Companions of Xanth, by Legend A FAQ by EddyHawk --- What's new on this FAQ --- v1.0 [Sep 2005]: first version, released to GameFAQs.com v1.1 [Oct 2005]: reformat --- Walkthrough --- 1. (Your room) Take envelope, open it, read the letter inside it (5 points). Optional: Take post-it. 2. Go southeast (the living room), double-click on the switch beside the door to light the lamp. 3. Go west (the kitchen), answer the phone if it rings or simply take the phone to call Edsel, your friend. Agree to try out the game (15 points) and wait the delivery. If you refuse, the game will over. Open icebox and take mustard. Optional: Take teabag, open icebox and take sandwich. 4. Press 'wait' or travel between rooms until the door bell rings. Go to the living room, open the door and take the package (2 points). Open the package (you get package paper), open the game box (you get 3D glasses, tome, plastic, CD-ROM, warranty card, manual). 5. Go southeast (your room). Turn on the computer (I mean the computer in this game, not your real computer, dude!), open CD-ROM drive just below the disk drive and insert the CD-ROM before you close the CD-ROM drive (9 points). Look at the screen, talk to the tiny man over there. 6. Don't offend the tiny man so you don't have re-look and re-talk to him. Choose the line that you're ready to select Companion. Select the 3rd Companion from the left (Naga Princess) right away because the other Companions will doom you in the first entering. You will enter a room with 4 doors. Your stuff inside Xanth are only glasses, tome, plastic, and paper. Wear your glasses to restore color. Your Naga will find and open the safe door for you, so just 'wait' several times or try to open doors. Then go north. 7. Watch the animation or dialog with your competitor (Kim). This time around you take shape a monitor/screen, because you (Dug) currently don't believe in magic or Xanth (9 points). Go northeast. Click on Nada Naga face to talk to her, anytime you stuck or need help, clue, or information. That's the use of her as your Companion. The Naga will say that you need to find the town to ask direction. 8. (Meadow) Pick buttercups (5 points). Empty the buttercups (you get butter). Catch firefly with empty buttercups (8 points). Go to east (southwest is returning, northwest and southeast leads you nowhere) to the spring. Then go southeast (to the town). 9. (Town) Take rock near the headman's feet. Take street lamp cover (both of them, 1 points each). Talk to the headman standing over there (5 points). You get a key from the headman. Unlock the gate with that key. Open the gate. Go north (to the pier). Your objective: You need to get the Prize to win this game. To know where the Prize is, you need to find and talk to Humphrey the Good Magician. Humphrey is beyond 5 realms so you must cross each realm to get him. To enter first realm, you must ask the headman. The headman will help you if you get rid the censor ship. To get rid the censor ship, you must ask the help of Fairy Nuff. But to get to the Fairy Nuff, you need to surpass his pail. Yet you can't even approach the pail or throw something at it to stop it. Then what can you do? 10.(The pier). Take sailcloth. Take the rope. You will fail. That's OK. Talk to Nada to make her get the rope. She will give you the rope and an anchor (8 points). Tie the rope to the anchor (turned into grappling hook). Go back to the town (south), you not yet need to board the ship. Go northwest, then go west (back to the meadow with a stream). 11.(Meadow) Pry the log with the hook (10 points), you get a log. Back to the town and talk to the headman. Ask him to make a board from it. He will gone a moment, just 'wait', and he'll back handing the board (9 points). Go east (to the Pass). 12.(The Pass) Put the board on the boulder (15? points). Put the rock on the board. Ask Nada Naga to activate this 'catapult' with her tail (8 points). You can't take the board again, so just leave it. Go northeast. 13.(The Field) Take the pail. Go northeast. 14.(The Field 2). Go northeast. 15.(Yard). Talk to eye screen. Pick 'I wish I had something long and pointy to screen you with', 'Ice Queen', 'Fairy Nuff' and 'Village needs help...'