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AGENTS.md
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# Puzzle Design Knowledge Base
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A handbook documenting puzzle design patterns from classic point-and-click adventure games (King's Quest VI, Monkey Island series). This repository captures mechanical patterns—how information is conveyed and what player actions solve puzzles.
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## Agent Instructions
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### Repository Purpose
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This is a **documentation-only knowledge base**. No code, no tests, no build process.
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- `/puzzles/` — Markdown documents defining puzzle type patterns
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- `/walkthroughs/` — Source walkthrough text for game analysis (empty placeholder)
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- `/README.md` — Master index with table of contents linking all puzzle types
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### Adding New Content
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**When analyzing a new game walkthrough:**
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1. Extract each puzzle's solution from walkthrough text
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2. For each, identify: what info was needed, how it was conveyed, what action solved it
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3. Match against existing types in `/README.md` table OR create new type document
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4. Add example to relevant `.md` file in `/puzzles/` under `## Game Examples`
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5. If creating new type: update `/README.md` table of contents (increment number, add link)
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**File naming**: Use kebab-case (`multi-faceted-plan.md`, `pattern-learning.md`)
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**Game source codes**: KQVI (King's Quest VI), MI1 (Monkey Island 1), MI2 (Monkey Island 2)
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### Document Structure Template
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Each puzzle type follows this standard format:
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```markdown
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# [Type Name]
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**Information Architecture**: How player discovers puzzle structure.
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**Player Action Pattern**:
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1. Step one
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2. Step two
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3. Solution
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**Core Mechanic**: Single sentence explaining underlying logic.
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**Variations**: Brief list of possible manifestations
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---
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## Game Examples
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### [Game]: [Puzzle Name]
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**Setup**: Brief context description.
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**Solution Chain**:
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1-5. Actions with discoveries...
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**Why It's This Type**: Explicit connection to core mechanic above.
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---
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## Related Types
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| Type | Similarity | Distinction |
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```
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### Style & Formatting Guidelines
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**Frontmatter**: None required (no YAML headers)
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**Link format**: Relative links using `./puzzles/file.md`
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**Tables**: Use for comparisons, requirement summaries, and quick-reference matrices
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**Lists**:
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- Numbered lists for sequential steps or solution chains
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- Bullet lists for enumerations without order
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**Emphasis**: Bold (`**text**`) for field labels like **Setup**, **Solution Chain**, key terms
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**Code blocks**: Use triple-backticks with `markdown` for example structures showing game flows
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**Tone**: Mechanical and precise. Avoid vague terms ("clever," "creative"). Describe *how* not just *that*.
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### Cross-Referencing Rules
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Every new puzzle type must include a `## Related Types` section linking to:
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- Most similar existing types (explain what they share)
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- Easily confused types (explain the distinction)
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Use table format for related types:
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```markdown
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| Type | Similarity | Distinction |
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|------|------------|-------------|
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| Multi-Faceted Plan | Both gather across sources | MFP = different categories, not unified system |
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```
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### Validation Checklist
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When adding content, ensure:
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- [ ] Core Mechanic is exactly one sentence
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- [ ] Solution Chain uses numbered list with specific actions (not "solve puzzle")
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- [ ] "Why It's This Type" explicitly connects example to core mechanic
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- [ ] Related Types section differentiates from at least 2 similar types
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- [ ] Game source code used (MI1, MI2, KQVI) — not full game name
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- [ ] Filename matches kebab-case of document title
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### Common Pitfalls
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**Pattern Learning vs Observation Replay**: Pattern learning teaches a *system* with reusable rules. Observation replay memorizes a *sequence* to reproduce verbatim.
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**Multi-Faceted Plan vs Meta-Construction**:
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- MFP: Multiple requirements gathered in any order, synthesized at the end
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- Meta-Construction: Sequential chain where step N's output enables step N+1
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**Brokerage vs Sensory Exploitation**: Brokerage = trade network (item for item). Sensory = exploit NPC perception weakness directly.
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### Workflow Commands
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No build/lint/test commands exist. Quality assurance is manual review against guidelines above.
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To validate markdown syntax:
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```bash
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# Install a markdown linter locally (optional)
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npx -y remark-cli README.md puzzles/*.md
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```
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### Skill Integration
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The `.opencode/skills/adventure-puzzle-analyzer/` directory contains:
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- `SKILL.md` — Full agent workflow for analyzing walkthroughs
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- `examples.md` — Concrete formatting examples
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Agents should load the `adventure-puzzle-analyzer` skill when working with this repository.
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1084
walkthroughs/simon1/simon1.txt
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1084
walkthroughs/simon1/simon1.txt
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824
walkthroughs/simon1/simon1_2.txt
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walkthroughs/simon1/simon1_2.txt
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CONTENTS
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--------
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1. Introduction
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2. Walkthrough
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3. Item List
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4. Copyright Information
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VERSION HISTORY
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---------------
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1.1: 19th June, 2008 (Format update)
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1.0: 7th July, 2005 (First version)
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===============================================================================
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1. Introduction
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===============================================================================
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In another dimension, an evil wizard named Sordid is preparing to take over the
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world, despite many of the world's greatest heroes and wizards trying to stop
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him. Meanwhile on Earth, a teenager named Simon finds a spellbook. Reading it,
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Simon is transported into a world of giants, goblins, the odd talking woodworm
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and the wizard Sordid. Simon's mission is to travel to the fiery pits of Rondor
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to defeat Sordid. Featuring a great style of humour to rival some of Lucasarts'
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best, this is a very fun and lengthy adventure.
