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Cheet Sheets 1996 October
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3IMON2.TXT
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1995-10-07
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~Simon The Sorceror 2 (LR)
SOLUTION
--------
By Lu Richardson
General tips:
As ever, sweep the mouse around in each screen to spot items,
keeping an eye on the message line under the play area. Names
appear and disappear very quickly at times, and you might miss
something important. Examine everything, very often you get a
clue. Talk to everyone you come to. Sometimes you have to speak to
them twice before you can get into a conversation. The lines you
use don't seem to be important, so start at the top and try to use
them all. Try and pick up everything you can, and then examine it.
Some things can be opened to reveal others. You can attempt the
puzzles in any order, provided, of course, you've got the right
items. When I say "Watch" it's because a sequence beyond your
control will unfold.
Need I say it, the object of this solution is to help you complete
the game, not to spoil it. So read only up to where you are stuck!
Specific tips, from the start:
THE TOWN
Go back into Calypso's shop and get the baseball bat and the dye.
Leave. Look at the poster.
Exit and go to the Castle. Talk to the guards and find out all
about the local money.
Go to the Magician's Competition, talk to the Clerk to join and go
into the tent. Talk to all the magicians. Leave.
Go to the Street of Traders. Talk to the ironmonger - help him with
his money troubles by answering 15, 1 and 3. You get a crowbar in
return. Now go on and look at other denizens of the street. Look
at the Fat Bloke, go into the Pet Shop and have a good nose around,
talk to the owner. Go into the Joke Shop and look around - pick up
the Joke Book. Talk to the Joke Seller. Leave and, before you exit
the Street, note the railings by the ironmonger.
Go to the Docks. Talk to Goldilocks when she pops up from behind
the crate. At the end, use the crowbar on the crate. Watch. Pick
up the wig and the dinghy. Go right and talk to Um Bongo. Exit
right.
Go to the 3 Bears Cottage, open the letterbox and get the letter.
Leave.
Go to the Loan Office, talk to the jester and give him the joke
book. You get a bladder in return. Use the crowbar on the grating
and go down. A great big spider will scare you off. Up you go.
Enter the office and talk to the secretary, asking for a loan - any
will do. Open the door to the right and go in. Watch. When you
get the chance, look at the in-tray on the desk and use the bears
letter on it. Leave. Watch.
Go to 3 Bears Cottage and enter it. Look around, go right, pick up
the gloves and move the tap. Watch. Go back to the cottage and
talk to the big bear. Give him Goldilock's wig and ask for some
porridge. Leave.
Go to Tattooist's, read the signs and then use the ladder. Open the
door and go in. Talk to each guy in turn, starting from the right.
When you come to the Frying Pan man, the Fish man will give you a
note pad. Use that on the Frying Pan man and you'll get a
brochure. When the time comes, wear the porridge. You will get a
bag. Leave and look at the bag - inside, all sorts of goodies and
also a wad of money.
Go to Muc Swampling's. Talk to the mascot guy, ask for a voucher as
well as the balloon and use all the lines. Go inside the restaurant
and talk to the tattooist and also to the Anorak man. Talk to the
waiter and ask to use the voucher. You get a kiddie's meal. Ask for
a Swamp shake, any. Ask to see the boss. Leave. Open the meal bag
and see what's inside.
Go to the Town Square and go left to talk to the accordion player.
Give him the baseball bat. Watch.
Go to the Street of Traders and use the balloon on the railings.
Pick up the poster which will have appeared by the Pet Shop. Leave
and go to the Docks. Give the poster to Um Bongo.
Go to the Town Square and go left to speak to Um Bongo. You will
eventually give him the bladder. Watch. The storm will have swept
the spider away, in the sewer.
Go to the Street of Traders. Go into the Joke Shop and talk to the
seller. Ask him to make you a Swampling costume - give him the
model which came with the meal. He'll send you off to get some
cloth.
Visit the Fat Bloke and talk to him. You'll have to do him a
favour. Inside the cave, go right and pick up a lamp. Watch. At
the end, walk left and look at the cave entrance. Speak to it.
When you come out, you'll get some white cloth.
Go to the Fountain and use the dye on it. If you try to put the
cloth in it, a washerwoman will ask you to put it by the basket. Do
so and wait. When she's finished, pick up the cloth and take it to
the Joke Seller. You'll get a costume.
Go into the Pet Shop and use the rubber gloves on the turtle to pick
it up. Put it in the empty cage to the right of the machine (as you
look at it) and use the machine. Eels appear in the first cage to
the left of the machine. Pick up the turtle from the cage next to
this one. Get the glow worms and put them in the cage from which
you took the turtle. Use the lever and then the machine. You get
extra bright glow worms in the cage to the right. The owner of the
shop comes out and speaks to you. You can go now.
Go to Muc's. Talk to the guy and get another balloon. Go inside
and wear the costume. Go in by the waiter, who'll let you through
because he thinks you are the guy outside. Once you are up the
first flight of stairs, note the clock mechanism by the door. Talk
to the Phew Brothers, if you like. Up another flight of stairs.
