MAGICLAND DIZZY WALKTHROUGH

Starting Out
Zaks has transported your friends to his magical realm, and he has cast 
spells on them all to trap them there.  You must find a way to free them 
from whatever spell is trapping them.

TG Special Edition (Rescuing Danny)
This Special Edition version has an extra character for you to rescue, that 
is not in the Standard Version.  It is kind of a half way point between 
Fantasy World Dizzy and Magicland Dizzy.

You start out in The Forest.  Jump up to Dizzy And Daisy's Hut, then 
walk right to Out On A Limb.  Talk to Danny to learn that he is wearing 
funny boots which make him float.  He asks you to find a way to get him 
back on solid ground.  

Jump left and pick up STARTING HANDLE.  Now from this platform, 
jump left again to land on a small ledge in The Forest.  Pick up A LONG 
ROPE, then walk right to the Lake Shore.  Walk to the right edge of the 
tree, and throw A LONG ROPE up to Danny.  Now pick up SOME SKY-
BOOTS that Danny leaves, and make your way up to Out On A Limb.  
Jump right onto the cloud, then right again to Grand-Dizzy's Machine.  
You have to fix teleporter on the right, so you can get to Zaks' magical 
kingdom and rescue your friends.  

Drop SOME SKYBOOTS, and pick up A SHORT ROPE from the rock 
on the left.  Walk over to the machine, and use A LONG ROPE on small 
cogwheels at the front of the machine to automatically tie both pieces of 
rope together.  Use A KNOTTED ROPE on small cogwheels, then use 
STARTING HANDLE on large wheel at back of the machine.  Repeat 
this three times, until the machine starts.  Now step into the teleporter to 
travel to Magicland.  

Freeing Dora
You start the game proper at Weirdhenge.  Walk left, and take BACK 
DOOR KEY.  Walk left 3 screens, and use the shark's fin to get over the 
water.  Use BACK DOOR KEY on the door to unlock it.  You don't need 
EMPTY MILK BOTTLE that you accidentally picked up, so drop it here.  
You don't need BAG OF RUBBISH either.  Walk left once, then climb 
upstairs to The Upper Gallery.  Go left twice, and climb up to the upper 
Watch Tower.  Take THE POWER PILL, then make your way back to 
The Upper Gallery.  Walk right to A Tower With A View, and jump right 
onto the cloud.  Go right to In The Clouds, then step down from the yellow 
roof, so you are back on solid ground.  Continue right, until you reach 
Weirdhenge, and SAVE YOUR GAME HERE.  Walk right into The 
Haunted Swamp.  Yikes!  Those ghosts are scary!  Never mind, as long 
as you have THE POWER PILL, then you are safe.  Jump into the 
ghosts, and THE POWER PILL will destroy them.  Be careful not to stay 
on a lily pad for too long, or it will sink.  

Notice that frog on the second lily pad.  Talk it to discover that it is really 
Dora.  Zaks has cast a spell on her, and turned her into a frog.  Poor Dora!  
Pick up DORA FROG, then make your way back to The Grand Hall.  You 
won't need THE POWER PILL again, so drop it here.  Walk left again, 
and talk to Prince Charming.  Give DORA FROG to Prince Charming, 
and he will kiss the frog, and free Dora.  Now wasn't that easy?  