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===============================================================================
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2. Walkthrough
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===============================================================================
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VILLAGE
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-------
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The game starts in the cottage. Get the magnet from the fridge. Open the desk
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drawer and get the scissors. Exit the cottage. East. Get the rope on the floor.
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Get the clapper on the table. East. West. Get the ladder. Enter the house. Get
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the cold remedy from the table. Get the specimen jar at the top of the steps.
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Exit the house. East. East. East. Open the door and enter the bar. Get the
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matches on top of the fruit machine. Use the scissors on the sleeping dwarf to
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get the beard. Exit the bar. West. West to the forest.
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FOREST
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------
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East. East. Talk to the barbarian and say "What appears to be the problem?".
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Say "Let's have a look at it then." to pull the thorn out. The barbarian will
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give Simon a whistle. East. West. West. Talk to the wise owl and he will drop a
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feather. Get the feather. East. East. North-east. East. Get the rock outside
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the entrance to the mine. Look at the rock in the inventory. Wear the beard and
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walk to the dwarf mine entrance. Say "Is it... Beer!" to the guard to enter the
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mine. East. Use the feather on the left dwarf and then get the key on the
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floor. Walk up the steps. Exit the mine. Walk up the path at the top-left
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corner of the area. Get the paper on the ground. Use the map.
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VILLAGE
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-------
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Open the door and enter the shop. Give the shopping list to the shopkeeper.
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Exit the shop. Use the map.
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CENTER OF THE FOREST
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--------------------
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East. East. Talk to the woodcutter and say "Down on your luck, mate?". Say "You
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look like YOU need cheering up!". Say "Nonsense. It's never too late to be of
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good cheer.". Say "What exactly is the problem?". Say "How can a tree be a
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problem?". Say "What's so special about these trees?". Say "Why don't you just
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go back to a normal forest?". Say "Why don't you just buy a magical axe?". Say
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"I'll keep an eye out for some for you.". Say "Have you tried the dwarves?".
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Say "Give me the metal detector and I'll have a look around." to receive the
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metal detector. Use the map and select the village. West.
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FOREST
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------
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East. South. East. Walk to the middle of the area to talk to the woodworm. Say
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"I was talking to the player, not you!". Say "I'd give you wood if I could, but
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I can't so I won't.". Say "No. Of course not.". Say "How come you woodworm are
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talking anyway?". Say "Look - I didn't mean to offend anyone.". Say "I'm sorry,
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OK? How can I make it up to you?". Say "I'll just go and get some then.".
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South. West. Use the handle on the well and then get the bucket of water. East.
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East. East. East to the troll bridge.
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Talk to the troll and say "What appears to be the problem here.". Say "What do
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you want?". Say "Why are you unhappy?". Say "Why don't you just eat these two
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now?". Say "You're scared of a billy goat???". Say "Fine, I'll go and get some
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goat for you, OK?". Say "It's a magic whistle.". Get the placard on the bridge.
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East. East. East. Talk to the oaf and say "What beans?". Say "Maybe they're dud
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beans?". Say "Maybe you should water them?" to use the bucket of water on the
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beans. West. Get the beans. Use the map.
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VILLAGE
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-------
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North. North. West. North behind cottage. Use the beans on the compost. Get the
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watermelon. Use the map.
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TROLL BRIDGE
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------------
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North-west. Use the watermelon on the sousaphone to get the sousaphone. Use the
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map.
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CENTER OF THE FOREST
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--------------------
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North-east. East. East. Open the door to enter the swampling's house. Say "Are
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you some sort of Bogieperson?". Say "Awwww. Don't cry. I've come to see you.".
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Say "OK. I'll give it a whirl.". Say "OK. Just one more bowl full.". Use the
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specimen jar on the stew. Say "OK. Just one more bowl full.". Consume the stew.
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When the swampling leaves the house, use the map.
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CROSS ROADS
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-----------
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North. Walk to the vines to climb down the cliff. Talk to Golum and select any
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option. Say "What's with the fishing rod?". Say "Luckily I happen to have some
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top quality, highly nutritious, swamp stew with me." to receive the ring. Climb
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up the vines. West. South-east to the castle.
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CASTLE
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------
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Use the clapper on the bell. Use the bell. Use the hair to climb up to the top
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of the castle. Say "I've come to rescue you, sweet lady.". Say "Which witch
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would that be?". Say "You still look damn stunning to me." to get the repulser.
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Use the map.
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VILLAGE
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-------
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Open the box to be taken to the goblin cave.
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GOBLIN CAVE
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-----------
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Open the box. Get the rat bone. Look at the boxes and get the spell book. Open
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the spell book to find the paper. Use the paper on the door. Use the rat bone
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on the lock. Get the paper to get the key. Use the key on the lock and then
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open the door. East. Get the bucket. Walk down the steps. Get the mints near
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the bars. Talk to the druid and say "I'm wearing a ring of invisibility.". Say
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"What makes you think that?". Say "Look... let's be reasonable for a moment.".
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Say "I'm sorry I spoke, OK? Good-bye.".
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Remove the ring. Talk to the druid and say "See, I told you I wasn't evil.".
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Say "How can I prove I'm innocent?". Say "Isn't there a slightly less painful
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trial?". Say "To be perfectly honest... I am just a tad.". Say "OK - let's do
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it!". Say "I dunno. Got any bright ideas?". Say "I can't see any way of getting
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a full moon in here.". Use the bucket on the druid. Get the flaming brand and
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use it on the druid to transform him into a frog. Open the iron maiden and
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enter it to hide from the goblins. Open the iron maiden. Get the hacksaw from
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the frog. Use the hacksaw on the bars. East.
