Walkthru for SIMON THE SORCERER by G.J.Woeginger woe@fmatbds01.tu-graz.ac.at 0 GENERAL REMARKS. "Simon the Sorcerer" is a nice, Lucasfilm-like adventure game. It is impossible to die or to reach a no-win-situation. In the beginnig, just run around and enjoy the game. You should detect up to fifty screens in the village, in the woods, in the mountains and near the swamp. I divided the story into eight parts. Every part describes the one- or more-step solution of a special puzzle. 1 GETTING STARTED. = Trivial things Calypso's house: get the magnet and the scissors. Blacksmith: get the rope and the clapper. Outside the Druid's house: get the ladder. Inside the Druid's house: get the coldremedy and the specimen jar inside. Pub: get the matches on the fruit-machine. Witches house: use handle to get a bucket full of water. Owl: talk to the owl, pick up the feather. Barbarian: help the barbarian to get a whistle. Woodcutter: Talk to him to get his metaldetector. 2 EASY PUZZLES. Troll on the bridge: make the troll blow the whistle. Get placard. Oaf: give him the bucket with water. Leave and enter again, get the beans. Behind Calypso's cottage: use the beans in the compost. Get the melon. Bard: use the melon with the sousaphone. Take the sousaphone. Sleeping Giant: Use the sousaphone. Tower with bell: use the clapper with the bell, ring the bell. Use the hair to climb up. Talk to the girl, kiss her and take the pig. House with beehive: use pig with chocolate door and enter. Get smokebox and hat. Use smokebox on beehive, pick up the wax on top of the beehive. Pub: order a drink. While the barkeeper is seraching for the ingredients, use the wax on the barrel. You receive a leaflet voucher for beer, and a barrel of beer outside the pub. Swampling's house: enjoy the birthday soup. Put it into the specimen jar. Fisherman: in the screen with the two waterfalls, click on the vines to climb down to a screen that is hard to detect. Give the soup to the fisherman, and fish till you find the ring. 3 THE DWARVES' MINE. In the pub, use scissors on dwarf to take his beard. In front of the dwarves' mine, pick up the rock and read the word "beer" engraved on it. Wear the beard and enter the mine by using the password "beer". In the drinking room, tickle the sleeping dwarf with the feather and take the key. Upstairs, give the barrel of beer to the guard. In the mining room, pick up the hook and open the door. Give the voucher to the guarding dwarf, receive a gem. Now go to the Dodgy Geezer sales person and sell him the gem. Enter the shop and pick up the white spirit and the hammer. 4 THE GOBLINS AND THE DRUID. In the screen with the heavy door and the bars, pick up the paper from the ground. Then bring the shopping-list to the shopkeeper. Now in front of the shop, there is a box. Open it, enter it and wait. You are brought to the goblins' caves. Take the ratbone and the spellbook, examine the spellbook to get a piece of paper. Use the paper under the door, the ratbone with the lock, retrieve the paper and open the door with the key. Outside, take the bucket, go down and pickup the mints. Remove the ring, make conversation to the druid and ask him how to escape. Use the bucket on the druid, take the flaming brand and use it on the druid: he turns into a frog. Hide in the iron maiden. The frog brings you a hacksaw which you use on the bars. Go to the swamphouse. Move the chest, open the trapdoor and go down. Fix the plank with your hammer, move on and take the frogsbane. Go to the Druid's place, give the frogsbane to him and receive a secret potion. 5 HOW TO BECOME A WIZARD. In the dragon's cave, use the coldremedy on the dragon and take the fire- extinguisher. Outside the cave, use the hook with the boulder and climb up. Fasten the rope to the magnet and do some fishing in the hole to get more money. In the screen to the left of the sleeping giant, use the metaldetector. In the screen to the right of the dragon's cave, take the rock. Use this rock with the blacksmith's anvil to get the fossil. Go to the hole of Doctor Jones and give him the fossil. Near the metaldetector, first look at the dirt and then pick up a piece of milrith. Use the milrith with the blacksmith's anvil to get an axehead. Give the axehead to the woodcutter and enter his house. Take the climbing pin and use the fireextinguisher on the fire. Move the hook, go down and take a piece of mahagony. Give the mahagony to the woodworms. Enter the pig's tower once more by using the hair. Use the woodworms on the floorboards, fall and use the ladder on the second hole. Open the tomb and pick up the loose bandage at the back of the mummy. Take the staff. In the pub, talk to the four wizards. Give the staff to them and pay thirty goldpieces in order to become a wizard. 6 THE WITCH. Talk to the tree with the pink spot, and use the white spirit on the spot. Learn the magic words from the tree. Go to the witch's house and take the broom. Win the duel by saying "sausages", and afterwards turn into a mouse by saying "abracadabra". Leave thru the mousehole. 7 SORDID'S TOWER. Some screens to the right of the dragon's cave, use the climbing pin with the hole. Climb up and consume a mint to melt the snowman. Move on and cross the gap in front of the tower with the broom. Consume the potion to enter the tower. In the garden, take the stone and the leaf, and the matchstick inside the bucket. Pick up the lilyleaf, use the matchstick with the lilyleaf and the leaf with the matchstick. Get a seed and use the stone on the seed to produce oil. Use the oil with the tap, use the hair with the tap and pull the hair. Cross the lake with the boat, pick up a tadpole. To get rid of the frog, threaten to kill the tadpole. Take a mushroom and eat it to turn back to normal size. Take a branch from the tree, open the door and use the branch on the chest. Take shield and spear, and go down. Use the spear to get the skull. Take the chest, move the lever, put the chest on the block, move the lever again and pick up the candles. In Sordid's bedroom, take the sock, the book, the pouch and the magic wand. Use the sock with the pouch and catch the mouse with the pouch. Talk to the mirror. In the room with the teleporter, pick up the book and the chemicals, and use the chemicals on the shield. Fasten the shield at the hook. Read the books and talk to the mirror. Offer the demons to help them returning to hell. Afterwards, enter the teleporter. 8 PITS. Take the pebble and the sapling. Talk to the attendant, receive a brochure and read it. Use the elastic band with the sapling and ring the bell with the catapult. Pick up the matches from the counter and enter the pits. Take the floorwax. With the help of the magic wand, turn Sordid into stone. Light the pit with the matches and throw the wand into the lava. Kill Sordid by using the floowax and wait for "Simon the Sorcerer, Part 2".