~Simon The Sorceror 2 (LR) SOLUTION -------- By Lu Richardson General tips: As ever, sweep the mouse around in each screen to spot items, keeping an eye on the message line under the play area. Names appear and disappear very quickly at times, and you might miss something important. Examine everything, very often you get a clue. Talk to everyone you come to. Sometimes you have to speak to them twice before you can get into a conversation. The lines you use don't seem to be important, so start at the top and try to use them all. Try and pick up everything you can, and then examine it. Some things can be opened to reveal others. You can attempt the puzzles in any order, provided, of course, you've got the right items. When I say "Watch" it's because a sequence beyond your control will unfold. Need I say it, the object of this solution is to help you complete the game, not to spoil it. So read only up to where you are stuck! Specific tips, from the start: THE TOWN Go back into Calypso's shop and get the baseball bat and the dye. Leave. Look at the poster. Exit and go to the Castle. Talk to the guards and find out all about the local money. Go to the Magician's Competition, talk to the Clerk to join and go into the tent. Talk to all the magicians. Leave. Go to the Street of Traders. Talk to the ironmonger - help him with his money troubles by answering 15, 1 and 3. You get a crowbar in return. Now go on and look at other denizens of the street. Look at the Fat Bloke, go into the Pet Shop and have a good nose around, talk to the owner. Go into the Joke Shop and look around - pick up the Joke Book. Talk to the Joke Seller. Leave and, before you exit the Street, note the railings by the ironmonger. Go to the Docks. Talk to Goldilocks when she pops up from behind the crate. At the end, use the crowbar on the crate. Watch. Pick up the wig and the dinghy. Go right and talk to Um Bongo. Exit right. Go to the 3 Bears Cottage, open the letterbox and get the letter. Leave. Go to the Loan Office, talk to the jester and give him the joke book. You get a bladder in return. Use the crowbar on the grating and go down. A great big spider will scare you off. Up you go. Enter the office and talk to the secretary, asking for a loan - any will do. Open the door to the right and go in. Watch. When you get the chance, look at the in-tray on the desk and use the bears letter on it. Leave. Watch. Go to 3 Bears Cottage and enter it. Look around, go right, pick up the gloves and move the tap. Watch. Go back to the cottage and talk to the big bear. Give him Goldilock's wig and ask for some porridge. Leave. Go to Tattooist's, read the signs and then use the ladder. Open the door and go in. Talk to each guy in turn, starting from the right. When you come to the Frying Pan man, the Fish man will give you a note pad. Use that on the Frying Pan man and you'll get a brochure. When the time comes, wear the porridge. You will get a bag. Leave and look at the bag - inside, all sorts of goodies and also a wad of money. Go to Muc Swampling's. Talk to the mascot guy, ask for a voucher as well as the balloon and use all the lines. Go inside the restaurant and talk to the tattooist and also to the Anorak man. Talk to the waiter and ask to use the voucher. You get a kiddie's meal. Ask for a Swamp shake, any. Ask to see the boss. Leave. Open the meal bag and see what's inside. Go to the Town Square and go left to talk to the accordion player. Give him the baseball bat. Watch. Go to the Street of Traders and use the balloon on the railings. Pick up the poster which will have appeared by the Pet Shop. Leave and go to the Docks. Give the poster to Um Bongo. Go to the Town Square and go left to speak to Um Bongo. You will eventually give him the bladder. Watch. The storm will have swept the spider away, in the sewer. Go to the Street of Traders. Go into the Joke Shop and talk to the seller. Ask him to make you a Swampling costume - give him the model which came with the meal. He'll send you off to get some cloth. Visit the Fat Bloke and talk to him. You'll have to do him a favour. Inside the cave, go right and pick up a lamp. Watch. At the end, walk left and look at the cave entrance. Speak to it. When you come out, you'll get some white cloth. Go to the Fountain and use the dye on it. If you try to put the cloth in it, a washerwoman will ask you to put it by the basket. Do so and wait. When she's finished, pick up the cloth and take it to the Joke Seller. You'll get a costume. Go into the Pet Shop and use the rubber gloves on the turtle to pick it up. Put it in the empty cage to the right of the machine (as you look at it) and use the machine. Eels appear in the first cage to the left of the machine. Pick up the turtle from the cage next to this one. Get the glow worms and put them in the cage from which you took the turtle. Use the lever and then the machine. You get extra bright glow worms in the cage to the right. The owner of the shop comes out and speaks to you. You can go now. Go to Muc's. Talk to the guy and get another balloon. Go inside and wear the costume. Go in by the waiter, who'll let you through because he thinks you are the guy outside. Once you are up the first flight of stairs, note the clock mechanism by the door. Talk to the Phew Brothers, if you