The Officia Hint Book
Transcription
The Officia Hint Book
mmmfimwBa The Officia Hint Book From Legend Entertainment Company COAAPANIONS OF The Official Hint Book from Legend Entertainment Company Author's Introduction Puzzles and Answers Copyright 1993 Legend Entertainment Company. All Rights Reserved. This hintbook as well as the software described in this book are copyrighted. No part of this manual or the described software may be copied, reproduced, translated or reduced to any electronic medium or machine-readable form without the express written consent of Legend Entertainment Company. Puzzles Vague Hints Specific Hints Answers Printed in the United States of America Solutions to the Troll Puzzle; 10 9 8 7 6 5 4 3 2 1 Legend Entertainment Company has made every effort in the preparation of this book to insure the accuracy of the information. However, the information in this book and the described software produce are sold "AS IS" without warranty, either express or implied. Legend Entertainment Company will not be liable for any damages caused or alleged to be caused directly, indirectly, incidentally, or consequentially by the information in this book. Legend Entertainment, Legend, and Companions of Xanth are trademarks of Legend Entertainment Company. TECHNICAL SUPPORT & NEW PRODUCT INFORMATION How to reach us on-line CompuServe Game Publisher's Forum E-Mail type GO GAMEPUB, Section 7 72662.1021 America On-Line LegendEntr Internet E-Mail 72662.1021 @ CompuServe.Com How to reach us by phone From the continental U.S. call Toll Free 9:00 a.m. - 5:00 p.m. weekdays EST/EDT 1-800-658-8891 From Canada and all other locations 703-222-8515 Legend Entertainment Company P.O. Box10810 14200 Park Meadow Drive Chantilly, Virginia 22021 Complete Walkthrough Scoring CONTENTS Author's Introduction v Puzzles and Answers 11 Rights Reserved. is book are copyrighted. No part of I, reproduced, translated or reduced to ithout the express written consent of ort in the preparation of this book to e information in this book and the t warranty, either express or implied. ir any damages caused or alleged to be ntially by the information in this book. Xanth are trademarks of Legend ^FORMATION ipe GO GAMEPUB, Section 7 2662.1021 .egendEntr '2662.1021 @ CompuServe.Com -800-658-8891 03-222-8515 Puzzles 8 Vague Hints 13 Specific Hints 20 Answers 27 Solutions to the Troll Puzzles 35 Complete Walkthrough 45 Scoring 59 AUTHOR'S INTRODUCTION When the opportunity to author an adventure game set in the world of Xanth first presented itself, I was extremely hesitant. Not only had I not read all of the books, but given Piers Anthony's status as an award-winning author and the recognition of the series by young and old alike, I was well aware of the responsibilities involved. However, I would have been a fool to pass this opportunity by, and with some slight arm twisting from colleagues far wiser in these matters than myself, I agreed to write the game. The design of the game developed over quite a long period of time but somehow managed to preserve much of the plot contained within the book. Some chapters were deleted to make the game fit on diskettes but the conflict between the demons, the disbelief in magic by Dug, flirtations with trust and love with Kim and Nada, and the development of Dug as a true believer all are contained in various degrees within the game. My thanks go out to Piers Anthony for providing the superstructure of Demons Don't Dream. I hope that Mr. Anthony can forgive me for the liberties taken with his original story and characters. I also thank Bob Bates for his game design wizardry. Legend had committed itself to developing a new graphical game system and had considered several designs and approaches over the course of the year leading up to this project. The combined talents of Legend's technical staff settled on the new system design at the same time I began work on the game. It soon became evident that Companions of Xanth would be Legend's premiere graphic adventure game. Developing the game and the new game system stretched the talents and fortitude of the people involved to their limits, in some cases past their limits, but I must commend all involved for their perseverance and grace under pressure. The entire project took sixteen months from the basic concept to finished product and, as the game credits attest, involved a large number of talented people. As anyone in the business surely knows, designing and writing computer games isn't anything remotely like playing them. I feel privileged to speak for the team of people who worked on this game when I say that Companions of Xanth is a product we are all proud of (and would have probably enjoyed playing ourselves if we hadn't written it.) Everyone who sees the game for the first time is struck by the background art and animations and I must take this opportunity to thank the combined talents of Paul Mock, Kathleen Bober, Chris Grandstaff, Tim Knepp, and Mark Poesch for making the game a visual feast of vivid environments and animations. Without compelling art and music, I wouldn't have had anyone's attention in telling the story. This team delivered above and beyond everyone's expectations and I am grateful. In addition to being talented, they all turned out to be nice people as well. Finally, I must extend the utmost gratitude to Piers Anthony. Without the Xanth books themselves, there would have been no story to tell. The people, places and magical things of Xanth provided the perfect background and 'magic' for all of the writing, art, and music that became the game. Transporting gamer players into the unique world of Xanth was a rare privilege. Enjoy. PUZZ ANE This section is the reason yot hints, specific hints and answ use this section, first scan the page and look for the puzzle the question number and the Hint or Answer in one of the t For example, if you have left ting "beyond the pail." This Hints, Specific Hints and Ansu and will give you increasing inadvertently looking up the bar along the edges of all the first time is struck by the ust take this opportunity to k, Kathleen Bober, Chris :h for making the game a inimations. Without comlad anyone's attention in 10ve and beyond everyone's ion to being talented, they all titude to Piers Anthony. iere would have been no gical things of Xanth providror all of the writing, art, and ing gamer players into the ege. Enjoy. PUZZLES AND ANSWERS This section is the reason you bought this book. It contains vague hints, specific hints and answers for every puzzle in the game. To use this section, first scan the Puzzle listing which begins on the next page and look for the puzzle you are having difficulty with. Note the question number and then look up either a Vague Hint, Specific Hint or Answer in one of the three help sections that follow. For example, if you have left Mundania, you may have difficulty getting "beyond the pail." This is question 18. Item 18 under Vague Hints, Specific Hints and Answers will all correspond to this puzzle and will give you increasing amounts of help. To prevent you from inadvertently looking up the answer, we have added a vertical black bar along the edges of all the Answers pages. PUZZLES 20. Where can I find a fl 21. How do I get the log Mundania 22. How do I get the rop 1. What do I do with the envelope on the desk? 23. What do I do with tli 2. 24. How do I get past th I'm stuck in the front hall and I can't do anything. 3. How do I open the cabinets in the kitchen? 25. Should I take the tee 4. What are the really important items in the kitchen? 26. What can I do with t 5. What do I do when the phone rings? 27. How can I get Fairy ] 6. What happens if I don't accept the bet with Edsel? Making the Solution 7. What makes these two guys think that a woman's affections are the proper subject for a bet? 28. What can I use to col 8. What do I do with Edsel's package when it arrives? 29. 9. How do I make Edsel's game work in my computer? 30. How do I catch a fire Where can I find an < 31. How do I get some b Choosing a Companion 32. How can I get some 10. Why does Grundy Golem look like Peter Pan? 33. Where can I get somi 11. Which Companion should I choose? 34. OK, I've got everythi out the censors? 12. Hey! How come everything in Xanth looks black and white? 13. How do I get out of the cavern? 14. Kim told me I won't get far in Xanth as a screen. How can I get a body like hers? The Village and the Crossroads 15. What do I do with the cherry bomb? 16. How do I open the locked gate in the village? 17. How do I douse the censors? Getting Beyond the Pail 35. Fairy Nuff says I nee that? 36. Hooray! I've doused me a sword. Now he The Void 37. I'm stuck in the void 38. I keep seeing a door make it stay? The Region of Earth 18. How do I get beyond the pail? 39. How can I get into tli 19. How do I build a catapult? 40. How do I survive the .ES 20. Where can I find a flat board? 21. How do I get the log out of the log jam? 22. How do I get the rope that's tied to the pier? i on the desk? 23. What do I do with the mail in the mailbox? can't do anything. 24. How do I get past the eye screen? he kitchen? 25. Should I take the tee from the fairway? ems in the kitchen? 26. What can I do with the witch and the clown? ings? 27. How can I get Fairy Nuff to help me? the bet with Edsel? nk that a woman's affections age when it arrives? r ork in my computer? Making the Solution 28. What can I use to collect the recipe ingredients? 29. Where can I find an egg? 30. How do I catch a firefly? 31. How do I get some butter? 32. How can I get some cough drops? like Peter Pan? 33. Where can I get some fresh water? wse? 34. OK, I've got everything I need in the pail, why won't it put out the censors? Xanth looks black and white? > Canth as a screen. How can I ids amb? in the village? 35. Fairy Nuff says I need to divide the solution. How do I do that? 36. Hooray! I've doused the censors and the Headman has given me a sword. Now how do I get out of here? The Void 37. I'm stuck in the void and I have no idea how to get out. 38. I keep seeing a door - but then it goes away! How can I make it stay? The Region of Earth 39. How can I get into the barrow? 40. How do I survive the meeting with demoness Metria? 41. How can I find my way through the barrow maze? 63. Where is the key tha 42. Hey! All of a sudden Nada wants me to drink from the spring. What gives? 64. How can I get the tr< 43. Where did Nada go? 44. What are all the important things to find in the barrow maze? 45. Why can't I make a rubbing of the plaque? 66. I've given the troll h his puzzles. Com-pewter 46. Why doesn't this "Nada finder" seem to work? 47. What do I do in the "switch" room? 65. How can I fill the wt 67. Do I have to play Cc i 48. How can I avoid looking at Nada? 68. How do I win the fit 49. How do I free Nada? 69. What are the answei game? 50. How can I collect some blue agony moss? 51. What am I supposed to do with the metal pad on the floor? 52. How can I get past the door that is ajar? 53. How can I get past the ironwood tree? 54. What do I do with the mirror? 70. I don't have a "T" in 71. Com-pewter is playi stand. How can I ki The Region of Air 72. How can I help Ma, The Region of Fire 55. How do I get past the fire dog? 56. How can I convince the dog that I intend to eat him? 57. How do I get past the wall of fire? 58. How do I make a firecracker? 59. OK, I've got Mack's recipe, but I still don't know how to make a firecracker. 60. How do I use the firecracker to get past the firewall? 61. How do I get out of the opening? The Region of Water 73. How can I get past t 74. What do I need to 01 75. How can I get some 76. How can I get a sail' 77. How can I get the o; 78. What are the answe: asks me? 79. I've gone as high as 80. What do I do with IS The Gap 81. How do I get past tl 62. How can I get past the troll? 10 82. The game made me i the barrow maze? 63. Where is the key that the troll wants me to find? its me to drink from the 64. How can I get the troll's key? 65. How can I fill the well with water? ;s to find in the barrow maze? he plaque? ' seem to work? om? la? 66. I've given the troll his key, but now he wants me to do one of his puzzles. Com-pewter 67. Do I have to play Com-pewter's game to get by him? 68. How do I win the first round of Com-pewter's game? 69. What are the answers to the second round of Com-pewter's game? jny moss? . the metal pad on the floor? t is ajar? d tree? 70. I don't have a "T" in my tray! 71. Com-pewter is playing some new game that I don't understand. How can I kill him? The Region of Air 72. How can I help Ma Anathe? 