+---------------------------------------------------------------------+ 
|                                                                     | 
|                         Companions of Xanth                         | 
|                            Solution File                            | 
|                                                                     | 
|                      Written by Mike Marcelais                      | 
|                       (mrmarcel@eos.ncsu.edu)                       | 
|                   Another Fourth Bryan Production                   | 
|                                                                     | 
+---------------------------------------------------------------------+ 
 
Scoring Ranks: 
   0- 99 Rank Amatuer 
 100-199 Never Been Nothing 
 200-299 Nearly Neophyte 
 300-399 Daring Dabbler 
 400-499 Master of None 
 500-599 Master Mundane 
 600-699 Puzzle Master 
 700-799 Adventuring Brute 
 800-899 Dungeon Wrangler 
 900-999 True Believer 
1000     Hintbook Reader 
 
[5] indicates points obtained through an action. 
 
Maps: 
Maps are given at the beginning of each section.  Each room is indicated 
by a two letter abbreviation.  The abbreviation names are given below 
the map.  Directions are the eight normal directions, including up 
and down.  Up is signaled by a caret (^) and down by a 'v'. 
 
In each section, the total number of points available in that section 
is given, along with a total of all points scored up through this 
section. 
 
The walkthrough comes first, then a summary of all the points scored 
in the game. 
 
Items Never Used (and taken into Xanth) 
   Cherry Bomb 
   Plastic 
   Teabag 
 
If anyone knows where the last 10 points are, please let me know! 
 
Scene I: Earth (31/31) 
---------------------- 
 
   KI-FD 
        \ 
         CR 
 
CR Computer Room 
FD Front Door 
KI Kitchen 
 
You start in your computer room with a letter on the desk. 
Get, open, and read the letter. [5]  It seems that your girl- 
friend Pia has dumped you.  Oh well.  Also get the post-it note 
and read it. 
 
Go to the Front Door and turn on the light.  The switch is by the 
door.  Head to the Kitchen. 
 
Answer the phone (when it starts ringing.)  It's your friend Edsel 
with a new computer game.  Agree to his dare. [15]  Try calling 
Pia and the weather information.  Get the teabag from the table and 
the mustard and sandwitch from the icebox. 
 
Head to the front door and open it when the doorbell rings.  Get the 
package [2] and open it.  Open the Xanth box.  Go to the computer 
room. 
 
Open the CD-Rom drive.  Insert the disk.  Close the drive.  (Do 
a similar thing with the floppy disk if you have the floppy version.) 
Put on the 3D glasses.  Turn on the computer. [9]   
Look at the screen and talk to the golem.  He will explain the game 
to you.  When you choose a companion, select Nada Naga.  All of the 
other companions will get you killed in the first room. 
 
Scene II: Isthmus Village (169/200) 
----------------------------------- 
 
                        VD 
                          \ 
                           FN 
                          / 
                        GR 
                         | 
                        TE 
                         | 
                        ES 
                       / 
               CS-CD CL 
              /     / 
      CR-FR DO    MD 
     /     \ |   / 
   RD       IV-BR 
    | 
   CV 
 
BR Barren Road 
CD Censor-ship deck 
CL Cliffs 
CR Crossroads 
CS Censor-ship 
CV Cave 
DO Dock 
ES Eye Screen 
FN Fairy Nuff's Booth 
FR Forst 
GR Golf Green 
IV Isthmus Village 
MD Meadows 
RD Road 
TE Golf Tee 
VD To the void 
 
Wait for Nada to correctly open the right door.  (Other companions 
will pick incorrectly, and you will die!) When the door is open 
go North. [9] 
 
Talk to Nada about her talent and about where to start.  She will 
mention to head to the Good Magician Humphry. 
 
Go to the forest and look in the spring to see how Kim is doing. 
 
Go to the village and talk to the headsman there.  Agree to get 
rid of the Censor-ship. [5]  Get the rock.  Unlock and open the gate. 
Go through the gate. 
 
