@~Last issue I gave the first parts of Dave Stone's and Phil @~Darke's solutions to Companions of Xanth, Dave's played on @~floppy disk and Phil's on CD-ROM. Here are the second parts of @~the solutions, starting from where you arrive in The Void. @~Phil's map of the Barrow maze is in the Hints section. Companions of Xanth - Solution (Part 2) Played by Dave Stone on floppy disk Part 4 - The Void When a door first appears tell Nada - and keep telling her. Eventually the door will become permanent - so go through it. -> SE (save if you intend to be tempted by the Demoness). Talk to Metria, she will stop you going NW - keep resisting her & she eventually opens up the Barrow -> NW,N. Open Door and enter. Part 5 - Earth Directions are not given here - either Map the Barrow or use the automap. Soon after entering the barrow all goes black, wait and you will be dragged back to the 'poison' pool by Nada. Refuse to have anything to do with her and learn of the real Nada's capture. Look in the barrow for the following rooms (In random order) :- 1) Room with switch - flip the switch, and each new switch in turn until no new switches appear. Flip each switch again until a button appears. Press and go down to reveal NADA. Do not admit to looking at her, then talk to the Manacles. If you have a Glass Jar get the moss - otherwise you can come back for it. 2) Room with a metal plate - leads to another part of dungeon - if you stand on plate. 3) Mirror Room - Look in mirror to check on rivals. 4) Room with Stone Pestle - take it 5) Mortar room - take it 6) Stone plaque - flatten brown paper - put on plaque 7) Door Ajar room - take the door - get the door - take the jar then go back and fill it with moss. Apply moss to tree. Persuade Nada to put her hair into a bun then -> North Part 6 - Fire Follow the path until the man & dog appear. Put mustard on bun. -> SE to firewall. Get charcoal and return to plaque in cavern - rub with charcoal for explosive recipe. Put buttercup in mortar (flour). Go back and talk to fireman until he gives you wineskin - pour into mortar. Put the mortar in the opening. Leave until dough has risen and turned golden. Get mortar and retrieve cracker. Converse with the next awful pun, then -> NE, light the cracker in the fire & wait. -> N, throw the hook and escape. Part 7 - Water -> N, Be very very nice to troll & promise to do a task free. -> N, Turn off hydrant and get hose, -> S,D,W. Put hose in sink. Save in case of mistakes. Press the blue button & turn on the tap (the wrong button will flood the room). Swim in the well when full & get the key. -> E and give key to troll. You now have a choice of puzzles. The matchsticks are the easiest - you are on your own here,(Some puzzles are easier than others - so keep trying). Cross the bridge and enter Compewter's lair. Play the letter game Round 1: S,D,P,E,A Round 2: O,B,F,E,T (use the Golf Tee) Grundy (inadvertently) provides a Virus - put it in the hatch. Part 8 - Air -> NE, NE get windbag, return and enter shack. Get sock & talk to woman. ->SE and talk to Ogress, -> NE, cover vent with sock, back to shack - boy helps put wheel on cart. Push cart to get sail & climb mountain.(NE,N). Attach sail to boat, untie boat & open windbag. Answer the riddles - there is no penalty for a wrong answer - watch for the puns!. Up the steps to get the sign. Return to the shack and give it to the old woman. Give the potion to the Ogress then head SE towards the Gap. Keep going NE chatting to the creatures. Once in the gap you must really annoy the cloud - so keep insulting it until you are rescued. Part 9 - Humphrey At the castle ask for Sammy to help. He paws the wall - so pry the loose brick with the crowbar. Flip the switch and enter. Draw the bridge on the moat (3 times). Cross the bridge, knock on the door & talk to the eye. Note the following: For (4) one (1) to (2) gain entrance....... Return across the bridge. -> NW, catch the flea with the jar, ask Jenny to listen to dragon's dream. ->E,NE, open grate with crowbar. -> D,W Flip the switches in the order 4,1,2. Listen to Humphrey then use the Gourd. Part 10 - Endgame - The Haunted House of Evil -> NE, NW , use loc pic on lock and down the hatch. Wave the mouse at the bottom of the screen to find the Skeleton, then find the skeleton key. Get the twine towards the top right of the room. The stairs are in there somewhere, and the door is at the top of the stairs. -> Up and tie the twine to the lever. -> Up. Read and obey the sign. Get the pills (Read the Label), then fiddle with the books on the Mantle. Put the Pills on the pane & get the stick. -> Up. Put the cane on the hook and open the Trap. (SAVE). Up. You cannot reason with Kim, and you cannot win, so throw the sword at the prize to declare a draw. Unfortunately you only have 978 