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FOREST
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------
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East. North-east. East. East. East. East. East to the snowy area with the
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wizard statue. Use the metal detector. East to the area with the sleeping
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giant. Use the sousaphone in the inventory and the giant will knock down a
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tree. East. East.
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DRAGON'S CAVE
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-------------
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Enter the cave. The dragon will sneeze Simon out of the cave. Return to the
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cave. Use the cold remedy on the dragon. Return to the cave. Get the fire
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extinguisher. West. North-east. Get the rock. Use the map.
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VILLAGE
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-------
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North. North. Give the rock to the blacksmith to get the fossil. East. West.
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West. Use the repulser on the chocolate truffle door. Enter the house. Get the
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smokebox from the shelf and the hat from the stand at the right side of the
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room. Exit the house. Use the smokebox on the beehive and then get the wax from
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the beehive. East. East. East. East. Enter the bar and talk to the barman. Say
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"Mix me a Wet Wizard, barkeep.". Quickly use the wax on the beer barrel behind
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the bar to get a beer voucher. Exit the bar and get the beer barrel. Use the
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map.
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CENTER OF THE FOREST
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--------------------
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Wear the beard and walk to the dwarf mine entrance. Say "Is it... Beer!" to the
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guard to enter the mine. Give the beer to the left dwarf to enter the beer
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cellar. Walk up the steps. West. Get the hook. Use the key on the gold door and
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then walk through the doorway. Say "I've come to make YOU an offer.". Say "I've
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got something in my inventory that you want.". Give the beer voucher to the
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dwarf. Say "Nice pile of gems you got there." to get the gem. East. Exit the
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dwarf cave. West. Give the fossil to the hole. Say "It's in the Craggy Peaks. I
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left my metal detector there.". Use the map.
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VILLAGE
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-------
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||||
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North. Give the gem to the dodgy geezer and say "Don't make me laugh. I want at
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least 40.". Say "It's an improvement... but still daylight robbery!". Say
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"Sorry. I promised my associates I would get at least 20." to get twenty gold
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coins. East. Enter the shop. Get the hammer and say "OK. Here you are." to buy
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||||
the hammer and the nail. Get the white spirit and say "OK. Here you are." to
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buy the white spirit. Exit the shop. Use the map.
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||||
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CENTER OF THE FOREST
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||||
--------------------
|
||||
|
||||
North-east. East. East. Enter the swampling's house. Move the chest. Open the
|
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trapdoor and climb down the ladder. Try to walk east. Use the hammer on the
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plank. East. Get the frogsbane. Use the map.
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||||
|
||||
|
||||
DRAGON'S CAVE
|
||||
-------------
|
||||
|
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Use the hook on the boulder above the entrance to the cave. Walk to the boulder
|
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to climb up the rope. Use the magnet on the rope in the inventory. Use the rope
|
||||
& magnet on the hole three times to get all of the money from the cave. Climb
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down the rope. Use the map.
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||||
|
||||
|
||||
SLEEPING GIANT
|
||||
--------------
|
||||
|
||||
West. Look at the dirt. Get the milrith ore from the dirt. Use the map.
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||||
|
||||
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VILLAGE
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||||
-------
|
||||
|
||||
North. North. Give the milrith ore to the blacksmith to get the axe head. Use
|
||||
the map.
|
||||
|
||||
|
||||
CENTER OF THE FOREST
|
||||
--------------------
|
||||
|
||||
East. East. Give the axe head to the woodcutter. Enter the house. Get the
|
||||
climbing pin. Use the fire extinguisher on the fireplace. Move the hook to
|
||||
enter the basement. Get the mahogany on the shelf at the left side of the room.
|
||||
Use the map. Select the village and walk west to the forest.
|
||||
|
||||
|
||||
FOREST
|
||||
------
|
||||
|
||||
East. South. East. Talk to the tree stump to give the mahogany to the woodworm.
|
||||
Use the map.
|
||||
|
||||
|
||||
CROSS ROADS
|
||||
-----------
|
||||
|
||||
South-east. Use the hair to return to the room at the top of the castle. Use
|
||||
the woodworm on the floorboards. Use the ladder on the hole. Down. Open the
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||||
tomb. Select any option when the mummy appears to exit the castle. East. Down.
|
||||
Open the tomb and get the loose bandage at the back of the mummy. Get the
|
||||
staff. Use the map.
|
||||
|
||||
|
||||
VILLAGE
|
||||
-------
|
||||
|
||||
North. West. Enter the house. Say "Just thought I'd pop in.". Say "That would
|
||||
be nice, yes.". Say "OK. Hand it over.". Say "How did I know this was
|
||||
coming...". Give the frogsbane to the frog to get the potion. Exit the house.