Get the sailcloth from the deck.  Ask Nada to check the rope.  She 
will return with an anchor and the rope. [8] 
 
Go to the Meadow and talk to the pail.  Throw the rock at it.  Darn, 
it runs away.  Return to the Crossroads. 
 
Tie the rope to the anchor (to get a grapling hook).  Use the hook 
to pry a log from the log jam. [10]  Return to the Village. 
 
Give the log to the headsman.  Wait for him to turn it into a 
board. [9]  Go to the barren road and put to board on the boulder. [15] 
Put the rock on the board.  Have Nada hit the catapult with 
her tail. [8]  The rock will land in the pail. 
 
Go to the meadow.  Get the pail. [7]  Go past the cliffs to the Eye 
Screen.  
 
Open the mailbox and read the letter.  Return the letter to the 
mailbox.  Talk to the screen.  Tell the screen you want to poke his 
eye.  Ask to see Fairy Nuff beyond the door. [12]  Open the screen and 
the door. 
 
Get the tee from the fairway. [3] Get the egg from the green. [2] Go to 
Fairy Nuff's Booth.  Ask him to help with the censor-ship.  (The ship 
has two censors, by the way).  Recieve a recipie. [8]  Read it. 
 
Return to the Eye Screen and put two dashes of Eye Scream into the pail. 
 
Return to the Forst and ask Nada about the bush.  Ask Nada to get two 
cough drops for you. 
 
Get a buttercup. [5] Empty it. [3] Put the butter in the pail.  Get a 
cherry bomb while your at it.  You can also talk to the cherry bomb 
tree.  Catch a firefly with the buttercup. [8]  Add water to the pail 
three times.  Then add the cough drops, the firefly, the egg and the 
sailcloth. [25] 
 
Return to the village and get the two street lamp covers. [1 each] 
 
Return to the Fairy Nuff and get him to divide the solutions. 
 
Return to the ship and douse the first sensor. [15]  Head east and 
douse the other sensor. [15] 
 
Return to the Fairy's Booth.  (You'll talk with the headman as you 
pass by and get the sword.)  Ask him about the path to the void. 
Follow it. 
 
Scene III: The Void (20/220) 
---------------------------- 
 
    VD 
 
VD The VOID 
 
You stray into the void while following the path. [5]  Try walking in 
different directions.  You'll eventually start seeing a shimmering door. 
Talk to Nada about it.  Eventually (after much waiting and talking) the 
door will remain solid. [10]  Open the door.  [3] Enter the door. [2] 
 
Scene IV: The Region of Earth (70/290) 
---------------------------------- 
 
                      FI 
                       | 
   ^DN MR BR-BR PL-BR IW BR-BR 
        |  |  |  |  |  |  |  | 
    PL BR-BR-BR BR BR-BR BR MT PE 
     |  |        |        |     | 
    BR-BR-BR-BR BR-BR-BR-BR BR-BR 
     |     |                 | 
    BR PQ-BR-BR BR-BR-BR BR BR-BR 
     |     |        |     |     | 
    BRvSW BR BR BR BR BR BR BR-BR 
     |  |  |  |  |  |  |  |  | 
    BR BR BR BR BR-BR BR-BR BR-BR 
        |  |     |     |        | 
    BR BR-BR BR-BR-BR BR-BR BR-BR 
     |     |  |  |  |  |  |  | 
    BR-BR-BR-BR BR BR-BR BR-BR 
     |  |  |     |     |  | 
    BR-BR BR-BR  | BR-BR BR-BR-BR 
                 | 
                BD 
                 | 
             VD-RD 
                  \ 
                   LS 
 
BD Barrow Door 
BR Barrow Room (all are identical) 
DN Dungeon 
IW Ironwood Tree 
FI Region of Fire 
LS Love Spring 
MR Mirror Room 
MT Mortar Room 
PE Pestle Room 
PL Plate in room (teleport between the two) 
PQ Plaque Room 
RD Road near a barrow 
SW Switch Room 
VD The VOID 
 
A Green gem will appear on the sword. 
 
Try to open the door to the barrow (to the north).  It won't open. 
Head toward the love spring.  You'll meet Metria.  Don't drink the water 
and don't do anything 'interesting' with Metria.  Eventually, Metria will 
give up. [10]  The barrow is now open. 
 