73. How can I get past the ogress? 74. What do I need to outfit the boat in the cave of winds? it I intend to eat him? 75. How can I get some wind? re? 76. How can I get a sail? 77. How can I get the ogre boy to help me? I still don't know how to 78. What are the answers to the questions that the knight asks me? get past the firewall? 79. I've gone as high as I can up the mountain. Now what? 80. What do I do with Ma Anathe's potion? The Gap 81. How do I get past the animals guarding the Gap? 82. The game made me switch companions, but I don't want to! 11 VAGI 83. How can I get past Stanley Steamer? 84. How can I get Cumulo Fracto Nimbus to help me? This section contains vague bered puzzles beginning on Outside Humfrey's Castle 85. How can I open the gate outside Humfrey's castle? Mundania 86. How do I lower the bridge outside the castle? 1. This could be complic 87. How can I get in the front door of the castle? 2. It sounds like you're c 88. How can I get across the moat? 89. What do I do with the Lok Pik monster in the moat? 3. If you opened the cab at you. 90. Doesn't the Lok Pik Monster belong in the Spellcasting series of games? 4. Remember the first ru that isn't nailed down 91. How do I open the grate? 5. Panic. 92. What do I do with the switches in the tunnel? 6. Why wouldn't you ac you've got nothing to Inside the Gourd 93. How can I get up the stairs past the zombie? 94. How can I open the storm door into the cellar? 7. They're neanderthals. 8. Stare at it for hours. 9. Turn on the computer 95. How do I get out of the cellar? 96. How do I get up the stairs to the second floor? Choosing a Compart 97. How do I open the trap door that Nada closed? 10. He eats a lot of peanu 98. How do I get out of the library with the skeleton? 11. Choosing Jenny Elf or 99. How do I get the cane off the front porch? 100. I'm up in the attic. How can I keep Kim from getting the prize? 12. If black-and-white is £ be good enough for y< 13. The cavern is very dai 101. I'm back in my bedroom. Now what? 14. She's a girl and you're without expensive am 12 VAGUE HINTS ner? imbus to help me? [ This section contains vague hints to assist you in solving the numbered puzzles beginning on page 8. ; Humfrey's castle? Mundania de the castle? 1. This could be complicated. First, you should probably take it. }f the castle? 2. It sounds like you're completely in the dark on this one. lonster in the moat? 3. If you opened the cabinets, your mother would probably yell at you. long in the Spellcasting series 4. Remember the first rule of adventure games - take everything that isn't nailed down. 5. Panic. in the tunnel? 6. Why wouldn't you accept the bet? Pia has blown you off, so you've got nothing to lose. 7. They're neanderthals. the zombie? into the cellar? : second floor? it Nada closed? vith the skeleton? >nt porch? 8. Stare at it for hours. 9. Turn on the computer. Choosing a Companion 10. He eats a lot of peanut butter. 11. Choosing Jenny Elf or Che Centaur will just get you killed. ?ep Kim from getting 12. If black-and-white is good enough for Woody Allen, it should be good enough for you. - 13. The cavern is very dangerous. what? 14. She's a girl and you're a boy. You can't get a body like hers without expensive and painful surgery. 13 Vague Hints 15-27 The Village and the Crossroads Vague Hints Making the Solution 15. Hmm. Sounds dangerous. Maybe you should leave it alone. 28. It sounds like you're g 16. Where there's a lock, there must be a key. 29. The egg is in a place tl 17. First, you're going to have to get beyond the pail. 30. Getting Beyond the Pail 18. As Nada suggests, you're going to have to put something heavy in the pail. 19. First you're going to need a flat board to put on the boulder. To learn how to do that, see the hints about how to find a flat board. 20. There are no flat boards just lying around. You'll have to find a long piece of wood and find someone who can turn it into a board. 21. You'll need something really heavy to pry that log loose. 22. Something under the pier is tangling up the rope. 23. It's not polite to read other people's mail. Everything you need i Crossroads when you 31. Remember that Xanth 32. Go back into the fores 33. The fresh water is in a quite a bit of time. 34. The ingredients alone 35. You need two contain 36. It looks as if you're gc The Void 37. The best offense agair 38. Are you really sure yc 24. Its job is to screen people who wish to get by. 25. Is it nailed down? 26. Maybe you could use the clown as a decoy to distract the witch by making her laugh. Then, while she is doubled over in mirth, you could steal her broomstick and ride it to Humfrey's castle. 27. You don't have anything he wants. The Region of Earth 39. The door is magically 40. Metria is trying to ten shouldn't. 41. The thing to do here i; through all the rooms 42. That seems pretty um happened to her. 14 15-27 ids Vague Hints 28-42 Making the Solution ?e you should leave it alone. 28. It sounds like you're going to need a fairly large container. be a key. 29. The egg is in a place that you've already visited. beyond the pail. 30. Everything you need to catch a firefly is right at the Crossroads when you first arrive there. 31. Remember that Xanth is full of puns. :o have to put something >oard to put on the boulder. To :s about how to find a flat 32. Go back into the forest. There is a cough drop bush there. 33. The fresh water is in a place where you have already spent quite a bit of time. 34. The ingredients alone are not sufficient to do the trick. g around. You'll have to find meone who can turn it into a 35. You need two containers of equal size. 36. It looks as if you're going to need some help on this one. .vy to pry that log loose. ;ling up the rope, le's mail, The Void 37. The best offense against nothingness is creativity. 38. Are you really sure you saw a door? ish to get by. The Region of Earth as a decoy to distract the in, while she is doubled over omstick and ride it to its. 39. The door is magically sealed. 40. Metria is trying to tempt you into doing something that you shouldn't. 41. The thing to do here is to keep exploring until you have been through all the rooms in the maze. 42. That seems pretty unusual for Nada. Maybe something has happened to her. 15 Vague Hints 43-60 43. You guys have been playing for a while. Maybe she needed a vacation. 44. Some of the important things can be taken, some cannot. Vague Hints 61. It's too high to jump. The Region of Water 45. You're missing something. 62. You're going to have t 46. Consider how you acquired the Nada finder. 63. The key isn't in the trc 47. The obvious thing to do is to push the switch. 64. The well is too deep fc yourself. 48. Nada is very sensitive to anyone seeing her in her present form. 65. First, you'll need to fir 49. Pay attention to what Nada says Metria was doing when the demoness was tying her up. 66. You can complete any troll. 50. Be careful. That stuff is pretty potent. 51. Take the opportunity to compliment the barrow. Say, "What a nice pad you have here." 52. The door isn't really a door. (It's pun time again). Com-pewter 67. Com-pewter is very st 68. Select a tile in the tray is looking for. Put the 53. The wood of the ironwood tree is really hard. 69. Com-pewter is very rr 54. Don't break it. You'll get seven years of bad luck. 70. Oh yes. So you don't. The Region of Fire 55. You need to think punnishly here. What else could you call a dog that lives amidst all this heat? 71. Computers are notorit problems. The Region of Air 56. What you need are the traditional fixings for a hot dog. 72. Old people like to tall 57. Talk to the fireman. Pay attention to the legend he tells you. 73. The ogress is upset be 58. You've seen the name Mack somewhere before. 74. First, you'll need a sai 59. Where the recipe calls for flour, use the buttercup flower. 75. You need a special baj 60. The fire cracker will "crack" the fire. 76. There is a sail in Ma A 16 43-60 a while. Maybe she needed a i be taken, some cannot. Vague Hints 61-76 61. It's too high to jump. You'll have to climb out. The Region of Water 62. You're going to have to pay the troll. Nada finder. 63. The key isn't in the troll's living room. >h the switch. 64. The well is too deep for you to jump down without hurting yourself. 1 seeing her in her present 65. First, you'll need to find a hose. Metria was doing when the atent. 66. You can complete any one of the three puzzles to satisfy the troll. Com-pewter lent the barrow. Say, "What a 67. Com-pewter is very stubborn. ; pun time again). .s really hard, years of bad luck. 68. Select a tile in the tray to complete the word that Com-pewter is looking for. Put the tile into the cylinder and close it. 69. Com-pewter is very methodical. 70. Oh yes. So you don't. Oh well, sorry about that. •e. What else could you call a it? 71. Computers are notoriously susceptible to certain kinds of problems. The Region of Air al fixings for a hot dog. >n to the legend he tells you. lewhere before. use the buttercup flower. fire. 72. Old people like to talk. 73. The ogress is upset because she is too pretty. 74. First, you'll need a sail. 75. You need a special bag. 76. There is a sail in Ma Anathe's front yard. 17 Vague Hints 77-92 77. Before he will help you, you must help him. 78. Remember that this is the region of air. 79. Ma Anathe said she was looking for a sign. 80. The potion is what made Ma Anathe ugly. The Gap 81. The animals aren't really guarding the Gap. 82. Nada isn't as much of a friend as you thought she was. Inside the Gourd 93. Zombies are suckers f gag94. The door is locked. 95. Dark down here, ain't you find enough useft 96. Every time the stairs £ moves. 83. You're going to need some help with this one. 97. Have you tried pushii trap door? 84. Cumulo Fracto Nimbus is notorious for having the worst temper in Xanth. 98. That fireplace looks lil Outside Humfrey's Castle 99. Well you can forget tr that zombie. 85. Sammy cat is trying to tell you something when he scratches the ground in front of the wall. 100. Nada is no longer yoi won't be of any help. 86. This is a certain kind of bridge. 101. The game in Xanth is 87. The front door looks as if it hasn't been opened in years. 88. The moat is too big to jump across. 89. Ask Jenny Elf to help you. She can give you more information about the monster. 90. The Lok Pik monster has a notoriously bad sense of direction. It wandered off the set of Spellcasting 401 and stumbled into this game by accident. 91. That grate is pretty heavy. You'll probably need a tool of some kind. 92. The doorkeeper told you to pay careful attention to his words. is Vague Hints 77-92 ist help him. \ of air. Vague Hints 93-101 Inside the Gourd 5 for a sign, 93. Zombies are suckers for the old, "Look! It's Halley's Comet" gag- lathe ugly. 94. The door is locked. 95. Dark down here, ain't it. You'll just have to feel around until you find enough useful stuff. ng the Gap. s you thought she was. with this one. 96. Every time the stairs go flat, the lever on the balustrade moves. 97. Have you tried pushing the button that says it will open the trap door? ious for having the worst tem98. That fireplace looks like one of those trick, rotating fireplaces. 99. Well you can forget trying to go back outside and getting past that zombie. lomething when he scratches 100. Nada is no longer your Companion. You can bet that SHE won't be of any help. 101. The game in Xanth is over. You can't start it up again. I't been opened in years. )SS. ran give you more information riously bad sense of direction, asting 401 and stumbled into 11 probably need a tool of some careful attention to his words. 19 SPECIFIC HINTS This section contains specific hints to assist you in solving the numbered puzzles beginning on page 8. Specific Hints The Village and the ( 15. If you think that cherr Ishtar. Mundania 1. Back again, eh? Now that you've taken it, perhaps you should read it. 2. You need to turn on the lights. 3. There's nothing interesting in the cabinets. 4. Have you opened the refrigerator? 5. Stare at it for hours. 6. If you don't take the bet, then you'll be stuck listening to that thunderstorm forever. 7. They're politically incorrect and should be shot. 8. Call the bomb squad in case it might be booby-trapped. 