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||||
East. East. East. Enter the bar. East. Talk to the wizard and say "I'm looking
|
||||
for some wizards. Know where I can find some?". Say "You have absolutely feeble
|
||||
accents, fellas.". Say "Yep.". Say "When I move my mouse pointer over you it
|
||||
says 'Wizards.'". Say "Do you know anything about this 'Sordid' geezer?". Talk
|
||||
to the wizard again and say "I'll do anything to be a wizard.". Say "No
|
||||
problem.". Give the staff to the wizard and select a name. Say "Pah! A piffling
|
||||
30 gold pieces!". Give the gold coins to the wizard. Say "A STARTER pack?" to
|
||||
receive the WizKid wallet. Say "Where's the door?". Use the map.
|
||||
|
||||
|
||||
DRAGON'S CAVE
|
||||
-------------
|
||||
|
||||
North-east. East. East. East. Talk to the tree. Say "That's amazing!". Say
|
||||
"Speaking of which. I'm a powerful sorcerer.". Say "Do you know any magic?".
|
||||
Say "What are they?". Say "That's terrible.". Say "OK. Sounds fair to me.". Use
|
||||
the white spirit on the pink splodge to and then talk to the tree to learn the
|
||||
magic words. Use the map.
|
||||
|
||||
|
||||
WITCH'S COTTAGE
|
||||
---------------
|
||||
|
||||
Open the door twice to enter the cottage. Try to get the broom to meet the
|
||||
witch. Say "I'm a wizard. I steal from who I want!". Say "OK. I'm game.". Say
|
||||
"OK.", use the top three magic words to win the duel. When she transforms into
|
||||
a dragon, say "Abracadabra!" and then quickly walk to the mouse hole to exit
|
||||
the house. Use the map.
|
||||
|
||||
|
||||
DRAGON'S CAVE
|
||||
-------------
|
||||
|
||||
North-east. East. Use the climbing pin on the hole to climb up to the top of
|
||||
the cliff. Consume the mints to melt the snowman. East. East. Try to walk
|
||||
across the bridge. Use the broom to fly across the gap. Consume the potion to
|
||||
enter the tower.
|
||||
|
||||
|
||||
TOWER OF DOOM GARDEN
|
||||
--------------------
|
||||
|
||||
Get the leaf. Get the stone. Enter the bucket to get the matchstick. West. Get
|
||||
the lily leaf to move it closer to the shore. Use the matchstick on the lily
|
||||
leaf. Use the leaf on the matchstick. Get the seeds from the top-left corner of
|
||||
the area. Use the seeds on the stone in the inventory to make oil. Sail to the
|
||||
shore. Use the oil on the tap. Use the hair on the tap. West. Look at the water
|
||||
and get the tadpole. Talk to the frog and say "Out of the way or the tadpole
|
||||
gets it!". Get the mushroom and then consume it. Get a branch from the right
|
||||
side of the tree. Open the door. East. Simon will exit the tower. Open the
|
||||
door. East.
|
||||
|
||||
|
||||
TOWER OF DOOM
|
||||
-------------
|
||||
|
||||
Use the branch on the chest. Get the shield and the spear. Down. Get the chest
|
||||
at the right side of the bridge. Move the lever at the left side of the bridge.
|
||||
Use the chest on the block above the lever. Move the lever twice and then get
|
||||
the candles on the block. Use the spear on the skull near the top-left corner
|
||||
of the room and then get the skull. Up. Up. Get the book on the cushion at the
|
||||
right side of the room. Get the magic wand in front of the mirror. Get the
|
||||
pouch on the bed. Get the sock on the floor. Use the pouch on the sock in the
|
||||
inventory. Use the pouch on the hole in the steps to get the mouse. Up. Get the
|
||||
book and the chemicals. Use the chemicals on the shield in the inventory. Use
|
||||
the shield on the hook at the top of the steps. Down. Talk to the mirror and
|
||||
say "Lah-de-dah. A talking mirror.". Say "Show me the laboratory on the top
|
||||
floor, please.". Say "I want to spy on Gerald and Max.". Up.
|
||||
|
||||
Talk to the demons and say "Tact prevents me from passing comment.". Say "Why
|
||||
are you irritated?". Say "I'm afraid not.". Talk to the demons and say "Why do
|
||||
you stay here if you're dissatisfied?". Say "What's with this Sordid guy
|
||||
anyway?". Say "Never fear, I - Simon - intend to stop him!". Say "Is there any
|
||||
way to restore them?". Say "OK, I'm scared. Show me the door.". Say "Why won't
|
||||
you tell me?". Say "What do you want?". Say "Look no further! I, Simon the
|
||||
Sorcerer, will save you!". Say "Oh yeah!". Say "And what makes you think I'm
|
||||
not a wizard, eh?". Say "Ha, foolish creatures. I'm travelling in disguise.".
|
||||
Say "Right then, I'll just go and get prepared.". Look at the book from the
|
||||
bookshelf in the inventory. Talk to the demons and say "Hello again.". Say
|
||||
"I'll just draw a quick magic square on the floor.". Say "OK, we're all set.
|
||||
Let's ROCK!". Look at the book from the cushion in the inventory. Walk to the
|
||||
teleporter and say "The Firey Pits of Rondor please.".
|
||||
|
||||
|
||||
FIERY PITS OF RONDOR
|
||||
--------------------
|
||||
|
||||
Get the pebble and the sapling. Talk to the attendant. and say "I had no idea
|
||||
this place was a tourist attraction." to get brochures. Say "No.". Say "It
|
||||
looks absolutely awful to me anyway.". Look at the brochures in the inventory
|
||||
to get the elastic band. Use the elastic band on the sapling in the inventory
|
||||
to make the catapult. Use the catapult on the bell. Get the souvenir matches on
|
||||
the counter. East. Get the floor wax at the right side of the bridge. East. Use
|
||||
the magic wand on Sordid. Use the souvenir matches on the pits. Use the magic
|
||||
wand on the lava to talk to Sordid. Select any speech option three times. East.
|
||||
Use the floor wax on Sordid to complete the game.
