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
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