home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Crack It!
/
Crack It!.iso
/
CONTENT
/
SIMON
/
SIMON.TXT
< prev
Wrap
Text File
|
1998-02-08
|
7KB
|
137 lines
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".