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- ~Simon the Sorcerer 2
-
- Complete Solution contributed by Bernd Wolffgramm.
-
-
- Contents:
-
- The Town
- The Pirate Ship
- The Island
- The Valley of Doom
-
-
- Note:
-
-
- This walk-thru attempts to follow the storyline when at all
- possible, although a better feel for the game can be had by
- generally TALKing to more people about different things. There is
- probably a "faster" way through the game...of course, if all you're
- trying to do is finish the game quickly, why are you really playing
- it?
-
- The following word conventions are used to represent the icons on
- the bottom of the playing screen.
-
- MOVE = Simon moving two arrows
- OPEN = Box opening/closing
- LOOK = Magnifying glass
- TAKE = Magnet picking up nail
- TALK = Mouth
- USE = Hammer hitting nail
- WEAR = Top hat
- GIVE = Present
-
- You can press F5 at any time to skip through a long cut-scene, or
- press F10 to highlight all "usable" objects on the current screen.
-
-
- ~PART 1: THE TOWN
-
- Go back into Calypso's shop. TAKE the baseball bat and the dye.
- Leave the shop. Go to the castle. Ask the guards how much a dollar
- is worth. Leave the castle. Go to the 3 Bear's Cottage. OPEN the
- letterbox and TAKE the letter. Go to the Street of Traders. TALK to
- the dwarf ironmonger. After he is done talking, TALK to him again.
- Ask him how the ironmongering trade is doing. Offer to help him with
- his money problem: there are 15 dollars in a Gold Sovereign, 16
- groats in a dollar, and 3 Gold Sovereigns in a Royal Crest. The
- ironmonger will give you a crowbar. Go down the stairs to the pet
- shop. After chatting with the owner, try to TAKE the electric
- turtle. After getting zapped, leave the pet shop and go left to the
- joke shop. TAKE the joke book, LOOK at the Stinko Kit sign, and TALK
- to the Joke Seller. After getting squirted, leave the joke shop.
- Leave the Street of Traders. Go to the Loan Office. GIVE the joke
- book to the Jester; he'll give you a bladder in return for cheering
- him up. USE the crowbar on the drain cover. Walk into the sewers,
- and try to go left. A large spider will come out and scare you back
- out of the sewers. Go into the Sunshine Loan Company. TALK to the
- secretary. After picking one of the loans (doesn't matter which),
- OPEN the door to the manager's office. While the manager is looking
- for the proper form, USE the letter from the 3 Bear's Cottage on the
- in-tray. Leave the Sunshine Loan Co (The 3 Bear's Cottage will be
- promptly bombed). Go to the 3 Bear's Cottage. Walk into the house.
- Walk to the right, into the kitchen. TAKE the rubber gloves. MOVE
- the tap to turn it off. The Three Bears wil come home and an
- animation sequence will ensue. You will be "teleported" to the
- Fountain area. Go to the left and leave the Fountain area. Go to the
- Docks. Whichever side of the dock you pick, walk to the right and
- TALK to Um Bongo. He'll eventually tell you that he is missing his
- dancers. Walk to the left of the dock and TALK to Goldilocks. Ask
- her why she is hiding behind the crates, then tell her you'll be
- back. USE the crowbar on the crate. After she climbs in, TAKE the
- wig and the rubber dinghy. Leave the docks. Go back to the 3 Bear's
- Cottage and walk into the house. After talking with the Papa Bear,
- GIVE him the wig to help with his forensic search. He'll thank you,
- and Mama Bear will give you some porridge as a reward. Leave the
- house. Go to the Town Square. TALK to the Accordion Player. One of
- the Morris dancers will break his stick. GIVE the baseball bat to
- the Accordion Player; he'll get K.O.'ed by a butterfingered dancer.
- Leave the Town Square. Go to the Tatooist. MOVE the ladder. Climb up
- to the door and OPEN it and go into the Insane Society. TALK to the
- Frying Pan man; The Fish Man will give you a note book since the
- Frying Pan Man has taken a vow of "deafness". USE the note book on
- the Frying Pan Man and ask him about how to join. He'll tell you
- there is an opening for a porridge wearer. Tell him you'll go get
- some porridge. WEAR the porridge you got from the 3 Bear's Cottage.