Freeing Denzel
Make your way to The Grand Hall in the castle, and pick up THE 
HANDLE.  Climb upstairs to The Upper Gallery, then right to A Tower 
With A View.  Jump onto the clouds, then right to In The Clouds.  Jump 
onto cloud on the right, then right again to Up A Tree.  Take A BIG 
STICK, then jump up to The Tree Top.  Jump to the upper-right platform, 
and SAVE YOUR GAME HERE.  Jump (it is important to jump here, not 
walk, so you can avoid the flames below) right, so you are On Top Of 
The Monolith.  Ignore the cat for now.  Go to the right edge of the platform, 
and jump right.  If you have done this correctly, you will be standing on top 
of Weirdhenge.  Pick up A DAGGER, then jump left over the flame to 
Mysterious Monolith.  Head left until you reach Ye Olde Well.  Jump up 
onto the well (careful not to fall in), and use THE HANDLE on left post to 
wind up the rope.  Take A BUCKET, then head right 3 times to 
Weirdhenge.  SAVE YOUR GAME HERE, then go right to The Haunted 
Swamp.  If you haven't dealt with the ghosts yet, you need to get THE 
POWER PILL from Watch Tower in the castle.  The POWER PILL will 
destroy the ghosts if you jump into them.  Continue right, and talk to Good 
Witch Glenda.  Remember what she says about Gobolino.  Now SAVE 
YOUR GAME HERE, and head right twice, so you are at The Hot Water 
Geysers.  Fill A BUCKET with hot water from the geysers, then SAVE 
YOUR GAME HERE.  

Now head left, all the way back to The Grand Hall.  Continue left until you 
reach The Drawbridge, and pull the switch to release the drawbridge.  It's 
just a pity that the drawbridge is faulty!  Make you way across the draw-
bridge, and continue left to The Trollbridge.  There is a big ugly troll 
blocking your path.  How are you going to get rid of it?  Maybe that goat 
could help you out.  Unfortunately, the goat is tied up.  Use A DAGGER 
on goat to cut his rope, then use A BIG STICK on goat to make him butt 
the troll (hee hee).  The bridge is now free to cross, so continue left twice, 
until you reach the Ice Palace Entrance.  Oh dear, Denzel is frozen in a 
block of ice.  Pour A BUCKET OF HOT WATER  on Denzel to defrost 
him, and set him free.  

Freeing Grand Dizzy
At The Ice Palace Entrance, pick up A PERSONAL STEREO, then head 
right until you reach The Grand Hall. Climb upstairs to The Upper Gallery, 
then walk left to The Watch Tower.  SAVE YOUR GAME HERE.  Jump left, 
out of the window and onto platform in Out On A Limb.  Follow platform 
down, then jump left onto platform in Sleepy Hollow.  Follow platform up 
to The Bard's Treehouse, then jump right to upper-platform in Out On A 
Limb.  Now jump back left again, and talk to Bard.  Give him A 
PERSONAL STEREO, then pick up SOME MAGIC PIPES that he left 
behind.  Now make your way back down to Ye Olde Well, and SAVE 
YOUR GAME HERE.  Jump down the well to see a giant rat blocking 
your way.  Does anyone know the story of The Pied Piper?  A piper lured 
all the rats away by playing his pipe.  Maybe you could use the same 
technique here.  Jump onto lower-right platform (opposite the rat), and 
use SOME MAGIC PIPES to play a merry ditty and lure rat away from 
the exit.  Head left to The Secret Passage, and pick up SOMETHING 
STICKY (the red splodge).  Now walk left, and jump up the stairway, back 
to The Grand Hall.  Drop all your items here (you can't drop SOMETHING 
STICKY), then head left 3 screens to The Sword In The Stone.  It is said 
that whoever can free Excalibur shall become king.  Okay, let's give it a try.  
Walk over to the sword, and see if you can pull sword out of the stone.  
Thanks to SOMETHING STICKY, you get a good grip, and you succeed 
in freeing Excalibur, thus becoming king.  All hail King Dizzy!!!  

Make your way left to The Ice Palace Entrance, then left again to the 
Entrance Hall.  Now don't be fooled here - there is a false brick in the 
upper ledge, right above the diamond (sneaky, huh?).  Stand on the stair-
way, and jump up to the platform above.  Jump two screens up Zak's 
Tower, so you see an opening on the left.  Jump (not walk) left to The 
West Tower, and follow path down to Mirror, Mirror.  Now SAVE YOUR 
GAME HERE.  That blue thing on the left is a mirror.  Jump through the 
mirror, and be prepared for some weirdness on The Chessboard.  Walk 
over to the red Queen to 'capture' her.  If you don't have Excalibur (to 
prove you are king), then you are just a lowly pawn, and the Queen will 
kill you.  Now continue left (or is that right?), and make your way over to 
Grand Dizzy.  Simply talk to him to set him free.  