. Open screen. Open door. Go north. 16.(Door). Take the tee (3 points). Go north. 17.(Fairway). Take the egg (2 points). Go northeast. 18.(Fair Booth). Take to Fairy Nuff. Go straight to the point. Answer 'Two'. Then you get the recipe to get rid the censor smoke (8 points). Put the trapped firefly, the (cracked) egg, and the sailcloth to the pail. Go back to the yard. 19.Take eye scream and put it on the pail. Do it again. Go back to the spring (between meadow and town). 20.(The Spring). Ask Nada Naga to get the cough drops. 'Wait'. Put cough drops to the pail. Repeat the whole thing. Go to meadow. 21.(Meadow). Take another buttercups. Empty the buttercups. Put butter on the pail. Put the pail on the brook thrice. The solution is now complete (25 points). Go back to Fair Nuff. 22.(Fair Booth). Talk to Fair Nuff. He will pour half solution to each lamp cover, dan take back the pail and the recipe. Go back to censor ship. 23.(Censor ship). Pour half solution inside a lamp cover to the smoke (15 points). Go east (to the other censer), and do the same with the other half (15 points). 24.The story continues: Those 2 demons from the opening will converse again. Go west. Nada Naga will congratulate you. Just answer as you like. You're now no longer a screen. Go back to town. The headman will congratulate you and give you a sword, and he takes back the key, the lamp covers, and the rock. Just leave them. Go back to Fair Nuff. 25.(Fair Booth). Talk to Fair Nuff. Select 2nd line from above (about path/short cut). Go northwest. (The Void) You reach the desert. You can't go anywhere else. But then you'll see a appearing and vanishing door from nowhere in front of you. Talk to Nada about it. She doesn't believe it. Tell her to wait the second appearance of the door. 'Wait'. Then she believes you. 26.Then, each time you see the door, assert to Nada that there's really a door (first line). You will have to do it 3 times until the door stop vanishing dan still there. Open the door (3 points), enter the door (2 points). 27.(The Region of Earth). Go southeast. 28.(Riverside) Metria will be there and persuade you to drink the love spring. Answer whatever you want, but don't drink it or the game will over. Metria will ask several times, yet you must refuse, until she lose patience, unlock the barrow door for you, and let you go (10 points). Go northwest. 29.(The Region of Earth). Approach the barrow. Enter the barrow. (Barrow) After several moves inside, the light will off, and then on again. Nada will suddenly drag you back to the love spring dan persuade you to drink it. Don't drink it whatsoever. Then it turns out that she's not Nada, but Metria in disguise. Metria will give you 'Nada seeker' device (10 points). Metria dan Nada is gone now. Go back to the Barrow. 30.(Map of the Barrow). Not available from me this time being (just being lazy). 31.(Barrow). Turn on the Nada device if you like (it doesn't really helpful). Go the furhtest northeast section to find pestle. Take pestle (2 points). Go to northwest to find button on the wall. Click the button, another button will appear. Click that new button, and yet another button will appear. Repeat this until 16 buttons, 8 in each side, appear, then double-click again on each of them, which will remove their switch. They will all disappear and be replaced with large square button on the right. Click the large square button, and a big door will open. That's where Nada is held captive. Don't enter it this time (to save time). 32.(Barrow) Farthest above the Nada prison there's a mirror. Go there. Once you look at it, it will show your rival's progress (5 points). 33.(Barrow) In the lower left of mirror there is stone pad. Get on it to transport to other section of the barrow. Explore it to find a door ajar. You can't open it, hook it, whatever. Just take that door. And it will turn into a jar in your inventory (logical, isn't it? :-) (8 points). Yet you're blocked by ironwood tree. 34.(Barrow) Now back to the Nada prison. Enter the door (once you enter, you can't get out until you rescue Nada). You will find Nada there, in Naga shape. Don't look at her as she request that way. To rescue her from the magical manacles, simply talk to the manacles. They will gone, and Nada will be released and join you again (12 points). Open your jar. Fill your jar with blue mosh on the wall (7? points). 