- The Frying Pan Man will give you a junk bag. After leaving the
- Insane Society, OPEN the junk bag to get a 100 dollars, a bungee
- rope and a wedge. Leave the Tattooist area and go to MucSwampling's.
- TALK to the mascot and get a balloon and a discount voucher. Go to
- the left side of the screen and LOOK at the dustbin there. You'll
- find a fishing rod. Go back to the right of the screen and go into
- MucSwampy's. TALK to the Tattooist and TALK to the Anorak Man. TALK
- to the waiter and order a kiddie meal. OPEN the kiddie meal to find
- a Swampling model, swamp gum and a maggot. Leave MucSwampy's and go
- to the Street of Traders. TAKE the poster you see there, then go
- back down into the pet shop. USE the rubber gloves on the turtle to
- pick him up. USE the electric turtle on the cage to the right of the
- machine. Make sure the red lever on the machine is to left hand side
- of the machine, then USE the machine. The electric turtle will be
- split into electric eels and a normal turtle. TAKE the turtle from
- the left hand cage. TAKE the glow worms off the shelf. USE the glow
- worms on the empty cage next to the eels. Move the lever on the
- machine to the right hand side, then USE the machine again to make
- some supercharged glow worms. The owner will thank you and you will
- leave the store. Go to the joke shop. The Joke Seller will trick you
- again, but this time stay and TALK to him. Ask him if he can make
- you a Swampling costume. He will tell you that he needs some green
- material. Leave the joke shop and go right and TALK to Nefahpayup.
- Agree to his proposition to help him out, and he will show you to a
- cave where a magic lamp is. Walk to the right and TAKE the lamps.
- Eventually, you'll find the right one. Walk back to the left and
- TALK to the cave entrance to have a ladder let down for you. Walk up
- the ladder to exit the cave. Nefahpayup will give you some white
- cloth as a reward. Walk to the left and USE the balloon on railing
- near the ironmonger. Leave the Street of Traders and go the
- Fountain. USE the dye on the fountain. USE the white cloth on the
- basket. Leave the Fountain area and go to MucSwampling's. TALK to
- the mascot again and ask for another balloon. Leave MucSwampling's
- and go back to the Fountain area and your cloth will be clean and
- green. TAKE the green cloth and leave the Fountain area. Go to the
- Street of Traders. USE the second balloon on the railing. Go the
- joke shop and GIVE the green cloth to the Joke Seller. He will make
- you a Swampling costume. Leave the shop, and leave the Street of
- Traders. Go back to MucSwampling's. TALK to the mascot and ask for
- yet another balloon (DON'T TIE THIS TO THE RAILING YET!). Go into
- MucSwampy's, WEAR the Swampling costume to disguise yourself as an
- employee and you will walk up the staircase next to the waiter.
- After you appear in the kitchen, keep going up the stairs to your
- left to the Swampling's office. Chat with the Swampling and ask him
- to make some Swamp Stew. He'll tell you he needs some swamp mud for
- the recipe and he'll give you a bucket to collect some in. Leave the
- office, exit the kitchen and leave MucSwampling's. Go to the Docks.
- Find Um Bongo and GIVE him the poster you took from the Street of
- Traders. He'll head off to start training the Morris dancers. Go to
- the Town Square. TALK to Um Bongo again. He'll tell you his drum was
- broken in transit and he needs a new skin for it. You'll give him
- the bladder you got from the Jester and his troupe will whip up a
- massive rainstorm (that conveniently flushes that spider out of the
- sewer!). Go to the Loan Office. Climb down into the sewers (the
- spider will be gone) and head to the left. You'll stop right before
- the light disappears. USE the glow worms and you'll hook up a light
- source. Walk to the left and go up the ladder to the swamp. Walk to
- the right and up onto the broken bridge. USE the bungee rope on the
- railing, then USE the bucket on the mud below to collect a bucket o'
- mud. Leave the bungee cord on the railing and go back to the left of
- the sewer grating. USE your fishing rod on the lake and you'll
- eventually catch a fish. Walk to the right and go back down into the
- sewers. Walk to the right and go back up the ladder to the Loan
- Office area. Leave the Loan Office area and go to MucSwampling's.
