Ãîâîðèëà ìíå ìàìà, íå ëàçü ïî êàíàëèçàöèè!
TAKE THE LOK PIE
USE THE CROWBAR ON THE GRATE 10 points
DOWN 5 points
FLIP 1-2-4 SWITCHES(00101) 15 points
Welcome to Good Magician Humfry!(in tower) 15 points
HAVE A BIG DEAL!
PART X. The Gourd.
─────────────────────
LOOK AT THE HYPNOGOURD 15 points
Go NE;NW 5 points
Couz we found a cellar doors
UNLOCK THE LOCK WITH THE LOK PIC 10 points
Çàìî÷êè, êëþ÷èêè - æèçíü âîðà...
OPEN THE DOORS
DOWN
Ìû âî òüìå. È ïîêà âî òüìå íàäî íàéòè íåñêîëüêî î÷åíü ïîëåçíûõ øòó-
÷åê.
You're in the full darkness 5 points
Find & TAKE THE TWINE 10 points
LOOK AT THE SKELETON
Find & TAKE THE KEY from skeleton's hand 10 points
UNLOCK THE DOOR WITH THE KEY 10 points
OPEN THE DOOR
Go N
TIE THE TWINE TO THE LEVER 15 points
Go N
PRESS THE BUTTON
TAKE THE PILLS 5 points
READ THE FLESH BOOK 15 points
È ïðîõîäèê ñåêðåòíûé îòêðîåòñÿ.
Now u're in a chamber.
USE THE PILLS WITH THE PANE 10 points
TAKE THE CANE 10 points
Go N
USE THE CANE WITH THE HOOK 15 points
Go N 5 points
Now GIANT and last GEM light on!
And last step -
THROW THE SWORD AT THE PRIZE 25 points
PART XI. After The End.
──────────────────────────
TAKE THE PHONE & .........
H a V e a N i C e D o S !!!!
╔════════╤════════╗
║ ┴ ║
║ ───── ║ FROM : OLAf.
║ ─────────
║ ─────────
║ ──────
────── ║ TO : ALL.
╟────── O
──────╢
─────────
║ ──────
────── ║ SUBJECT : Companions of
Xanth.
║ ─────────
║ ─────────
║ ───── ║ ORIGIN : I'm a
True Believer, & U?
║ ┬ ║
─────────
╚════════╧════════╝
Russian&some English Edition
════════════════
-= OLAf DoX =-
A Department of ¢REALiTY¢ Group
PROUDLY PRESENTS
Full Solution for
Companions of Xanth by
Legend Entertainment.
Ïðåäèñëîâèå.
────────────────
Çíàåòå, ÷òî ÿ Âàì ñêàæó?
Hèêîãäà íå ñïîðüòå. Ïðîèãðàåòå!..
(Ôîìà Håâåðóþùèé)
Èãðà ïðîñòà â óïðàâëåíèè è ïîíÿòíà äàæå ìàëûøó, ò.ê. ïðåäñòàâëÿåò
òèïè÷íûé advanture.
 äâóõ ñëîâàõ î öåëè - äåìîíû Çåìëè è ïëàíåòû Xanth ïîñïîðèëè ìåæäó
ñîáîé, êòî ïåðâûì çàâëàäååò Áîëüøèì Ïðèçîì, ðàñïîëîæåííûì íà Êñàíòå.
Äëÿ ýòîãî êàæäûé íàáðàë êîìàíäó Ìóíäàíîâ. Â îäíó èç íèõ âû è ïîïàëè
via êîìïüþòåðíóþ èãðó. Âû èãðàåòå íà ñòîðîíå Äåìîíà Êñàíòà.
 êà÷åñòâå íàïàðíèêà ÿ áðàë ñåáå ïðèíöåññó Hàäó-Hàãó(Nada-Naga). Åå
ñâîéñòâî - îíà óìååò ïðåâðàùàòüñÿ â ïîëó äåìîíåññó. Êàéô! Hó, è ëè÷èêî
ó íåå ïðèÿòñòâåííîå. ß íàáðàë 963 î÷êà èç 1000 âîçìîæíûõ. È Âû ýòî òî-
æå ñìîæåòå ñäåëàòü, åñëè áóäåòå ñëåäîâàòü ýòîìó ñîëþøåíó. Hó, ÷òî âïå-
ðåä? Äà, êñòàòè âàñ çîâóò Dug.
P.S. Âñå êîìàíäû áóäóò íàáðàíû áîëüøèìè ëàòèíñêèìè áóêâàìè! ß äóìàþ
âû è òàê
äîïðåòå?..
P.S.S. Äà, è åùå N <=> Ñåâåð NW <=> Ñåâåðî-Çàïàä
S <=> Þã NE <=> Ñåâåðî-Âîñòîê
E <=> Âîñòîê SW <=> Þãî-Çàïàä
W <=> Çàïàä SE <=> Þãî-Âîñòîê
Ýòî íàïðàâëåíèÿ, êóäà èòèòü íàäîòü. Àãà?
Part I. Home Alone.
──────────────────────
Äëÿ íà÷àëà âîçüìåìå è ïî÷èòàåì ïèñüìåöî.
TAKE ENVELOPE
OPEN ENVELOPE
READ LETTER 5 points
READ POST-IT(è òóò òåëåôîí çàçâîíèë!)
REMOVE POST-IT
Go NW
PUSH THE SWITCH(â êîìíàòå ñâåò âêëþ÷èì)
Go W
Îòêðîåì õîëîäèëüíèê è ïîêîïàåìñÿ.
OPEN THE ICEBOX
TAKE MUSTARD(âîò ýòî ñàìîå íóæíîå!)
TAKE THE PHONE(ãîâîðèë òåáå, Âèòÿ, íå áåðè òðóáêó, íå áåðè!..)
 õîäå ðàçãîâîðà Âàì íàäî áóäåò äîãîâîðèòüñÿ ñ äðóãîì, ÷òîáû îí
ïðèñëàë Âàì ýòó íîâóþ êëåâóþ ãàìó íà äîì! 15 points
TAKE SANDWICH
OPEN MUSTARD
SQUIRT MUSTARD ON SANDWICH
CLOSE MUSTARD
CLOSE THE ICE-BOX
TAKE TEABAG
Go E
OPEN THE DOOR
TAKE THE PACKAGE(ýòî ÿ ïî÷òàëüîí Ïå÷êèí! Ïîñûëî÷êó ïðèíåñ!)
CLOSE THE DOOR
Go SE
READ THE PACKAGE
Âñêðûâàåì ýòó ãàìêó.
OPEN THE PACKAGE
OPEN THE GAME
TAKE THE MANUAL
READ THE MANUAL
TAKE THE CARD
FILL-OUT THE WARRANTY CARD
READ THE TOME(çäåñü âñå î Êñàíòå! Î÷÷åíü íóæíàÿ âåñ÷ü.)
WEAR THE GLASSES
Hó, ÷å? Âêëþ÷àåì êîìï è ãàìêó çàïóñêàåì. À ãäå ìîé Ãóñü?!
FLIP THE POWER SWITCH
TAKE THE DISKETTE
PUT THE DISKETTE IN THE FLOPPY DRIVE
CLOSE THE FLOPPY DRIVE 9 points
LOOK AT THE SCREEN
TALK TO THE TINY MAN
Ïîñïðîøàéòå åãî îáî âñåì. Îí Âàì óñëîâèÿ-òî ñäåëêè è ðàññêàæåò.
Êîãäà íàäîåñò, ñêàæèòå, ÷òî ãîòîâû íà÷àòü ãàìèòü è âñå...
PART ][. DiE HARD
────────────────────
Hà÷èíàåòå Âû â ïåùåðå ñ äâåðêàìè.
WAIT(îáîæäåì)
TALK TO NADA
Ïî÷àùå ñïðîøàéòå ýòó ïîäðóãó. Îíà ìíîãî çíàåò è ñîâåòû öåíûå äàåò.
À çäåñü íàäî æäàòü, ïîêà îíà íå çàÿâèò, ÷òî åé ÷åì-òî íå íðàâèòñÿ 2
äâåðü.