Talk to the Swampling and be nice to him, making a fuss about the
swamp stew. Offer to get some mud for him and he will give you a
bucket. Before you leave, note the babies and the milk.
Go to the Loan Office and go down to the sewers. Use the glow
worms. Keep going left till you can come up the other ladder. Go
first to the left and meet the Lady of the Lake. Talk to her and
say you want to have a bash at getting the sword - you'll find you
need the Royal Seal. Go right to the sewer entrance and right
again. Use the bungee rope on the railing and then use the bucket
on the mud. Go left to the sewers and get back to town.
Go back to the Swampling by the same method as before (i.e., wear
the costume) and give him the mud. Watch. You end up with a jar of
swamp stew.
Go to the Street of Traders, use the balloon on the railings and
enter the Joke Shop. Give the swamp stew to the seller and he will
give you a stink bomb.
Go to the Magic Competition tent and use the stink bomb. Watch. At
the end of the sequence, pick up the spell book from the chair and
use the Swamp shake on the last magician left. Watch. You end up
in front of the king. Use the spell book and watch. You get an ID
card.
THE CASTLE
Go to the Castle and give the money to the guards. Go to the door
and you will show your ID card. Enter and speak to the Prince -
clearly, he wants a sword. Go left, pick up the cymbals and enter
the first door you come to. Pick up the klaxon and the rattle, and
use the wedge on the rocking cradle. Pick up the cog from the
mechanism. Leave. Go next door and try to wake the princess with
the items you got next door. Out. Go along the corridor to the
left, past the Royal Seal, and speak to the King. You find out you
have to quieten the baby.
Leave the Castle and go to Muc's. Go to the left to the back door
and pick up the fishing rod from the dustbin. Go right to leave.
Enter the restaurant, wear the costume and go up to the kitchen, use
the cog on the clock mechanism. When you come into the restaurant,
you'll find the tattooist is gone. Visit him and collect a flier.
After that, go to Anorak man and give him the leaflet. When you
follow him to the tattoist you will see him come out a different
man; this made you the 1000 customer. Go in and have yourself
tattooed - choose the crown one.
Go to the Swamp and use the rod on the lake. You get a fish. Go
back to the castle and use the fish on the seal. You pick it up.
Go to the Lady of the Lake and speak to her. She leaves you with
her gear. Pick up the air tanks and use them on the dinghy. Use it
and you will automatically go left. On the other side, look at the
sign. Pick up the sword, go back to the dinghy and get back to the
castle.
Give the sword to the prince and he will give you his peashooter.
Go to the princesses room and use the pea on the mattresses. Talk
to her and ask her about the baby. She will give you a lolly. Take
it to the baby, who throws it out of the window.
Go downstairs and pick up the lolly. Go to Muc's and ask the mascot
man for another balloon. Go in. Wear the costume and go to the
Swampling. Give the lolly to the babies to get the milk.
Go back to the Castle and give the milk to the baby. You can now go
to the King and go up the stairs to the Treasury. You will come to
a pentagram and, if you try go to over it, the two demons from the
previous game will appear. Talk to them and eventually, you get
thrown down the stairs.
You could now go to the Street of Traders, use your third balloon on
the railing and float upwards to the Castle only to be shot down by
one of the demons. However, you might like to skip that and save on
shoe leather by going straightaway back up the stairs to the
pentagram and using the Swamp shake on it. When the demons come out
they get stuck in it. Now it's deffinitely the time to go and make
with the balloons.
You will wind up inside the Treasury. Go to open the Sarcophagus
and you will drop through below. Pick up the mucusade. Open the
door, if you like. Go up the tube to the room above and leave
through the window. Watch.
Go to Calypso's. Watch and be prepared to watch for a long
time. When you get the chance, use the spell book to free
yourself. Attempt to leave by the stairs and watch some more.
THE SHIP
You will finish in the Captain's cabin. Look at the diary on the
desk and you'll get a card. Pick up one of the parrots.
As you come out, go next door. Pick up the knife and use it on the
hammock. Pick up the tinder box. Out and up the stairs. Talk to
the Bosun and then use your parrot on the other one. Go down the
stairs and go left talking to the pirates as you go. Enter the last
door and talk to the tough guy - ask him for a welding torch. Pick
up the skull by him and you get the eye patch.
Leave and hand the eye patch to the pirate with the shades to get
them. Back left, use the rigging to get up to the crow's nest. Use
the postcard on the telescope. Down.
If you now go right and attempt to use the welder on the chain, the
captain comes out and stops you. Go back left and move the
hammering pirate to push him overboard. Pick up the hammer and the
plank.
Go to the door through which the captain keeps coming out and use
the plank on it - you nail it across and you can now use the welding
torch on the chain. Open the door, go down and retrieve your
mucusade. Now you can go up to the Bosun and use the chewing gum on
the parrot. Watch.