like. Up another flight of stairs. Talk to the Swampling and be nice to him, making a fuss about the swamp stew. Offer to get some mud for him and he will give you a bucket. Before you leave, note the babies and the milk. Go to the Loan Office and go down to the sewers. Use the glow worms. Keep going left till you can come up the other ladder. Go first to the left and meet the Lady of the Lake. Talk to her and say you want to have a bash at getting the sword - you'll find you need the Royal Seal. Go right to the sewer entrance and right again. Use the bungee rope on the railing and then use the bucket on the mud. Go left to the sewers and get back to town. Go back to the Swampling by the same method as before (i.e., wear the costume) and give him the mud. Watch. You end up with a jar of swamp stew. Go to the Street of Traders, use the balloon on the railings and enter the Joke Shop. Give the swamp stew to the seller and he will give you a stink bomb. Go to the Magic Competition tent and use the stink bomb. Watch. At the end of the sequence, pick up the spell book from the chair and use the Swamp shake on the last magician left. Watch. You end up in front of the king. Use the spell book and watch. You get an ID card. THE CASTLE Go to the Castle and give the money to the guards. Go to the door and you will show your ID card. Enter and speak to the Prince - clearly, he wants a sword. Go left, pick up the cymbals and enter the first door you come to. Pick up the klaxon and the rattle, and use the wedge on the rocking cradle. Pick up the cog from the mechanism. Leave. Go next door and try to wake the princess with the items you got next door. Out. Go along the corridor to the left, past the Royal Seal, and speak to the King. You find out you have to quieten the baby. Leave the Castle and go to Muc's. Go to the left to the back door and pick up the fishing rod from the dustbin. Go right to leave. Enter the restaurant, wear the costume and go up to the kitchen, use the cog on the clock mechanism. When you come into the restaurant, you'll find the tattooist is gone. Visit him and collect a flier. After that, go to Anorak man and give him the leaflet. When you follow him to the tattoist you will see him come out a different man; this made you the 1000 customer. Go in and have yourself tattooed - choose the crown one. Go to the Swamp and use the rod on the lake. You get a fish. Go back to the castle and use the fish on the seal. You pick it up. Go to the Lady of the Lake and speak to her. She leaves you with her gear. Pick up the air tanks and use them on the dinghy. Use it and you will automatically go left. On the other side, look at the sign. Pick up the sword, go back to the dinghy and get back to the castle. Give the sword to the prince and he will give you his peashooter. Go to the princesses room and use the pea on the mattresses. Talk to her and ask her about the baby. She will give you a lolly. Take it to the baby, who throws it out of the window. Go downstairs and pick up the lolly. Go to Muc's and ask the mascot man for another balloon. Go in. Wear the costume and go to the Swampling. Give the lolly to the babies to get the milk. Go back to the Castle and give the milk to the baby. You can now go to the King and go up the stairs to the Treasury. You will come to a pentagram and, if you try go to over it, the two demons from the previous game will appear. Talk to them and eventually, you get thrown down the stairs. You could now go to the Street of Traders, use your third balloon on the railing and float upwards to the Castle only to be shot down by one of the demons. However, you might like to skip that and save on shoe leather by going straightaway back up the stairs to the pentagram and using the Swamp shake on it. When the demons come out they get stuck in it. Now it's deffinitely the time to go and make with the balloons. You will wind up inside the Treasury. Go to open the Sarcophagus and you will drop through below. Pick up the mucusade. Open the door, if you like. Go up the tube to the room above and leave through the window. Watch. Go to Calypso's. Watch and be prepared to watch for a long time. When you get the chance, use the spell book to free yourself. Attempt to leave by the stairs and watch some more. THE SHIP You will finish in the Captain's cabin. Look at the diary on the desk and you'll get a card. Pick up one of the parrots. As you come out, go next door. Pick up the knife and use it on the hammock. Pick up the tinder box. Out and up the stairs. Talk to the Bosun and then use your parrot on the other one. Go down the stairs and go left talking to the pirates as you go. Enter the last door and talk to the tough guy - ask him for a welding torch. Pick up the skull by him and you get the eye patch. Leave and hand the eye patch to the pirate with the shades to get them. Back left, use the rigging to get up to the crow's nest. Use the postcard on the telescope. Down. If you now go right and attempt to use the welder on the chain, the captain comes out and stops you. Go back left and move the hammering pirate to push him overboard. Pick up the hammer and the plank. Go to the door through which the captain keeps coming out and use the plank on it - you nail it across and you can now use the welding torch on