WAIT
OPEN 2nd DOOR
ENTER THE DOORWAY
À äàëüøå ïîïûòàéòåñü ïîâåðèòü â ìàãèþ! 9 points
Go NE
TAKE THE RED FRUIT(âèøíåâûå áîìáî÷êè äëÿ ïðèêîëà)
PICK THE BUTTERCUPS(öåòî÷êè ñ ìàñëèöåì âíóòðè) 5 points
Go E
LOOK AT THE SPRING(watch show)
Go SE
TALK TO THE HEADMAN
 ðåçóëüòàòå âñåé áîëòîâíè ó Âàñ äîëæåí îñòàòüñÿ êëþ÷ îò âîðîò, êî-
òîðûé îòäàñò Âàì ýòîò ìóæèê. Êðîìå òîãî îí ÿâëÿåòñÿ ïëîòíèêîì, è åñëè
Âû ïðèíåñåòå åìó íåìíîãî äðåâåñèíû, òî îí ÷åãî-íèáóäü äëÿ Âàñ ñâàÿåò.
5 points
TAKE THE ROCK(íå äåðæè êàìíÿ â êàðìàíå ñâîåì...)
À òåïåðü îêðîåì âîðîòà è ïîøóêàåì â ãàâàíè.
UNLOCK THE GATE WITH THE KEY
OPEN THE GATE
Go N
TAKE THE SAILCLOTH(ðóáèùå ìîðñêîå ñåáå)
TALK TO NADA
Ïîïðîñèòå åå ïîòÿíóòü çà âåðåâî÷êó è îíà äîñòàíåò äëÿ Âàñ âåðåâêó è
ÿêîðåê.
À çà ýòî Âàì - 8 points
And now U've an anchor & the rope.
TIE THE ROPE TO THE ANCHOR
Go S \
Go NW | All this you can do via MAP(êàðòà òî åñòü)
Go W /
REMOVE LOG(à ñèëåíîê ìàëî - êàøêó ïëîõî åëè!)
PRY LOG WITH THE HOOK(à ìû áðåâíûøêî êðþ÷î÷êîì..) 10 points
Go to the headman via MAP.
Ïîïðîñèòå åãî ñäåëàòü äëÿ Âàñ èç áðåâíóøêà - äîñî÷êó(plank)
WAIT 9 points
Now U've a plank!
Go E
PUT THE BOARD ON THE BOULDER(êàòàïóëüòó áóäåì äåëàòü!) 15 points
PUT THE ROCK ON THE BOARD
Go NE
TAKE THE PAIL, but it leaps in the air :) Òåïåðü ïîíÿòíî äëÿ ÷åãî
ìàíåâðû? Âåäðî ýòî ïåðåëåòíîå îòëîâèòü.
Go SW
Ñêàæèòå Hàäå: "Nada, would U please whack my catapult with your
Naga tail?"
Çà ïðàâèëüíûå ñëîâà Âàì - 8 points
Go NE
TAKE THE PAIL(ïîïàëîñÿ, ñàìîâëþáëåííîå âåäðî!) 7 points
Go NE
Go NE
Ñòîèì ïåðåä äâåðêîé ñ ãëàçêîì.
OPEN THE MAILBOX
TAKE THE ENVELOPE
OPEN THE ENVELOPE
READ THE LETTER(ïðîñþ Âàñ...)
TALK TO THE EYE
Âàì íåîáõîäèìî äîçíàòüñÿ ó íåãî îá Ice Queen. Äàëüøå íàäî ñêàçàòü,
÷òî ìû èùåì Fairy Nuff - îí íàì ïîìîãåò. Ãëàç ñêàæåò - ïðîõîäèòÿ!
OPEN THE SCREEN
OPEN THE DOOR
Go N
TAKE THE TEE 3 points
Go N
TAKE THE EGG 2 points
Go NE
TALK TO FAIRY NUFF
Ñêàæèòå, ÷òî Âàñ ïðèñëàë ãîëîâà Isthmus Village â ïîèñêàõ ðåøåíèÿ
èõ ïðîáëåìû ñ êîðàáëåì öåíçîðîâ. Êîãäà ÷àðîäåé ñïðîñèò: à ñêîêî òàì èõ
öåíçîðîâ? - îòâåòüòå - ÄÂÀ. 8 points
×àðîäåé äàñò ðåöåïò ñîñòàâà è ýòî õîðîøî.
READ THE RECIPE
GIVE THE LETTER TO FAIRY NUFF
Go SW;S;S
Òåïåðü íà÷èíàåì äåëàòü ðàñòâîð ñîãëàñíî ðåöåïòà. Î òåêóùåì ñîñòîÿ-
íèè ìîæíî ñïðàâëÿòüñÿ ó íàïàðíèöû. Îíà âñå îáñêàæåò - ÷å åñòü, ÷å íå
çâàòàåò.
TAKE THE EYE SCREAM
PUT THE EYE SCREAM IN THE PAIL
Once again with 2 last steps.
CRACK THE EGG IN THE PAIL
TAKE THE BUTTER 3 points
PUT THE BUTTER IN THE PAIL
Return to spring(ê ëóæå ñ êàìûøîì) via MAP
TALK TO NADA
Ñïðîñèòå åå î ñòðàííûõ êóñòèêàõ, à êîãäà îíà âñå î íèõ îáúÿñíèò,
ïîïðîñèòå åå ñëîâèòü äëÿ Âàñ cough drop.
WAIT
PUT THE COUGH DROP IN THE PAIL
Repeat with Nada & drop.
Go W
CATCH THE FIREFLIES WITH BUTTERCUP 8 points
Ìóøêó ïîéìàëè è â âåäðî åå.
PUT THE FIREFLY IN THE PAIL
À òåïåðü âîäè÷êîé çàëüåì.
FILL THE PAIL WITH THE BROOK(3ðàçà)
Ïîñëåäíèé øòðèõ...
PUT THE SAILCLOTH IN THE PAIL 25 points
...è âàðåâî ãîòîâî.
Return to the village via MAP
TAKE THE LAMP COVER(twice) Ñ îáåèõ ôîíàðèêîâ òî åñòü
Return to Fairy Nuff
TALK TO FAIRY NUFF
Âîîá÷åì, îòäàéòå åìó îáà êîëïàêà ñ ðàñòâîðîì, îí ðàçîëüåò åãî â
ïðîïîðöèÿõ è âåðíåò Âàì êîëïàêè óæå ñ æèäêîñòüþ âíóòðè.
Return to the censor ship
DOUSE THE CENSER WITH THE SOLUTION 15 points
Go W
DOUSE THE CENSER WITH THE SOLUTION 15 points
Wow! And U finally believe in magic.
Return to Fairy Nuff.
TALK TO FAIRY NUFF
Ñïðîñèì åãî î ïóòè ÷åðåç îáëàñòè Îãíÿ, Âîäû, Âîçäóõà, Çåìëè. Òóò îí
è ðàñêîëåòñÿ êàê ãíèëîé îðåõ.
Go NW 5 points
PART ]I[. Welcome to The Void!
─────────────────────────────────
WAIT;WAIT
À òåïåðü âñå âðåìÿ æäèòå è ãîâîðèòå Hàäå, ÷òî Âû âèäåëè èñ÷åçàþùóþ
ÄÂÅÐÜ. Ïîêà äâåðü íå ñòàíåò ïîñòîÿííîé. Hó, õîðîøî, íà÷àëà ñîîòâåòñò-
âóþùèõ ïðåäëîæåíèé:
"Do you see that door..."
WAIT
"I'm sure I just saw a door..."
WAIT
"I'm certain of it! I just saw a door appear!"
WAIT
"There be no doubt about it. There's a door here!" 10 points
OPEN THE DOOR 3 points
Go N 2 points
And now GREEN GEM Light on!!!
PART IV. Region Of Earth.
──────────────────────────
Go SE
Äî óïîðà íè â ÷åì íå ñîãëàøàòüñÿ ñ äåìîíåññîé ïî èìåíè Ìåò-
ðèà(Metria)!
Never agree with Metria! Çà ýòî íàì îíà îòêðîåò äâåðêó è 10 points
Return to the barrow
Go N
OPEN THE DOOR
Go N
Äàëå íàäî àêòèâíî þçàòü êàðòó è îáûñêàòü âñå ìåñòà ëàáèðèíòà. Âû
äîëæíû íàéòè ñëåäóþùåå:
1). Ïåùåðêó ãäå íåîæèäàííî ãàñíåò ñâåò. Ïîêà òåìíî ïðîèçîéäåò ïîä-
ìåíà íàøåé
íàïàðíèöû íà äåìîíåññó Ìåòðèþ!