ON THE SHORE
Pick up the shovel. Go right and talk to the beachcomber, pick up
the towel. Go up to the jungle. Give the balloon to the kid (he
gives you a shell) and pick up the wooden pole. Use it with the
shovel. Go back to where you started, talking to the beachcomber on
the way, and use the shovel. Use the towel on the hole and the
shell on the towel. Talk again to the beachcomber, watch.
Go back to where the balloon was and go into the cave. Pick up the
bottle to hold a conversation with the Genie. He's out of spirits.
Out, go up left and pick up the dog. Go into the Coffee House and
talk to the waitress. Ask for de-caff and watch. Ask for another
de-caff. Leave. Go back to the cave entrance and go down left
along the path which runs parallel to the one leading to the Coffee
House.
Pick up the whistle and talk to the dealer. Ask for the salmon -
you are after the caffeine. Go left and talk to the Judge to enter
the Limbo competition. Leave and when you get to the dealer, go up
to the right of him.
Talk to the man. Go left and examine the generator. Put the dog on
the blue rollers and blow whistle. Go right and move the lever of
the machine to "on". Blow the whistle and watch. Now go all the
way to the limbo competition and stand in front of the poles. Use
the whistle and watch. You get the 3 bungas. Go to the dealer,
talk to him and get the caffeine. Use that on the coffee cup you
are carrying.
Go to the cave and use the coffee on the bottle. Pick it up and ask
to go back to Calypso's. Once there, enter the shop and watch.
VALLEY OF DOOM
After you've done talking to Alix, try to open the door. Watch.
You turn up at the Goblin Camp. Attempt to enter. No good - but
observe the goblets. Exit right.
Go to the Secluded Hut. Talk to the guys and pick up a bottle of
soda and the hanky. Leave. Go to Dark Wood.
Give the bottle of soda to the kid. Go right and talk to the
woodworm. Go right again and talk to the witches - it's a case of
speak no evil, hear no evil and see no evil. The cat, you'll
notice, will scarper.
When you come out of the cave and walk left, you'll see the cat.
Try and catch it. He scarpers once more. Leave the Wood and go to
the Secluded Hut. The cat should be there. Close the door and try
to get the cat - he knocks himself out and you can pick him up.
Take another bottle of soda and use the straw on it to empty it.
Leave.
Go to the Volcano's rim. Pick up the sprayer and the book. Examine
the book for a hint on what to do next. Yes, you are right. Give
the cat to the plant, then collect the saliva with the empty bottle.
Go to the Goblin Camp and use the saliva on the goblets. Attempt to
go in and wait till the goblins drink and pass out. Pick up the
conch horn above the guard to the right. In. Talk to the Elf, he
wants some perfume and will give you a bottle for it. Enter the
tent and pick up the rations and the pepper. Out. Go left and look
at the goblins gaming, then go to the left and attempt to enter the
dark castle. Say you are a decorator but left your book at home.
Leave the Camp and go to the Secluded Hut. Pick up a soda and use
it on the perfume bottle. Pick up another soda and leave. Go back
to the Camp and to the Elf, use the pepper on him and then give him
the hanky. After that, give him the bottle of perfume and he will
give you a block of wood. Go left and use the bottle of soda on the
fire, then pick up some "stuff". The two goblins start quarrelling
and a pair of dice are dropped. Pick them up.
Leave the camp and go to Dark Wood. Give the rations to the kid and
he will swell up and drop the magnifying glass. Pick it up. Go
right and give the wood to the woodworm. You get a pair of wooden
dentures. Go to the witches and give them, from left to right, the
teeth, the conch horn and the magnifying glass. Watch. Use your
empty bottle on the potion in the cauldron.
Go to the Secluded Hut and give the potion to the players. One of
them turns into a puppy - offer yourself to fill in. Play and use
your own dice. Watch. As soon as you have the wallpaper catalogue
and can leave, go to...
THE DARK CASTLE
The monsters will let you through. Pick up the tapestry to the
right and go down the stairs. Use the tapestry on the sweat on the
floor and that on the chemical sprayer. Note the lever. Up and go
through the Eerie corridor. Watch. Click anywhere to put Simon
together again and talk to the beast. Go out and come in again. No
go.
Go down the staircase and move the lever - in the dark, go through
the Eerie corridor. You are spotted again. Enter once more and
wear the puppy. You magic it into shoes - wear them, but you are
spotted again. Go through the Eerie corridor once more, use the
chemical sprayer and wear the shoes. Now you will walk
automatically to the left and beyond the beast.
Walk left through the door and look at the Nasty Chappy. Continue
right and look to the right of the case for a screwdriver. Use that
on the hand and pick it up. Open the case. Use the hand on the
inprint, go left.
Watch. Lots. Indeed, to the disappointing end of this game. At
the end of the credits you will be told "To be continued..." Curses!
Copyright (c) 1995 Eurowave Leisure Ltd.