Start wandering around in the barrow.  Eventually everything will turn 
dark, and you'll lose Nada.  When you find her, she will drag you off 
to the love spring.  Don't drink the water.  Nada is really Metria in 
disguise.  When Metria gives up, she gives you a homing device. [10] 
The device is next to useless.  Return to the barrow. 
 
Go to the switch room.  Flip all the switches (there are 16).  Then 
flip them all again. Then push the button and descend. 
 
Go down the stairs.  Don't look at Nada.  Ask the manacles to let go 
of Nada. [12] 
 
Go to the mirror room.  Look in the mirror. [5] 
 
Go to the plaque room.  Touch the plaque.  You feel the work 'Mack' 
 
Go to the pestle room.  Get the stone pestle. [2] 
 
Go to the plate room.  Stand on the metal pad. [5] 
 
Go to the Mortar room.  Get the stone mortar. [3] 
 
Go to the Ironwood Tree.  Get a jar. [8] 
 
Return to the dungeon and get some Blue Agony Moss. [7] 
 
Return to the Ironwood Tree and use the moss on the tree. [8] 
 
Scene V: The Region of Fire (103/393) 
------------------------------------- 
 
            ^HO 
              | 
    TN-LL    FW 
     |   \  / 
    IW    IL 
 
FW Firewall 
HO Hole in ceiling 
IL In Lava Lake 
IW Ironwood Tree (from Region of Earth) 
LL Lava Lake 
TN Lava Tunnel 
 
A blue gem appears on the Sword [5]. 
 
Head into the lake.  A Fireman and a hot dog appear. 
Ask Nada to put her hair into a bun.  Put mustard on the bun. [15] 
The dog will leave.  Talk to the fireman.  Find out about Mack. [10] 
 
Go to the firewall and get the piece of charcoal. [5] 
 
Return to the plaque room in the Region of Earth.  Flatten the paper 
(from the game you were mailed.)  Put the paper on the plaque. [10] Rub 
the charcoal on the paper [10] and then read the paper. [5] 
 
Return to the Lava lake with the fireman.  Put the flower (flour) 
and the firewater (whiskey) into the morter.  Grind them with the 
pestle and put it in the oven until golden brown.  Get the pestle 
and recieve the cracker [10].  The fireman leaves. [10] 
Convince the fire gangster to leave. [3] 
 
Go to the firewall, light the cracker [3] and use it on the firewall [2]. 
The cracker will explode and put out the fire. [10] 
 
Go to the hole and use the grapling hook to get out. [5] 
 
Scene VI: The Region of Water (62/455) 
-------------------------------------- 
 
        CP 
       / 
     CR 
      | 
    vTB   WR-LR^ 
      | 
    vPN 
 
CP Com-Pewter 
CR Crossroads 
LR Livingroom 
PN Peninsula 
TB Troll Bridge 
WR Workroom 
 
A violet gem appears in the sword. [2] 
 
Talk to the troll at the bridge.  Agree to find his key. [5] 
 
Turn off the water and get the hose from the crossroads. [5] 
 
Enter the Troll's house and go to the workroom.  Look in the well. 
It's the key!  Push the blue button.  Turn on the faucet.  Put 
the hose in the water [10] and watch it fill the well. [20]. 
Swim in the water to get the key [10].  Return the key to the troll. [5] 
 
You now have to solve one of three puzzles.  The blocks puzzle involves 
moving blocks around a grid to achieve a certain result.  The pentomenoes 
puzzle requires you to fill one of 5 grids with the 12 pentamenoes.  The 
matchsticks puzzle requires you to move matchsticks to achieve a given 
number of squares.  Here are the solutions to the first three matchstick 
problems: 
 
    -      - -       - - 
   | |    |   |     | | | 
  - -      -         - - 
 | |      | | | 
  -        - - 
 
Solve the puzzles. [5]  Leave his house and go to the path.  All routes 
will be blocked except the 'short cut' to Com-Pewter's Lair. 
 