9. Put the disk in the floppy drive. Choosing a Companion 17. Only Fairy Nuff has th Getting Beyond the I 18. If the pail sees you tryi away. The answer inv the pail can't see you. 19. Once you've got a flat one lying on the groun 20. You're going to need t< how to do that, see the the log jam. 21. You need to get sometl log. 22. You can't get under thi some help. 10. The artist just came back from watching "Hook." 23. Politeness never was o 11. Choosing Demoness Metria will also get you killed - but what a way to go! 24. It will let you by if yoi; 12. We used up all the colors in the opening scenes. 13. Only someone very familiar with Xanth will be able to figure out how to get out of the cavern. 14. You need to demonstrate that you believe in magic. 21) 16. Perhaps one of the nat 25. Is there anyone arounc 26. Nah. That would bete 27. It might help if you tal HINTS ssist you in solving the num- Specific Hints 15-27 The Village and the Crossroads 15. If you think that cherry is a bomb, you should have seen Ishtar. 16. Perhaps one of the natives can help you out. e taken it, perhaps you should 17. Only Fairy Nuff has the solution to this problem. Getting Beyond the Pail e cabinets. >u'll be stuck listening to that should be shot. dght be booby-trapped. 18. If the pail sees you trying to drop something into it, it'll fly away. The answer involves doing something in a place where the pail can't see you. 19. Once you've got a flat board, you're going to need a rock. The one lying on the ground in the village will do nicely. 20. You're going to need to take the log from the log jam. To learn how to do that, see the hints about how to get the log out of the log jam. 21. You need to get something from the village in order to free the log. 22. You can't get under the pier by yourself. You'll need to get some help. •atching "Hook." 23. Politeness never was one of your virtues. also get you killed - but what 24. It will let you by if you've got a good enough reason. 25. Is there anyone around who looks like they're going to object? opening scenes. 26. Nah. That would be too obvious. i Xanth will be able to figure 27. It might help if you talked to him. u believe in magic. 21 Specific Hints 28-41 Making the Solution Specific Hints 42. The spring still looks a 28. If you think of the hardest puzzle you ever solved, this one pales in comparison. 43. Nada would never des must have happened t< 29. The egg is on the green. 44. The only obviously taki 30. You need to find something to catch it in. Remember that Xanth is a pun-based universe. 45. What you need is beyo 31. You've seen something that has butter in its name. 32. When you are in the forest, wait and see what happens. 33. That's a stream you'll have to cross when you get to it. 34. Fairy Nuff told you to bring the solution back to him when you had collected everything. 35. The containers you need can both be found in the same room, but they don't look like containers. 36. The guy who seems to know the most around here is Fairy Nuff. The Void 37. You need to create something out of nothing. 38. Can you convince Nada that you saw a door? The Region of Earth 46. Demoness Metria gave 47. Keep pushing each ne\ 48. Make sure you avoid s, have looked at her. 49. Do you hear voices cor 50. You need to find a spec 51. There doesn't seem to 1 than the front door. M 52. The door isn't really a < 53. You can't hack your wt something else. 54. What do you usually d The Region of Fire 55. Think of the dog as a h 39. Neither you nor Nada will be able to open the door unassisted. 56. You need to get a hot d 40. The pool is a love spring. Drinking from it will make you fall hopelessly in love with the first creature you see. 58. You'll need to use Mac 41. It would be a good idea to make a map. 59. Where the recipe calls i man gives you. 57. Somebody named Mac 28-41 Specific Hints 42-59 42. The spring still looks as dangerous as it did before. le you ever solved, this one 43. Nada would never desert you of her own free will. Something must have happened to her. 44. The only obviously takeable items are the mortar and the pestle. atchitin. Remember that 45. What you need is beyond the door ajar. 46. Demoness Metria gave you the Nada finder. butter in its name. : and see what happens, 47. Keep pushing each new switch as it appears. •oss when you get to it. 48. Make sure you avoid saying anything that implies that you have looked at her. solution back to him when 49. Do you hear voices coming from anywhere? 50. You need to find a special container to put the moss in. th be found in the same room, ers. e most around here is Fairy 51. There doesn't seem to be any way out of this barrow other than the front door. Maybe this pad can help. 52. The door isn't really a door. It is a jar. 53. You can't hack your way past the wood. You'll have to try something else. ut of nothing. >u saw a door? 54. What do you usually do with a mirror? The Region of Fire 55. Think of the dog as a hot dog. ble to open the door 56. You need to get a hot dog bun and some mustard. 57. Somebody named Mack got out by making a firecracker. <ing from it will make you fall creature you see. 58. You'll need to use Mack's recipe. e a map. 59. Where the recipe calls for water, use the firewater that the fireman gives you. 23 Specific Hints 60-75 Specific Hints 60. Red Adair puts out fires in oil wells by dropping explosives into them. 76. The sail is under the c fix the cart so you can 61. Maybe you can put that rope to some good use. 77. You need to help him The Region of Water 62. You don't have anything to pay the troll with. 63. The key is somewhere in the troll's lab. 64. The well is shallow enough that you could swim to the bottom, if only it had some water in it. 78. All the answers have! 79. There's a sign right he 80. There is someone neai The Gap 81. Mostly, they just want 65. Second, you need to make sure the well won't overflow when you turn on the water. 66. The troll isn't very patient. Com-pewter 67. He really wants you to play his game. 68. Use your Com-pendium to learn the answers. 69. The tiles you need are in the same order as the first round. 70. Perhaps you can find a "T" somewhere else. 71. Perhaps you can "pick up" something useful from Grundy. The Region of Air 82. Jenny Elf and Sammy 83. When Stanley kills yo something (or someor out fires. 84. You need to make hirr Outside Humfrey's ( 85. Sammy cat isn't tryinj he's trying to draw yc 86. The word drawbridge 87. Humfrey likes to mak castle. 72. Perhaps you should chat with her. 88. The moat is too dange 73. You're going to have to find a way to make her ugly again. 89. The monster is being 1 74. Second, you'll need some wind. 90. The Lok Pik monster i to Legend. The more 75. You'll find something at the long and winding road. 24 60-75 Specific Hints 76-90 veils by dropping explosives 76. The sail is under the cart. You'll need someone else's help to fix the cart so you can move it. i some good use. 77. You need to help him get his ball. 78. All the answers have something to do with air or wind. r the troll with. >ll's lab. t you could swim to the botnit. 79. There's a sign right here. 80. There is someone nearby who thinks she is too pretty. The Gap 81. Mostly, they just want to talk. the well won't overflow when 82. Jenny Elf and Sammy Cat will be very useful to you. 83. When Stanley kills you, he does it with a blast of fire. There is something (or someone) nearby who's pretty good at putting out fires. ; game. rn the answers. me order as the first round. newhere else. :\ething useful from Grundy. 84. You need to make him mad at you. Outside Humfrey's Castle 85. Sammy cat isn't trying to tell you something about the ground, he's trying to draw your attention to the wall. 86. The word drawbridge is made up of a verb and a noun. 87. Humfrey likes to make it difficult for people to get into the castle. her. 88. The moat is too dangerous to swim across. vay to make her ugly again. 89. The monster is being kept awake somehow. I. 90. The Lok Pik monster is under a five year, fixed-price contract to Legend. The more we use him, the less he costs per game. ig and winding road. Specific Hints 91-101 AN 91. Actually, we thought the first hint was pretty good. So we didn't make up a medium level hint here. You'll have to move on to the answer. This section contains the ans on page 8. 92. There is a number sequence that is punnishly imbedded in the doorkeeper's instructions to you. Mundania 1. Open it and see what'; Inside the Gourd 2. The light switch is ove 93. Just kidding. This zombie is very conscientious in his duties. 3. The cabinets can't be c 94. Perhaps you can pick the lock. 95. There's a door at the top of the stairs. 4. Take the teabag from t refrigerator. 96. You need to keep the lever on the balustrade from moving. 5. Answer it. 97. You need to get something to hook the door with. 98. Read any good books lately? 6. If you don't take the b into your computer sc really neat spreadshee 99. You can't open the window. Maybe you can get rid of that pane of glass somehow. 7. They're just two game along. Give 'em a brea 100. Jenny Elf can't help you either. You've got to solve this one on your own. 101. Do you hear the phone ringing? 8. Open it and see what': 9. Once you have turned in the floppy drive, cl( Choosing a Compani 10. Because if we made hi you'd just get confuse 11. Only Nada Naga will Xanth. Choose her. 12. Put on your Way Cool 13. Wait a few turns whil< Then do as she sugges 26 91-101 ANSWERS it was pretty good. So we hint here. You'll have to move This section contains the answers to the numbered puzzles beginning on page 8. is punnishly imbedded in the Mundania 1. Open it and see what's inside. 2. The light switch is over next to the door. y conscientious in his duties. 3. The cabinets can't be opened. Forget about them. tairs. 4. Take the teabag from the table and the mustard from the refrigerator. e balustrade from moving. 5. Answer it. iok the door with. 6. If you don't take the bet, the picture of the kitchen will burn into your computer screen and you'll never be able to do those really neat spreadsheets you love so much. iybe you can get rid of that 7. They're just two game characters trying to move the plot along. Give 'em a break. You've got to solve this one on 8. Open it and see what's inside. 9. Once you have turned on the computer and put the game disk in the floppy drive, close the floppy drive. Choosing a Companion 10. Because if we made him look like a character from Star Trek you'd just get confused. 11. Only Nada Naga will get you safely through the perils of Xanth. Choose her. 12. Put on your Way Cool(lm) 3-D glasses. 13. Wait a few turns while Nada figures out how to open the door. Then do as she suggests and go north out of the cavern. 27 Answers 14-27 14. It'll be a while before you stop being a screen. Don't worry about it for now. The Village and the Crossroads Answers Making the Solution 28. Use the pail. 29. The egg is in the cup c 15. The cherry bomb is completely useless. There is no need to take one. 30. Pick a buttercup and e nice and sticky - perfe 16. Talk to the headman. If you agree to help him with the censor ship, he'll give you the key to the gate. 31. Go back to the crossro you'll have a pat of bu 17. You need to get beyond the pail, visit Fairy Nuff, and follow his instructions. 32. Every time the cough i drop falls into the poo she will. Repeat as des cough drops. Getting Beyond the Pail 18. You're going to have to build a catapult in the room with the boulder. To learn how to do that, see the hints about how to build a catapult. 19. Put the flat board on the boulder. Put the rock on the board. Then ask Nada to whack the board with her tail. 20. Take the log from the log jam and give it to the woodwright. He will take it away, and then return with a nice flat board. 21. You need to get the anchor from under the pier in the village. 22. Ask Nada to get the rope for you. She will turn into her Naga form and slither under there post haste. 33. Put the pail in the strei 34. Bring the solution bad 35. Get the lamp covers fr 36. Go back to Fairy Nuff The Void 37. You need to create a d 38. Talk to Nada and keej nitely saw the door. T will become, until f ina 23. You can read it if you want. Beyond that, it's pretty useless. 24. During the dialogue with the screen, tell it that you want to go see Fairy Nuff. 25. By all means, rip it off. 26. There isn't anything you can do with the witch or the clown. 