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- SIMON THE SORCERER
-
- During this game you will have to do quite a bit of running around. Not all of
- the places you will find are shown on the map that Simon carries around.
- You will be asked to do several things in various places and need to return
- there. In order to avoid too much "looking for places", I suggest that you
- draw a map of your own.
-
- Firstly, of course, enjoy the intro. You should definitely watch it at
- least once!
-
- When arriving in Fleur Deli you will automatically read a note from Calypso.
- Read it carefully. Open the drawer in Calypso's desk and take the scissors.
- There is a magnet on the fridge. Take it (you cannot open the fridge!) and
- go outside. Behind the cottage you will find compost which will be used later.
- Leave the scene to the right.
-
- At the Blacksmith's take the rope and the clapper. This guy doesn't have time
- to talk since he is hard working throughout the entire game. Walk to the right
- and talk to the dodgy geezer. He is of no use to you right now. Turn left and
- take the ladder leaning against the wall. Enter the building (the entrance is
- in the middle of the picture). Pick up the cold remedy and the specimen jar.
- Leave the building and you can follow the path to the left.
-
- There is a funny house with a chocolate truffel door. However, you cannot do
- anything here at the moment. Walk back to the dodgy geezer and turn to the
- right.
-
- Enter the shop and talk to the shopkeeper(s). If you go right you will find a
- place called the Drunken Druid. Inside you can pick up the matches from the
- fruit machine and talk to the Barman. Then enter the next room. These guys are
- really hard to understand but you should definitely talk to them until they tell
- you about the staff they want. Go back to the bar. Use your scissors on the
- dwarf (this poor soul will be surprised...). Exit the bar and enter the forest
- outside the village.
-
- Walk to the witch's house and move the handle on the well. Pick up the bucket
- of water. Then open the door and enter the house. Look around a bit. When
- you try to pick up the broom, the witch will appear and throw you out.
-
- Wander around in the forest until you find a tree stump. Talking to the
- woodworm reveals that they are in desperate need for some wood, preferably
- mahogany.
-
- Now find the Barbarian and remove the thorn from his foot. He will give you
- a pipe in return.
-
- At the Owl Tree you should pick up the feather. Talk to the owl a couple of
- times and listen carefully.
-
- A visit to Dr. Von Jones would be good now. Although he is working in the hole,
- you can talk to him and find out what he is looking for. Since Simon is a
- very helpful person, he again promises to help.
-
- At the centre of the forest, pick up the rock with the writing on it. Wear the
- beard and enter the Dwarf Mine (you know the password as it's written on the
- rock!). The guard will not let you pass at this point. However, you can use
- the stairs on the right and find two completely drunken dwarves. Use the
- feather on the one lying on the floor, take the key and leave the mine.
-
- Near to the Dwarf Mine is a building with two heavy doors. Pick up the
- piece of paper lying under a stone and give it to the shopkeeper(s) in the
- village.
- Also near the Dwarf Mine you can find the woodcutter. Unfortunately, he
- has a real problem, too. If you promise to help him, he will assist you by
- giving you a metal detector (Going to the right from here will bring you to a
- gorge. You can see somebody fishing but you cannot reach him from here.)
- The third path leaving the Dwarf Mine area leads to a funny swampling who is
- all alone on his birthday. Do him a favor and eat some of his homemade stew.
- If you cannot take anymore of this delicate food, put it in your specimen jar.
-
- Go to the Troll Bridge now. The troll is very interested in your pipe. Give it
- to him and watch.
-
- In the second part of the forest, on the other side of the bridge, you will
- walk into a boy who has a problem with his beans. Use the bucket of water.
- This ungrateful kid will leave and you have some beans for your inventory.
-
- Go on to the Gorge and look down. To visit the fisher, climb down the vines
- on the left. Talk to this funny guy. To help him with his dinner, provide him
- with some fine concentrated "Stew de Swamp" in your jar. He will give you his
- fishing rod so that you can catch a very special ring with it.
-
- Go back to the crossing and walk to the castle. Use the clapper with the bell
- and "Rapunzel's" hair will fall down. Climb into the window and talk to the
- girl. When you kiss her, you can take a repulser back with you...
-
- Return to Calypso's cottage and plant the beans in the compost. Take the melon.
- Now go to the chocolate truffel house and let the repulser eat the door.
- Inside, pick up the hat and smokebox and walk to the beehive. Use the smokebox
- on the beehive and pick up the wax.
-
- At the Drunken Druid you should ask the barman for a drink. While he is
- searching for some ingredient, use the wax on the barrel. You will receive
- tickets and vouchers for free beer. On your way out put the barrel in your
- inventory.
-
- Go to the Dwarf Mine and wear the beard. Offer the barrel to the guard. He will
- walk down to the barrel cellar with you. Go back to the desk dwarf and walk
- down the stairs on the left. Pick up the hook and talk to the dwarf in the
- middle. Use the key on the door and then give the tickets and vouchers to the
- dwarf in the treasury. He will give you a gem in return.
-
- Time to see whether or not the dodgy geezer is of any use in this game. Offer
- him the gem (get 20 gold coins for it). With this money you can buy the hammer
- and the white spirit in the shop. Outside there is a box you should open.
-
- You will be taken to the gobblins. There is a rat bone on the floor
- as well as your spell book. In the spell book you will find a piece of paper
- with scribblings on it. Use the paper with the door and the rat bone with its
- lock. The key will fall on the paper so that you can open the door. Pick up
- the metal bucket. You cannot pass the guard, however, walk downstairs. Pick up
- the mints and talk to the druid. Since he is a little superstitious, you should
- take off the ring while talking to him. Druids can change into animals when they
- see a full moon. So put the bucket on the druid's head and show him the glowing
- rod. He will change into a frog and leave you alone. To hide from the gobblin
- troops, walk into the iron maiden and close it. You can leave it when the
- troops disappear. The frog will then return and give you a hacksaw which
- you can use to get out of this room.