35.(Barrow #2). Go back the door ajar. Pour mosh inside the jar on the tree trunk (8 points). The tree trunk will vanish. Reach the other way of Barrow #2 to the east. You will find mortar. Take it (3 points). Go back to door ajar, and enter (5 points). 36.(Region of Fire). Go east. Go southeast. Hot dog and fireman will appear from the lava. You can't talk to the fireman before you get rid of the dog. Talk to Nada. Ask her to bun her hair. She will give you hot dog bun. Yet the hot dog isn't afraid. Then open mustard. Squirt mustard on the hot dog bun, then the hot dog is scared (15 points). Talk to the fireman. Ask about 'interesting events'. He will tell you about Mack (10 points). Go northeast. Take charred wood (5 points). Go back to the Barrow. 37.(Barrow) Right above Nada prison, there is a slab stone. Flatten your brown paper, and put it on the slab stone (10 points). Put your charred wood/coal to the paper (6 points). Take the paper. Look at the paper. It's the recipe to make Mack's fire cracker. 38.(Region of Fire). Go back to fireman. Put buttercups on the mortar. Randomly, the fireman will give you firewater. Pour firewater to mortar. Use pestel to mortar (It turns into dought). Put mortar on 'opening' in the left (bake the dough) until it colors brown and grow big. Take it immediately, the dough crumbles and you get a firecracker (10 points). Fireman becomes afraid, and gone. A pointing hand will rise instead and becomes afraid and gone too (3 points). Go northeast. Light firecracker (3 points) and it automatically thrown at the firewall (2 points). The firewall then will be gone (10 points). Go through (go north). 39.(Region of Fire) Throw hook to the opening (3? points). Climb up. 40.(Region of Water) Go north. You'll meet a scientist troll who will eat you. Choose 'Don't eat us', 'We'll do something for free', 'yes' (5 points). Then you will need to find the troll's lab key. Go north. Turn off hidrant. Take hose. Go south. Go down to troll's house. Go west, to troll's lab. Press the blue button on the wall. Attach hose to sink. Turn on faucet (20 points). Swim on well (get the key, 10 points). 41.(Troll House) Give the key to the troll. But the troll won't release you yet. You must solve one of 3 games he gives you. I recommend you to pick the matchsticks, the fastest to be finished. You only need to solve 3 puzzles in 1 game you choose, end that game, and the troll will set you free (5 points). You keep the matchstick, and can play the other puzzles there, and you also get the crowbar. (Matchsticks) 1st puzzle: Move 2 incomplete matches to another 2 incomplete matches to form another square. 2nd puzzle: Move 3 matches from complete square to form small square inside big square to the left. 3rd puzzle: Move 4 matches, begin from the farthest left, to form square on the farthest right. 42.(Region of Water) Go up. Go north. Go northeast (the shortcut). Go east (enter the cave). 43.You meet Com Pewter, the evil machine. You must solve its puzzle. Don't refuse. You need to open the cylinder in the right, select a tile and insert it to the cylinder, and close the cylinder as the answer. You can read Tome of Xanth to get answer, but there's a shorter way. Just start from the most upper letter tile, then circling anti-clockwise to pick the tile for the answer, and you will always answer them right. 3 points for each correct answer. 2 rounds of questions, each round have 5 questions. Just do the same for the second round, except for the tenth question. You need 'T' to answer that, which isn't available. So instead of tile, put the 'tee' from your inventory to the cylinder (10 points). You actually win, but your computer is infected by a virus and instead declaring you lose and throws you back to Grundy Golem. You talk to him, advise him to take medicine/drink and then back to the game. 44.Com Pewter then removes all the tiles, but you need to get rid of it. You got the virus from Grundy Golem and insert the virus into Com Pewter's cylinder. Com Pewter then be destroyed (10 points). Go northeast (3 points). 45.