- Enter MucSwamplings, WEAR the Swampling costume and walk up the
- staircase by the waiter. Keep going up the stairs to the Swampling
- and GIVE him the bucket of mud. He will make some powerful Swamp
- Stew and will give you a souvenir jar of it. Leave the Swampling's
- office, leave the kitchen and leave MucSwamplings. Go to the Street
- of Traders. Go to the Joke Shop and GIVE the Swamp Stew to the Joke
- Seller. He'll make you a free stink bomb. Leave the Joke Shop, leave
- the Street of Traders and go to the Magic Competition. TALK to the
- clerk and enter the competition then walk into the tent. USE the
- stink bomb to clear away almost all of the competition. After you
- recover, re-enter the tent. One wizard will be left (he had a cold).
- After chatting with him, TAKE the spell book and USE your swamp
- shake on the one remaining wizard (to make him completely deaf).
- You'll be summoned as the only competitor and you'll (evenetually)
- be given the job as Royal Wizard and an ID card to prove it. Leave
- the Magic Competition and go to the Castle. When the guards ask for
- their money, give it to them. Walk up the door and after presenting
- your official ID, you'll be admitted to the castle. After chatting
- with the annoying little price, open the door to the castle and go
- in. Walk to the left, past the two doors and you'll enter the King's
- throne room. The king will inform you that your job is to make the
- crying baby in the castle go to sleep. Go to the left of the throne
- room and USE the fish you caught to the Royal Seal (ugh...) to tempt
- him into your hat. Leave the throne room, and OPEN the door on the
- right and go in. A baby will be crying; this is the one you're
- trying to get to go to sleep. USE your wedge on the cradle to stop
- it rocking, then TAKE the cog from the gear system. The baby will
- still cry, but go back out into the courtyard and leave the castle.
- Go to MucSwampling's. Enter MucSwampling's, WEAR the Swampling
- costume again, and go up the first staircase. USE the cog you just
- got on the clock mechanism to get the clock moving again. Go back
- out of MucSwampling's and go to the Tattooist. Enter the Tattooist's
- shop (he's back from lunch now) and inquire about getting a tattoo.
- After finding out that they cost far too much, you'll leave the shop
- after picking up a brochure. Return to MucSwampling's and GIVE the
- tattoo brochure to the Anorak Man. Leave MucSwampling's and return
- to the Tattooist. Walk in the shop and he'll inform you that you
- have won a free tattoo. Get the tattoo of the jewel-encrusted
- swords. Leave the shop and go to the Swamp. Go the far left of the
- Swamp area and a Lady of the Lake will appear. While talking to her,
- ask her if you can become a Lady of the Lake. She'll agree after
- seeing the Royal Seal, and she'll drop her air tanks and wet suit
- before leaving. TAKE the air tanks and the wet suit. USE the air
- tanks on the rubber dinghy to inflate it. USE the now-inflated
- rubber dinghy to paddle over to the Isle of the Sword. After
- reaching the island, TAKE the sword out of the rock (the tattoo made
- you "man" enough to do it). USE the rubber dinghy again to paddle
- back to the swamp, then go back down through the sewers to the Loan
- Office area. Leave the Loan Office area and return to the Castle.
