FANTASTIC DIZZY This walkthrough is a transcript from the old Codemasters Helpline. (For All Versions - 19.8.93) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Welcome to the Fantastic Dizzy telephone helpline. The following information will help you to solve the problems you will encounter whilst playing the game. Please remember that this phonecall is more expensive than a standard phonecall, and you must have permission from the person who pays the bill. Also you may ruin your enjoyment of this game if you use this service as a means to cheat. It is intended purely as a helpline and should be used as such. The game is very large and as a result we have broken this helpline into 4 sections. We have broken the helpline into the following groups and if you dial the relevant number on your telephone keypad you will be connected to the section you require. -- Press 1 for: General hints and tips and just getting started -- Press 2 for: Solutions to the First half of problems encountered -- Press 3 for: Solutions to the Second half of problems encountered -- Press 4 for: How to play the sub-games and a very helpful cheat! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is section 1 -- General hints and tips and just getting started: Remember to examine any objects you find, there are always valuable clues in their descriptions. Use the Select button on the NES or "A" button on the Mega Drive. It is especially important to examine Keys. The rope can only be used when you are next to a hook. Stand at the edge of the gap and try to put an item down and if the rope is being held you will swing across the gap. On the NES, press A to jump off the rope at any time. Hold the rope most of the time and be careful not to leave it on any high ledges which you may not be able to get back to without it. Always put objects down in obvious places. Never put objects down behind scenery, as you may not be able to find them again. The Dizzy adventures are not linear games, if you find a problem you can't find a solution to try going somewhere else. There are many ways in which you can complete the game and everyone will have their own solution. Be very careful to collect all the stars as you need every one to complete the game. When you discover a new piece of map make sure you explore right to the end of the land as there may be some stars hidden beyond where you are. It may be a good idea to draw a map of the land and mark on it where the objects are placed and where all the stars are located. These maps are very often printed in magazines and you could look out for them. You will need all 250 stars to rescue Daisy. There is a secret extra life puzzle high up in the trees on the right hand side, but you'll need to use the rope to get to it. Don't stay underwater to long without the aqualung, and be careful not to put it down underwater as you may drown. Only eat the fruit when you have more than half damage. That's enough hints and tips to help you throughout the game. If you are having difficulty solving the first few problems and you've read the booklet then here is how to get started. In Dizzy's hut, the door is locked and you will need to open it using the Key which is directly above you when you start the game. Jump onto the dresser and then up into the rafters. Stand in front of the key and pick it up using the "B" or "1" Button. Now stand in front of the door and put the Key down using the "B" or "1" button again. Dizzy will open the door. Once doors are open you can make Dizzy go through them by pressing the "B" or "1" Button whilst standing in front of it. If you walk left from Dizzy's hut you will find a Plank of Wood. The Plank can be placed over the pit of spikes at the base of the treehouse village, just stand on the edge and put it down. To the left of the Ground level Elevator there is an Elevator Key which should be used to operate the Elevator back up to the treehouse. Back in the treehouse to the right of Dizzy's hut is a Snappy Weed which will not allow you to pass. This can be killed by using a Bottle of Weed-killer which can be found just past the pit of spikes. To the left of the treehouse village there is an Armourog which will attack you unless you give it the Cooked Chicken or Ham found near the Prince. Just stand at the base of the cliff near the Armourog's den and throw the Chicken by pressing "B" or "1". Good luck and thank you for calling the Fantastic Dizzy Helpline. We hope you have a lot of fun playing Dizzy! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is section 2 -- Solutions to the First half of problems encountered: Firstly you should have been able to open the door using the key, found the plank of wood and bridged the pit. Found and used the Ground level Elevator key enabling you to get back up into the treehouse. Killed the Snappy Weed with the Weed Killer, and thrown the Chicken or ham to the Armourog. Having killed the deadly grabbing plant you will be able to explore far into the treehouse village. Just past the plant you will find the rope which you will need in the treehouse, the Pirate ship and Zak's Cloud Castle. Remember, you can only use it where there is a hook. To the left of the Armourog there is a Bag of Gold which can be used to bribe the guard in the tunnel of Keldor Village. As you enter the Village next to Crystal falls there is an umbrella which will protect Dizzy from any acid rain drips in the tunnels or mines whenever he is holding it. On Dock Street in the village, there is a Pirate Ship to explore but you must first get past Blackheart the Pirate. You can find a barrel of rum by walking to the far right of the bridge in Bridge Street. For the NES, Master System and Game Gear versions jump off the end of the bridge. There are several objects on the ship which are used later in the game and will be discussed later but remember to take the rope onto the ship with you as you will need it to swing around the ship's masts. This next section will help you to complete the problems encountered in the Yolkfolk's secret treehouse village. When exploring the treehouse village you will need all the door and elevator keys. These can be found in the following places. - Daisy's door Key is just to the left of her hut. - Dozy's door Key is in Daisy's Hut. - Dora's door Key can be found on the left side of the tree house complex, about half way up. - Dylan's door Key is to the left of his hut, but you'll need your rope. - Denzil's door Key is on the path below Daisy's hut. - And, Grand Dizzy's Key is in the meeting hall above Dizzy's Hut. Dylan, Denzil and Grand Dizzy all have elevators near their huts which must be turned on before they can be operated. - Dylan's elevator Key is very close to his elevator. - Denzil's elevator Key is just to the left of Dizzy's hut - And Grand Dizzy's elevator Key is just inside the mine entrance. Remember to examine what keys you have. Nearing the top of the treehouse there is a ledge which is slightly too high to jump on to, it's the one with the hook at the end of it. Just below this ledge you will find a One Tonne Weight which can be attached to the hook to pull down the ledge, making it possible to continue up the trees. This next section deals with rescuing the Yolkfolk. Within the treehouse village each of the Yolkfolk has their own problem which you must solve in order to progress further into the game. Dora is at home, but she has been turned into a frog by the Evil Wizard Zaks. The spell can only be broken by a kiss from the Prince who is on the Forest Floor. In return for bringing Dora the Frog to him, the Prince will give you a Crossbow which you will need later when you make your assault on Keldor Castle. Dylan can't catch Pogie the Fluffle, who can be found wandering around the village treehouse. He's hard to hold however, so the only way you can catch him is by placing the Cage over him, this can be found in Daisy's hut. When you give Pogie to Dylan, he gives you a Pygmy Cow which he no longer wants to look after now that he has Pogie back. Denzil was hit by a 'Freeze Spell' while he was out swimming, he has now been brought back to his hut but needs to be thawed out. This can be done by putting the pile of straw, which is found near Denzil's hut, underneath him and lighting it with the match found to the left of the Leprechaun. When Denzil thaws out, he decides that he wont be doing much swimming anymore and so he gives you his flippers. Dozy has fallen into a deep sleep and can only be woken by clashing cymbals near him. The cymbals can be found in an underwater cave below the bridge near the mine entrance. To gain access to this cave you will need to cut through the bridge with the axe which can be found at the bottom of the mine but don't forget the aqualung. When Dozy wakes up he gives you his Thick Rug which is used in Zak's Cloud Castle. Grand Dizzy is ill in bed and needs you to make some medicine for him. The recipe is in his room and you can examine it. You'll need a Star Plant which can be found just below Grand Dizzy's hut, the Mushroom which is next to the mine entrance and an Empty Bottle which is also very close to Grand Dizzy's hut. Throw these three ingredients into the caldron in Grand Dizzy's room and then give him the Full Medicine Bottle which comes out of the cauldron. In return for curing him, Grand Dizzy will give you a Golden Dragon Egg. Last of all, Daisy must be rescued from the tall tower in Zak's Cloud Castle at the very end of the game. You will need to have collected all 250 stars from around the game in order to enter Daisy's prison tower. Good luck and thank you for calling the Fantastic Dizzy Helpline. We hope you have a lot of fun playing Dizzy! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is section 3 -- Solutions to the Second half of problems encountered: The following information will help you with the problems encountered under the sea. On the pirate ship, you can swing around the rigging using the rope and should, with a little bit of skill, be able to find a Winch Wheel there. This can be used to open the portcullis of Keldor Castle. If you walk near the plank on the pirate ship, Blackheart the Pirate will jump on you from the rigging above and make you walk the plank. This is not quite as bad as it seems because you can use the bubbles to get back to the surface and collect some valuable stars on the way. When you reach the island at the top of the bubble game you will find an Aqualung which will allow you to breath underwater for as long as you like and so explore the sea bed. In the sea you will find an old shipwreck which has an empty treasure chest on it. To the left of the shipwreck is a rock with a bubble below it. Using the Pickaxe which is on the first beach can you can remove the rock and gain access to the cave below, but don't attempt to explore this until you have some flippers. In the cave there is a coin and some stars. Use the bubble released from below the rock to raise you to the high ledge and onto the new beach. At the far right of this beach is a cliff which is to high to jump up. To climb this, first put down the treasure chest you found on the shipwreck next to the cliff, and then jump onto it. You are now high enough to jump up the cliff. As you walk right from the cliff you will find the broken bridge over the Rocky Pool, with a dead-wood log sunk in it. If you drop the Bag of salt, found on the beach, into the water the buoyancy will be increased and the log will float. Walk onto this and jump off the far end, be careful not to roll into the Poisoned water. Between Rocky Pool and the Graveyard you'll find Shamus the Leprechaun standing in your way. He has lost his Golden Shamrock along with his temper! The Golden Shamrock can be found at the back of the dragons lair deep in the deserted mines. To reach the dragon and get the Golden Shamrock you will have to go down into the mine. The mine is closed off normally because the elevators don't work. You can fix the elevator machine by using the machine wrench which is found to the right of the bridge near the mine entrance. Work you way deeper into the mine, across the flaming lava pit, until you come across a sign which says 'danger - blasting area'. Put the Sticks of Dynamite, which can be found in the hull of the pirates ship, by the pile of rocks at the end of the fuse and then walk back and push the plunger of the detonator. You can now gain access to the dragons lair. Things aren't that easy however as the dragon is a ferocious guardian of it's egg at the back of it's lair. However if you are carrying the other Golden Dragon Egg which Grand Dizzy gave you the dragon will let you past to put it back. Once you are in the lair, put down the egg and take the Golden Shamrock. By this stage you will have completed a large part of the game but you still have to contend with Keldor Village and Zak's Cloud Castle. To eventually gain access to Zak's Cloud Castle you will need Zak's Winch Handle. This is in the centre of the Pirate ship. It is locked into a small room and you'll need the Crowbar found in Bridge Street to lever the door open. You can enter Keldor castle by using the Winch Wheel, not Zak's Winch Handle, that was found in the rigging of the Pirate ship. Make sure you enter the castle carrying the Crossbow which the Prince gave you. Once you have dealt with the guards and entered the castle you should be able to find a Rope Bridge Kit. This is used in the Graveyard to build a bridge across the gap leading towards the Skull Key which is needed in Zak's Cloud Castle. In Keldor village, you will have probably noticed a Grave Diggers Spade to the far left of Bridge Street which is too high to get. This can be reached by completing the mine cart game which starts in the mine. This is a difficult part of the game but you can soon learn a route through and collect all the stars. In the centre of the Graveyard you will see a hollow area below the soil. If you use the Grave Diggers Spade here you will gain access to a Secret Cave which has an Empty Bucket in it as well as some valuable stars. When you have the Bucket, make sure you go under water, this will fill it. Remember to examine it to check. To get out of the cave, use the trampette found there to propel yourself to the surface. Place it below the opening to the surface and bounce on it. To get to Zak's Cloud Castle, you will need the Pygmy Cow given to you by Dylan. Give this to the Shop Keeper in Castle Street and he will give you a Magic Bean in return. You can plant this in the soil where Shamus the Leprechaun was standing, (there's a sign with a picture of a bean on it). Magically a beanstalk will sprout up into the clouds. Jump onto the leaves and then up into the clouds. You must find a route through the clouds up to the Cloud Castle, but be careful not to sink through them. Stop every so often and jump