points!!! ------------- *********** ------------- COMPANIONS OF XANTH - Part 2 CD ROM VERSION Solution By Phil Darke THE VOID You are now in the void, a barren desert region. Whichever direction you take you will be returned to your start point. Wait and a door will momentarily appear. Talk to Nada and tell her about the door. Wait until the door appears again and talk to Nada again. Keep doing this until you are certain about the door, it will then become permanent and you can open it and go through to the region of Earth. EARTH To the N is a barrow but you are unable to open the door. Go S and SW. You will see a pool with the Demoness Metria beside it. She will try to persuade you to drink from the pool. Keep talking to Metria but whatever you do do not drink. Eventually Metria will lose her temper and will unlock the door to the Barrow. Return to the Barrow and open the door. You are now at the entrance to a large maze. Start to explore the maze. After several locations everything goes black although the torches are still lit. Nada disappears. Wait several times and after a short time the lights come back on and Nada re-appears but it isn't Nada at all but Metria disguised as Nada, she will try to persuade you to drink from the pool. Whatever she says do not drink. After a time she will admit that she has kidnapped Nada and when you ask her where Nada is she will give you a finder device. Return to the maze and continue to explore. This is best done in map mode. Explore the whole maze until you have visited every location and found a stone pestle, a room with a plaque on the wall and a room with a mirror on the wall and a room with a metal switch on the wall and a room with a pad on the floor. In the room with the mirror look into the mirror and you will see Kim with her companion. In the room with the pad on the floor, stand on the pad and you will be transported to another part of the maze. Explore this part of the maze until you find a stone mortar and a room with a door which stands ajar, this door really is a jar and if you take it you get the jar and the door disappears leaving behind an entrance which is blocked by an ironwood tree. Now return the way you came and go back to the room with the switch on the wall. The switch is in the down position, flip it to the up position and another switch appears which is also in the down position, flipping this switch reveals yet another, carry on in this way until no more switches appear. There will now be two groups of eight switches visible. Now start to flip each switch to the down position, as you do so each one turns into a flat panel. When all switches have been flipped down they will all disappear and a glowing panel appears on the wall. Press this and a doorway appears in the wall. Beyond this is a set of stairs leading down to the dungeon. Here you will find Nada manacled to the wall and in her natural Naga state, she is very embarrassed at this and insists that you must not look at her. So avoid looking at her while you attempt to undo the manacles. Look at the manacles and try to undo them. While you are attempting to do so you hear a voice telling you to look near Nada's arm. Talk to the manacles and they will release her. On the wall by the stairs some agony moss is growing. Open the jar and put the moss in the jar and close the jar. Now return to the ironwood tree. Put the agony moss on the tree and it will dissolve leaving the N exit open. REGION OF FIRE You now find yourself in a tunnel, go E to the end of the tunnel, you find yourself in front of a pool of lava with a path leading SE. Talk to Nada and she will complain of feeling hot. Suggest that she puts her hair in a bun. When she does a hot dog bun appears in your inventory. Take the path across the lava. A dog appears out of the lava and a man also appears. If you try to talk to the man the dog growls and will not let you. Squirt the mustard onto the bun and the dog disappears. Talk to the man and he will tell you about Mack and how to get through the fire wall ahead. Go NE towards the fire wall and you see a piece of charcoal on the ground. Take it. Now return to the maze and go to the stone plaque. Smooth out the brown paper and place it on the plaque. Rub the paper with the charcoal and a recipe appears. Now return to the fireman and talk to him again. He will give you a wineskin. Put the buttercup in the mortar and then pour the wine in. Use the pestle on the mortar and put the dough in the oven. Wait twice, until the dough has turned golden brown. Take it out of the oven and you now have a fire cracker. Go towards the fire wall and light the fire cracker and then toss it into the fire wall. Step back and wait until you hear an explosion. Go forward past the fire wall and tie the rope to the anchor to make a grappling hook, toss it up into