Chamber where turn out the lights.
WAIT;WAIT
U returns to love spring. NEVER AGREE with Nada aka Metria to
swim or to drink from spring! And she returns to Metria! 10 points
Metria gives us a finder(very unusefull)
2). Stone Pestle.
TAKE THE PESTLE 2 points
3). Room with switch.
Flip all switches. When all switches appeared, flip all
switches again. Now U see a BIG BLINKING BUTTON.
PUSH THE BIG BUTTON
ENTER THE DOOR
U c Nada-Naga! Don't look on princess.
TALK TO MANACLES 12 points
4). Room with plaque. Look at the plaque, if you wanna.
5). Room with mirror.
LOOK IN THE MIRROR(watch show) 5 points
6). Room with PAD.
GET ON THE PAD
U've been teleported! Òåëåïîðòåð ïðîñòåíüêèé.
7). Room with mortar.
TAKE THE MORTAR 3 points
8). Room with door ajar.
TAKE THE DOOR AJAR(...à ëàð÷èê ïðîñòî îòêðûâàëñÿ!)
TAKE THE JAR 8 points
OPEN THE JAR
Return to the room where U found Nada.
FILL JAR WITH THE AGONY MOSS 7 points
Return to the ironwood tree
È ïîëüåì åãî âîäè÷êîé ñâÿòîé îò íàøåé êîìïàíüîíøè.
PUT THE JAR ON THE IRONWOOD TREE
Go N
Now BLUE GEM light on! 5 points
PART V. Region Of Fire.
────────────────────────
Go E
Go SE
Ask Nada about buns & she'll put her hair up in bun and hands it to
U for safekeeping.
OPEN THE MUSTARD
SQUIRT THE MUSTARD ON THE BUN 15 points
TALK TO FIREMAN 10 points
Ñïðîñèòå åãî î Ìàêå.
Go NE
TAKE THE CHARCOAL 5 points
Return to the room with plaque in the Region Of Earth!
FLATTEN THE PAPER(áóìàæêà êîðè÷íåâàÿ îò óïàêîâêè ãàìû)
PUT THE PAPER ON THE PLAQUE 10 points
RUB THE PAPER WITH THE CHARCOAL 10 points
TAKE THE PAPER
LOOK AT THE PAPER 5 points
È ó íàñ â ðóêàõ ðåöåïò, êàê ñäåëàòü FireCracker!
Ãëàâíîå - çàïîìíèòü î çîëîòèñòî-êîðè÷íåâîì öâåòå âàðåâà!
Remember about Golden brown.
Return to fireman
Wait, until fireman hands U a small wineskin.
PUT THE FIREWATER IN THE MORTAR
PUT THE BUTTERCUP IN THE MORTAR
USE THE PESTLE WITH THE MORTAR
And U made a DOUGH!
PUT THE MORTAR IN THE OPENING
WAIT until it becomes a golden brown, then take it immediatily. 10
points
Âîîáùåì, êàê òîëüêî íóæíûé öâåò, òàê ñðàçó èç ïå÷êè ãîðøîê.
U made the ancient Firecracker of Mack 10 points
Show a Firecracker to FireHand. 3 points
THROW THE FIRECRACKER AT THE WALL 2 points
WAIT 10 points
Óáðàëè ìû îãíåííóþ ñòåíî÷êó!
U eradicated the FireWall
Go N
THROW THE HOOK AT THE OPENING 5 points
Go Up
Now VIOLET GEM light on!
Hó, ÷å? Ïðîâåðèì ÷òî ó íàñ åñòü èç âåùåé íà äàííîì ýòàïå?
O'k, let's check all things that we have:
a jar, a sword with 3 gems, a tee, a cherry bomb, a tome, a
plastic, a teabag, a glasses.
PART VI. Region Of Water.
──────────────────────────
Go N
Çäåñü íàì òðîëëü ïîâñòðå÷àëñÿ:
"We'll do something for U free"
"We'll do whatever U request of us"
"Yes. Tellus what U want."
"Where is your home?" 5 points
À õî÷åò, ÷òîáû íàøëè êëþ÷èê îò øêàôà, à æèâåò îí çäåñÿ ïîä ìîñòîì.
Go N
TURN OFF THE HYDRANT
REMOVE THE HOSE 5 points
Go into Troll's house under the bridge.
Go W
LOOK AT THE WELL
PUT THE HOSE IN THE SINK 10 points
PRESS BLUE BUTTON
TURN ON THE FAUCETT 20 points
SWIM IN THE WATER 10 points
Go E 5 points
Òðîëëü Âàì äàñò 3 äîñêè. Âàì íåîáõîäèìî ðåøèòü 3 ãîëîâîëîìêè ñî
ñïè÷êàìè èëè äðóãèå ëþáûå.
TAKE THE MATCHSTICKS
PLAY WITH THE MATCHSTICKS
Solve any 3 puzzles & Troll gives us a CROWBAR & ..... a Freedom!
Next one GEM! 4 gems now.
Go N;NE
Ìû îêîëî ïåùåðû Êîì-Ïüþòåðà(Com-Pewter Cave). 5 points
Go E
Çäåñü îâåòû íà âîïðîñû. Òîëüêî 3 îòâåòà íåïðàâèëüíûõ äîïóñêàåòñÿ.
Êàê îòâå÷àòü? Ïðèìåð 1 îòâåò:
TAKE THE 'S' TILE
OPEN THE METAL DOOR
PUT THE 'S' TILE IN THE CYLINDER
CLOSE THE CYLINDER each correct answer gives U 3 points
Here is correct sequence of tiles - S;D;P;E;A;O;B;F;E;TANGLES!
Hà ïîñëåäíèé âîïðîñ íàäî îòâåòèòü òàê:
PUT THE TEE IN THE CYLINDER 10 points
After all Grundy cursed by censor virus.
Ãðóíäè çàðàçèëñÿ, íó, Âû åìó è ïðåäëîæèòå ïîïðîáîâàòü ìåäèöèíó.
Îí ïîïðîáóåò è äàñò Âàì ........ WOW! VIRUS! =8*))
OPEN THE METAL DOOR
PUT THE VIRUS IN THE CYLINDER
CLOSE THE CYLINDER 10 points
Go NE 3 points
ENTER THE DOOR
PART VII. Region Of Air.
──────────────────────────
TALK TO MA ANATHE
She said that U must bring to her something from the high.
Ïðèíåñè ñ íåáåñ ÷òî-òî è ðàçðóøü çàêëÿòüå.
TAKE THE SOCK 7 points
Go W;SE 10 points
Ogress said U that she need some love potion
Go NE
TALK TO OGREBOY
PUT THE SOCK ON THE VENT 12 points
Go S
ATTACH WHEEL TO THE CART 12 points
PUSH THE CART 10 points
TAKE THE SAIL 5 points
Go NE
TAKE THE WINDBAG(ñóìî÷êà âåòðîâ) 7 points
Go N
ATTACH THE SAIL TO THE SAILBOAT 5 points
UNTIE THE LINE 5 points
OPEN THE WINDBAG 13 points
Sail to guardmen. Correct answers are - an Error, Airdale, a
Wimdow, Air Conditioning, an Errand, a Windbag, an Airplane, an
Airbag, the Windmill, a Breeze
All it gives U ......... I think 7 points
Go NE;Up;Up;Up
TAKE THE SIGN 8 points
Îòíåñåì âûâåñêó ìàìàøå.
Return to Ma Anathe. GIVE THE SIGN TO Ma Anathe.
She changed! 20 points
And she gave U a Love Potion.
Go to the ogress.
GIVE THE POTION TO THE OGRESS 20 points
Go SE
Now PURPLE GEM light on! 4 points
PART VIII. Gap Chasm.
────────────────────────
Go NE
Cobra nevermind
Go NE
Yak Trots nevermind
Go NE 10 points
Key: "It sounds like a pretty cool idea to me. But what Nada?" 5
points
Now U've a new companion! Hîâûé êîìïàíüîí íîâûå ïðîáëåìû...
Äàëüøå áóäåò äîëãèé ðàçãîâîð ñ òó÷êîé, êîòîðóþ íåîáõîäèìî äîâåñòè
äî äîæäÿ.
