Unofficial remake

The full walkthrough

The whole adventure, start to finish

The complete solution of Fantastic Dizzy, every one of the 250 stars and the ending, told as one story in the order of a complete playthrough (no lives lost), with pictures and videos from it.

The walkthrough follows one complete game of this remake, new game to ending: every one of the 250 stars, no life lost, 234,395 game steps (78 minutes at the Mega Drive's European speed, without the thinking). It was played by a route planner over the game's own rules, so it takes some detours a person wouldn't; the pictures and videos come from that recording, and the time under each picture says where in it you are.

Each chapter starts with a short summary, so you can jump in where you are. Where a chapter solves a problem that has its own hint page, it links to it. Carrying only three things at a time, Dizzy often leaves things lying in a safe spot to fetch later: the text says where.

  1. 01Out of the treehouseDizzy finds his door key, lays a plank over the spikes, starts the ground elevator and clears a snapping plant from the first floor.
  2. 02Up the villageDaisy's door key, Denzil's elevator, and Denzil's pad opened (he's frozen in ice: that comes later).
  3. 03Ham, falls and a trollThe cooked ham feeds Crystal Falls' creature, the falls' bag of gold pays the troll in Keldor's tunnel, and Castle Street gives an umbrella.
  4. 04Daisy's hut and PogieUp the long stairs to Daisy's hut for a cage and Dozy's key, and Pogie the fluffle caught on the first floor.
  5. 05The top of the treesThe rope, Dylan's elevator, a one ton weight that opens the passage to Dozy's floor, and a rope swing to Dylan's door key.
  6. 06Dylan and the meeting hallPogie goes to Dylan, who gives a pigmy cow; Grand Dizzy's door key is in the meeting hall.
  7. 07Silver Stream and Carber BayA mushroom and a wrench by Silver Stream, a first look at Carber Bay, and back through the village to Keldor.
  8. 08KeldorKeldor's walled streets and their tunnels, the graveyard, a look at the grasslands, and a crowbar and a barrel of rum on Bridge Street.
  9. 09Blackheart's shipRum for the pirate on the gangway, the crowbar opens the hatch to the hull, the dynamite, and a walk off the plank into the bubble trench.
  10. 10Under Carber BayThe aqua lung lets Dizzy breathe under water; the bay's upper waters, then home with the dynamite and the wrench.
  11. 11Denzil's strawThe dry straw goes by Denzil's ice; the match he needs is on the grasslands, behind the leprechaun.
  12. 12The diamond minesInto the mines by the funnel, the wrench mends the elevator control machine, Grand Dizzy's elevator key, and the dynamite blows a wall in the deepest tunnels.
  13. 13The minecartA ride on the old railway with its twenty stars, to the walled-in chamber at the end of Bridge Street; the spade opens the graveyard's trapdoor, and a trampet bounces Dizzy out of the cave.
  14. 14Grand Dizzy's medicineGrand Dizzy's elevator, his door, three ingredients thrown into the cauldron, the medicine and the golden egg.
  15. 15Dora and the princeDora's door key, Dora the frog, and the prince on the ground floor who undoes Zaks' spell and gives his crossbow.
  16. 16The dragon and ShamusWith Grand Dizzy's egg, into the dragon's den for the shamrock; the minecart to the grasslands; the shamrock for Shamus, and the match behind him.
  17. 17Denzil's flippersThe match lights the straw, the fire thaws Denzil out of his ice, and he gives his flippers.
  18. 18Under the seaThe pickaxe breaks the gate on the seabed, a treasure chest from the wreck becomes a step on the far beach, and the salt raises the pond's platform.
  19. 19The deep cave and the bayBack under the bay for the coin and every underwater star, riding the gate's platform up its shaft.
  20. 20Silver Stream's depthsThe axe from the mines opens the pit under the bridge; down it, the mines' flooded chamber and the brass cymbals.
  21. 21Dozy's rugThe cymbals wake Dozy, who gives his rug; the rope from the meeting hall; and off to Keldor.
  22. 22The rigging and the winchA rope swing in the ship's rigging for the winch wheel, the winch handle below decks, and the wheel fitted at the trolls' castle.
  23. 23The bean and the cloudsThe coin buys a magic bean, the beanstalk grows to the clouds, the sinking clouds are climbed, and the winch handle opens Zaks' portcullis.
  24. 24The trolls' castleThe archery won (without the crossbow), the trolls' castle explored, and the bridge kit taken from its upper floor.
  25. 25Zaks' castleThe bridge kit spans the graveyard's gap to the skull key; the skull key's lift, the rug over the flames and a rope swing in Zaks' castle; the clouds' last stars.
  26. 26The last starsA bucket of water from the cave under the graveyard, Dock Street's and the treehouse's last stars, the fire put out, and the 250th star.
  27. 27Zaks' towerThrough the star gate, up Zaks' tower, the wizard beaten by his own magic, and Daisy free.