the chain. Open the door, go down and retrieve your mucusade. Now you can go up to the Bosun and use the chewing gum on the parrot. Watch. ON THE SHORE Pick up the shovel. Go right and talk to the beachcomber, pick up the towel. Go up to the jungle. Give the balloon to the kid (he gives you a shell) and pick up the wooden pole. Use it with the shovel. Go back to where you started, talking to the beachcomber on the way, and use the shovel. Use the towel on the hole and the shell on the towel. Talk again to the beachcomber, watch. Go back to where the balloon was and go into the cave. Pick up the bottle to hold a conversation with the Genie. He's out of spirits. Out, go up left and pick up the dog. Go into the Coffee House and talk to the waitress. Ask for de-caff and watch. Ask for another de-caff. Leave. Go back to the cave entrance and go down left along the path which runs parallel to the one leading to the Coffee House. Pick up the whistle and talk to the dealer. Ask for the salmon - you are after the caffeine. Go left and talk to the Judge to enter the Limbo competition. Leave and when you get to the dealer, go up to the right of him. Talk to the man. Go left and examine the generator. Put the dog on the blue rollers and blow whistle. Go right and move the lever of the machine to "on". Blow the whistle and watch. Now go all the way to the limbo competition and stand in front of the poles. Use the whistle and watch. You get the 3 bungas. Go to the dealer, talk to him and get the caffeine. Use that on the coffee cup you are carrying. Go to the cave and use the coffee on the bottle. Pick it up and ask to go back to Calypso's. Once there, enter the shop and watch. VALLEY OF DOOM After you've done talking to Alix, try to open the door. Watch. You turn up at the Goblin Camp. Attempt to enter. No good - but observe the goblets. Exit right. Go to the Secluded Hut. Talk to the guys and pick up a bottle of soda and the hanky. Leave. Go to Dark Wood. Give the bottle of soda to the kid. Go right and talk to the woodworm. Go right again and talk to the witches - it's a case of speak no evil, hear no evil and see no evil. The cat, you'll notice, will scarper. When you come out of the cave and walk left, you'll see the cat. Try and catch it. He scarpers once more. Leave the Wood and go to the Secluded Hut. The cat should be there. Close the door and try to get the cat - he knocks himself out and you can pick him up. Take another bottle of soda and use the straw on it to empty it. Leave. Go to the Volcano's rim. Pick up the sprayer and the book. Examine the book for a hint on what to do next. Yes, you are right. Give the cat to the plant, then collect the saliva with the empty bottle. Go to the Goblin Camp and use the saliva on the goblets. Attempt to go in and wait till the goblins drink and pass out. Pick up the conch horn above the guard to the right. In. Talk to the Elf, he wants some perfume and will give you a bottle for it. Enter the tent and pick up the rations and the pepper. Out. Go left and look at the goblins gaming, then go to the left and attempt to enter the dark castle. Say you are a decorator but left your book at home. Leave the Camp and go to the Secluded Hut. Pick up a soda and use it on the perfume bottle. Pick up another soda and leave. Go back to the Camp and to the Elf, use the pepper on him and then give him the hanky. After that, give him the bottle of perfume and he will give you a block of wood. Go left and use the bottle of soda on the fire, then pick up some "stuff". The two goblins start quarrelling and a pair of dice are dropped. Pick them up. Leave the camp and go to Dark Wood. Give the rations to the kid and he will swell up and drop the magnifying glass. Pick it up. Go right and give the wood to the woodworm. You get a pair of wooden dentures. Go to the witches and give them, from left to right, the teeth, the conch horn and the magnifying glass. Watch. Use your empty bottle on the potion in the cauldron. Go to the Secluded Hut and give the potion to the players. One of them turns into a puppy - offer yourself to fill in. Play and use your own dice. Watch. As soon as you have the wallpaper catalogue and can leave, go to... THE DARK CASTLE The monsters will let you through. Pick up the tapestry to the right and go down the stairs. Use the tapestry on the sweat on the floor and that on the chemical sprayer. Note the lever. Up and go through the Eerie corridor. Watch. Click anywhere to put Simon together again and talk to the beast. Go out and come in again. No go. Go down the staircase and move the lever - in the dark, go through the Eerie corridor. You are spotted again. Enter once more and wear the puppy. You magic it into shoes - wear them, but you are spotted again. Go through the Eerie corridor once more, use the chemical sprayer and wear the shoes. Now you will walk automatically to the left and beyond the beast. Walk left through the door and look at the Nasty Chappy. Continue right and look to the right of the case for a screwdriver. Use that on the hand and pick it up. Open the case. Use the hand on the inprint, go left. Watch. Lots. Indeed, to the disappointing end of this game. At the end of the credits you will be told "To be continued..." Curses! Copyright (c) 1995 Eurowave Leisure Ltd.