A large aquamarine gem appears on the sword. 
 
Scene VII: Com-Pewter (55/510) 
------------------------------ 
 
      CE-CP 
     / 
   CR 
 
CE Cave Entrance 
CP Com-Pewter 
CR Crossroads (from Region of Water) 
 
Walk up to the cave.  Listen to Nada's warning about the Com-Pewter. [5] 
 
Enter his lair.  Agree to play his game.  To win a question, select a 
letter from the tray which when added to the given word and re-shuffled 
will spell the answer to the clue.  All of the answers can be looked up 
in the Xanth Com-pendium. 
 
Round 1: REAPS  + 'S' = SPEARS   [3] 
         SEAT   + 'D' = DATES    [3] 
         CANES  + 'P' = PECANS   [3] 
         REST   + 'E' = STEER    [3] 
         MAIL   + 'A' = LAMIA    [3] 
Round 2: SOME   + 'O' = MOOSE    [3] 
         OCRA   + 'B' = COBRA    [3] 
         SEAL   + 'F' = FLEAS    [3] 
         PAINTS + 'E' = PANTIES  [3] 
         GLEANS + 'T' = TANGLES  [10] 
 
To complete the last word, place the golf tee in the chamber, not one 
of the tiles. 
 
Com-Pewter will now force the player to resign. 
 
Talk with Grundy.  He has a virus.  After a while, he will tell you 
that Com-Pewter unfairly kicked you out of the game and you will be 
placed back in his lair.  You must still defeat Com-Pewter.  You catch 
Grundy's virus. 
 
Give the virus to Com-Pewter. [10]  Escape from Com-Pewter's Lair. [3] 
 
Scene VIII: Valley (146/656) 
---------------------------- 
 
         ST^  vST^  vST^  vST   
        / 
      MB 
       | 
      CV 
       | 
      MP 
     /  \ 
   CF-IS GY 
     \  / 
      OH 
     / 
   GP 
 
CF Cottage Front 
GP To the Gap 
GY Geyser 
IS Inside Cottage 
MB Mountain Base 
MP Mountain Path 
OH Ogress' Home 
ST Staircase 
 
Enter the cottage you see before you.  Talk to the old woman.  Agree to 
help her become pretty. [5]  Get the Wind Sock [7] 
 
Head toward the an Ogress' Home.  Agree to help her get uglier. [10] 
 
Head toward the ogre boy playing.  Cover the geyser with the wind sock. 
The boy will thank you. [12] 
 
Return to the cottage.  Attach the wheel to the cart. [12]  Push the 
cart. [10]  Get the sail under the cart. [5] 
 
Go to the mountain path and get the windbag. [7] 
 
Go to the cave.  Attach the sail to the boat. [5] Remove the line. [5] 
Open the windbag. [13] 
 
Answer the riddles given by the guard: 
   1) Error              6) Windbag 
   2) Airedale           7) Airplane 
   3) Window             8) Airbag 
   4) Air Conditioning   9) Windmill 
   5) Errand            10) Breeze [7] 
 
Go to the top of the stairs and get the 'mountain closed' sign. [8] 
 
Return to the cottage and give the sign to the old lady. [20] 
 
Give the potion to the Ogress to make her more ugly. [20] 
 
Scene IX: The Gap (59/715) 
-------------------------- 
 
              vEG 
              / 
            YK      ^GP 
           / 
   OH    SN 
     \  / 
      DF 
 
DF Deerfly before the gap 
EG Edge of the gap 
GP Gap 
OH Ogress' house from the valley 
SN Snake before the gap 
YK Yak before the gap 
 
A large purple gem appears on the sword. [4] 
 
Head toward the gap edge, talking to all the animals in your way. [10] 
Nada will refuse to enter the gap.  Jenny, Kim, and Sammy Cat will 
wander by.  Agree to Jenny's plan to switch companions. [5] 
 
Talk to Cumulo Fracto Nimbus, five times, enraging him, until he  
dumps a snowstorm onto the dragon. [6 each]  Che resuces you in the 
nick of time. [10] 
 