- Enter the castle courtyard and GIVE the prince the sword. He'll give
- you his pea-shooter and a pea in exchange. Enter the main castle and
- OPEN the door on the left. USE the pea on the matresses to wake up
- the princess. Ask her for suggestions on how to stop the baby
- crying; she'll throw you a lolly. TAKE the lolly. The baby won't
- accept the lolly (try it if you like: it'll throw it down into the
- courtyard), so leave the princess' room, leave the courtyard and
- exit the castle. Go the MucSwampling's. Enter MucSwamplings, WEAR
- the Swampling costume again, and go up both staircases to
- Swampling's office. GIVE the lolly to the Baby Swamplings and they
- will drop their milk, which you will pick up. Leave MucSwampling's
- and return to the castle. Enter the baby's room and GIVE the milk to
- the baby to make it go to sleep. Leave the baby's room and go left
- into the throne room. Enter the door to the treasury by the King.
- After climbing the staircase, USE the swamp shake on the pentagram.
- Walk towards the treasury door and two demons will appear and be
- trapped by the swamp shake. Unfortunately, they also block the
- entrance into the treasury; time to find an alternate entrance.
- Leave the castle and go to Street of Traders. USE your third balloon
- on the railing and you'll lift off and end up in the royal treasure
- room. Walk towards the sarcophogus, and you'll fall through a trap
- door into the treasure vault. TAKE the Mucusade. Go back up the tube
- you just fell through, and walk back out the window to the awaiting
- balloons. After falling unexpectedly to the ground, go to
- Calypso's...or what WAS Calypso's...you'll be beaten up and dragged
- off to a pirate ship.
-
-
- ~PART 2: THE PIRATE SHIP
-
- After the captain's lecture, USE your spell book to break your
- chains. TAKE the eye patch off the skull next to "Mr T.". Try to
- climb up the stairs and the captain will stop you and eventually
- "enlist" you as his cabin boy. You'll be brought up to his cabin and
- he will eventually leave. TAKE a stuffed parrot. LOOK at his diary
- and you'll find a picture postcard of Kalimari. Leave the captain's
- room. GIVE the eye-patch to the pirate with the purple shirt pulling
- in rope. He'll give you a pair of sunglasses in return. Climb up the
- ladder to the right onto the poop-deck. USE the stuffed parrot on
- the real parrot to swap them. After the pirate questions the swap,
- USE the swamp gum on the stuffed parrot to hold him in place. Leave
- the poop-deck and you'll decide to sleep until you reach home. A
- cut-scene will appear depicting the fate of Calypso and his
- granddaughter Alix. After waking up, you will realize that you're
- still at sea. Climb back onto the poop-deck and TALK to the Bosun.
- He'll inform that the lookout corrected your attempt at re-directing
- the ship. Leave the poop-deck and go to the left of the pirate ship.
- USE the rigging to climb to the crow's nest. USE the picture
- postcard on the telescope. Climb down the rigging and go back to the
- poop-deck. MOVE the parrot so that it's facing back towards the
- Bosun. Leave the poop-deck. Go to the far left of the pirate ship.
- OPEN the door. TALK to the tough looking guy (Mr. T.) and ask him
- for a welding torch. Leave the cell, and walk behind the pirate who
- is repairing the plank. MOVE him off the ship. TAKE the hammer,
- nails and plank. Go to the right hand side of the pirate ship, OPEN
- the door to the right (closest to the screen) and go in. TAKE the
- knife. USE the knife on the hammock. TAKE the tinder-box. Leave the
- room and try to USE the welding torch on the chain. The captain will
- appear and tell you not to do it. After the captain leaves, try to
- use the torch on the chain again. The captain will re-appear and ask
- you where the first mate is, then disappear into the sleeping
- quarters. USE the plank on the door to the sleeping quarters to lock
- the captain in. Now, USE the welding torch on the chain to cut it.
- OPEN the door and climb down. TAKE the Mucusade. Go back up the
- ladder and you'll head down for another nap. After waking up you'll
- realize you're under attack. You'll end up on a remote island with
- no inventory.