TALK TO THE CLOUD:
"You're not such a big cloud..." 6 points
"I'll bet U couldn't make it rain..." 6 points
"You're so tiny, U couldn't fill a thimble with rain" 6 points
"You wouldn't know precibitation if..." 6 points
"You're total wimp...." 6 points
Now U freeze a DRAGON! 15 points
PART IX. The Castle Wolfenstein =8-D
──────────────────────────────────────
PRESS THE LOOSE BRICK on the right wall 8 points
FLIP THE SWITCH 5 points
Go N;NW
CATCH THE CRICKET WITH THE JAR 10 points
Go E;NW 10 points
You're near the grate!
Ãîâîðèëà ìíå ìàìà, íå ëàçü ïî êàíàëèçàöèè!
TAKE THE LOK PIE
USE THE CROWBAR ON THE GRATE 10 points
DOWN 5 points
FLIP 1-2-4 SWITCHES(00101) 15 points
Welcome to Good Magician Humfry!(in tower) 15 points
HAVE A BIG DEAL!
PART X. The Gourd.
─────────────────────
LOOK AT THE HYPNOGOURD 15 points
Go NE;NW 5 points
Couz we found a cellar doors
UNLOCK THE LOCK WITH THE LOK PIC 10 points
Çàìî÷êè, êëþ÷èêè - æèçíü âîðà...
OPEN THE DOORS
DOWN
Ìû âî òüìå. È ïîêà âî òüìå íàäî íàéòè íåñêîëüêî î÷åíü ïîëåçíûõ øòó-
÷åê.
You're in the full darkness 5 points
Find & TAKE THE TWINE 10 points
LOOK AT THE SKELETON
Find & TAKE THE KEY from skeleton's hand 10 points
UNLOCK THE DOOR WITH THE KEY 10 points
OPEN THE DOOR
Go N
TIE THE TWINE TO THE LEVER 15 points
Go N
PRESS THE BUTTON
TAKE THE PILLS 5 points
READ THE FLESH BOOK 15 points
È ïðîõîäèê ñåêðåòíûé îòêðîåòñÿ.
Now u're in a chamber.
USE THE PILLS WITH THE PANE 10 points
TAKE THE CANE 10 points
Go N
USE THE CANE WITH THE HOOK 15 points
Go N 5 points
Now GIANT and last GEM light on!
And last step -
THROW THE SWORD AT THE PRIZE 25 points
PART XI. After The End.
──────────────────────────
TAKE THE PHONE & .........
H a V e a N i C e D o S !!!!
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Solution #2 for Companions of Xanth
- - - -
- - - -
- - - -
- - QUEST. QUEST - - -
- Companion of Xanth. , .
- - ... - -
- - .... - -
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,
- - , , - -
.
- - . - -
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.
- - ? - -
- - - -
:
- - ------- - -
. (READ).
- - . , . - -
. . (PUSH).
- - , . TEABAG . . - -
. . 3-, 1-, 2-,
- - 2- 3- . .- -
. . .
- - . . . - -
. (FLIP). .
- - . . - - -
- (3). . - .
- - - -
:
- - --------- - -
(WEAR). .
- - , . - - -
-, !
- - . - -
- - : - -
--------------------
- - . . BUTTERCUPS. - -
. (CATCH).
- - . . - -
-. .
- - . . . - -
(UNLOCK). .
- - . . .- -
. , .
- - 3-, 2- . .- -
. (TIE)
- - (LOG). . - -
. . 3- . -
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. , 1- 4- .
- - . . - -
, .
- - . 2 EYE SCREAM (FILL). - -
. , .
- - (SNAKE). . 3-, 3- - -
. WAIT. -?
- - . . . - -
. (BUTTERCUPS).
- - (EMPTY). . . - -
(3 ).
- - . . .- -
. 2 . -
- - -. (POUR). - -
. . . .
- - . . . - -
. . OH! MOMMY!!!
- - - -
:
- - ---------- - -
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- - , WAIT. . . - -
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- - , . . - -
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-------------
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. , . .
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- - . - -
MAP, - PICT.
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,
- - , - -
.
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- - .... ( , - -
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- - -). . , . - -
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- - - -
:
- - --------------- - -
-. .
- - . . - -
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- - . . - -
. (MUSTARD).
- - . . .- -
. .
- - . , - - -
- . (FLATTEN). .
- - . , . - -
. (my greetings
- - to God). (). 1- . - -
. .
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- - . . - -
. .
- - -. , - -
. . . .
- - . (). - -
- - . - -
---------------
- - . . - - -
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- - , . . . - -
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- - . . . - -
. ,
- - (SWIM IN). . - -
. 3 .
- - . . 4-5 . - -
. .
- - . . . - -
. , . -
- - - , : - -
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- - 2 - B - -
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- - -. - -
- - - -
---------------
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- - . . - -
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- - . . - -
, . . -
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. . .
- - . - -
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- - . - -
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- - . . - -
- - - -
----------
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. . . .
- - . , - - -
. . .
- - LOC PIC. . . - -
. 3- 5-. .
- - - . . - -
- - - -
-------------
- - . , -. - -
LOK PIC. . .
- - , . , - -
. . .
- - . . , . - -
. ,
- - . . . - -
. .
- - . . . - -
.....
- - . . . - -
.
- - - -
!
+-+-----------------------------------------------------------------------+-+
++
L----------------------------------------------------------------------------
- - - -
- - - -
- - - -
- - QUEST. QUEST - - -
- Companion of Xanth. , .
- - ... - -
- - .... - -
- - , , - -
- - , . - -
,
- - , , - -
.
- - . - -
-
- - -, - . - -
:
- - LOOK AT - - - -
PUT - - -
- - TAKE - - - -
LOOK -
- - OPEN - - - -
CLOSE - -
- - TALK TO - - - -
- - , - -
.
- - ? - -
- - - -
:
- - ------- - -
. (READ).
- - . , . - -
. . (PUSH).
- - , . TEABAG . . - -
. . 3-, 1-, 2-,
- - 2- 3- . .- -
. . .
- - . . . - -
. (FLIP). .
- - . . - - -
- (3). . - .
- - - -
:
- - --------- - -
(WEAR). .
- - , . - - -
-, !
- - . - -
- - : - -
--------------------
- - . . BUTTERCUPS. - -
. (CATCH).
- - . . - -
-. .
- - . . . - -
(UNLOCK). .
- - . . .- -
. , .
- - 3-, 2- . .- -
. (TIE)
- - (LOG). . - -
. . 3- . -
- - - . , . - -
. , , -
- - - . . 1- , - -
2-. . . 2 .
- - . , . - -
!!!
- - . 2-, 2-, 2- 2- . - -
. ( ). . TEE
- - . . . -. - -
. , 1- 4- .
- - . . - -
, .
- - . 2 EYE SCREAM (FILL). - -
. , .
- - (SNAKE). . 3-, 3- - -
. WAIT. -?
- - . . . - -
. (BUTTERCUPS).
- - (EMPTY). . . - -
(3 ).
- - . . .- -
. 2 . -
- - -. (POUR). - -
. . . .
- - . . . - -
. . OH! MOMMY!!!
- - - -
:
- - ---------- - -
WAIT. . WAIT. !!!
- - , WAIT. . . - -
WAIT. .
- - , . . - -
. -. -.
- - 2- . . - -
. . .
- - , . . - -
- - : - -
-------------
- - 2 , 1 , 1 . - - -
. , . .
- - . - -
!!! . -
- - -. , - ( 2-4 ), 2- - -
. . !
- - . - -
MAP, - PICT.
- - : - -
,
- - , - -
.
- - . - - -
( ).
- - , , - -
, (
- - , - - -
-).
- - , () - - -
-. . . . .
- - , , , - - -
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- - 2 . - - -
- . . .
- - . (). - -
. , ? - !!!
- - , - OK, I - -
CHECK OUT THE ... . .
- - (FILL-, MOSS-). - -
. .
- - .... ( , - -
). . . ( -
- - -). . , . - -
. . .
- - - -
:
- - --------------- - -
-. .
- - . . - -
. . .
- - . . - -
. (MUSTARD).
- - . . .- -
. .
- - . , - - -
- . (FLATTEN). .
- - . , . - -
. (my greetings
- - to God). (). 1- . - -
. .
- - . (USE). - -
. . WAIT .
- - . . - -
. .
- - -. , - -
. . . .
- - . (). - -
- - . - -
---------------
- - . . - - -
- Don`t eat us ( ). We can help you ( ).
- - , . . . - -
(TURN OFF). . . .
- - . . . - -
. ,
- - (SWIM IN). . - -
. 3 .