|
||||
|
||||
|
||||
===============================================================================
|
||||
|
||||
3. Item List
|
||||
|
||||
===============================================================================
|
||||
|
||||
|
||||
AXE HEAD
|
||||
Found by giving the milrith ore to the blacksmith in the village. It is given
|
||||
to the woodcutter in the center of the forest.
|
||||
|
||||
|
||||
BEANS
|
||||
Found by using the bucket of water on the beans in the forest. They are used
|
||||
on the compost behind the cottage in the village.
|
||||
|
||||
|
||||
BEARD
|
||||
Found by using the scissors on the sleeping dwarf in the pub in the village.
|
||||
It is worn by Simon before entering the dwarf mine.
|
||||
|
||||
|
||||
BEER
|
||||
Found outside the bar in the village after using the wax on the beer barrel
|
||||
in the bar. It is given to the dwarf in the dwarf mine.
|
||||
|
||||
|
||||
BEER VOUCHER
|
||||
Found in the bar in the village after using the wax on the beer barrel in the
|
||||
bar. It is given to the dwarf in the dwarf mine.
|
||||
|
||||
|
||||
BOOK
|
||||
Found on the cushion in the tower of doom. It is looked at in the inventory.
|
||||
|
||||
|
||||
BOOK
|
||||
Found on the bookshelf at the top of the tower of doom. It is looked at in
|
||||
the inventory.
|
||||
|
||||
|
||||
BRANCH
|
||||
Found on the tree in the tower of doom garden. It is used on the chest in the
|
||||
tower of doom.
|
||||
|
||||
|
||||
BROCHURES
|
||||
Found by talking to the attendant in the firey pits of Rondor. It is looked
|
||||
at in the inventory to get the elastic band.
|
||||
|
||||
|
||||
BROOM
|
||||
Found by winning duel in the witch's cottage. It is used at the entrance to
|
||||
the tower of doom.
|
||||
|
||||
|
||||
BUCKET
|
||||
Found by using the bucket of water on the beans in the forest. It is not
|
||||
used.
|
||||
|
||||
|
||||
BUCKET
|
||||
Found in the goblin cave. It is used on the druid in the goblin cave.
|
||||
|
||||
|
||||
BUCKET OF WATER
|
||||
Found by using the handle on the well outside the witch's cottage. It is used
|
||||
on the beans in the forest to get the beans and the bucket.
|
||||
|
||||
|
||||
CALYPSO'S NOTE
|
||||
Available at the start of the game. It is not used.
|
||||
|
||||
|
||||
CANDLES
|
||||
Found on the block in the tower of doom. They are used on the magic square in
|
||||
the room with the demons.
|
||||
|
||||
|
||||
CATAPULT
|
||||
Found by combining the elastic band with the sapling in the inventory. It is
|
||||
used on the bell in the fiery pits of Rondor.
|
||||
|
||||
|
||||
CHEMICALS
|
||||
Found at the top of the tower of doom. They are combined with the shield in
|
||||
the inventory.
|
||||
|
||||
|
||||
CHEST
|
||||
Found at the right side of the bridge in the tower of doom. It is used on the
|
||||
block in the tower of doom.
|
||||
|
||||
|
||||
CLAPPER
|
||||
Found on the table near the blacksmith in the village. It is used on the bell
|
||||
outside the castle.
|
||||
|
||||
|
||||
CLIMBING PIN
|
||||
Found in the woodcutter's house. It is used on the hole at the bottom of the
|
||||
cliff near the dragon's cave.
|
||||
|
||||
|
||||
COLD REMEDY
|
||||
Found in the house in the village. It is used on the dragon in the dragon's
|
||||
cave.
|
||||
|
||||
|
||||
ELASTIC BAND
|
||||
Found by looking at the brochures in the inventory. It is combined with the
|
||||
sapling in the inventory to get the catapult.
|
||||
|
||||
|
||||
FEATHER
|
||||
Found by talking to the wise owl in the forest. It is used on the dwarf in
|
||||
the dwarf mine.
|
||||
|
||||
|
||||
FIRE EXTINGUISHER
|
||||
Found in the dragon's cave. It is used on the fireplace in the woodcutter's
|
||||
house.
|
||||
|
||||
|
||||
FLAMING BRAND
|
||||
Found in the goblin cave. It is used on the druid in the goblin cave.
|
||||
|
||||
|
||||
FLOOR WAX
|
||||
Found at the right side of the bridge in the firey pits of Rondor. It is used
|
||||
on Sordid.
|
||||
|
||||
|
||||
FOSSIL
|
||||
Found by giving the rock to the blacksmith in the village. It is given to the
|
||||
hole in the center of the forest.
|
||||
|
||||
|
||||
FROGSBANE
|
||||
Found on top of the skull below the swampling's house. It is given to the
|
||||
frog in the house in the village to get the potion.
|
||||
|
||||
|
||||
GEM
|
||||
Found by talking to the dwarf about the gems after giving him the beer
|
||||
voucher in the dwarf mine. It is given to the dodgy geezer in the village to
|
||||
get the gold coins.
|
||||
|
||||
|
||||
GOLD COINS
|
||||
Found by giving the gem to the dodgy geezer in the village. They are used to
|
||||
buy the hammer, nail and white spirit from the shop in the village. They are
|
||||
given to the wizard in the bar in the village.
|
||||
|
||||
|
||||
HACKSAW
|
||||
Found after hiding from the goblins in the goblin cave. It is used on the
|
||||
bars in the goblin cave.