Freeing Daisy
Make your way to The Grand Hall in the castle, then climb upstairs to 
The Upper Gallery.  Walk left and take THE GOLD CROSS from The 
Chapel.  Now head right until you reach Weirdhenge, and SAVE YOUR 
GAME HERE.  Jump across The Haunted Swamp, past Good Witch 
Glenda, and onto The Haunted Swamp with the mosquitoes (yuck).  
Take THE 'DRINKME' POTION on far side of the swamp, and SAVE 
YOUR GAME HERE.  Head all the way left, back to The Ice Palace 
Entrance, and continue left twice to The Main Hall.  Drop down into The 
Crypt, and notice Vampira on the bottom left.  If you don't have THE 
GOLD CROSS, then Vampira would kill you.  Continue down into The 
Deepest Dungeon, and drop THE GOLD CROSS here for safe keeping.  
Now this may seem like a dead end, but don't be fooled.  Walk through 
stairs on the right, and pick up A BURNING TORCH.  This triggers a 
switch, and opens up a hidden doorway on the lower-right.  Head through 
this doorway to find... Daisy???  Now what did Alice do when she was 
too big to fit through a doorway?  Give THE 'DRINKME' POTION to 
Daisy, and she will run off home.  Well done, you have now freed Daisy.  

Head left and pick up THE GOLD CROSS.  Head up, past Vampira, 
and onto The Ice Palace Entrance.  Drop THE GOLD CROSS here for 
safe keeping, but make sure you still have THE BURNING TORCH.  .  

Freeing Dylan
Make sure you still have THE BURNING TORCH in your inventory, then 
go right to A Sleepy Hollow.  Pick up A POISENED APPLE, then continue 
right to The Grand Hall in the castle.  Drop A POISENED APPLE here.  
Climb upstairs to The Upper Gallery, then right to A Tower With A View.  
SAVE YOUR GAME HERE, then jump onto cloud.  Jump right twice, so 
you are Up A Tree, then jump up to The Tree Top.  Jump on to upper-right 
platform and SAVE YOUR GAME HERE.  Jump right, so you are on Top 
Of The Monolith.  Now I wonder what that cat is doing all the way up here.  
Maybe it is lost.  I wonder if this is the missing Gobolino that Good Witch 
Glenda mentioned earlier.  Pick up A BLACK CAT, and then head right 
to Weirdhenge.  SAVE YOUR GAME HERE, and continue right to 
Good Witch Glenda.  Give A BLACK CAT to Glenda, and then tell her 
about Zaks and your friends.  She tells you that she can help Dylan if you 
bring her some fire to light her cauldron, a leaf from Dylan's bush, and 
something poisonous.  

TIP - BEFORE YOU DO ANYTHING ELSE, IT IS IMPORTANT TO 
GET DIAMOND FROM UNDER THE CAULDRON, AS YOU WILL 
NOT BE ABLE TO GET IT LATER.  

Now if you have already freed Daisy, then you should have the fire, so 
give A BURNING TORCH to Glenda.  SAVE YOUR GAME HERE, and 
walk left until your reach The Grand Hall.  Pick up A POISENED APPLE 
and A DAGGER.  If they are not here, then you need to remember where 
you dropped them.  Now make your way right to Bushy Grove, and talk 
to Dylan.  Use A DAGGER on Dylan to cut a leaf from his bush.  Now 
drop A DAGGER here (you won't need it again), and pick up A LEAF.  
Head right to Weirdhenge, and SAVE YOUR GAME HERE.  Continue 
right to Good Witch Glenda, and give her A LEAF and A POISENED 
APPLE.  Pick up WEEDKILLER POTION that she makes, and then 
SAVE YOUR GAME HERE.  Head left back to Bushy Grove, and pour 
WEEDKILLER POTION on to Dylan's bush to free him.  