27. Tell him about the problem the people in the village are having with the censor ship. The Region of Earth 39. Only demoness Metric you at the pool to the i 40. Keep turning down M Eventually she will gi1 the barrow. 14-27 ieing a screen. Don't worry Answers 28-40 Making the Solution 28. Use the pail. ads 29. The egg is in the cup on the green at the end of the fairway. useless. There is no need to 30. Pick a buttercup and empty it. The cup that remains will be nice and sticky - perfect for capturing a firefly. ee to help him with the censor .e gate. 31. Go back to the crossroads. Take a buttercup. Empty it, and you'll have a pat of butter. , visit Fairy Nuff, and follow 32. Every time the cough drop bush in the forest coughs, a cough drop falls into the pool. Ask Nada to catch one for you and she will. Repeat as desired until you have collected sufficient cough drops. 33. Put the pail in the stream in the crossroads. :atapult in the room with the t, see the hints about how to 34. Bring the solution back to Fairy Nuff. 35. Get the lamp covers from the village and take them to Nuff. r. Put the rock on the board, ard with her tail. id give it to the woodwright. ?turn with a nice flat board. 36. Go back to Fairy Nuff and ask him to show you the short cut. The Void i under the pier in the village. 37. You need to create a door that will lead you out of the void. u. She will turn into her Naga st haste. 38. Talk to Nada and keep reaffirming your belief that you definitely saw the door. The more you believe it, the more real it will become, until finally it will become permanent. fond that, it's pretty useless, reen, tell it that you want to go The Region of Earth 39. Only demoness Metria can open the door. She is waiting for you at the pool to the southeast. with the witch or the clown, people in the village are having 40. Keep turning down Metria's offers to drink from the pool. Eventually she will give up in disgust and open the door to the barrow. 2.4 Answers 41-54 41. Most people play through the maze in "map mode", switching to the picture only when they come across something of importance. 42. Metria has disguised herself as Nada and is trying to tempt you again. Resist her and wait until she tires of this activity. 43. When Metria turned out the lights in the barrow, she kidnapped Nada and imprisoned her someplace. Now you must go into the barrow and find her. 44. Other than the mortar and the pestle, you will need to discover a room with a mirror, the switch room, the room with a plaque, and the room where the door is ajar. 45. Keep playing, you will find a piece of charcoal by the fire wall. 46. Demoness Metria doesn't want you to find Nada. The closer you are to finding her, the lower the reading on the instrument. Answers The Region of Fire 55. If you can show the dc and that you are going 56. Ask Nada to put her h tard onto the bun. If y parents' refrigerator, d leave the game to go a 57. You need to create a fii about how to make a f 58. Smooth out the paper on the plaque in the be of charcoal that you fo Mack's crackers will a] 47. When the last switch appears, start switching them off again. The order in which you turn off the switches doesn't matter. When you have finished, a large button will appear. Push it. 59. Put the buttercup and in the barrow maze. C in the maze. Then put room with the fireman golden brown. Then ta 48. Only select dialogue choices that don't involve looking at Nada. 60. Throw the firecracker: and it will blow up, ex 49. The demoness Metria cast a spell on the manacles. Talk to them, and you will discover that you can remove the spell. 61. Tie the rope to the anc hook that you can thrc 50. You can't solve this puzzle until you solve the door that is ajar puzzle. When you solve that puzzle, you will acquire the object you need to collect the moss. The Region of Water 51. Stand on it. 62. You are going to have troll. 52. The door is really a jar. Take it, and it will revert to its true form. 63. The key is at the bottoi 64. Fill the well with wate 53. Get some blue agony moss and pour it on the tree. 54. Look in the mirror and see what happens. 41-54 laze in "map mode", switching >me across something of Answers 55-64 The Region of Fire 55. If you can show the dog that you think of him as a hot dog and that you are going to eat him, you will chase him away. Nada and is trying to tempt until she tires of this activity. its in the barrow, she kidler someplace. Now you must >estle, you will need to discovtch room, the room with a ; door is ajar. .ece of charcoal by the fire wall. you to find Nada. The closer • the reading on the instrument. tart switching them off again. the switches doesn't matter. e button will appear. Push it. : it don't involve looking at ;11 on the manacles. Talk to it you can remove the spell. 1 you solve the door that is ajar uzzle, you will acquire the 56. Ask Nada to put her hair up into a bun. Then put some mustard onto the bun. If you didn't take the mustard from your parents' refrigerator, don't panic. Nada will wait while you leave the game to go and get it. 57. You need to create a firecracker. To learn how, see the hints about how to make a firecracker. 58. Smooth out the paper that you've been carrying around. Put it on the plaque in the barrow maze. Then rub it with the piece of charcoal that you found next to the firewall. The recipe for Mack's crackers will appear. 59. Put the buttercup and the firewater into the mortar you found in the barrow maze. Grind them up with the pestle you found in the maze. Then put the mortar into the natural oven in the room with the fireman. Wait until it has risen and turned golden brown. Then take it out again. 60. Throw the firecracker into the wall of fire. Wait a few turns and it will blow up, extinguishing the fire in the process. 61. Tie the rope to the anchor. This will make a nice grappling hook that you can throw up into the opening. The Region of Water LOSS. 62. You are going to have to agree to perform a free service for the troll. and it will revert to its true 63. The key is at the bottom of the well in the troll's lab. , pour it on the tree, 64. Fill the well with water, and then swim in it. tt happens. 31 Answers 65-73 65. Get the hose from the reservoir that's just beyond the bridge. Push the blue button that opens the upper drain in the well. Then put the hose in the sink and turn on the water. The water will siphon into the well, so you'll be able to swim into it and get the key. Answers 74. Once you've got a sail rope from the mooring J 76. You need to get the og wheel is on, give the ci 66. If you try and fail a puzzle three times, the troll will simply let you go. 77. Take the windsock froi the vent. Once he has i you. Com-pewter 78. The answers, in order, error, airedale, windov airplane, airbag, wind] 67. You have to play the game with him. And whatever you do, DON'T RESIGN! 68. The answers to the first round of questions 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." 79. Take the sign and brinj 80. Give the potion to the The Gap 69. The answers to the second round of questions 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." 81. Keep talking to the ani way. 82. There isn't anything yc relax and enjoy it. 83. You need to get Cumu 70. Use the golf tee you found in the fairway. If you didn't pick that up, don't panic. You can always exit (The Game) and return to the kitchen to get the "T" bag that was on the table. 84. If you insult the cloud on both you and Stank 71. Put the virus you got from Grundy into the cylinder. Outside Humfrey's C The Region of Air 72. Bring her a sign from the top of the mountain. 73. You need to help Ma Anathe before you can get past the ogress. 32 75. Take the windbag fron I 85. Run your mouse curso above where Sammy ii brick, press it and pusl 86. Click on the bridge, th< and then click on the n bridge on the moat. K< completely lowered. 65-73 hat's just beyond the bridge, the upper drain in the well, d turn on the water. The 30 you'll be able to swim into Answers 74-86 74. Once you've got a sail and unleashed some wind, untie the rope from the mooring, and get in the boat. j times, the troll will simply let 75. Take the windbag from the long and winding road. 76. You need to get the ogre boy to help you fix the cart. Once the wheel is on, give the cart a push. 77. Take the windsock from Ma Anathe's house and put it over the vent. Once he has recovered the ball, he will offer to help you. 78. The answers, in order, are: error, airedale, window, air conditioning, errand, windbag, airplane, airbag, windmill, breeze. him. And whatever you do, f questions are: 79. Take the sign and bring it back to Ma Anathe. 80. Give the potion to the ogress. The Gap d of questions are: 81. Keep talking to the animals. Eventually, they'll get out of your way. 82. There isn't anything you can do about it, so you may as well relax and enjoy it. 83. You need to get Cumulo Fracto Nimbus to help you. e fairway. If you didn't pick ways exit (The Game) and T" bag that was on the table. 84. If you insult the cloud enough, he will dump a bunch of snow on both you and Stanley. This will render the dragon harmless. idy into the cylinder. the mountain. fore you can get past the Outside Humfrey's Castle ! 85. Run your mouse cursor over the portion of the wall directly above where Sammy indicated. When you find the loose brick, press it and push the switch. 86. Click on the bridge, then click on the specialty verb "draw", and then click on the moat. This will draw a portion of the bridge on the moat. Keep repeating this until the bridge is completely lowered. 33 Answers 87-101 SOLUTK TROLL 87. You can't get in the front door. You'll have to find another way into the castle. 88. You'll have to find a way to subdue that monster. 89. The cricket is keeping the monster awake. Capture the cricket with the jar, and the monster will fall asleep, making it possible to cross the moat on its coils. 90. The Lok Pik monster has embarrassing photos of our company president. He gets to be in as many games as he wants. Matchstick Puzzles These are the easiest of the th zle the first illustration shows second shows the solution, ar matches must be moved in or 1. Two matches to make two 2. Three matches to make thr 91. Use the crowbar you got from the troll. 92. Push switches number four, one, and two. Inside the Gourd 93. You can't get up those stairs. You'll have to get into the house another way. 94. Use the scale from the Lok Pik monster to pick the lock. 95. Keep looking until you find a skeleton key. You can use it to open the door at the top of the stairs. 96. Get some twine from the basement and tie it to the lever on the balustrade. This will keep the stairs from moving. Four matches to make two 97. You need the cane that's on the front porch. 98. Take the third book from the left. This will make the fireplace turn around, taking you with it. 99. Use the Pain-B-Gone pills on the pane of glass. 100. Throw the sword at the prize. 101. Go answer the phone. 34 Two matches to make thre< 87-101 SOLUTIONS TO THE You'll have to find another due that monster. ter awake. Capture the cricket .11 fall asleep, making it possirassing photos of our company any games as he wants. TROLL PUZZLES Matchstick Puzzles These are the easiest of the three types of troll puzzles. For each puzzle the first illustration shows the original match configuration. The second shows the solution, and via dotted lines, illustrates which matches must be moved in order to achieve it. 1. Two matches to make two boxes t\e troll. i> ;, and two. ni'll have to get into the house 2 Three matches to make three boxes nonster to pick the lock. celeton key. You can use it to talrs. ent and tie it to the lever on the tairs from moving. Four matches to make two boxes !! front porch. t. This will make the fireplace Two matches to make three boxes ? pane of glass. ii ii Matchstick Puzzles continued Three matches to make three boxes Four matches to make four boxes 7. Four matches to make four boxes <=!> 8. 36 Four matches to make four boxes Matchstick Puzzl 9. Two matches to make five 1 10. Three matches to make five 11. Four matches to make five 1 Matchstick Puzzles continued 9. Two matches to make five boxes 10. Three matches to make five boxes i •* n T 11. Four matches to make five boxes "nrr 37 Pentominos The troll has given you a tray and an assortment of pieces. For the first four puzzles, you must fit all the pieces in the tray. For the last puzzle, the tray is sized so that you can fit all the pieces in while leaving four open spaces. For this one, we have illustrated six possible solutions. 