straight up as this will put you back to the top of the Cloud. When you reach the entrance to Cloud Castle you will need Zak's Winch Handle which can be found on the pirate ship. Once you have used Zak's Winch Handle and gained access to the Cloud Castle you will find an elevator. Use the Skull Key you found earlier to turn it on. At the top of the elevator there is a Bed of Knives designed to stop intruders. You can get past this obstacle by placing the Thick Rug over it, given to you by Dozy. Also in the Cloud Castle, you will find a raging fire which you should put out using the Bucket of Water. Now continue further into the castle, using the rope to swing to inaccessible areas collecting all the stars and find Daisy's prison tower. When you get to the tower door a magical beam blocks your path. This can be disintegrated by collecting all 250 stars. Once inside, you must climb the tower, defeat Zaks and rescue your true love Daisy! Sounds easy doesn't it. Look out for more Dizzy games, we promise you loads of fun for the future! Good luck and thank you for calling the Fantastic Dizzy Helpline. We hope you have a lot of fun playing Dizzy! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is section 4 -- How to play the sub-games and a very helpful cheat!: Probably the first one you'll encounter is Wizard Theo's Sliding block puzzle. If you can rearrange the blocks to the mystic spell before the timer runs out then you will get an extra life. To move a block, hold down one of the buttons at the same time as pressing the direction you want to move. The secret is to get the corners and sides first followed by the stork. The rest will then fit together easily. Also try to memorise what the picture looks like when you first see it so that you can visualise it when you try to reconstruct it. It may seem difficult at first but after a few attempts you should get the hang of it. If you walk to the far right of the Pirate Ship, Blackheart will catch you and make you walk the plank. Then you'll have to play The bubble game. But it will have it's reward! Always walk off a bubble before it bursts or you will fall through other bubbles for a short time. If you are falling and can see no bubble underneath you then head for the edge. You can make Dizzy swim and hence slow down his fall by repeatedly pressing the jump button. Try to catch fast bubbles as they will take you further, also remember the bigger the bubble the longer it lasts! In the deserted Diamond mines of the Yolkfolk to the right of the treehouse village, you can find an old mining cart. Jump in and prepare yourself for an exhilarating ride! The mine has four exits. The first one brings you back into the mine and is a safer way to get deeper into the mine. The second brings you out onto the beach across the bay. Note that you can re-enter this mine exit and you will find yourself in the mine. The third brings you out near the Leprechaun and enables you to get an extra life. The fourth exit must be used to get the Grave diggers spade. This a game of memory and you must learn a safe route. Try to memorise where the trolls in carts come from as they will repeat the pattern every time you play the game. In the centre of Keldor village, you will have noticed a portcullis. Behind this lies the Castle of Keldor. This is guarded by rock throwing Trolls. The only way to defeat these and gain entry into the castle is by shooting them with your crossbow! Always enter holding the crossbow and with room to pick up at least one object. Keep the crossbow pointing near the centre of the castle as most of the guards appear here and not much movement of the cross is required to shoot them. Duck, using the "B" or "1" Button, when the guards throw rocks at you. Shoot the guards by pressing the "A" or "2" Button. Each time you get a hit means you'll have to shoot another guard to counter-act the effect. When you have shot 4 more guards than they have made hits on you, they will surrender and allow you to enter the castle. When you have solved every problem and collected all 250 stars, you will be able to gain entry into Zak's Tower where he is holding Daisy. To defeat him, you will need to turn his evil power against him, but first you'll have to climb the tower! As you attempt to climb, you'll have to avoid Zak's evil Tumbling Balls! These come bouncing down, and if they should hit you, you'll lose energy. Watch the ball carefully and try to avoid it. With all the sub-games, they appear more difficult than they really are. You will master all of them with time! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now here's a really useful cheat ... If you hold down: - LEFT and SELECT on the NES version - LEFT 1 & 2 on the Master System - LEFT, B and START on the Mega Dive when you press START to begin the game, you will start with 4 lives instead of 3! Good luck and thank you for calling the Fantastic Dizzy Helpline. We hope you have a lot of fun playing Dizzy!