|
||||
|
||||
|
||||
HAIR
|
||||
Found after entering the tower of doom. It is used on the tap in the tower of
|
||||
doom garden.
|
||||
|
||||
|
||||
HAMMER
|
||||
Bought from the shop in the village. It is used on the plank below the
|
||||
swampling's house.
|
||||
|
||||
|
||||
HAT
|
||||
Found in the house with the chocolate door in the village. It is not used.
|
||||
|
||||
|
||||
HOOK
|
||||
Found in the dwarf mine. It is used on the boulder above the entrance to the
|
||||
dragon's cave.
|
||||
|
||||
|
||||
KEY
|
||||
Found after using the feather on the dwarf in the dwarf mine. It is used on
|
||||
the gold door in the dwarf mine.
|
||||
|
||||
|
||||
KEY
|
||||
After using the paper on the door and the rat bone on the lock in the goblin
|
||||
cave, the key is found by getting the paper. It is used on the lock on the
|
||||
door in the goblin cave.
|
||||
|
||||
|
||||
LADDER
|
||||
Found outside the house in the village. It is used on the hole in the
|
||||
floorboards in the castle.
|
||||
|
||||
|
||||
LEAF
|
||||
Found in the tower of doom garden. It is used on the matchstick on the lily
|
||||
leaf.
|
||||
|
||||
|
||||
MAGIC WAND
|
||||
Found in front of the mirror in the tower of doom. It is used on Sordid in
|
||||
the fiery pits of Rondor.
|
||||
|
||||
|
||||
MAGNET
|
||||
Found on the fridge in the cottage in the village. It is combined with the
|
||||
rope in the inventory to get the rope & magnet.
|
||||
|
||||
|
||||
MAHOGANY
|
||||
Found in the basement in the woodcutter's house. It is given to the woodworm
|
||||
in the forest.
|
||||
|
||||
|
||||
MAP
|
||||
Available at the start of the game. It is used to travel to different
|
||||
locations.
|
||||
|
||||
|
||||
MATCHES
|
||||
Found on top of the fruit machine in the bar in the village. They are not
|
||||
used.
|
||||
|
||||
|
||||
MATCHSTICK
|
||||
Found by entering the bucket in the tower of doom garden. It is used on the
|
||||
lily leaf.
|
||||
|
||||
|
||||
METAL DETECTOR
|
||||
Found by talking to the woodcutter in the center of the forest. It is used on
|
||||
the snowy area with the wizard statue.
|
||||
|
||||
|
||||
MILRITH ORE
|
||||
After telling the archaeologist about the metal detetector in the snowy area,
|
||||
the milrith ore is found in the dirt in the snowy area. It is given to the
|
||||
blacksmith in the village to get the axe head.
|
||||
|
||||
|
||||
MINTS
|
||||
Found in the goblin cave. They are consumed at the top of the cliff to melt
|
||||
the snowman.
|
||||
|
||||
|
||||
MOUSE
|
||||
Found by using the pouch on the hole in the steps in the tower of doom. It is
|
||||
not used.
|
||||
|
||||
|
||||
MUSHROOM
|
||||
Found in the tower of doom garden. It is consumed.
|
||||
|
||||
|
||||
NAIL
|
||||
Found after buying the hammer in the shop in the village. It is automatically
|
||||
used when the hammer is used on the plank below the swampling's house.
|
||||
|
||||
|
||||
OIL
|
||||
Found by combining the seeds with the stone in the inventory. It is used on
|
||||
the tap in the tower of doom garden.
|
||||
|
||||
|
||||
PAPER
|
||||
Found by opening the spell book in the goblin cave. It is used on the door.
|
||||
After the rat bone has been used on the door, the paper is found under the
|
||||
door.
|
||||
|
||||
|
||||
PEBBLE
|
||||
Found in the fiery pits of Rondor. It is automatically used when the catapult
|
||||
is used on the bell.
|
||||
|
||||
|
||||
PLACARD
|
||||
Found on the troll bridge after the troll falls into the water. It is not
|
||||
used.
|
||||
|
||||
|
||||
POSTCARD
|
||||
Available at the start of the game. It is used to save, load and quit the
|
||||
game.
|
||||
|
||||
|
||||
POTION
|
||||
Found by giving the frogsbane to the frog in the house in the village. It is
|
||||
consumed after crossing the bridge outside the tower of doom.
|
||||
|
||||
|
||||
POUCH
|
||||
Found on the bed in the tower of doom. It is combined with the sock in the
|
||||
inventory. It is used on the hole in the steps to get the mouse.
|
||||
|
||||
|
||||
RAT BONE
|
||||
Found in the goblin cave. It is used on the lock on the door.
|
||||
|
||||
|
||||
REPULSER
|
||||
Found by talking to the woman in the castle. It is used on the chocolate
|
||||
truffle door on the house in the village.
|
||||
|
||||
|
||||
RING
|
||||
Found by giving the swamp stew to Golum at the bottom of the cliff at the
|
||||
crossroads. It is automatically worn after entering the goblin cave.
|
||||
|
||||
|
||||
ROCK
|
||||
Found outside the dwarf mine. It is looked at in the inventory to read the
|
||||
password for the dwarf mine.
|
||||
|
||||
|
||||
ROCK
|
||||
Found in the area north-east of the dragon's cave. It is given to the
|
||||
blacksmith in the village to get the fossil.
|
||||
|
||||
|
||||
ROPE
|
||||
Found on the floor near the blacksmith in the village. It is combined with
|
||||
the magnet in the inventory to get the rope & magnet.