1. 6x10 units 2. 5x12 units 3. 4x15 units 4. 3x20 units Pentominos continued 5. Pentominos continued sortment of pieces. For the eces in the tray. For the last fit all the pieces in while ve have illustrated six possi- 5. J I £ 39 Sliding Block Puzzles Moving from left to right, the boxes show each successive move toward the solution. 1. 40 2. 2. iv each successive move 41 2. continued 3. 9 1 8 L—— 3 , ' 5 11 42 7 •) 3. 43 3. continued COIV WALKT Memoirs of a Mund by I I awoke to the sound of a tel phone ringing unanswered another room and the peric ic din of a storm gathering out side. Pulling myself out of bee sat at my desk, finding an envi lope addressed to me from Pia My mom must have put it thei I opened the envelope, pulled out the letter, and carefully rea it, my keen expectations dashe as I read on. Pia had blown mi off, and all apparently because got her home a little late one night! Oh, well. She wasn't th great anyway. Feeling abandoned and not quite awake, I stumbled northeast into the foyer and pushed the light switch. Pangs of hunger naggc at me, forcing me westward in) the kitchen, where I opened th< refrigerator, took a sandwich ai some mustard, and chowed down. Pretty soon the kitchen phor started ringing again and I relu tantly answered it. It was Edse asking me to play a computer game. He offered his motorcyc to me if I didn't like the game. He'd take Pia out on a date if I 44 COMPLETE WALKTHROUGH Memoirs of a Mundane's Meanderings in Xanth by Dug Mundane I awoke to the sound of a telephone ringing unanswered in another room and the periodic din of a storm gathering outside. Pulling myself out of bed, I sat at my desk, finding an envelope addressed to me from Pia. My mom must have put it there. I opened the envelope, pulled out the letter, and carefully read it, my keen expectations dashed as I read on. Pia had blown me off, and all apparently because I got her home a little late one night! Oh, well. She wasn't that great anyway. Feeling abandoned and not quite awake, I stumbled northeast into the foyer and pushed the light switch. Pangs of hunger nagged at me, forcing me westward into the kitchen, where I opened the refrigerator, took a sandwich and some mustard, and chowed down. Pretty soon the kitchen phone started ringing again and I reluctantly answered it. It was Edsel, asking me to play a computer game. He offered his motorcycle to me if I didn't like the game. He'd take Pia out on a date if I did. Having little to lose, I accepted the bet and Ed rang off, saying he'd send a package over right away. It wasn't long before the doorbell in the foyer rang. I opened the front door and the fierce winds blew it instantly open. A small package, leaning against the door, toppled into the foyer. I picked up the package, forced the door shut, and headed back to my bedroom. I ripped open the package and found a game box with a serpent woman on the cover. I immediately opened the box and found a game manual, a warranty card, a large red book, a strange pair of eyeglasses, and a floppy diskette. The manual and card were pretty uninteresting but the glasses looked cool and I put them on. The book, which I soon found out was the ComPendium of Xanth, contained all sorts of information about a fantasy world called Xanth. I finally got around to putting the diskette in the floppy drive of my computer and, after closing the drive door, I turned the blasted machine on. The figure 45 of an odd little man appeared on the screen and I looked closely at it. I talked to the tiny man and he told me all about the rules to a Game I was evidently going to play. He went on to explain about Companions and described the talents of four creatures from Xanth from which I was to select one to accompany me. After hearing about each of them in detail, I selected Nada Naga, the creature from the box top, and we found ourselves immediately transported to a dark cavern with a single torch burning on the wall. Arrival in Xanth Nada seemed to know what she was doing and eventually extricated us from the dangerous cave. I walked through the door she'd opened and met a girl named Kim, evidently another player in the Game, and her Companions Jenny Elf and Sammy Cat. I asked to join Kim but she wasn't interested, making particular reference to my appearance as a screen. After they'd left, Nada explained that until I believed in Xanth and magic, I'd appear to everyone there as a computer screen. Frustrated by this entire course of events, Nada and I headed northeast and arrived at the crossing of two roads. I picked a buttercup from a patch of flowers beneath a cherry bomb tree and noticed a large log jammed 46 securely between rocks in a small stream. Heading east I looked into a spring and saw Kim, Jenny and Sammy meeting a Merman named Cy. Not used to seeing movies in springs, I was slightly taken aback. This Xanth place seemed to be pretty magical after all. A Solution for a Censor-Ship We walked out of the forest to the southeast and arrived at the center of a small village. The headman of the village, who turned out to be a woodwright, told us a sad story about the town. Isthmus Village, it seemed, had been afflicted by a censor-ship, clearly visible in the harbor beyond. The ship censored the speech of the villagers, rendering them senseless and unable to solve their problem themselves. When I offered to help, the headman gave me a rusty key and told me about a Fairy Nuff who would certainly know of a solution. I unlocked the pier gate with the key he'd given me and opened the gate doors. Then I walked north to the pier and was assailed by the stench of the foul censers billowing on board the dread vessel. I picked up a piece of sailcloth from the pier and yanked on a rope tied to one of the planks. The rope wouldn't give, so I asked Nada to turn into her Naga form and untie it from beneath the pier. She agreed and soon reappeared with the frei rope tied to an anchor. I wall back to the crossroads and pr the log free with the anchor. Remembering the headman's ent, I returned to the town an gave him the log, imploring 1 to plane it into a plain board. While he was away, I snatche up a large rock beside the roa and also managed to remove lamp covers from two streetlights. The headman soon returned with the flat board a I left the town in search of the Fairy Nuff, taking a road to tl east. How I Got Beyond the Pail We came upon a beautiful canyon with steep cliffs and a tumbleweed blowing about. Heading northeast, the canyo gave way to a long road. In f. center of the road, not far in f: of us, was a strange metal pai Whenever I tried to take it or walk past it, the pail flew into the air and away to the northeast. There didn't seem to be way to get beyond it, so we retreated back to the cliffs feel a bit defeated. Nada recommended throwing things at tt pail but that didn't work eith< If only the pail couldn't see m throwing things. Aha! We noticed that a boulder in the canyon had an extremely flat surface and put the board on i and then placed the rock on tl board, constructing a crude bi •ely between rocks in a small m. Heading east I looked i spring and saw Kim, Jenny Sammy meeting a Merman ;dCy. Not used to seeing les in springs, I was slightly i aback. This Xanth place ied to be pretty magical after lution for a Censor-Ship e walked out of the forest to outheast and arrived at the ;r of a small village. The .man of the village, who ed out to be a woodwright, us a sad story about the t. Isthmus Village, it ied, had been afflicted by a or-ship, clearly visible in the >or beyond. The ship cend the speech of the villagers, lering them senseless and 3le to solve their problem tiselves. When I offered to i, the headman gave me a y key and told me about a y Nuff who would certainly w of a solution. I unlocked pier gate with the key he'd in me and opened the gate rs. Then I walked north to pier and was assailed by the ch of the foul censers billowon board the dread vessel. I ;ed up a piece of sailcloth i the pier and yanked on a j tied to one of the planks, rope wouldn't give, so I id Nada to turn into her ;a form and untie it from eath the pier. She agreed and soon reappeared with the freed rope tied to an anchor. I walked back to the crossroads and pried the log free with the anchor. Remembering the headman's talent, I returned to the town and gave him the log, imploring him to plane it into a plain board. While he was away, I snatched up a large rock beside the road and also managed to remove the lamp covers from two streetlights. The headman soon returned with the flat board and I left the town in search of the Fairy Nuff, taking a road to the east. How I Got Beyond the Pail We came upon a beautiful canyon with steep cliffs and a tumbleweed blowing about. Heading northeast, the canyon gave way to a long road. In the center of the road, not far in front of us, was a strange metal pail. Whenever I tried to take it or walk past it, the pail flew into the air and away to the northeast. There didn't seem to be any way to get beyond it, so we retreated back to the cliffs feeling a bit defeated. Nada recommended throwing things at the pail but that didn't work either. If only the pail couldn't see me throwing things. Aha! We noticed that a boulder in the canyon had an extremely flat surface and put the board on it and then placed the rock on the board, constructing a crude but functional catapult. Now all I needed was a way to launch the rock and, remembering the size of Nada's Naga tail, I asked her to whack the end of the board. She agreed, and the rock hurtled from sight in the direction of the distant pail. Heading north again, we came upon the pail and snatched it up, removing the useful rock. Continuing northeast, we finally arrived at a strange screen door with a large eye on it. I ant Eye-Screened I opened the mailbox and removed an envelope. The letter inside was an undelivered plea for help to the Fairy from the headman. I tried to open the screen door but the eye wouldn't allow it until I'd been screened. When I threatened the eye, I was finally able to get its attention and mentioned the Fairy Nuff and the solution to the the villagers' problem. The eye closed and allowed me to open the screen door and the door behind it. Walking north, I arrived at a fairway and picked up a red golf tee. Further north was a green and the entrance to a fair. I found an egg in a hole and picked it up. Entering the fair to the northeast, we finally found the Fairy Nuff. After telling him why we'd come to visit, he gave us a tattered recipe for the solution to the censor-ship. Returning to the eye screen, I 47 gathered two dashes of eye scream from the snow and put them in the pail. I emptied the butter from the buttercup and tossed it in as well. I went back to the crossroads and collected three pints of water from the brook. I dropped the egg and the sailcloth into the broth as well. All I needed was a firefly and a couple of cough drops. I managed to catch a firefly at the crossroads with the empty buttercup and I squirted the bug into the solution. Returning to the forest, I noticed the cough drop bush beside the spring. Lacking the proper reflexes, I had to ask Nada to catch two of the falling drops, which I added to the mixture. It bubbled and fizzed, apparently done. We did as we were told and returned to Nuff and gave him the solution. He distributed it between the two borrowed lamp covers and instructed us to proceed with our dousing. We returned to the pier and climbed the gangway up to the deck of the foul ship. I poured the contents of one of the lamp covers on the nearby censer, extinguishing it. Proceeding west to the other censer, I quickly doused it, coughing from the noxious fumes. Nada was proud of me and I was restored to my normal human appearance. I had begun to believe in magic. When we got back to the village, 48 the headman congratulated us and rewarded me with a strange sword. He retrieved the borrowed lamp covers and the rock and told us to return to the Fairy for further instructions. When we returned to Nuff, he told us of a secret path from the fair and, after we had finally delivered his mail to him, we headed off to the northwest. Void We arrived at a barren desert stretching