- - . . 4-5 . - -
. .
- - . . . - -
. , . -
- - - , : - -
1 - O
- - 2 - B - -
3 - F
- - 4 - E - -
5 - tee.
- - . . . - -
. .
- - -. - -
- - - -
---------------
- - ( ). . . - -
. . ,
- - . . - -
. .
- - . . , .- -
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- - . . - -
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- - . . - -
, . . -
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- - . - -
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- - -. . . . - -
. . .
- - . - -
.
- - . . , - -
. .
- - . . - -
- - - -
----------
- - . , . - -
. . . .
- - . , - - -
. . .
- - LOC PIC. . . - -
. 3- 5-. .
- - - . . - -
- - - -
-------------
- - . , -. - -
LOK PIC. . .
- - , . , - -
. . .
- - . . , . - -
. ,
- - . . . - -
. .
- - . . . - -
.....
- - . . . - -
.
- - - -
!
+-+-----------------------------------------------------------------------+-+
++
L----------------------------------------------------------------------------
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Solution for Companions of Xanth
First off, I'd like to thank Piers Anthony and the Legend staff for a great
game. Now, for all you whiners out there, if you think this will ruin the game
for you...
DON'T READ IT!!!!! Otherwise, enjoy!!!!
Mundania
Bedroom (Opening Scene)
Take the envelope, then open it. Look at the letter. Go northwest to get to
the front hall.
Front Hall
Turn on the light switch (next to the door), then go west into the kitchen.
Kitchen
Answer the ringing phone. (If it isn't ringing yet, do something else until
it does.) Say "Hi, Edsel," then follow dialogue path 1, 2, 2, 3. (He'll send
the computer game via courier.) Take the teabag from the table. Open the
icebox and take the mustard.
Front Hall
Open and close the front door. Open the door again, take the package, and
close the door. Open the package, then open the game box that's inside. Go
southeast, back to your computer.
Load the Game
Flip the power switch on the right side of the computer. Put the game disk in
the floppy drive, then close the drive.
Choosing a Companion
Look at the computer screen. Talk to the tiny man (Grundy Golem). Ask him
everything you can about the game, its rules, Xanth, companions, et cetera.
Choose Nada Naga as your companion.
Welcome to Xanth!
The Cavern
Wear the 3-D glasses. Wait a few turns until Nada opens the coffin-shaped
door. Go north through it. (Don't worry about being a screen. It'll pass.) Go
northeast to the crossroads.
The Crossroads and the Village
Go east, then southeast to the village gate. Take the rock on the ground.
Take both lamp covers. Talk to the headsman at the gate. Agree to help rid
the town of the censorship. He'll give you a key; click on the gate, unlock
it with the key, then open it. Go north to the pier.
Pier
Take the scrap of sailcloth. Ask Nada to get the rope for you. She'll get the
anchor too. Now go south, northwest, then west to the crossroads.
Crossroads
Click on the anchor, then pry the log with the anchor.
Beyond the Pail
Making a Catapult
Go east, then southeast to the village gate. Talk to the headsman; ask him to
make a thin flat board. Wait a turn or two. He'll return with the board. Now
go east one screen, and put the board on the boulder, put the rock on the
board. Talk to Nada and ask her to whack the catapult with her tail. Go
northeast. Take the pail. Go northeast twice more, to the screen door.
The Eye Scream
Talk to the eye on the screen door. Keep talking until you can ask to see
Fairy Nuff. After the eye closes, open the screen, then the door. Go north,
then take the tee. Go north, then take the egg. Go northeast to the booth of
the Fairy Nuff.
Fairy Nuff
Talk to Fairy Nuff. Tell him about the problem in Isthmus Village. When he
asks about the number of censors on the ship, tell him, "Two." Read the
solution recipe. Note: Use the pail to collect ingredients for the solution.
Go back to the dark misty forest just northwest of the village. (If you
haven't taken the egg, the pail, or the lamp covers yet, you should grab
these items on the way back to the forest.)
Fairy Nuff's Solution
Cough Drops
Talk to Nada, ask about the bush, then ask her to get a cough drop. Wait. Ask
Nada to get another one. (You need two cough drops.) Put the drops in the
Pail. Go west to the crossroads.
Crossroads Ingredients
Put the pail in the brook three times to get three pints (six cups) of fresh
water. Take a buttercup and empty it to get butter. Put the butter in the
pail. Click on the empty sticky buttercup, then on the fireflies to catch
one. Put the firefly into the pail. Now go back to the "eye screen" doorway.
Eye Screams
Take the eye scream nearest you on the right side of the path and put it in
the pail. Repeat. (You need two dashes of eye scream.) Finally, put both the
egg and the scrap of sailcloth (from the pier) into the pail. The solution is
ready. Take it to Fairy Nuff.
Use the Solution
Talk to Fairy Nuff. If you've taken the two lamp covers from the village,
he'll divide the solution into two equal portions. Go back to the censor ship
and put one portion of the solution on each censor.
The Fairy's "Shortcut"
After the cut-scene, go back to the village headsman. He'll give you a sword.
Then return to Fairy Nuff. Talk to him to find the shortcut through the
regions. Then take the path to the northwest.
The Void
Click repeatedly on any direction in the compass rose. Watch the picture
closely- a shimmering door will appear, then disappear. Every time it does,
talk to Nada and strongly affirm that you saw it. After several appearances,
the door will appear permanently. Open the door and enter.
The Region of Earth
Metria the Demoness
Walk southeast past the barrow. Keep talking to Metria and turning down her
offers to drink from the pool; if she avoids conversation, just keep looking
at the pool. Eventually she'll give up in disgust and open the door to the
barrow. Go northwest, then north to the barrow door.
The Barrow
Open the barrow door and enter the darkness. (Explore using your map screen;
switch back to picture mode whenever something interesting is indicated by
the text window.) When the lights go out, Nada will disappear for a moment.
Wait a few turns. When she returns and the lights come back on, she'll drag
you to the spring.
Back to the Spring
Refuse to drink; Nada is actually Metria in disguise! When Metria finally
admits her trickery, she'll give you a "finder" to help locate Nada. Her
instructions are bogus- actually, the lower the reading, the closer you are
to finding Nada. Be sure to turn on the finder. Go back into the barrow maze
and start exploring.
The Maze (Lower Level)
In this level of the maze you'll find a stone pestle, a mirror room, a plaque
room, a switch room, and a metal pad room. You can get to the upper level of
the maze through the metal pad room (find out how below).
Mirror Room
Look into the mirror to see how Kim's doing.
Plaque Room
Click on the plaque, then touch it. Flatten the paper you've been carrying
around; put the paper on the plaque.
Switch Room
Click the metal switch, then flip it. Keep flipping each new switch that
appears (16 in all). Then flip all of the switches off. When the big glowing
reddish button appears, push it. A descending staircase will appear.
Metal Pad Room (Passage)
Click on the pad. Then get onto it. It will zap you to another level of the
maze. You'll find the stone mortar and the "door ajar" on this level.
The Maze (Upper Level)
In this level you'll need to find a stone mortar and a room with a door that
is ajar.
"Door Ajar" Room
Take the door. (It reverts to its real form- a jar.) Take the jar. You can't
get past the ironwood tree unless you have some blue agony moss. You'll find
that in the Dungeon (reached via the Switch Room).
Dungeon
Go to the Switch Room and go down the staircase. (If you haven't opened the
passage yet, see "Switch Room" above.) Select only dialogue choices that keep
you looking away from Nada. Then talk to the manacles. After Nada is free,
open the jar (see "'Door Ajar' Room," above). Put some of the blue agony moss
(on the wall just left of Nada) in the jar. Now go back to the "Door Ajar"
Room and put the moss on the ironwood tree. Exit north.
The Region of Fire
Molten Lake
Click on the tunnel end, then go to it. Go southeast to the room with the hot
dog and the fireman. Talk to Nada, tell her she looks uncomfortable, and
convince her to put her hair up in a bun. She'll do so and give it to you.
Open the mustard (from your refrigerator back home) and squirt it on the bun.
When the dog disappears, go northeast.
Wall of Fire
Take the charcoal on the path. Now you must return all the way to the Plaque
Room, in the lower level of the barrow maze.
Back to the Barrow: Plaque Room
Click on the paper you put over the plaque, click on Rub, then click on the
charcoal. Take the paper and look at it. Return to the room with the fireman.