|
||||
|
||||
|
||||
ROPE & MAGNET
|
||||
Found by combining the rope with the magnet in the inventory. It is used on
|
||||
the hole above the dragon's cave.
|
||||
|
||||
|
||||
SAPLING
|
||||
Found in the fiery pits of Rondor. It is combined with the elastic band in
|
||||
the inventory to get the catapult.
|
||||
|
||||
|
||||
SCISSORS
|
||||
Found in the desk drawer in the cottage in the village. It is used on the
|
||||
sleeping dwarf in the bar to get the beard.
|
||||
|
||||
|
||||
SEEDS
|
||||
Found in the tower of doom garden. They are combined with the stone in the
|
||||
inventory to get the oil.
|
||||
|
||||
|
||||
SHIELD
|
||||
Found in the room with the chest in the tower of doom. It is combined with
|
||||
the chemicals in the inventory. It is used on the hook at the top of the
|
||||
tower.
|
||||
|
||||
|
||||
SHOPPING LIST
|
||||
Found on the ground north-west of the dwarf mine. It is given to the
|
||||
shopkeeper in the shop in the village.
|
||||
|
||||
|
||||
SKULL
|
||||
Found by using the spear on the skull in the tower of doom. It is not used.
|
||||
|
||||
|
||||
SMOKEBOX
|
||||
Found in the house with the chocolate door in the village. It is used on the
|
||||
beehive outside the house.
|
||||
|
||||
|
||||
SOCK
|
||||
Found on the floor in the tower of doom. It is combined with the pouch in the
|
||||
inventory.
|
||||
|
||||
|
||||
SOUSAPHONE
|
||||
Found by using the watermelon on the man playing the sousaphone in the area
|
||||
north-west of the troll bridge. It is used in the area with the sleeping
|
||||
giant.
|
||||
|
||||
|
||||
SOUVENIR MATCHES
|
||||
Found on the counter in the firey pits of Rondor. They are used on the pits.
|
||||
|
||||
|
||||
SPEAR
|
||||
Found in the room with the chest in the tower of doom. It is used on the
|
||||
skull.
|
||||
|
||||
|
||||
SPECIMEN JAR
|
||||
Found in the house in the village. It is used on the stew in the swampling's
|
||||
house.
|
||||
|
||||
|
||||
SPELL BOOK
|
||||
Found by looking at the boxes in the goblin cave. It is opened to get the
|
||||
paper.
|
||||
|
||||
|
||||
STAFF
|
||||
Found after using the loose bandage on the mummy in the castle basement. It
|
||||
is given to the wizard in the bar in the village.
|
||||
|
||||
|
||||
STONE
|
||||
Found in the tower of doom garden. It is combined with the seeds in the
|
||||
inventory to get the oil.
|
||||
|
||||
|
||||
TADPOLE
|
||||
Found by looking at the pool in the tower of doom garden. It is not used.
|
||||
|
||||
|
||||
WATERMELON
|
||||
Found by using the beans on the compost behind the cottage in the village. It
|
||||
is used on the sousaphone in the area north-west of the troll bridge.
|
||||
|
||||
|
||||
WEDGE
|
||||
Found by opening the tomb in the castle. It is not used.
|
||||
|
||||
|
||||
WHISTLE
|
||||
Found by pulling the thorn out of the barbarian's foot. It is used after
|
||||
talking to the troll at the troll bridge.
|
||||
|
||||
|
||||
WHITE SPIRIT
|
||||
Bought from the shop in the village. It is used on the pink splodge on the
|
||||
tree near the dragon's cave.
|
||||
|
||||
|
||||
WIZKID WALLET
|
||||
Found after giving the staff and the gold coins to the wizard in the bar in
|
||||
the village. It is not used.
|
||||
|
||||
|
||||
WOODWORM
|
||||
Found by giving the mahogany to the woodworm on the stump in the forest. They
|
||||
are used on the floorboards in the castle.
|
||||
305
walkthroughs/simon1/simon1_3.txt
Normal file
305
walkthroughs/simon1/simon1_3.txt
Normal file
@@ -0,0 +1,305 @@
|
||||
This walkthru will detail in some depth the steps you need to take to clock
|
||||
the game. Be warned, I have been known to write in great detail so that this
|
||||
walkthru will be fairly long.
|
||||
|
||||
|
||||
Walkthrough
|
||||
===========
|
||||
|
||||
Watch the intro. If you've seen it already, you can skip to the next scene by
|
||||
pressing on the Right Mouse Button (RMB.)
|
||||
|
||||
You're in Fleur Deli. When you come in, you'll automatically read the Letter.
|
||||
The Dog falls asleep on a Cushion nearby. Simon picks up the Letter, Postcard
|
||||
and Map and adds it to inventory. Use the Postcard to Save, Load, Continue or
|
||||
Quit the game. As for the Map, well, once you've been to a particular place,
|
||||
it will show up on the map and rather than trekking all the way there, just
|
||||
open up the Map, click on the place you want to go, and POOF! you're already
|
||||
there. Easy!
|
||||
|
||||
Anyway, back to the story. Open up the Chest of Drawers (the Letter was on
|
||||
top of it) and you'll find a pair of Scissors. Take the Scissors and go to
|
||||
the Fridge. There's a Magnet attached. Take the Magnet. Note that you can't
|
||||
open the fridge. Now, exit out of the room and head east.