off in all directions. Nada looked scared and mentioned something about a void but, after some wandering around, I noticed a blurry door appearing occasionally before us. I asked Nada if she'd seen it and she agreed to try. When the door reappeared, she admitted that she'd thought she'd seen it as well but looked just as afraid. I was sure I'd seen that door and I asserted this strongly to Nada three times in a row. Each time I told her I was sure I'd seen a door, the door became less fuzzy and more real. Finally, it came into sharp focus and stayed there. I quickly opened the door and walked through it, dragging Nada with me. We arrived in front of an earthen mound with a path running to the southeast. Nada looked relieved and said we'd escaped the Void and arrived in a region called Earth. A gem sprouted on the hilt of my sword. Temptations and Earthly Tri We followed the path to the southeast and came to a sprini Metria Demoness was there, wiggling around in an allurinj way, beckoning for me to drin from the spring. Nada warnei against it, and I refused until Metria had given up entirely. Metria waved her hands at tru barrow mound and disappear in a puff of smoke. We headec back the the barrow and walk up to the front door. I forced t door open and regarded with trepidation the murky darkne within. I finally got up enoug courage to enter the barrow. I seemed like a big place so we out to map it. It wasn't long, however, before the chamber turned pitch black for a mome I called out to Nada but she didn't answer. When the lighl came back on a few moments later, Nada seemed undisturb( She said she was thirsty and It me back to the spring she'd to me was so dangerous only moments before. She pleaded with me to drink and I immed ately sensed something was amiss. After refusing to drink from the spring several times, Nada turned into Metria. Met had disguised herself as Nada an attempt to lure me to my doom. But where was Nada? Metria gave me a funny little r machine she said would help i find Nada. Furious, I returned the barrow alone. ;adman congratulated us swarded me with a strange 1. He retrieved the bori lamp covers and the rock aid us to return to the Fairy rther instructions. When turned to Nuff, he told us ecret path from the fair and, we had finally delivered his to him, we headed off to the west. : arrived at a barren desert :hing off in all directions. L looked scared and mend something about a void ifter some wandering id, I noticed a blurry door aring occasionally before us. 3d Nada if she'd seen it and greed to try. When the door reared, she admitted that [ thought she'd seen it as but looked just as afraid. I sure I'd seen that door and I ted this strongly to Nada : times in a row. Each time I her I was sure I'd seen a , the door became less fuzzy nore real. Finally, it came sharp focus and stayed •. I quickly opened the door walked through it, dragging i with me. We arrived in of an earthen mound with a running to the southeast, i looked relieved and said . escaped the Void and ed in a region called Earth, m sprouted on the hilt of my •d. I meticulously explored every inch of the barrow and found a We followed the path to the pestle, a plaque with some southeast and came to a spring. indentations on it, and a mirror Metria Demoness was there, in which I saw Kim, Jenny, wiggling around in an alluring Sammy and Cy on a raft someway, beckoning for me to drink where in Xanth. I found a metalfrom the spring. Nada warned lic pad and stood on it. I was against it, and I refused until transported to somewhere else Metria had given up entirely. within the barrow. In this area I Metria waved her hands at the barrow mound and disappeared found a mortar to match my pestle and a door that was ajar. It in a puff of smoke. We headed took me awhile to realize the back the the barrow and walked door was actually a jar. I took up to the front door. I forced the the door and the jar appeared on door open and regarded with the floor for me to take. Beyond trepidation the murky darkness the door was a huge ironwood within. I finally got up enough tree, blocking the exit. I stepped courage to enter the barrow. It on the nearby pad and was seemed like a big place so we set transported back to the other out to map it. It wasn't long, barrow region. After some furhowever, before the chamber ther exploration I found a chamturned pitch black for a moment. ber containing a strange small I called out to Nada but she switch upon the wall. I flipped didn't answer. When the lights the switch and another came back on a few moments appeared. I flipped it and anothlater, Nada seemed undisturbed. er appeared. When I'd flipped She said she was thirsty and led them all, no other switches me back to the spring she'd told appeared, so I decided to flip one me was so dangerous only of them again. It faded into a flat moments before. She pleaded metal plate and I decided to with me to drink and I immedirepeat this action with the ately sensed something was remaining switches. When I'd amiss. After refusing to drink turned the last switch into a from the spring several times, Nada turned into Metria. Metria metal plate, all the plates melted into the wall and a large orange had disguised herself as Nada in button appeared. I pressed it and an attempt to lure me to my a secret door opened up in the doom. But where was Nada? Metria gave me a funny little red wall. A stairway behind the door led down to a dungeon machine she said would help me where I found Nada chained to find Nada. Furious, I returned to manacles on the wall. the barrow alone. Temptations and Earthly Trials 49 Nada begged me not to look at her, so I didn't say anything to her to let her know I'd seen her at all (which of course I had). When she was convinced, I noticed voices coming from the manacles, so I kindly asked them to release Nada. She was instantly free and, once changed back into her princess uniform, extremely grateful. I noticed the blue agony moss on the wall of the dungeon and put some in the jar. Remembering something I'd read in the Com-Pendium, I returned with Nada to the ironwood tree and spilled the moss on it, effectively reducing the impassable tree to a slimy puddle. We walked through the door together, arriving in a searing tunnel. Another gem emerged from the hilt of my sword. Nada informed me that we'd left the Region of Earth and entered the Region of Fire. In the Region of Fire We passed through the tunnel and emerged into a large cavern dominated by a bubbling lava lake. Following the path to the southeast, we were greeted by a molten dog and man who emerged from the lava lake. Thinking that the hot dog would probably not take kindly to the sight of a bun with mustard on it, I asked Nada to put her hair up in a bun and, once I'd acquired the bun, squirt a healthy serving of mustard (from my kitchen refrigerator) onto it. The dog, yelping in terror, melted back into the lava. With the dog gone, the fireman was available for discourse. After chatting about fire stuff for awhile, he told me the legend of a man named Mack who had constructed a firecracker that could penetrate walls of fire. Following the path to the northeast, I found a wall of fire that could use penetrating. I also found a piece of charcoal. Remembering that the only recognizable word on the plaque in the barrow was the word "Mack," I hightailed it back there. It took me awhile but I eventually thought of making a rubbing of the plaque. I flattened the paper I'd been carrying around for so long and attached it to the plaque. Then I rubbed the paper with the charcoal, revealing the recipe for Mack's crackers. I read the recipe and wondered how I'd find firewater and flour. Then I realized that the natural oven beside the lava lake would serve for the baking, the buttercup I still had would do for flour, but what was I going to do about the firewater. I threw the flower into the mortar. Puzzled, I returned to the fireman, hoping for more advice. While we were chatting, he handed me a wineskin with some alcoholic liquid inside. I poured the firewater into the mortar and ground the conten with the pestle. I then carefull put the mortar into the openin in the natural oven. I waited patiently while the dough bak to a golden brown and then removed the mortar from the opening. It crumbled to dust 1 I found a small blue firecracke amidst the ashes. The fireman apparently terrified by the Firecracker of Mack, beat a ha; retreat into the lava below. Bu just when I'd dispatched the fi man, a menacing firearm rose from the depths. The arm sounded pretty threatening bv disappeared as soon as it reco; nized the firecracker. With tru fire creatures dealt with, I returned to the wall of fire. 11 the firecracker in the firewall c threw it in. When it exploded the firewall was gone and I w< able to climb the path toward opening in the cave ceiling to north. I tied my rope to the anchor, making a grappling hook, and threw it through th< opening, finally climbing out < the realm of Fire to freedom above. Another gem emerged from the hilt of my sword. Ne congratulated me on my prowess and said we'd reache the Region of Water. The Troll Toll We walked down the penin la toward a small bridge. As \ neared it, a sign reading "Stop Pay Troll," came into view. Tt itchen refrigerator) onto it. log, yelping in terror, meltick into the lava. With the ;one, the fireman was availfor discourse. After chatting t fire stuff for awhile, he me the legend of a man ?d Mack who had constructfirecracker that could penewalls of fire. Following the to the northeast, I found a of fire that could use peneig. I also found a piece of :oal. membering that the only mizable word on the plaque e barrow was the word :k," I hightailed it back ;. It took me awhile but I tually thought of making a ing of the plaque. I flati the paper I'd been carrying nd for so long and attached the plaque. Then I rubbed laper with the charcoal, iling the recipe for Mack's cers. I read the recipe and dered how I'd find firewater flour. Then I realized that latural oven beside the lava would serve for the baking, >uttercup I still had would >r flour, but what was I g to do about the firewater. I v the flower into the mortar, led, I returned to the fire, hoping for more advice, e we were chatting, he led me a wineskin with ; alcoholic liquid inside. I ed the firewater into the mortar and ground the contents with the pestle. I then carefully put the mortar into the opening in the natural oven. I waited patiently while the dough baked to a golden brown and then removed the mortar from the opening. It crumbled to dust but I found a small blue firecracker amidst the ashes. The fireman, apparently terrified by the Firecracker of Mack, beat a hasty retreat into the lava below. But just when I'd dispatched the fireman, a menacing firearm rose from the depths. The arm sounded pretty threatening but disappeared as soon as it recognized the firecracker. With the fire creatures dealt with, I returned to the wall of fire. I lit the firecracker in the firewall and threw it in. When it exploded, the firewall was gone and I was able to climb the path toward an opening in the cave ceiling to the north. I tied my rope to the anchor, making a grappling hook, and threw it through the opening, finally climbing out of the realm of Fire to freedom above. Another gem emerged from the hilt of my sword. Nada congratulated me on my prowess and said we'd reached the Region of Water. The Troll Toll We walked down the peninsula toward a small bridge. As we neared it, a sign reading "Stop. Pay Troll," came into view. Then the troll himself came into view. After threatening to eat us and crunch our bones, I agreed to perform some service for free in exchange for our freedom. He told us to find a small key that he'd lost somewhere in his home below the bridge. Before going below, Nada and I walked across the bridge and found a gushing faucet with a hose attached to it. I turned off the faucet and removed the hose. We went back to the bridge and climbed under it, entering the troll's living quarters. Heading west from the living room, we found a laboratory with all sorts of gadgets and machinery. I found the small key at the bottom of a deep well in the lab. It took awhile, but I managed to open the overflow drain at the top of the pool and close the drain at the bottom. Then I put one end of the hose in the sink and turned on the faucet. Eventually, the