-
-
- ~PART 3: THE ISLAND
-
- TAKE the shovel head. Go the the right and after chatting with the
- Beachcomber TAKE his towel. Go into the jungle. GIVE the kid the
- balloon and he'll repay you with a shell. TAKE the wooden pole. USE
- the wooden pole on the shovel head to make a shovel. Go back to the
- beach. USE the shovel. Simon will make a monster sandcastle and
- leave a large hole in the process. USE the towel on the hole. USE
- the shell on the towel. TALK to the Beachcomber and he'll walk right
- into the trap. After he falls down the hole, TAKE the Mucusade. Go
- back into the Jungle. Take the upper path to the left towards the
- dog. TAKE the dog. Enter the cafe and TALK to the waitress. Order a
- cup of decaf coffee. You'll fall asleep and a cut-scene will ensue.
- After waking up, order another cup of decaf (this time, its to-go).
- Leave the cafe and walk to the right into the cave. Try to TAKE the
- whiskey bottle and a genie will appear. Ask him for three wishes,
- then ask him to be teleported to Calypso's shop. He'll screw up and
- teleport you to an alien ship, then back again; he'll explain that
- his problem is that he needs to counter the effects of the whiskey
- on his system. What he needs is strong, caffeinated coffee. Leave
- the cave, and take the lower, left hand path. TALK to the dealer;
- you'll have to talk jive to him, then ask him for salmon. He'll
- offer you caffeine tablets...for a cost of 3 Gungas a piece. TAKE
- the dog whistle. Take the upper left hand path to the man who is
- being tortured. Go left to the generator. USE the dog on the
- generator. Go back to the right to the torture machine. MOVE the
- lever to the on position. Go back to the right to the dealer, then
- take the lower left hand path to the limbo competition. Talk to the
- Judge, and enter the competition. USE the dog whistle to divert the
- judges (they'll hear the screams of the tortured man) and you'll win
- the 3 Gungas. Go back to the right to the dealer. TALK to him to get
- the caffeine tablets. USE the tablets on the decaf coffee. Go back
- to the right to the cave where the genie is. USE the coffee on the
- whiskey bottle. Try to TAKE the whiskey bottle to summon the genie
- again. Ask him again to teleport you to Calypso's shop and this time
- he'll teleport you correctly. Walk into Calypso's shop. After a LONG
- cut-scene, you'll end up in the Valley of Doom, in a prison cell in
- Sordid's Tower.
-
-
- ~PART 4: THE VALLEY OF DOOM
-
- Try to OPEN the door. Alix will give you a hairclip to pick the lock
- with. After opening the door, you'll be teleported (via a time
- stick) to the outside of a goblin camp. Go to the right, then go to
- the Dark Woods. You'll meet the little kid there, and he'll tell you
- he's hungry. Go to the right and TALK to the woodworms. After a long
- discussion with them, go to the far right of the woods and enter the
- witch's cave. You'll step on a cat at the entranceway and the
- witches will talk to you. They're having problems making a potion
- because of their impediments: one can't talk, one can't hear and one
- can't see. Help them out, and you get some of the potion. Leave the
- cave and leave the Dark Woods. Go to the Secluded Hut. The witches
- cat is in here now; you'll need it for later. After you introduce
- yourself, OPEN the door (which in fact, closes it). This will trap
- the cat inside the hut. Walk towards the soda bottles, and the cat
- will panic, run and knock itself out. TAKE 3 soda bottles (you'll
- get a straw automatically), the hanky and the cat. OPEN the door,
- and leave the hut. Go to the Volcano Rim. TAKE the Chemical Sprayer
- and the Plant Spotter's Guide Book. USE the straw on one of the
- sodas to make an empty bottle. USE the cat on the carnivorous plant;
- it'll salivate at the sight of it. USE the empty bottle on the
- saliva to collect it. Leave the Volcano Rim and go to the Goblin's
- Camp. USE the saliva on the goblin's goblets, then try to walk past
- them. They'll wake up, get mad, drink the poisoned wine, and fall
- asleep. TAKE the conch horn. Walk into the camp. TALK to the Elf.