Scene X: Humphry's Castle (125/840) 
----------------------------------- 
 
           vDR 
              \ 
   ME----------MW    SW-TN^ 
     \        / 
      \\ FD // 
        \ |/ 
         DB 
          | 
         GA 
 
DB Drawbridge 
DR Drain 
FD Front Door 
GA Gate 
ME Moat east 
MW Moat west 
SW Switches 
TN Tunnel 
 
Che drops you off outside the castle. [15] 
 
Have Sammy find the best way through the gate. Look for a loose stone 
near where Sammy petted the wall.  Push the stone [8] and  
flip the switch. [5] 
 
Get in front of the drawbridge and Draw the Bridge on the path.  Do this 
for the left [4], right [4], and middle [4], section of the drawbridge. 
 
Go to the front door and talk to the eye.  Talk twice.  Listen to the 
key phrase 'For one to...' --> 412 
 
Go to the east moat and catch the cricket with the glass jar. [10] The 
dragon will go to sleep. 
 
Go to the west moat and climb over the dragon. [10]  Get the Loc Pic. 
Open the drain with the crowbar. [10]  Go down. [5] 
 
Go to the platform with the switches. [5]  Flip switches 4, 1, and 2. [15] 
 
Talk to the magician. [15]  Use the gourd. [15] 
 
Scene XI: Inside the Gourd (150/990) 
------------------------------------ 
 
           AT 
            | 
  vCD      AA 
     \      | 
      FR   ST   LI 
     /      | 
   GO     ^CE 
 
AA Attic Access 
AT Attic 
CD Cellar door 
CE Cellar 
FR Front of the house 
GO Entrance to the gourd 
LI Library 
ST Stairs 
 
Go to the cellar door. [5]  Unlock the lock with the Loc Pic. [10] 
Open the cellar and go down. [5] 
 
Look (in the dark) for and get a key [10] and twine [10]. 
Unlock the door. [10] Open the door and go through it. 
 
Go up the stairs.  Didn't work, did it?  Tie the twine to the lever. [15] 
 
Push the red button.  You'll fall down to the library. 
Get the pills [5].  Read the book on the mantle of the fireplace. [15] 
You're back at the stairs. 
 
Use the pain-be-gone on the glass pane. [10]  Get the cane. [10] 
 
At the attic access, use the cane to lower the attic stairs. [15]  Go 
into the attic. 
 
A large red gem appears in the sword. [5] 
 
Throw the sword at the prise. [25] 
 
Scene XII: Back Home (0/990) 
---------------------------- 
 
(map located in Scene I) 
 
Turn off the computer.  Answer the phone. 
 
Scoring Summary 
--------------- 
 
Pts Tot  Action 
 
Scene I: Earth 
 5    5  Read Pia's letter 
15   20  Agree to Ed's dare 
 2   22  Get the package 
 9   31  Turn on the computer 
 
Scene II: Isthmus Village 
 9   40  Nada picks correct door. 
 5   45  Agree to get rid of the censor-ship 
 8   53  Get anchor and rope 
10   63  Get log from jam 
 9   72  Turn log into board 
15   87  Put board on boulder 
 8   95  Nada hits board with tail 
 7  102  Get pail 
12  114  Get past screening door 
 3  117  Get the tee 
 2  119  Get the egg 
 8  127  Get the recipie from Fairy Nuff 
 5  132  Get buttercup 
 3  135  Empty buttercup 
 8  143  Catch firefly with buttercup 
25  168  Mix recipie 
 1  169  Get lamp cover 
 1  170  Get lamp cover 
15  185  Douse Censors 
15  200  Douse Censors 
 
Scene III: The Void 
 5  205  Enter the Void 
10  215  Door remains solid 
 3  218  Open the door 
 2  220  Enter the door 
 
Scene IV: Region of Earth 
10  230  Ignoring Metria 
10  240  Getting homing device 
12  252  Release Nada 
 5  257  Look in mirror 
 2  259  Get pestle 
 5  264  Use the metal plate 
 3  267  Get mortar 
 8  275  Get a jar 
 7  282  Get Blue Agony Moss 
 8  290  Use moss on Ironwood tree 
 