-
- Find Bard with his awful sousaphone. Use the melon on the instrument and take
- if for "repair".
-
- Visit the swampling's house again and move the box. Open the trap door and
- climb down the ladder. Use the hammer and nail with the loose plank.
- Pick up the frogsbane on skull island.
-
- Near the swampling's house is a cave leading into a snowy mountain area. Use
- the metal detector there and leave it where it gives you any signals. Walk on
- to the sleeping giant and play the sousaphone so that he provides you with a
- comfortable bridge.
-
- On the other side in the mountains, you will find a cave with a dragon. Since
- this poor guy has a terrible cold, offer him your cold remedy. Pick up his
- fire extinguisher and leave the cave. Above the cave entrance is a boulder.
- You can climb up there by throwing the hook on it. Tie the magnet to your
- rope and let it down into the hole. Watch your money and stop when you can't
- get any more of the dragon's gold.
-
- Continue walking in the snow until you find a path with climbing pins. Pick
- up the rock lying there. Walk on the icy edges leading to the right and go
- until you find a talking tree. Use the white spirit on it and it will tell
- you some magic words.
-
- Return to the blacksmith and ask him to get the fossil out of the rock. Find
- Dr. Von Jones and give the fossil to him. If you tell him that you left the
- metal detector where you found the fossil, he will dig there. Follow him and
- get the milrith out of the dirt.
-
- Take the milrith to the Blacksmith, so that he can make an axe out of it.
- Apparently, now is the time for Simon to fulfill some of his promises. Go to
- the woodcutter and give him the axe. He will leave happily. Enter his house
- and pick up the climbing pin. Use the fire extinguisher on the fireplace and
- move the hook. Enter the fireplace. You will find various types of woods, but
- unfortunately you are allergic to most of them. Pick up the mahogany and take
- it to the woodworm. They will love it so much that they get into it while it's
- still in your inventory.
-
- Go to the castle where you found "Miss Piggy". Climb up and ask the woodworm
- to do you a favor on the floorboards. Use the ladder to get down. You will end
- up in front of a tomb. Open it and talk to the mummy. You will have a wedge
- afterwards. Go down again and grab the loose end of the bandages. There you
- are: the staff!
-
- Return to the village and give the staff to the wizards. After some discussion
- and payment of a fee, they will make you a wizard yourself! Congratulations,
- you've made it through the first part of your quest!
-
- While you're in the village, visit the druid and offer him your frogsbane in
- return for a potion. You're all set for the witch now.
-
- Visit her and play the game with her. She won't be fair and change into
- the dragon once you have won the game and the broom. Change into a mouse and
- disappear through the mousehole in the wall.
-
- Continue your quest at the place where the climbing pins are. Use your climbing
- pin in the hole and cross the gorge.
-
- The snowman is very unfriendly and, therefore, requires appropriate punishment.
- Eat the mints and walk up to the Tower of Doom. Being a lucky guy, Simon can
- use the broom to get to the door. There is a little crack in the door. Drink
- the potion from the druid and walk through the crack.
-
- Your lovely dog will take care for you to reach a beautiful garden and will
- even provide you with a useful hair. Pick up the leaf and the pebble and walk
- into the bucket. You will find a match inside. Go on until you reach the water
- and get the lily leaf. Put the match in the lily leaf, use the small leaf on
- the match and ready is your boat. Sail to the seeds and pick up one. Sail back
- and use the stone with the seed to produce oil.
-
- ATTENTION: Before taking the next steps, you should try to sail across the
- puddle once, just to see what happens!
-
- Put the oil on the tap and use the hair on it to open it. Now, you can sail to
- the other side of the puddle.
-
- Go to the frog. He will nearly swallow you but he lets you out of his mouth
- again. Look into the water and catch the tadpole. You can talk to the frog now
- and he will jump away. Put the tadpole back into the water and eat a
- mushroom. You're back to normal size now.
-
- Pick up the branch and open the door. Enter the building and get the spear.
- You will escape in the garden. Enter the building again and use the branch
- with the monster-chest. Then take the shield.
-
- Now go downstairs. Get the chest on the right side and go back. Then move the
- lever. Put the chest on the block and move the lever twice. Take the candles
- from the block and use the spear to get the human skull. It falls onto the
- floor from where you should pick it up.
-
- Go upstairs into Sordid's room. Pick up the book and look at it. Take the wand
- from the desk, pick up the sock and the pouch. Use the sock with the pouch and
- use it with the mouse hole. You will catch a mouse.
-
- Go further up and talk to the demons. Take the chemicals and the book. Read
- the book, then use the chemicals with the shield and hang it on the hook. Walk
- back to Sordid's room and talk to the mirror. If you heard the real names
- of the demons you can return upstairs.
-
- Send the demons home. In return they will tell you something about the
- teleporter. Use it and ask to be taken to the fiery pits.
-
- Pick up the pebble and the sapling and talk to the attendant. He will give
- you some brochures. Look at them and use the elastic band with the sapling.
- Aim with your catapult at the fire bell. The attendant will disappear and
- you can take the souvenir matches and go into the pit. On your way to Sordid,
- pick up the floor wax.
-
- When you see Sordid, use the wand on him. Since the pits are not on fire, use
- the matches with the pit and throw the wand in it. Unfortunately, Sordid comes
- back to life and wants to kill you. A phonecall will save your life. When
- Sordid is near enough, use the floor wax on him.
-
- THAT'S IT!!!!!
-
- Finally, have fun watching the dancing demons (it's a real demonstration)!!!
-
-