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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.
Back to Xanth page!
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