- Offer to help him get some replacement perfume; he'll give you a
- perfume bottle to fill up. USE a full soda bottle on the perfume
- bottle to fill it. Enter the big tent to the left of the Elf. TAKE
- the food rations and the pepper. Go back to the Elf. USE the pepper
- on the elf. GIVE him your hanky. GIVE him the now full perfume
- bottle (he can't smell the difference anymore). He'll reward you
- with a block of wood. Walk to the left of the camp where two goblins
- are playing dice. USE the last full soda bottle on the fire to
- create some blinding smoke. While the two goblins are blinded, TAKE
- some of the goblin stuff. The goblins will begin to fight and one
- will leave his lucky (loaded!) dice behind. TAKE the dice. Go back
- to the right and leave the goblin camp. Go to the Secluded Hut. TAKE
- two more soda bottles. Leave the Secluded Hut. Go to the Dark Woods.
- GIVE the kid the food rations. GIVE the kid the full soda bottle.
- TAKE the magnifier he drops. Go the the right and GIVE the block of
- wood to the woodworms. They'll make you a set of wooden teeth. Go to
- the far right of the woods and enter the witches cave. GIVE the
- witch with no teeth the wooden teeth, GIVE the deaf witch the conch
- horn and GIVE the magnifier to the blind witch. They'll whip up a
- potion to turn someone into a dog. After the potion is done, USE
- your straw on a soda to empty it, the USE the empty soda bottle on
- the potion to scoop some up. Leave the witches cave and leave the
- Dark Woods. Go to the Secluded Hut. USE the potion on the Role
- Players. A Role Player will turn into a beagle (which you'll
- automatically take). Ask if you can join in their game. When you
- have started playing, ask if they mind if you use your own dice.
- You'll roll two 12's and win a interior decorator's wallpaper
- catalogue. Leave the Secluded Hut. Go to the Goblin Camp, walk into
- the camp and walk all the way to the left of the camp, into the
- entrance to Sordid's Tower. TALK to the guard "pigs". Tell them
- you're here on important business, and they'll make you show them
- your wallpaper catalogue, at which point you'll be admitted to the
- Tower. TAKE the tapestry. Walk into the eerie passage; you'll meet
- the security "horror" guard for the tower. After leaving him, go
- into the stairwell to the left. USE the tapestry on the pool of
- sweat to absorb the smell of the goblins. USE the soaked tapestry on
- the Chemical Sprayer to fill it with goblin scent. MOVE the lever on
- the generator to turn out the lights. Leave the room and go back
- down the eerie passage to the guard. After you have entered the room
- with the horror, USE the Chemical Sprayer to mask your scent, WEAR
- the dog (I know...this one took FOREVER to figure out) to change the
- dog into fuzzy slippers, then WEAR the fuzzy slippers. The guard
- can't see, smell or hear you now so just walk across the room and
- out of the door. Walk across the lava channel to the other side, and
- you'll take an exciting ride up to Sordid's chambers. Walk to the
- right of the chambers and TAKE the screwdriver. USE the screwdriver
- on Sordid's Hand to remove it, then USE the Hand on the Palm Print
- Identifier. TAKE the time stick. Walk to the left as if you were
- going to exit the chamber, and Runt will run out to try and stop
- you. That's it! The final LONG end-scene follows so sit back and
- enjoy...
-
- ~ T H E E N D
-
- ~Player's Notes:
-
- In playing this game, I noticed a few obvious "bugs" in game play
- and a few wickedly nasty puzzles. For instance, if while on the
- Pirate Ship you decide to put the postcard on the telescope BEFORE
- talking to the helmsman about the parrot, you never seem to land
- anywhere...or at least there are no clues as what to do. Also, the
- "floating balloons to reach the treasury" was totally non-obvious (I
- think I tried EVERY combo of object in the game on those stuck
- demons to get past them....argh). The queen mother of annoying and
- non-hinted puzzles is the "change the dog into fuzzy slippers".
- Sick. And damn annoying since I spent about an hour trying to pry
- the shoes off of the treadmill goblin's feet. Otherwise, an awesome
- game (albeit the humor is slightly hard to follow from a North
- American point of view), cool cut-scenes and animations (the
- morphing Simon at the goblin camp was GREAT!) and a fairly decent
- storyline. Look for Simon the Sorceror III hopefully...
-
-
-