Freeing Dozy
Make your way left to Ye Olde Well, and then jump down into the well.  
Follow the exit left, and continue left twice until you reach The Forgotten 
Dungeon.  Pick up AN ANCIENT LAMP,  then climb up the stairs to 
The Grand Hall. Climb upstairs again to The Upper Gallery, and walk 
right to A Tower With A View.  Jump on top of the white display case, 
then jump back left, so you are on upper platform in The Upper Gallery.  
Now head upstairs twice to the top of The Tallest Tower, and pick up A 
LIGHTNING ROD.  Make your way back down to The Grand Hall, and 
then head left, until you reach Sleepy Hollow.  Now drop A LIGHTNING 
ROD on top of Dozy' altar, and drop AN ANCIENT LAMP on stairs next 
to Dozy.  I wonder if this lamp has a magic genie inside it?  If you had 
some kind of cloth, you could rub the lamp to find out.  Okay, let's go and 
find a cloth then.  

Head right back to The Grand Hall, then climb upstairs to The Upper 
Gallery.  Walk right to A Tower With A View, and jump onto the cloud.  
Jump right again, and take A CLOTH DUSTER from the cloud.  Return 
left to Sleepy Hollow, and SAVE YOUR GAME HERE.  Walk over to 
where you dropped the lamp, and use A CLOTH DUSTER to rub the 
lamp.  Yikes, there IS a genie inside!  The LIGHTNING ROD has 
channelled power from the genie into Dozy, and woken him up, thus 
freeing him from Zak's evil spell.  

Congratulations.  You have now freed all of your friends.  Unfortunately, 
Zaks tells you that you cannot escape as long as he is alive.  Well let's 
go and rectify that situation now.  

Dealing With Zaks
Head all the way right, until you reach Weirdhenge, and SAVE YOUR 
GAME HERE.  Continue right past The Haunted Swamp, and onto The 
Dormant Volcano.  If you have freed all your friends, then the volcano will 
have clouds rising from it.  SAVE YOUR GAME HERE, and jump over 
the clouds to get across the volcano.  Follow path down to Hades, and 
approach the Devil (don't worry about the wall of fire).  The Devil tells you 
that Zaks has trapped him here, and now Devil wants revenge.  He gives 
you a special trident, so you can kill Zaks, and asks that you bring Zaks 
ring to him.  Pick up WIZARDSLAYER TRIDENT, then make your way 
back to the volcano.  Jump across volcano (using the clouds), and go all 
the way left, until you reach Ice Palace Entrance.  Walk left to the 
Entrance Hall, and SAVE YOUR GAME HERE.  Now jump through the 
false brick, and all the way up to top of Zaks Tower (and Zaks himself).  
Walk right up to Zaks, and stab him with WIZARDSLAYER TRIDENT.  
Hurray, it couldn't happen to a nicer guy!  Now take ZAKS' RING, and 
make your way right back to Hades.  The Devil tells you to cast the ring 
into Cracks Of Gehanna in order to destroy Zaks' soul.  

Take lower exit left to Cracks Of Gehenna, and jump onto middle rock.  
Now simply throw ZAKS' RING into the lava, then SAVE YOUR GAME 
HERE.  Jump back right (it's a tricky jump), and then walk right to see that 
the wall of fire trapping Devil has gone.  Talk to him, and he agrees to 
send you back home... IF you bring him 30 diamonds!  *Sigh*  An egg's 
work is never done.

I have shown the location of these diamonds in a separate file.  When 
you have found all 30 diamonds, return to Hades, and talk to the Devil.  
He will send you and your friends back home.    

This walkthrough was created by Frodo for Abandonia Reloaded.