Firecracker Mix
You can talk to the fire man if you want, but if you try to put lava in your
jar, the fireman will give you a wineskin full of firewater. Put the buttercup
into the mortar. Put the firewater into the mortar. (If the fireman takes away
the wineskin, don't worry- he'll give it back soon enough.) Then use the
pestle with the mortar. Put the mortar into the opening of the rock (a
natural oven) at the left. Look at the mortar. When the dough has risen and
is golden brown, take the mortar, it will yield Mack's cracker. Now go
northeast to the firewall.
Blast the Firewall
Throw the firecracker at the wall. Wait a few turns until it blows up. Go
north to the opening in the ceiling.
The Opening
Now tie the rope to the anchor. Throw the resulting grappling hook into the
opening. Now go up.
Region of Water
Troll Bridge
Go north toward the bridge. Be respectful to the troll and agree to perform a
free service for him. Go north across the bridge to the three-pronged fork in
the road.
Fork in the Road
Close the hydrant, then take the hose that's connected to the faucet at the
left. Go south, back over the bridge, then go down into the troll's living
room.
Troll's House
Go west into the troll's lab. Put the hose in the sink on the right. Push the
middle blue button on the back wall, left of the metal locker. Turn on the
faucet and enter the well to retrieve the troll's key. Go east into the living
room and tell the troll you have the key.
Troll's Puzzle
Take any of the three puzzles. If you try a puzzle and fail three times, the
troll will let you go. Go up, then cross the troll bridge. At the fork, go
northeast to the cave entrance.
Com-Pewter
Com-Pewter's Lair
Go east to enter the evil machine's cave. You'll have to play Com-Pewter's
game. Whatever you do, DON'T RESIGN!
Com-Pewter's Game: Round One
To play, open the metal door on the cylinder at the right after each of
Com-Pewter's questions, then put the right letter in the cylinder and close
the metal door again. The answers to the first round of the game are:
s to make the word spears
d to make the word dates
p to make the word pecans
e to make the word steer
a to make the word lamia
Com-Pewter's Game: Round Two
Same rules as Round One. The answers are:
o to make the word moose
b to make the word cobra
f to make the word fleas
e to make the word panties
t to make the word tangles
Of course, you don't have a t in your tray. But you can use one of two other
"T"s you've picked up in the game- either the golf tee from the fairway or
the teabag from your kitchen table.
Disabling Com-Pewter
Open the metal door again. Put the virus you got from Grundy into the
cylinder. Close the metal door. After the various cut-scenes, exit to the
northeast.
The Region of Air
Ma Anathe's Shack
Enter the shack and talk to Ma Anathe. Take the windsock from the wall at the
upper left. Exit to the west. Go southeast to the ogress.
Ogress & Son
After your dialogue with the ogress, go northeast to the Ogre Boy. Put the
windsock on the vent. The grateful (but ugly) Ogre Boy is now one of your
companions. (His face will appear beneath Nada's.) Go northwest to the long
and winding road.
Long and Winding Road
Take the windbag lying on the road. Go southwest to the shack.
Fix the Cart
Now that Ogre Boy is helping, attach the cartwheel to the broken cart. Click
on the cart, then select Push. Take the Sail and go northeast, then north
into the strange cave.
Sailboat
Put the sail on the boat, open the windbag, then untie the line.
Guardian of the Mountain
The answers, in order, are: error, airedale, window, air conditioning, errand,
windbag, airplane, airbag, windmill, breeze. Go northeast to the bottom of the
staircase, then go up three times until you come to the "Mountain Closed"
sign. Take the sign and retrace your route back to Ma Anathe's shack.
Good, Bad, and Ugly
Give the sign to Ma. After she gives you the ugly potion, exit the shack and
go southeast to the ogress. Give the ogress the potion. She'll let you pass
to the southeast now.
The Gap Chasm
Gap Animals
Just keep talking, and eventually you'll end up at the Chasm, where you'll be
forced to switch companions. Go with the flow; you'll now have Jenny Elf and
Sammy Cat.
Gap Dragon
Talk to the cloud, Cumulo Fracto Nimbus. If you insult him enough, he'll dump
snow on you and Stanley Steamer, making the dragon harmless.
Outside Humfrey's Castle
Front Gate
After the cut-scene and the dialogue with Jenny, move your cursor up the wall
directly above where Sammy scratches the ground until you find the loose
brick. Press the brick and flip the switch. Go north to the moat.
Drawbridge
Click on the bridge, then select Draw and click on the moat. Keep this up
until the bridge is completely drawn over the moat. Go north to the front
door.
Front Door
Knock. Talk to the eye, then exit south. Go northwest to the moat serpent's
head.
Loc Pic Monster
Click on the jar in your inventory, then select Fill and click on the cricket
(the tiny black + hopping around near the serpent's snout). When the serpent
falls asleep, go east to its tail. Go northwest to cross the moat on the
serpent's coils. Then use the crowbar (from the troll) on the grate and go
down.
In the Tunnel
Click on the end of the tunnel, then select Go to. Remember the clue from the
voice at the front door? (He said, "For one to gain entrance...") Push (in
this order) the switches numbered four, one, and two. (Get it?)
Inside the Gourd
Humfrey
After your conversation with the wizard, look at the hypnogourd he gives you.
Then go northeast to the mansion.
Cellar
You can't get past the zombie. Go northwest to the cellar door. Click on the
door, select Unlock, then click on the lok pic (from the serpent). Open the
doors and go down into the cellar. Move your cursor around until you find the
key, and the twine. Take them both. Then look for the door, click on it,
select Unlock, and click on the key. Open the door and go north through it.
Sliding Stairs
Tie the twine to the lever. Go north up the stairs.
Top of Stairs
Push the red button on the left wall.
Skeleton's Study
Take the bottle of pills by the chair. Look at the third book from the left
on the mantle.
Get the Cane
Use the Pain-B-Gone on the pane of glass. Take the cane. Now go upstairs, and
use the cane on the hook in the ceiling trapdoor. Go north through the
trapdoor.
Attic
Click on the sword, then move the cursor to the prize goblet and click again.
You'll throw the sword at the goblet.
Bedroom
After the cut-scene, answer the telephone.
Congratulations!!! You've beaten the Game!!!
First off, I'd like to thank Piers Anthony and the Legend staff for a great
game. Now, for all you whiners out there, if you think this will ruin the game
for you...
DON'T READ IT!!!!! Otherwise, enjoy!!!!
Mundania
Bedroom (Opening Scene)
Take the envelope, then open it. Look at the letter. Go northwest to get to
the front hall.
Front Hall
Turn on the light switch (next to the door), then go west into the kitchen.
Kitchen
Answer the ringing phone. (If it isn't ringing yet, do something else until
it does.) Say "Hi, Edsel," then follow dialogue path 1, 2, 2, 3. (He'll send
the computer game via courier.) Take the teabag from the table. Open the
icebox and take the mustard.
Front Hall
Open and close the front door. Open the door again, take the package, and
close the door. Open the package, then open the game box that's inside. Go
southeast, back to your computer.
Load the Game
Flip the power switch on the right side of the computer. Put the game disk in
the floppy drive, then close the drive.
Choosing a Companion
Look at the computer screen. Talk to the tiny man (Grundy Golem). Ask him
everything you can about the game, its rules, Xanth, companions, et cetera.
Choose Nada Naga as your companion.
Welcome to Xanth!
The Cavern
Wear the 3-D glasses. Wait a few turns until Nada opens the coffin-shaped
door. Go north through it. (Don't worry about being a screen. It'll pass.) Go
northeast to the crossroads.
The Crossroads and the Village
Go east, then southeast to the village gate. Take the rock on the ground.
Take both lamp covers. Talk to the headsman at the gate. Agree to help rid
the town of the censorship. He'll give you a key; click on the gate, unlock
it with the key, then open it. Go north to the pier.
Pier
Take the scrap of sailcloth. Ask Nada to get the rope for you. She'll get the
anchor too. Now go south, northwest, then west to the crossroads.
Crossroads
Click on the anchor, then pry the log with the anchor.
Beyond the Pail
Making a Catapult
Go east, then southeast to the village gate. Talk to the headsman; ask him to
make a thin flat board. Wait a turn or two. He'll return with the board. Now
go east one screen, and put the board on the boulder, put the rock on the
board. Talk to Nada and ask her to whack the catapult with her tail. Go
northeast. Take the pail. Go northeast twice more, to the screen door.