water level reached the overflow drain and I was able to swim to the bottom to retrieve the key. We brought the key back to the troll and, to our dismay, he would not let us leave. It seemed that he was hungry for company and wanted people to test some ridiculous puzzles he'd concocted. It took a short time but all the three of the puzzles turned out to be a breeze (See Troll Puzzle solutions.) When I was finished, the troll rewarded me with a crowbar. Nada and I departed 51 and another gem emerged from the hilt of the sword. Pewter Returning to the fork and heading northeast, we arrived at an impressive tunnel. Nada warned me that we were in the vicinity of Com-Pewter's lair, the home of the most evil machine in all of Xanth but this didn't frighten me a bit. We entered Pewter's lair and were instantly embroiled in a guessing game arbitrated by a demented machine. With my trusty Com-Pendium at my side, it was easy to deduce the words SPEARS, DATES, PECANS, STEER, and LAMIA. The second round was a little more difficult but I easily supplied the words MOOSE, COBRA, FLEAS, and PANTIES, but the last question was a stumper. It seemed like I should be able to transform GLEANS to TANGLES with a letter 'T' but I didn't have one. Suddenly it dawned on me that perhaps the golf tee would suffice. I inserted it in the cylinder and closed the door. It worked, but then Pewter put words in my mouth and forced me to resign the Game against my will. I was whisked back to Grundy and I was mad as hell. Grundy was coughing a lot and I thought he might be a bit ill. I explained the situation and was relieved to find that Pewter had broken the Game rules and I would be per- mitted back into the Game for now. Pewter was silent and I was suddenly at a loss. It was then that I noticed the virus I was carrying, obviously contracted from Grundy. Computers are vulnerable to viruses, I thought to myself, as I opened the cylinder and placed the virus inside. I closed the door and the evil machine ground to a halt. I had vanquished yet another dread foe. Nada and I headed out of the lair to the northeast. Beauty and the Beast We arrived at a run-down shack with a broken cart out front. We knocked and heard a quiet voice within, so we entered. Inside was an old woman named Ma Anathe. I spoke to her at length, learning the sad story of her transformation from a beautiful newlywed to a hag by a beauty reversal potion. She still had some of the potion left but wouldn't give me any. She kept saying that the evil sorceress who made her ugly had said she'd need a sign from the mountain to reverse the spell. It was all pretty confusing so I swiped the windsock from her wall and left her tiresome company. We then headed southeast and came to the hut of a family of ogres. The ogress was out front and told us about the beauty spell that had been cast upon her, making her hideously beautifi to ogre men. For this reason, they lived away from their kin It was very sad and Nada was tearing up. Heading northeasl from the hut we encountered t ogress's son, pointing stupidly a ball suspended high upon a natural air vent. I slammed th windsock down on the vent ar the ball fell to the ground. Tlu kid seemed eager to repay me and wouldn't stop following u around until he had. I figured might help me fix the broken c which I'd tried unsuccessfully repair myself, so we returned I Ma's and, sure enough, he helped me fix the cart, which I casually rolled out of the way, uncovering a sail that I immed ately claimed for Texas. The Sign from the Mountain Nada and I decided to tackli the Mountain since finding Ma sign seemed like the only logic thing to try. Heading northeas we came to the trailhead of a long winding road. I snagged windbag lying by the side of tl road and climbed the long roac up the mountain's side. We arrived at a jetty inside a huge dark cavern. A boat lay still beside it, tied to a mooring by; secure line. Just to see what would happen, I opened the windbag, which immediately flew from my hands and filled the cave with wind. I attached the sail to the boat and untied d back into the Game for Pewter was silent and I suddenly at a loss. It was that I noticed the virus I :arrying, obviously contractam Grundy. Computers are arable to viruses, I thought ^self, as I opened the cylinnd placed the virus inside, ed the door and the evil line ground to a halt. I had uished yet another dread Nada and I headed out of lir to the northeast. ity and the Beast e arrived at a run-down k with a broken cart out I We knocked and heard a : voice within, so we •ed. Inside was an old ian named Ma Anathe. I e to her at length, learning ad story of her transformafrom a beautiful newlywed iag by a beauty reversal >n. She still had some of the m left but wouldn't give me She kept saying that the evil ;ress who made her ugly said she'd need a sign from aountain to reverse the spell. is all pretty confusing so I ed the windsock from her and left her tiresome come then headed southeast and : to the hut of a family of 3. The ogress was out front :old us about the beauty that had been cast upon her, making her hideously beautiful to ogre men. For this reason, they lived away from their kind. It was very sad and Nada was tearing up. Heading northeast from the hut we encountered the ogress's son, pointing stupidly at a ball suspended high upon a natural air vent. I slammed the windsock down on the vent and the ball fell to the ground. The kid seemed eager to repay me and wouldn't stop following us around until he had. I figured he might help me fix the broken cart which I'd tried unsuccessfully to repair myself, so we returned to Ma's and, sure enough, he helped me fix the cart, which I casually rolled out of the way, uncovering a sail that I immediately claimed for Texas. The Sign from the Mountain Nada and I decided to tackle the Mountain since finding Ma's sign seemed like the only logical thing to try. Heading northeast, we came to the trailhead of a long winding road. I snagged a windbag lying by the side of the road and climbed the long road up the mountain's side. We arrived at a jetty inside a huge dark cavern. A boat lay still beside it, tied to a mooring by a secure line. Just to see what would happen, I opened the windbag, which immediately flew from my hands and filled the cave with wind. I attached the sail to the boat and untied the line. Nada and I climbed in just in time to speed across the lake. We arrived upon the opposite shore only to find a guard calling himself the Guardian insisting that I answer the Ten Riddles of The Mountain. It turned out that the quiz was a breeze. All the answers had syllables meaning air or wind. As fast as he could ask them, I responded with ERROR, AIREDALE, WINDOW, AIR CONDITIONING, ERRAND, WINDBAG, AIRPLANE, AIRBAG, WINDMILL, and BREEZE. The guard motioned for us to move on. We walked over to the spiral staircase evidently leading up to the top of the mountain and began our ascent. It wasn't long, however, before we came upon a barrier with a large sign on it stating "Mountain Closed." This wasn't exactly the kind of sign I was expecting but I took it anyway, hoping it would satisfy Ma. We climbed back down the staircase and headed southwest and got in our sailboat. We tacked back toward the south, arriving at the jetty. After walking all the way back to Ma's, I gave her the sign and she immediately reverted to her kinder, gentler state. As a reward, she gave me the potion which was just the thing I was after to solve the ogress's problem. I went back to her hut and handed her the potion. She drank it and, 53 as far as I could tell, nothing happened. But she was soon overjoyed. It had done the trick. She thanked me by directing me toward the Gap Chasm where I'd been directed by Nada. We headed away from the hut on a southeastern path and I noticed a fifth gem emerging from the sword hilt. Jenny and Sammy Join the Cause The edge of the Gap was soon in sight and Nada and I broke into a run. We were delayed by lengthy pointless conversations with a deerfly, a copperhead and a yak, but we soon reached the Chasm edge. I tried to talk Nada into exploring the Gap Chasm with me but she adamantly refused. In the midst of our argument, Kim, Jenny, Sammy and Cyrus appeared and a long conversation ensued. Jenny, in an effort to moderate the debate about whether to enter the Chasm asked Sammy what the fastest way across it was. Sammy darted down into the Chasm and out of sight, forcing Kim and I to switch Companions for the time being. I was a little annoyed at Nada for not supporting my decision. The other party headed off toward the sea while Jenny and I tripped and stumbled our way to the Chasm floor. Stanley and Fracto When we reached the bottom 54 of the Chasm, Stanley Steamer could be seen not far off making a slow but methodical approach toward us. Jenny told me how vain Cumulo Fracto Nimbus was and I thought I might be able to get Fracto to rain on Stanley's parade by taunting him. I hurled a few insults his way and, when his rage reached its peak, he let loose with a terrible storm and Stanley's abilities as a steamer were temporarily diminished. While Stanley was still in shock, Che Centaur rescued the three of us and set us softly down in front of Humfrey's castle. Humfrey's Castle Jenny asked Sammy what the fastest way into the castle was and he repeatedly pawed at the same place at the bottom of one of the castle walls. After some investigation, I located a loose brick directly above the area he'd been alerting us to. I pressed the loose brick which slid away revealing a switch. I flipped the switch and the gate slowly rose. So did the drawbridge. Oh well. Humfrey likes to make it difficult to gain entrance to his castle. Heading north, we entered through the gate and into the courtyard. I was able to quickly draw the bridge on the moat in three segments and, once complete, crossed the moat to the castle entryway. The door looked like it hadn't been opened in centuries but I knocked anyway. Someone eventually came and eyed us through a small doorway inse the door. I tried to engage this unseen person with conversat but was unsuccessful. After I bugged him a second time am asked how to get into the cast! he answered, "For one to gain final entrance to this castle he must only listen to me." I was expecting him to say somethir else but he didn't and I fell to studying these words. Could be a coincidence that the first three words of his sentence w< homonyms for numbers? Perhaps the numbers four, on( and two would have some sig nificance later on. We returned to the courtyai and headed northeast. A serpent's tail occupied the moat i that area and we continued w to locate the rest of the creatui With Jenny's help, it became obvious that this monster was serving time in payment for tl answer to a question and was doing fine until a certain smal black insect moved in and wouldn't keep quiet. I slamrn the open jar down on the cricl effectively silencing him. The monster fell instantly to sleep, When we wandered back east toward the monster's tail, we noticed that his coils had rearranged themselves and would now serve well as step ping stones to the opposite sic ; Chasm, Stanley Steamer 1 be seen not far off making N but methodical approach rd us. Jenny told me how Cumulo Fracto Nimbus was thought I might be able to racto to rain on Stanley's ie by taunting him. I hurled T insults his way and, when ige reached its peak, he let ; with a terrible storm and .ey's abilities as a steamer temporarily diminished, e Stanley was still in shock, Centaur rescued the three of id set us softly down in : of Humfrey's castle. ifrey's Castle nny asked Sammy what the st way into the castle was he repeatedly pawed at the 2 place at the bottom of one e castle walls. After some stigation, I located a loose c directly above the area he'd L alerting us to. I pressed the 5 brick which slid away aling a switch. I flipped the ch and the gate slowly rose, id the drawbridge. Oh well, ifrey likes to make it difficult im entrance to his castle, ding north, we entered ugh the gate and into the tyard. I was able to quickly v the bridge on the moat in e segments and, once com;, crossed the moat to the e entryway. The door ed like it hadn't been led in centuries but I knocked anyway. Someone eventually came and eyed us through a small doorway inset in the door. I tried to engage this unseen person with conversation but was