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simon.qht
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Text File
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1994-10-26
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2KB
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41 lines
SIMON THE SORCERER - Getting Started
Sent in by Maureen Barton
After an amusing opening sequence you start the game in the
wizard's cottage. Get the magnet from the fridge and the scissors
from the desk drawer. Go outside and explore the village and talk
to everyone you meet to gain information. Get the rope and the
bell clapper at the blacksmiths. Go to the druid's house and get
the ladder. Go inside and get the specimen jar and the cold
remedy. At the pub talk to the barman and the nubile Valkyries.
Take the matches from the fruit machine and cut off the dwarf's
beard with the scissors. Go into the second room and talk to the
wizards. To become a wizard they want you to find the magical
staff which has been lost. Now leave the village and explore the
forest as far as you can.
Talk to the wise old owl who will give you various hints and pick
up the feather he drops. Help the barbarian by pulling out the
thorn in his foot and he gives you a whistle to blow for help when
you need him. Get a bucket of water from the well outside the
witch's cottage and also take a look around inside. At the tree
stump listen to the woodworm and take note of which kind of wood
they want.
Carry on to the troll's bridge and watch the "Panto" between the
Gruffs and the Troll. Once this has finished talk to the troll
until he notices the whistle around your neck. Let him blow it
and the barbarian will come along and throw him off the bridge
into the stream. You are now able to cross the bridge. Take a
look at the placard the troll was carrying. Talk to the oaf about
his magic beans and water them for him. You beat a hasty retreat
so return and pick up the beans ....
- o -
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