The Eye Scream
Talk to the eye on the screen door. Keep talking until you can ask to see
Fairy Nuff. After the eye closes, open the screen, then the door. Go north,
then take the tee. Go north, then take the egg. Go northeast to the booth of
the Fairy Nuff.
Fairy Nuff
Talk to Fairy Nuff. Tell him about the problem in Isthmus Village. When he
asks about the number of censors on the ship, tell him, "Two." Read the
solution recipe. Note: Use the pail to collect ingredients for the solution.
Go back to the dark misty forest just northwest of the village. (If you
haven't taken the egg, the pail, or the lamp covers yet, you should grab
these items on the way back to the forest.)
Fairy Nuff's Solution
Cough Drops
Talk to Nada, ask about the bush, then ask her to get a cough drop. Wait. Ask
Nada to get another one. (You need two cough drops.) Put the drops in the
Pail. Go west to the crossroads.
Crossroads Ingredients
Put the pail in the brook three times to get three pints (six cups) of fresh
water. Take a buttercup and empty it to get butter. Put the butter in the
pail. Click on the empty sticky buttercup, then on the fireflies to catch
one. Put the firefly into the pail. Now go back to the "eye screen" doorway.
Eye Screams
Take the eye scream nearest you on the right side of the path and put it in
the pail. Repeat. (You need two dashes of eye scream.) Finally, put both the
egg and the scrap of sailcloth (from the pier) into the pail. The solution is
ready. Take it to Fairy Nuff.
Use the Solution
Talk to Fairy Nuff. If you've taken the two lamp covers from the village,
he'll divide the solution into two equal portions. Go back to the censor ship
and put one portion of the solution on each censor.
The Fairy's "Shortcut"
After the cut-scene, go back to the village headsman. He'll give you a sword.
Then return to Fairy Nuff. Talk to him to find the shortcut through the
regions. Then take the path to the northwest.
The Void
Click repeatedly on any direction in the compass rose. Watch the picture
closely- a shimmering door will appear, then disappear. Every time it does,
talk to Nada and strongly affirm that you saw it. After several appearances,
the door will appear permanently. Open the door and enter.
The Region of Earth
Metria the Demoness
Walk southeast past the barrow. Keep talking to Metria and turning down her
offers to drink from the pool; if she avoids conversation, just keep looking
at the pool. Eventually she'll give up in disgust and open the door to the
barrow. Go northwest, then north to the barrow door.
The Barrow
Open the barrow door and enter the darkness. (Explore using your map screen;
switch back to picture mode whenever something interesting is indicated by
the text window.) When the lights go out, Nada will disappear for a moment.
Wait a few turns. When she returns and the lights come back on, she'll drag
you to the spring.
Back to the Spring
Refuse to drink; Nada is actually Metria in disguise! When Metria finally
admits her trickery, she'll give you a "finder" to help locate Nada. Her
instructions are bogus- actually, the lower the reading, the closer you are
to finding Nada. Be sure to turn on the finder. Go back into the barrow maze
and start exploring.
The Maze (Lower Level)
In this level of the maze you'll find a stone pestle, a mirror room, a plaque
room, a switch room, and a metal pad room. You can get to the upper level of
the maze through the metal pad room (find out how below).
Mirror Room
Look into the mirror to see how Kim's doing.
Plaque Room
Click on the plaque, then touch it. Flatten the paper you've been carrying
around; put the paper on the plaque.
Switch Room
Click the metal switch, then flip it. Keep flipping each new switch that
appears (16 in all). Then flip all of the switches off. When the big glowing
reddish button appears, push it. A descending staircase will appear.
Metal Pad Room (Passage)
Click on the pad. Then get onto it. It will zap you to another level of the
maze. You'll find the stone mortar and the "door ajar" on this level.
The Maze (Upper Level)
In this level you'll need to find a stone mortar and a room with a door that
is ajar.
"Door Ajar" Room
Take the door. (It reverts to its real form- a jar.) Take the jar. You can't
get past the ironwood tree unless you have some blue agony moss. You'll find
that in the Dungeon (reached via the Switch Room).
Dungeon
Go to the Switch Room and go down the staircase. (If you haven't opened the
passage yet, see "Switch Room" above.) Select only dialogue choices that keep
you looking away from Nada. Then talk to the manacles. After Nada is free,
open the jar (see "'Door Ajar' Room," above). Put some of the blue agony moss
(on the wall just left of Nada) in the jar. Now go back to the "Door Ajar"
Room and put the moss on the ironwood tree. Exit north.
The Region of Fire
Molten Lake
Click on the tunnel end, then go to it. Go southeast to the room with the hot
dog and the fireman. Talk to Nada, tell her she looks uncomfortable, and
convince her to put her hair up in a bun. She'll do so and give it to you.
Open the mustard (from your refrigerator back home) and squirt it on the bun.
When the dog disappears, go northeast.
Wall of Fire
Take the charcoal on the path. Now you must return all the way to the Plaque
Room, in the lower level of the barrow maze.
Back to the Barrow: Plaque Room
Click on the paper you put over the plaque, click on Rub, then click on the
charcoal. Take the paper and look at it. Return to the room with the fireman.
Firecracker Mix
You can talk to the fire man if you want, but if you try to put lava in your
jar, the fireman will give you a wineskin full of firewater. Put the buttercup
into the mortar. Put the firewater into the mortar. (If the fireman takes away
the wineskin, don't worry- he'll give it back soon enough.) Then use the
pestle with the mortar. Put the mortar into the opening of the rock (a
natural oven) at the left. Look at the mortar. When the dough has risen and
is golden brown, take the mortar, it will yield Mack's cracker. Now go
northeast to the firewall.
Blast the Firewall
Throw the firecracker at the wall. Wait a few turns until it blows up. Go
north to the opening in the ceiling.
The Opening
Now tie the rope to the anchor. Throw the resulting grappling hook into the
opening. Now go up.
Region of Water
Troll Bridge
Go north toward the bridge. Be respectful to the troll and agree to perform a
free service for him. Go north across the bridge to the three-pronged fork in
the road.
Fork in the Road
Close the hydrant, then take the hose that's connected to the faucet at the
left. Go south, back over the bridge, then go down into the troll's living
room.
Troll's House
Go west into the troll's lab. Put the hose in the sink on the right. Push the
middle blue button on the back wall, left of the metal locker. Turn on the
faucet and enter the well to retrieve the troll's key. Go east into the living
room and tell the troll you have the key.
Troll's Puzzle
Take any of the three puzzles. If you try a puzzle and fail three times, the
troll will let you go. Go up, then cross the troll bridge. At the fork, go
northeast to the cave entrance.
Com-Pewter
Com-Pewter's Lair
Go east to enter the evil machine's cave. You'll have to play Com-Pewter's
game. Whatever you do, DON'T RESIGN!
Com-Pewter's Game: Round One
To play, open the metal door on the cylinder at the right after each of
Com-Pewter's questions, then put the right letter in the cylinder and close
the metal door again. The answers to the first round of the game are:
s to make the word spears
d to make the word dates
p to make the word pecans
e to make the word steer
a to make the word lamia
Com-Pewter's Game: Round Two
Same rules as Round One. The answers are:
o to make the word moose
b to make the word cobra
f to make the word fleas
e to make the word panties
t to make the word tangles
Of course, you don't have a t in your tray. But you can use one of two other
"T"s you've picked up in the game- either the golf tee from the fairway or
the teabag from your kitchen table.
Disabling Com-Pewter
Open the metal door again. Put the virus you got from Grundy into the
cylinder. Close the metal door. After the various cut-scenes, exit to the
northeast.
The Region of Air
Ma Anathe's Shack
Enter the shack and talk to Ma Anathe. Take the windsock from the wall at the
upper left. Exit to the west. Go southeast to the ogress.
Ogress & Son
After your dialogue with the ogress, go northeast to the Ogre Boy. Put the
windsock on the vent. The grateful (but ugly) Ogre Boy is now one of your
companions. (His face will appear beneath Nada's.) Go northwest to the long
and winding road.
Long and Winding Road
Take the windbag lying on the road. Go southwest to the shack.
Fix the Cart
Now that Ogre Boy is helping, attach the cartwheel to the broken cart. Click
on the cart, then select Push. Take the Sail and go northeast, then north
into the strange cave.