Scene V: The Region of Fire 
 5  295  Blue Gem in sword 
15  310  Put mustard on bun 
10  320  Talk to fireman about Mack 
 5  325  Get charcoal 
10  335  Put paper on plaque 
10  345  Rub charcoal on paper 
 5  350  Read paper 
10  360  Get cracker 
10  370  Get rid of fireman 
 3  373  Get rid of gangster 
 3  376  Light cracker 
 2  378  Put cracker in firewall. 
10  388  Firewall is extinguished 
 5  393  Use grappling hook 
 
Scene VI: The Region of Water 
 2  395  Voilet gem appears in sword 
 5  400  Agree to find Troll's Key 
 5  405  Get hose 
10  415  Put hose in water 
20  435  Fill well 
10  445  Swim and get the key 
 5  450  Give key to troll 
 5  455  Solve troll's puzzle 
 
Scene VII: Com-Pewter 
 5  460  Listen to Nada warning 
 3  463  Answer 1st Riddle 
 3  466  Answer 2nd Riddle 
 3  469  Answer 3rd Riddle 
 3  472  Answer 4th Riddle 
 3  475  Answer 5th Riddle 
 3  478  Answer 6th Riddle 
 3  481  Answer 7th Riddle 
 3  484  Answer 8th Riddle 
 3  487  Answer 9th Riddle 
10  497  Answer 10th Riddle 
10  507  Give Com-Pewter a virus 
 3  510  Leave Pewter's lair 
 
Scene VIII: Valley 
 5  515  Help lady become pretty 
 7  522  Get Wind Sock 
10  532  Help ogress become uglier 
12  544  Use wind sock on geyser 
12  556  Attack wheel to cart 
10  566  Push cart 
 5  571  Get sail under cart 
 7  578  Get windbag 
 5  583  Attack sail to boat 
 5  588  Remove line 
13  601  Open windbag 
 7  608  Answer Riddles 
 8  616  Get Sign 
20  636  Give sign to old lady 
20  656  Give potion to ogress 
 
Scene IX: The Gap 
715 
 4  660  Purple gem appears on sword 
10  670  Arrive at the gap edge 
 5  675  Switch companions 
 6  681  Taunt Cumulo Fracto Nimbus 
 6  687  Taunt Cumulo Fracto Nimbus 
 6  693  Taunt Cumulo Fracto Nimbus 
 6  699  Taunt Cumulo Fracto Nimbus 
 6  705  Taunt Cumulo Fracto Nimbus 
10  715  Che rescues you. 
 
Scene X: Humphry's Castle 
15  730  Arrive at the castle 
 8  738  Push the secret stone 
 5  743  Flip the switch 
 4  747  Draw left third of drawbridge 
 4  751  Draw center third of drawbridge 
 4  755  Draw right third of drawbridge 
10  765  Catch cricket 
10  775  Climb over dragon 
10  785  Open drain cover 
 5  790  Descend into the drain 
 5  795  Go to the platform with the switches 
15  810  Flip switches 4, 1, and 2 
15  825  Talk to Humphry 
15  840  Use a hypnogourd 
 
Scene XI: Inside the Gourd 
 5  845  Go to the cellar door 
10  855  Unlock cellar lock 
 5  860  Enter cellar 
10  870  Get key 
10  880  Get twine 
10  890  Unlock the door 
15  905  Tie twine to lever 
 5  910  Get pills 
15  925  Pull book on mantle 
10  935  Use pills on pane 
10  945  Get cane 
15  960  Use cane on attic stairs 
 5  965  Gem appears on sword 
25  990  Throw sword at prise 
 
Scoring by Scenes: 
 31   31  Earth 
169  200  Isthmus Village 
 20  220  The Void 
 70  290  The Region of Earth 
103  393  The Region of Fire 
 62  455  The Region of Water 
 55  510  Com-Pewter 
146  651  Valley 
 59  715  The Gap 
125  840  Humphry's Castle 
150  990  Inside the Gourd 
 10 1000  ??? 
 