unsuccessful. After I bugged him a second time and asked how to get into the castle, he answered, "For one to gain final entrance to this castle he must only listen to me." I was expecting him to say something else but he didn't and I fell to studying these words. Could it be a coincidence that the first three words of his sentence were homonyms for numbers? Perhaps the numbers four, one, and two would have some significance later on. We returned to the courtyard and headed northeast. A serpent's tail occupied the moat in that area and we continued west to locate the rest of the creature. With Jenny's help, it became obvious that this monster was serving time in payment for the answer to a question and was doing fine until a certain small black insect moved in and wouldn't keep quiet. I slammed the open jar down on the cricket, effectively silencing him. The monster fell instantly to sleep. When we wandered back east toward the monster's tail, we noticed that his coils had rearranged themselves and would now serve well as stepping stones to the opposite side of the moat. We crossed the moat to the northwest and picked up a fallen lok pic. I then slipped the crowbar under the grate and pried it open. Jenny and I climbed down into the castle sewer, holding our breaths. We followed the sewer west and arrived atop a small round platform. Beside the platform was an array of five switches. I whipped out my 4-1-2 combination and flipped the appropriate switches. The platform shuddered and started to rise, carrying Jenny, Sammy and I into Humfrey's castle. Interview with the Magician Humfrey immediately entered the room and welcomed us. He answered some questions about the Game and my sword and made it clear that the existence of magic in Xanth lay in my hands. If Kim were to reach the Prize before me, Xanth would be no more. He gave Jenny and me strange hypnogourds and we sat down at a table beside Nada and Kim and, staring through the peepholes in our gourds, entered the mysterious world known as the Gourd. The Gourd We stood before a distant house in a grove of leafless trees. The wind whistled through the branches, threateningly. We approached the house to the northeast only to find a zombie 55 guarding the front steps. I also spied a cane on the front porch that I couldn't reach. I decided to walk around to the back of the house and selected a path to the northwest. Two large storm cellar doors were closed and locked over the entrance to the cellar. I tried to pick the lock with the lok pic and, sure enough, it worked and the opened lock fell to the ground. Then I opened the cellar doors and entered the blackness within. I fumbled around in the cellar for awhile, find all sorts of disgusting things, but eventually happened upon a skeleton key and a piece of twine that I thought might come in handy. I unlocked the cellar door with the skeleton key and opened it. Finally, Jenny and I climbed the stairs up to the first floor landing. I saw that cane again through the first floor window but still couldn't figure out a way to get it. We climbed the stairs only to find they were a trap, folding up as we neared the top, and sending us sliding back to the bottom. After doing this a few times, I noticed that a lever on the balustrade always flipped away when the trap was sprung, so I tied the lever to a knob at the bottom of the staircase, hoping it would hold. It worked, and Jenny and I climbed the stairs to the second floor landing. When we reached the landing, we saw Nada Naga crouched in the attic door above us. She threatened us both in an extremely un-princessly manner and slammed the trapdoor shut. On the wall beside us was a big red button and a sign stating, "Press Button to Open Trap Door." How could this be so easy? I pressed the button and a different trap door, one embedded in the floor beneath our feet, swished open, sending Jenny, Sammy and I rumbling into a strange library back on the first floor. The library was not a very hospitable place and there were no evident exits from it. I did find a bottle of Pain-B-Gone and I stole it. I read a lot of very uninteresting books and discovered by accident that one of the books on the mantle above the fireplace was the key to a turntable exit from the room. We found ourselves back at the first floor landing. Surprising myself with my own ingenuity, I used the Pain-BGone on the troublesome window pane and it relented, disappearing into thin air. I grabbed the cane and twirled it around for a moment. Then I rushed back up the stairs in pursuit of Kim and Nada. After all, the future of Xanth was at stake. Out of breath, I reach the second floor landing again and managed to pull the ceiling door down with the cane. We then climb the stairs, finally reaching the elusive attic. With only secor to spare, I noticed a sixth hug gem emerging from the hilt o my sword. I guessed that the time for true heroism and wi; dom was upon me. Now, wh do? Showdown Kim was precariously perc on Nada's Naga body and he hand was desperately close t< reaching the goblet perched h above them on the wall oppo Jenny, Sammy and I. I begge her to stop and listen to me b she didn't trust me and thouj was only out to defeat her. I was, after all, out to defeat he but for noble reasons that she couldn't have been aware of. stood frozen, unsure of what do. There wasn't time to run across the room and challeng that wily Naga. Whatever I v going to do, the moment was \en we reached the landing, w Nada Naga crouched in tic door above us. She tened us both in an nely un-princessly manner lammed the trapdoor shut, le wall beside us was a big utton and a sign stating, s Button to Open Trap " How could this be so I pressed the button and a •ent trap door, one embedn the floor beneath our feet, led open, sending Jenny, ny and I tumbling into a ge library back on the first The library was not a very itable place and there were ident exits from it. I did i bottle of Pain-B-Gone and e it. I read a lot of very :eresting books and discovby accident that one of the s on the mantle above the ace was the key to a able exit from the room. We i ourselves back at the first landing. rprising myself with my ingenuity, I used the Pain-BI on the troublesome winpane and it relented, disapng into thin air. I grabbed me and twirled it around moment. Then I rushed up the stairs in pursuit of md Nada. After all, the e of Xanth was at stake. »f breath, I reach the second landing again and managed II the ceiling door down with the cane. We then climbed the stairs, finally reaching the elusive attic. With only seconds to spare, I noticed a sixth huge gem emerging from the hilt of my sword. I guessed that the time for true heroism and wisdom was upon me. Now, what to do? Showdown Kim was precariously perched on Nada's Naga body and her hand was desperately close to reaching the goblet perched high above them on the wall opposite Jenny, Sammy and I. I begged her to stop and listen to me but she didn't trust me and thought I was only out to defeat her. I was, after all, out to defeat her, but for noble reasons that she couldn't have been aware of. I stood frozen, unsure of what to do. There wasn't time to run across the room and challenge that wily Naga. Whatever I was going to do, the moment was upon me. I instinctively raised my sword, bejeweled with testaments to my achievements and trials in Xanth. It was then that I realized I must part with this ancient relic, that it was the only thing that could keep the Prize from Kim's ever-nearing hand. I hurled the sword with all my might at the Prize. It hurtled across the room and struck the Prize dead on, sending both objects through the ornate window and into oblivion. Xanth faded... The End I awoke on the floor of my bedroom, a little disheveled but unharmed. I guessed that the Game was over for good and that, although I'd never really be certain, I'd prevented magic from passing out of Xanth. I heard the distant ringing of the kitchen telephone and I walked off to answer it... SCORING If you finished the game with less than 1,000 points, then you must have missed something somewhere! Here's the complete list in case you want to go back for another try. Number of Points Mundania 5 15 2 9 9 Achievement Reading Pia's letter Accepting Edsel's dare Picking up Edsel's package Turning the computer on Entering Xanth Isthmus Village 5 Picking a buttercup 3 Emptying the buttercup 8 Catching a firefly Offering to help the headman 5 8 Getting the hook from under the pier Extracting the log from the logjam 10 9 Getting the log planed 15 Putting the board atop the rock 8 Putting the rock atop the board 7 Picking up the pail 12 Passing the eye screen 3 Taking the tee 2 Taking the egg 8 Receiving the recipe from Nuff 25 Successfully preparing the solution 1 Taking the first lamp cover 1 Taking the second lamp cover Dousing the first censor 15 Dousing the second censor 15 59 Number of Points The Void 5 10 3 2 Earth 10 10 3 2 5 8 7 8 12 5 5 Achievement Entering the Void Making the door permanent Opening the door Leaving the Void Resisting Metria's temptations Resisting Metria disguised as Nada Taking the mortar Taking the pestle Stepping on the first platform Taking the jar Getting the agony moss with the jar Melting the ironwood tree Rescuing Nada from the Dungeon Looking into the mirror Entering the tunnel Fire 15 5 10 10 10 5 10 10 3 3 2 10 5 2 60 Showing the prepared bun to the dog Taking the piece of coal Listening to the Legend of Mack Putting the paper on the plaque Making a rubbing of the plaque Reading the rubbing Making the fire cracker Showing the cracker to the fireman Showing the cracker to the firearm Lighting the firecracker Throwing the firecracker at the wall Cracking the wall of fire Throwing the hook through the opening Climbing the rope out of the cave Number of Points Achieveme Water 5 5 10 20 10 5 5 5 5 5 Agreeing to p Taking the he Attaching the Filling the po Getting the ki Giving the ke Solving the p Solving the rr Solving the si Arriving at tli Com-pewter 27 10 10 3 Correctly pla< Placing the T Defeating Pe^ Leaving Pewl Air 5 7 10 12 7 12 10 5 5 5 13 7 8 20 20 4 Meeting Ma 1 Taking the wi Meeting the c Covering the Taking the wi Fixing Ma's a Pushing the f: Taking the sai Putting the sa Removing the Opening the i Answering al Taking the sig Giving the sig Giving the po Arriving in tli as Nada >rm , , ith the jar >ungeon i to the dog Mack laque laque ; fireman j firearm t the wall ;h the opening le cave Number of Points Achievement Water 5 5 10 20 10 5 5 5 5 5 Agreeing to perform the troll's task Taking the hose from the fork Attaching the hose to the sink Filling the pool with water Getting the key from the pool bottom Giving the key to the troll Solving the pentominoes puzzle Solving the matchsticks puzzle Solving the sliding blocks puzzle Arriving at the Lair Entrance Cotn-pewter 27 10 10 3 Correctly placing all nine tiles Placing the T in the cylinder Defeating Pewter Leaving Pewter's lair Air 5 7 10 12 7 12 10 5 5 5 13 7 8 20 20 4 Meeting Ma Anathe Taking the windsock from Ma's house Meeting the ogress Covering the vent with the sock Taking the windbag Fixing Ma's cart Pushing the fixed cart Taking the sail Putting the sail on the boat Removing the line from the mooring Opening the windbag in the cave Answering all of the guard's questions Taking the sign Giving the sign to Ma Giving the potion to the ogress Arriving in the desert 61 Number of Points Gap Chasm 10 5 30 10 15 Achievement Reaching the edge of the Gap Entering the Gap Taunting Fracto five times Making Fracto cover Stanley with snow Leaving the Gap Humfrey's Castle 8 Pressing the loose brick 5 Opening the castle gate 12 Drawing the complete drawbridge Capturing the cricket with the jar 10 Crossing the moat 10 Opening the grate with the crowbar 10 5 Entering the sewer Entering the elevator 5 Setting the elevator's combination 15 15 Receiving Humfrey's advice 15 Entering the Gourd Gourd 5 10 5 10 10 10 15 5 15 10 10 15 5 25 1000 Heading northwest past the zombie Picking the cellar door lock Entering the cellar Taking the cellar key Taking the cellar rope Unlocking the cellar door Attaching the rope to the stairs Taking the Pain-B-Gone Escaping from the library Removing the window pane Taking the cane Opening the attic door Entering the attic Throwing the sword at the Prize TOTAL POINTS ENTERTAINMENT COMPANY 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 FAX: 7703-968-5151