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Magic Realms

 

Campanions of Xanth

Companions of Xanth is a role playing/quest game mostly based on Demons Don't Dream. You play a Mundane named Dug who is brought into Xanth by the game. You must travel across Xanth with your Companion and beat another Mundane named Kim to the prize. It is full of puns and challenges and it's very fun to play.

Walktrough

Mundania

You start off in Dug's house in Mundania. There are many things you can explore here, and throughout the rest of the game, I will only tell you the vital actions, feel free to explore, and SAVE OFTEN!! Take the post-it off the computer, take the envelope. Open it and read the letter. If you really want the heart from the fridge, wait until you get the heart to open and read the letter. Your girlfriend Pia has broken up with you. Too bad... Go to the living room by clicking on your white northwest arrow, if you can't figure out the way you're supposed to move, take some time now to explore your arrows and options to get it straight. Push the switch next to the door to turn on the lights. Go to the kitchen by clicking on the west arrow. Pick up the phone when it rings, and accept Ed's bet. If you didn't get the phone in time, you can call him back using the number on the post-it. Take the tea bag from the table , and the mustard and sandwich from the fridge. Go back to the living room and open the door for the package. Open the package, and open the game. Open the CD-ROM drive in the computer and put the disc in and then close it. Turn it on and look at the screen. Now the real game begins.



Xanth


Learn as much as you want about Xanth and the game from Grundy. When it comes time for you to pick your companion, pick Nada, the tall blonde one in the pink dress. If you pick any other companion, you will die as soon as you get to Xanth. Put on the 3D glasses so you can see in color. Talk to Nada a few times and she will eventually find the door. Head towards the stream and explore. It is best to look at everything in the scene, even things that seem unimportant. Pick up everything that you can, and talk to your Companion if you're stuck. If you can take it, then it's gonna be important to the game.



Beyond the Pail


Most people get stuck trying to figure out how to get beyond the bucket. After you have Nada get the anchor and the rope from under the pier in Isthmus Village, head back to the stream and use the anchor to pry the log from the log jam. Bring the log to the Headman and have him make it into a long flat board. Pick up the rock on the ground in front of the Village entrance, and head east to find the boulder. Put the board on the boulder, and the rock on the board. Ask Nada to slap the board with her tail, and your catapult whacks the rock into the pail. Take the pail, you will need it.



The Fairy Nuff's Solution


To get beyond the screen, talk to it and tell it that you wish you had a sharp stick so you could poke it in the eye, or something to that effect. On the fairway, pick up the tee you see on the ground. Talk to Nuff, and he'll give you a recipe for a solution. You will need the following items, their locations are also listed.

EGG-It's on the green just before Nuff.
FIREFLY-Go to the stream area, pick a buttercup, empty out the butter, and catch a firefly from the swarm with the flower.
BUTTER-Use the pat of butter you emptied from the buttercup.
COUGH DROPS-Gor to the woodsy area after the stream, ask Nada to get you the cough drops. Keep asking her to get them until you have enough.
3 PINTS WATER-Go back to the stream area and fill the pail with the water 3 times.
EYE SCREAM-Get the eye-scream from the area next to the screen before the fairway.
PIECE OF THE SHIP-Go to the pier where you got the anchor, take the piece of sail, that's your piece of the ship.

Put all the items into the pail. Go to the Village entrance and take the two lamp covers from the lamps. Go back to the Fairy Nuff and give him the solution and the lamps. Now you can go to the censor-ship and douse each censor with the solution. Be sure to take an extra buttercup because you will need it later.



Void


Take the new path that Nuff shows you. You are now in the Void, don't worry, there was no way to avoid it. After a bit you will see a door fade in and out of existance. Keep talking to Nada and insist repeatedly that there really is a door there that is real. She will eventually believe you and the door will become substantial. Open it and use it.



Earth


You can't get into the barrow right now, so head east and stop at the spring. Metria will try to get you to drink, but don't or you'll lose the game, it's a love spring. If you keep denying her she will agree to open the barrow door. Take a look around inside, and suddenly the lights will go out. When everything returns to normal, don't trust Nada! Metria has taken Nada and hid her someplace, she wants you to drink from the spring. Keep denying her and she will become her real form. She gives you a Nada Finder; it works oppositely to what she says, the closer you are to Nada, the lower the reading is.



Finding Nada


Explore every room in the barrow, you will find Nada down the stairs behind the wall with the switches. To get beyond the wall, push each switch; one more will appear with each push. When no more switches appear, then switch every switch off. When you do this, they dissapear, and a button will appear. Push the button and you're in. Before you rescue Nada; there are a few things you need to find and/or pick up in the barrow maze. Most people like to explore the maze in MAP mode, trust me, it's much easier! You will need:

MORTAR
PESTLE
FIND THE ROOM WITH THE MIRROR
FIND THE SWITCH ROOM
FIND THE ROOM WITH THE PLAQUE
FIND THE DOOR AJAR

To rescue Nada is simple, while talking to her, pick the conversation choice that doesn't involve looking at her. For example; when faced with the choices, "Gee Nada, you look bad," and "What should I do to help?", choose the last one. Go to the room with the door ajar. This is one of Pier's annoying puns, the door is literally a jar. Take the door and you find yourself holding a jar. Collect some of the blue agony moss in the room where Nada was, and use it on the tree. Go through the door.