(Region of Wind). Enter the shack. Talk to the lady (5 points). Take sock. Get out. Go northeast. Take windbag (7 points). Go southeast. Put sock on vent. The ogre child will join you (12 points). Go northwest. Go southwest (back to the shack). Attach the wheel to the cart in front of the shack. The ogre child will help you do it, and then he's gone (12 points). Push the cart, and you found a sail beneath it. Take the sail (5 points). 46.(Region of Wind) Go northeast. Go north. Put the sail on the sailboat. Open windbag (13 points). Untie the line (5 points). You sail automatically. 47.(Region of Wind, Mountain Foot). You see a Guardian of the Mountain. You must solve his 10 riddles in order to pass him. The answer is: Error, Airedale, Window, Air Conditioning, Errand, Windbag, Airplane, Airbag, Windmill, Breeze (7 points). Then you can pass. Climb until you see a sign. Take sign (8 points). Go down. Then go back to the shack. Give sign to the old lady. She'll give you a uglying bottle (20 points). 48.(Region of Wind) Get out of the shack. Go southeast. Give uglying potion to ogress (20 points). She will show that the Gap Chasm is in the southeast. Go southeast (4 points). 49.(Near Gap Chasm) You meet a deerfly and talking to it. Go northeast. You meet a snake and talking to it. Go northeast. You meet a yak dan taaalk to it. Remember that this yak provides you a hint to handle your next trouble. Go northeast (10 points). 50.(Near Gap Chasm) You exchange partner with Kim. Now your partners are Jenny and Sammy her cat (5 points). 51.(Gap Chasm) You see a dragon approaching to kill you, and above it there is a cloud. Talk to the cloud and mock it. Do that 4 times, I think (15 points). Then the Centaur fly you in front of a gate. But you can't enter. Sam show you a hint. 52.Search the right wall above the place Sammy cat points at. You'll find a loose brick. Press loose brick (8 points), press switch beneath it (5 points). The gate is open. Enter the gate. But the drawbridge is raised instead, so you can't enter the castle. Go northwest. But you can't pass the serpent. Catch the circet (small black '+' flying near the head of the serpent) with your jar, then the serpent will be asleep. Go east. Go northwest (across the serpent's tail). You look at the grate. Take loc pic in the northeast side of the grate. Use crowbar on the grate. Go down. Merman's animation will start. Then go west. 53.You found several buttons on the sewer's wall. Lower the 1st, 2nd, and the 4th button and then you'll meet Humphrey the Good Magician. He tell you anything you need to know and led you to a table where Nada and Kim sit and looking at hypnogourd to enter hidden world where the Prize is hidden. Look at hypoguord (15 points). 54.(Gourd). You can see a mansion. Go northeast. Your entry is blocked by a zombie. Go northwest. You see a cellar door. Unlock the door with loc pic. Open the cellar and go down (you can't go up again) (5 points). In the dark, try to find a twain in the upper middle-right and a skeleton in the lower middle right. The skeleton's holding a key. The key is above his. Now find the door in the upper middle-left. Unlock the door with the key. Open the door. Enter. 55.You arrived at the living room. You try to climb the stair, but fail. Tie the twine to the lever on the stair hold. Climb it. You arrived at another room, and you see Nada already on the trap door on the roof and shut it. You can't reach it. Press the button on the left wall, and you go down to another room with skull and stove. Take pills from the table. Press the 3rd book from the left, above the stove, and you'll the living room. Read the pills, use the pills on the pane. Take the cane. Climb the stair again. Use cane to hook the trap door open. Climb into the trap door. 56.You arrived at the attic, and Kim and Nada almost grab the Prize. Throw your Sword into the Prize (25 points). Thus nobody get the Prize, and you're back to the 'reality'. And then your phone is ringing. It is Kim. Congratulation, you get another girlfriend :-) The End (total 978 of 1000 points, True Believer). --- Possibility to get all points --- Perhaps you need to solve 2 other puzzles from Troll, beside Matchsticks. --- THE END.