Fantastic Dizzy Walkthrought

Fantastic Dizzy

Start in the Yolkfolk village—this is where Fantastic Dizzy lays out the opening hand. Scoop up everything at your feet: a rope, a bucket, some matches. The well by Grand Dizzy’s house is your first knot of puzzles. Tie the rope to the windlass, hook the bucket, draw water—useful for early riddles and for bean business further along. Keep peeking into nooks on the way: stars love to hide under planks, up on rafters and in treetops—“how to find all stars in Fantastic Dizzy” is mostly about tidy routing, not miracles.

Village and early forks

To the left is Dozy’s house. Don’t pass the alarm clock: pick it up and remember it. It’s exactly what you’ll need by Dozy’s bed to wake the sleeper and snag a handy item for progression. A bit further down the path sits Denzil’s place. Clock the ice trap—you’ll be back with a hair dryer to thaw your buddy and wrap up the “how to help Denzil” bit without drama. Also, don’t skip chests and dressers—“coins” and little trinkets for the bridge troll love to lurk in those.

The bridge, the troll, and the road to the woods

The troll doesn’t guard the crossing for free. Paying with a purse of gold works best—you’ll usually get one after a mine run and a couple of minecart switch tricks. No purse? Don’t feed him promises; reroute: head down first into the mines and towards the river. You’ll naturally arrive at “how to get past the troll on the bridge” without frayed nerves.

The mine and the minecart

The mine entrance is marked by rusty rails. Rule here: scout first, ride second. Look for levers that flip points and memorize the splits. Bring a torch or matches—the dark makes it easy to miss a niche with a key that later answers “where to find the key to Dylan’s cell.” The minecart ride isn’t a theme-park trip, it’s a skill check: hop in, match your stance to obstacle height, flip switches on the fly. At the end you’re usually rewarded with a purse of gold or a component for the next chain of tasks. Don’t rush out: the maintenance room often has exactly the part you were missing two screens back.

The river and the rapids

Downscreen you’ll find a barrel and the roar of rapids. The whitewater run is a mini-game where line matters: hold center current, duck under branches, hop over busted logs. The finish nets more than a handful of stars; you’ll also get an item that unexpectedly pays off back in the village (often something that deals with a lock or a mechanism). You’ll tick off “how to beat the barrel run” along the way—it’s required for a full clear on Sega Mega Drive/Genesis and, frankly, for access to another set of rooms.

Underwater route and the bubble

On the beach, look for the gadget that inflates a protective bubble. Without it, don’t even think about diving—spikes and urchins are unforgiving. With the bubble, descend along the kelp, weave past jets, and scoop up anything that glints, including stars tucked in crevices. There’s often an item here that links into the “Dora the frog—how to lift the curse” chain, or a key to a sealed door on the surface. Important: you’ll need the bubble on the way back too; don’t pop it on the brambles by the exit.

The prison and Dylan

The outlying fortress isn’t the finale, it’s a big junction. In the right wing, find Dylan’s cell. If you didn’t snag the key in the mine, check the side rooms with traps: spikes, pendulums, moving platforms—classic Fantastic Dizzy on the Mega Drive/Genesis. Unlock the door, Dylan thanks you and helps with that magic bean. Plant it near the village well—after all, you already have water. That solves “how to grow the beanstalk”: water it, wait, and you’ve got a straight ladder to the clouds.

Ice and the hair dryer

Return to Denzil once you have the hair dryer. No need to hunt for power—just use the item next to the ice block. The ice melts and Denzil hands over a useful doodad that either opens a locked section of the castle or settles a toll at the bridge (collectors like different payments, but giving the troll a “purse of gold” remains the reliable play for “how to beat Fantastic Dizzy” without extra laps).

Dora the frog

Dora’s easy to overlook—she blends in as a regular toad by the water. The recipe hint for breaking the spell usually sits nearby in a house or library. Bring the right ingredients (some come from the underwater section), brew, apply, and you’ll earn a reward that ties into the same convenience loop as Dozy’s alarm clock: it opens a shortcut into Zaks’s castle and cuts down on detours.

The beanstalk and the clouds

When the beanstalk shoots up, climb with care. Up top it’s gusts and lightning, with springy platforms—feather your jumps and keep an eye out for stars above the canopy. In the cloud belt there’s a sneaky pocket of stars that’s easy to miss—because of it, many players run circles later, hunting “where to find all the stars in Zaks’s castle,” when they actually left them on the approach.

Zaks’s Castle

Inside the stone giant it’s fair play: puzzle—hallway—trap—and back to puzzle. Check the side niches—this is where the last stars and the levers that disable hazards on the central stairs are tucked away. Don’t unlock the main hall until you’ve cleaned out the side galleries; come back and you’ll walk to the boss without unnecessary risk. Before the finale, make sure every star is collected: the pedestals in the antechamber make it obvious if you’ve got enough power for “how to reach Zaks and win.” If something’s missing, it’s usually an underwater crack, the tops of cloud platforms, or a room behind a false wall in the left wing.

A couple more choke points. The well: you need just enough water to feed the bean and douse one fiery corridor—don’t be shy about ferrying the bucket back and forth while the route’s fresh in your head. The bridge: if the troll suddenly asks for a specific trinket instead of gold, check the chest by the guard hut before the forest. The mine: remember to flip the points back—the return ride is shorter, and there are stars on it too. And always—really always—look up: in The Fantastic Adventures of Dizzy they hid far too many beams and overhangs where the very last, most stubborn star likes to glow.

Once the room rhythm clicks, you’ll clear “Fantastic Dizzy on Sega” in one smooth line: village—mine—river—underwater detour—prison—Dylan and the bean—ice and hair dryer—clouds—Zaks’s castle. Minimal backtracking, smart item economy, and that nostalgic snap that makes Dizzy—aka Fantastic Dizzy, our egg-headed hero—still fall into place like a well-oiled puzzle.

Fantastic Dizzy Walkthrought Video


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