Fire


To get rid of the Fireman's dog, ask Nada to put her hair up in a bun, and then you squirt some of the mustard from Dug's kitchen on it. The Dog gets scared of the loaded bun, and melts back into the lava. Head northeast and take the charcoal. Now you have to go back to the room with the plaque in the barrow maze. Take the crumpled paper from the package that Ed sent the game in, and flatten it and make a rubbing of the plaque using the charcoal. Talk to the Fireman and he will give you some firewater, put that and the buttercup you got from the stream area into the ] mortar. Mix it with the pestle you found in the barrow maze. Put the dough in the crevice of the rock next to you. Check it soon, and take it out when it's turned golden brown, if it's not golden brown it won't be a firecracker, if it is, it will crack open and be a firecracker. Throw the firecracker in the wall of fire. Wait a bit, and it will explode and give you a way past the wall. Tie the rope to the anchor, and throw it up the hole to use it as a grappling hook. Climb the rope and you're free!



Water


Go over the bridge and you meet a troll, you now have to pay the toll. Agree to perform a service for the troll, and find his key. Walk across the bridge to find a hose, take it. Now, go under the bridge and into his laboratory. Push the blue button on the wall, and turn on the faucet in the sink. Put the hose in the faucet, and wait for the well to fill. Swim in the well to find the key. Give the key to the troll. Now he wants you to play his games. You only have to finish one, but it's fun to try each of them for a bit. I currently do not have images of the solutions to put here, but if you know, and have a good way of explaining it, then tell me or send me your picture of the solution and I will put it here with ' credit to you. The matches are the easiest puzzles, so try them first. When you have finished, go up on the bridge, and take the short cut.



Com-Pewter


Now you're stuck in a cave with the evil reality- changing machine, Com-Pewter! His puzzles are fairly easy, read through the entire Com-Pendium of Xanth that you found in the game package Ed sent you. If you can't figure them out, then I have the answers:

Round 1:
"S" to make "Spears"
"D" to make "Dates"
"P" to make "Pecans"
"E" to make "Steer"
"A" to make "Lamia"

Round 2:
"O" to make "Moose"
"B" to make "Cobra"
"F" to make "Fleas"
"E" to make "Panties"
"?" to make "?"

For the last question, you need to put a "T" in the machine, but Com-Pewter didn't give you a "T". Well, you can use two things. 1) the TEE you picked up on the fairway near Fairy Nuff; or 2) the TEA bag you got from your kitchen. Com-Pewter makes you resign the game, and your back with Grundy, who seems to have a virus of a sort. You get to rejoin the game, but you catch Grundy's virus. Open the door that you put the letters in, and give Com-Pewter your virus, he wont bother you anymore.



Ma Anathe


Go into the cabin, and talk to Ma. Take the sock she has on her wall. Talk to the Ogress, and then the Ogre. To get his ball for him, put the sock over the vent. He'll follow you around and agree to do a job for you for free. Go back to the scene in front of the cabin, and ] he'll fix the cart for you. push the cart and pick up the sail you find. Go northeast and take the windbag on the trail. Go up to the mountain. Attach the sail on the boat and open the wind bag, untie the boat. The Guardian of the Mountain has some more puzzles for you, they're easy, but here are the answers:

An Error
An Airedale
A Window
Air Conditioning
An Errand
A Windbag
An Airplane
A Windmill
A Breeze

Go up the stairs and you find a sign, it's a sign from atop the mountain! Well, almost atop. Take it back to Ma Anathe, and she'll become beautiful again. Take the ugly potion she gives you, and give it to the Ogress, and she'll show you how to get to the Gap Chasm.



Gap Chasm


Talk with the various creatures that warn you of the dangers of the Gap. They'll go away after a bit. Talk to Kim, Jenny, and Cyrus, and agree to exchange Companions. Go down the stairs to the gap, and you're chased by Stanley Steamer! Keep insulting the cloud above his head that just happens to be Cumulo Fracto Nimbus, and say the most insulting choices possible. He'll create a bad snowstorm, and Che Centaur will come and carry you and Jenny off.



Good Magician Humfrey


Have Sammy search for the way inside the gates. He'll point to a section of the wall just above the ground. Run your mouse over that part of the wall, above where he pointed some, and you'll eventually find a loose brick. It is hard to find but it's there. Push the brick, and flip the switch. To get the drawbridge, draw the bridge on the path ahead of you. Talk to the eye, and go back across. Go to the side of the moat where the Lok Pik Monster is, and catch the cricket he's watching with the jar. He'll fall asleep and you can walk across him to the other side. Use the crowbar the troll gave you to pry up the grate. Go down and look at the switches you see. Flip the first, second, and fourth switch, and you've passed the challeges.



Gourd


Listen to what Humfrey tells you about the game, and take the gourd. Look at the peephole. You're now in the Gourd World. Go towards the house and you're blocked by the Zombie. Head towards the back of the house, and use the Lok Pik scale Jenny kept to pick the lock on the basement doors. When you get inside. Explore as much as you can with your mouse; On the lower right, get the skeleton key, go up to the jar, then left to get the twine. Unlock the door at the top of the screen and leave the basement. Tie the twine to the lever in the railing of the stairs so they don't flatten and slide. Go up, and when Nada leaves, press the button for the trap door. Take the pills in the new room, and press the third book from the left above the fireplace. Use the pills on the window pane, and take the cane. Go back up the stairs and use the cane to pull the attic door down. Go up to the attic, and you find Kim and Nada about to take the prize! Quickly, throw the Sword of Wisdom that the headman of Isthmus Village gave you at the prize. You have just won the game.

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