Sailboat
Put the sail on the boat, open the windbag, then untie the line.
Guardian of the Mountain
The answers, in order, are: error, airedale, window, air conditioning, errand,
windbag, airplane, airbag, windmill, breeze. Go northeast to the bottom of the
staircase, then go up three times until you come to the "Mountain Closed"
sign. Take the sign and retrace your route back to Ma Anathe's shack.
Good, Bad, and Ugly
Give the sign to Ma. After she gives you the ugly potion, exit the shack and
go southeast to the ogress. Give the ogress the potion. She'll let you pass
to the southeast now.
The Gap Chasm
Gap Animals
Just keep talking, and eventually you'll end up at the Chasm, where you'll be
forced to switch companions. Go with the flow; you'll now have Jenny Elf and
Sammy Cat.
Gap Dragon
Talk to the cloud, Cumulo Fracto Nimbus. If you insult him enough, he'll dump
snow on you and Stanley Steamer, making the dragon harmless.
Outside Humfrey's Castle
Front Gate
After the cut-scene and the dialogue with Jenny, move your cursor up the wall
directly above where Sammy scratches the ground until you find the loose
brick. Press the brick and flip the switch. Go north to the moat.
Drawbridge
Click on the bridge, then select Draw and click on the moat. Keep this up
until the bridge is completely drawn over the moat. Go north to the front
door.
Front Door
Knock. Talk to the eye, then exit south. Go northwest to the moat serpent's
head.
Loc Pic Monster
Click on the jar in your inventory, then select Fill and click on the cricket
(the tiny black + hopping around near the serpent's snout). When the serpent
falls asleep, go east to its tail. Go northwest to cross the moat on the
serpent's coils. Then use the crowbar (from the troll) on the grate and go
down.
In the Tunnel
Click on the end of the tunnel, then select Go to. Remember the clue from the
voice at the front door? (He said, "For one to gain entrance...") Push (in
this order) the switches numbered four, one, and two. (Get it?)
Inside the Gourd
Humfrey
After your conversation with the wizard, look at the hypnogourd he gives you.
Then go northeast to the mansion.
Cellar
You can't get past the zombie. Go northwest to the cellar door. Click on the
door, select Unlock, then click on the lok pic (from the serpent). Open the
doors and go down into the cellar. Move your cursor around until you find the
key, and the twine. Take them both. Then look for the door, click on it,
select Unlock, and click on the key. Open the door and go north through it.
Sliding Stairs
Tie the twine to the lever. Go north up the stairs.
Top of Stairs
Push the red button on the left wall.
Skeleton's Study
Take the bottle of pills by the chair. Look at the third book from the left
on the mantle.
Get the Cane
Use the Pain-B-Gone on the pane of glass. Take the cane. Now go upstairs, and
use the cane on the hook in the ceiling trapdoor. Go north through the
trapdoor.
Attic
Click on the sword, then move the cursor to the prize goblet and click again.
You'll throw the sword at the goblet.
Bedroom
After the cut-scene, answer the telephone.
Congratulations!!! You've beaten the Game!!!
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Solution #2 for Companions of Xanth
Opening Scene... Computer
1) Get the postit note
2) Read the postit notes... you really don't need it
3) Get the envelope
4) Open the envelope
5) Read the letter
6) Go NW to the foyer
Foyer
1) Push the lightswitch beside the door to turn on the lights
2) Go W to the kitchen
Kitchen
1) Get the teabag
2) Open the fridge
3) Get the mustard and sandwich. You can try to get the heart
shaped box of chocolates, you won't be able to get it... but
the response is pretty cute.
4) Close the fridge
5) At some point the phone will ring... answer it
6) Talk to Ed. He'll babble about a bet and a new computer game,
take the bet and he'll send the game to you.
7) Go E to the foyer
Foyer
1) Look around and enjoy yourself
2) At some point the door bell ring
3) Open the door, take the package and close the door
4) Go SE to the computer
Computer
1) Open the package
2) Open the game
3) Wear the glasses
4) Put the floppy in the drive
5) Close the drive
6) Flip the switch
7) Look at the screen
Screen
1) Talk to Grundy Golem
2) Ask about the game and the companions
3) When you've learned enough about the game, select your companion.
4) You really don't have a choice... you must select Nada Naga
5) You'll end up in a cave
Cave
1) Talk to Nada
2) Nada will eventually open a door
3) Go N to outside of cave
Outside of Cave
1) Watch the animated sequence
2) Talk to Nada, find out about her and what you need to do
3) Go NE to the crossroads
Crossroads
1) Talk to the trees... yes, you can talk to literally anything
and everything
2) Get the cherry bomb
3) Go E to the pond
Pond
1) Look into the pond
2) Watch the animated sequence
3) Go SE to the village
Village
1) Get both lamp covers
2) Get the rock
3) Talk to the headman
4) Find out what's happening with the village
5) Agree to help him out
6) You'll receive a key from the headman
7) Use the key in the gate
8) Open the gate
9) Go N to the censor ship
Censor Ship
1) Get the sailcloth
2) Look at the rope
3) Talk to Nada, get her to retrieve the rope
4) You'll get the rope and a hook
5) Go NE to board the ship, look at the burners
6) Go back to the crossroads
Crossroads
1) Use the hook to pry loose the log from the log jam
2) Go back to the village
Village
1) Give the log to the headman
2) Ask him to make you a board
3) Wait for the headman to give you the board
4) Go E to the cliffs
Cliffs
1) Put the board on the boulder
2) Put the rock on the board
3) Talk to Nada, ask her to hit your makeshift catapult with
her Naga tail
4) Go NE to the path
Path
1) Get the pail
2) Go NE and NE to the ice palace
Ice Palace
1) Talk the screen door
2) First threaten the screen, then explain your need to see
Fairy Nuff
3) Open the screen door
4) Open the door
5) Open the mail box
6) Get the envelope
7) Go N to the golf green
8) Take the golf tee
9) Go N and take the egg
10) Go NE to Fairy Nuff
Fairy Nuff
1) Talk to Fairy Nuff
2) Talk about the village's problem
3) He'll ask you about the number of burners on the ship... it's 2
4) He'll give you a recipe to make
5) Read the recipe
6) Go to the ice palace
Ice Palace
1) Do twice, put eye scream in pail
2) Go to crossroads
Crossroads
1) Get buttercup
2) Empty buttercup to retrieve butter
3) Put butter in pail
4) Catch firefly with buttercup
5) Put pail in brook 3 times
6) Go to pond
Pond
1) Talk to Nada
2) Ask her to get cough drops twice
3) Put cough drops in pail
4) Put firefly in pail
5) Crack egg in pail
6) Put sailcloth in pail
7) Go to Fairy Nuff
Fairy Nuff
1) Talk to him
2) He'll split up the potion and keep the pail
3) Go to the Censor Ship
Censor ship
1) Put lampcover in burner
2) Go E
3) Put lampcover in burner
4) Watch the animated sequence
5) Go to village
Village
1) After the animated sequence, talk to the headman
2) You'll get a sword
3) He'll tell you about secret passages to other lands
4) Go to Fairy Nuff
Fairy Nuff
1) Talk to Fairy Nuff
2) A path will become available
3) Go NW to the Void
Void
1) Try to travel around... you can't
2) Talk to Nada, she'll tell you they're in the void
3) Look around, eventually a door will shimmer in and then out
4) Talk to Nada, tell her about the door
5) Wait for the door to shimmer in and out, talk to Nada
6) Try to convince her that the door must exist.
7) Each time you talk to Nada, you must be more confident in the
doors existence. As you become more confident the door becomes
more real.
8) When the door fully exists, open the door and enter
Region of Earth
1) Look at the barrow
2) Go SE to the love pond
Love Pond
1) Talk to demoness, but don't do what she says instead try to
talk about the barrow and definitely don't fall for her
flirtations.
2) Keep trying to talk to her... eventually she'll open the
barrow for you.
3) Go NW and N to the barrow
Barrow
1) Open the door and enter into the maze
Maze
1) Wander around
2) At sometime the place will go dark
3) Wait around, the lights will return... Nada will start to behave
differently
4) Nada will try to get you to drink from the love pond
5) Don't... she's the demoness in disguise
6) Go NW to the barrow
7) Nada will stop you
8) Keep refusing her requests and keep trying to head back to the
barrow
9) Eventually Metria will reveal herself
10) Again refuse her and try | |