the opening and climb up. REGION OF WATER Go N to the troll bridge, the troll will agree to let you pass if you offer to perform a service for him for free. He asks you to find a key. Go down into his home and E to his lab. Look in the well and you see the key. Go back to the bridge and N, turn off the hydrant and take the hose. Now return to the lab and put the hose in the sink. Press the blue button and turn on the faucet. When the well has filled up turn off the faucet. Swim in the well and get the key. Go back to the living room and give the key to the troll. You now have to complete one of three puzzles before he will allow you to leave. The matchstick puzzle is probably the easiest. When you have done the puzzle the troll will allow you to go and gives you a crowbar. Cross the bridge and go NE. You are now in front of a cave. COM-PEWTER Enter the cave and accept the challenge. You have to complete the word supplied using the tiles in the depression, the answers can all be found in the compendium. Use the following letters to complete the words:- S- to make SPEARS, D- to make DATES, P- to make PECAN, E- to make STEER, A- to make LAMIA, O-to make MOUSSE, C- to make COBRA, F- to make FLEAS, E- to make PANTIES. Use either the teabag or the tee for a T to make TANGLES. You have now won the game but Com-Pewter cheats and forces you to resign. Grundy Gollem now appears and gives you a virus, put this in the cylinder and leave by the NE exit. REGION OF AIR You are standing in front of a shack. Next to the shack is a cart with one wheel off. Enter the shack and talk to Ma Anathe, she needs a sign from the mountain top to restore her beauty. Take the sock which is hanging on the wall. Leave the shack and go SE and meet the ogress, she wants the ugliness potion before she will help you. Go NE to where a boy is standing by a vent which has his ball trapped. Put the sock over the mouth of the vent and he will be able to get his ball. He also offers to help you in return. Go back to the shack and get the boy to help you repair the cart. Push the cart and you will discover a sail. Go NE. Take the windbag and go N. Attach the sail to the boat and open the windbag. Untie the rope and launch the boat. Sail across the lake. Answer the ten riddles of the mountain, the answers are:- ERROR, AIREDALE, WINDOW, AIR CONDITIONING, ERRAND, WINDBAG, AIRPLANE, AIRBAG, WINDMILL, BREEZE. Now go up the staircase and take the sign from the top. Now return to the shack and give the sign to Ma Anathe. She will give you a potion. Return to the ogress and give her the potion. She will tell you how to get to the gap. THE GAP Go SE towards the gap, you meet several creatures who warn you about the dragon in the gap. When you reach the gap you will meet Kim and her companion Jenny. Nada refuses to enter the chasm and Jenny suggests that you and Kim swap companions. You agree to this and enter the chasm. The dragon approaches you and you see a cloud above him. Talk to the cloud and keep insulting him. He will get annoyed and drop a snow storm which extinguishes the dragon's fire. You will be transported to the other side of the chasm. HUMPHREY'S CASTLE You are standing in front of a locked gate. Look at the wall. To the left of the gate you will find a loose brick. Use the crowbar on the loose brick, this reveals a switch which opens the gate. As the gate opens the drawbridge raises. In the moat is a serpent preventing you from crossing. Nearby is a cricket making a loud noise. Catch the cricket in the jar and the serpent will go to sleep. Cross the moat and use the crowbar to open the grating and pick up the loc-pic. Go down and W. There is a row of switches on the wall. Flip these in the following order 4,1,2. You will now be taken before Humphrey he will tell you about your quest and the sword and will give you a hypnogourd. Look into the gourd. THE MANSION A Zombie prevents you from entering the house. Go NW and use the loc-pik to unlock the cellar door. Go down and the trap door closes behind you, leaving you in total darkness. Feel around with your cursor until you find a skeleton, in its hand is a key. Take this and unlock the door. Now open the door and hunt around until you find some twine. Now go up and tie the twine to the lever on the banister. Go up to the next landing and press the red button, you fall into another room. Take the pills and the third book from the left on the mantel piece. The fire place rotates and takes you back to the landing. Look at the pills, they are Pain-Be-Gone pills. Use the pills on the window and take the cane. Go back up to the top landing and use the cane on the hook. Go up into the attic where you see Kim and Nada about to take the prize. Throw the sword at the prize. HOME Go to the kitchen and answer the phone when it rings. THE END - o -