|
||||
|
||||
You're at the Blacksmith's. He'll always be hammering away at the anvil and
|
||||
will not talk to you. Take the Rope (left of screen) and Clapper (on the
|
||||
shelf by the locked door) and then leave east again. You'll see a guy selling
|
||||
wares. "Dodgy Geezer" the game calls him. Ignore him for now. If he attracts
|
||||
your attention, just end the conversation ASAP. Head west and take the Ladder
|
||||
that's leaning against the wall. Enter the house (the entrance is to the
|
||||
left of the screen) and pick up the Cold Remedy (table at the bottom of the
|
||||
stairs.) Climb up the stairs and pick up the Specimen Jar from the table at
|
||||
the top of the stairs. Now head out of the building. Go east twice. You'll
|
||||
find a shop here (incorrectly spelt as "Shoppe.") Nothing to do here yet. Go
|
||||
east again and you'll find the Drunken Druid pub. Enter it and pick up the
|
||||
Matches on the top of the Fruit Machine. Head east again and you'll find a
|
||||
group of Wizards. Talk to them and say "I'll do anything to become a wizard."
|
||||
They'll tell you about a Magic Staff and if you bring it to them, you'll
|
||||
become a Wizard. Why do you need to become a Wizard? To use the Spell Book of
|
||||
course! Only Wizards are allowed to use the Spell Book.
|
||||
|
||||
Okay, next step. Head west back into the main bar and walk up to the Sleeping
|
||||
Dwarf. Use the Scissors and cut his Beard (poor guy!) Simon will take the
|
||||
Scissors and Beard. Exit the pub and head west twice. You're in the forest
|
||||
now.
|
||||
|
||||
*NOTE: Bear in mind, the following actions can be done in any order*
|
||||
|
||||
Head to the Woodworm Stump by going east, southeast, east. Talk to the Stump
|
||||
and you'll find out that the Woodworm are in need of wood, Mahogany to be
|
||||
exact. Promise to help out and then go southwest, west, west. Here, wind the
|
||||
Handle of the Well and take the Bucket of Water that comes up. Next go into
|
||||
the house by opening the door (Simon will say there's no-one in, but go in
|
||||
anyway.) Try to take the Broom and you'll meet the Witch. Talk and you'll
|
||||
leave. Now, head east, east, west, west, northeast. Here, you'll find the
|
||||
Barbarian. Pull the Thorn from his foot and you'll get the Barbarian Whistle.
|
||||
Head back to the Stump by going west, southeast, east, east.
|
||||
|
||||
Next stop, the Owl Tree. From the stump, go west, west, northeast, east,
|
||||
west, west. Talk to the Owl and he'll drop a Feather. Pick it up and talk to
|
||||
the Owl a few times to get some hints about the game -- he'll give you a
|
||||
different hint each time you talk to him. When you're done, leave.
|
||||
|
||||
Okay, now, go east, east and northeast to find a Hole. Talk to it (no, you're
|
||||
not insane -- at least not yet!) You'll find Dr. Von Jones and you'll learn
|
||||
that he's a paleontologist and is looking for fossils, so if Simon finds any,
|
||||
make sure you let him know. Go east. This is the Centre of the Forest. Go to
|
||||
the Cave Entrance in the centre of the screen and look on the floor outside.
|
||||
There's a Rock here. Pick it up and you'll find the word "BEER" written on
|
||||
it. Remember the Beard you snipped off the Dwarf in the Pub? Well, wear it
|
||||
and enter the cave. You'll be asked for the password. Use "BEER" as the
|
||||
password and you'll be allowed in. The guard won't let you down the left
|
||||
steps yet (although we'll sort this out later on...) Go down the right steps
|
||||
and you'll see two stoned dwarves. Use the Feather on the one lying on the
|
||||
ground to find the Key. Pick it up and leave the mine (you can take off the
|
||||
beard now...)
|
||||
|
||||
To the northwest of the centre of the forest is a big double-doored building.
|
||||
Near the door is a Rock (it says "Paper" when you pass your pointer over it.)
|
||||
It's a Shopping List for the Shop in town. Pick up the Shopping List and head
|
||||
into town. Give the Shopping List to the shopkeeper and leave when they say
|
||||
that they'll leave it outside. Use the map and head back to the Centre of the
|
||||
Forest when you're done. Now, go southeast and east to find the Woodcutter.
|
||||
He's in a dilemma. He can't find any trees to cut as they've all been
|
||||
magically protected and the only way he's going to be able to cut them is to
|
||||
use a metal called milrith and it's super-rare. He gives Simon a Metal
|
||||
Detector to see if he can find any. After all, he can't really make things
|
||||
any worse, can he?
|
||||
|
||||
*From hereon, you must have done the actions in the previous few paragraphs*
|
||||
|
||||
Return to the centre of the forest (west, west) and go northeast, east, east
|
||||
and east. Go into the door up north and do the poor Swamp Guy a favour and
|
||||
eat some of his stew. When you can't manage any more, use the Specimen Jar to
|
||||
hold some of the stew -- you'll be using it later. When the Swamp Guy leaves,
|
||||
make sure you do too (yeah, I know it's rude, but we've got a mission to
|
||||
perform, right?) And head back to the Centre of the Forest by going west,
|
||||
west and west. Now, go west, west, south, west, southeast, east, east and
|
||||
east. You'll see the Three Billy Goats Gruff and the Troll. Talk to the Troll
|
||||
and after a while, he'll show an interest in your Whistle. Let him blow it
|
||||
and watch the scene.
|
||||
|
||||
Once the troll has been disposed of, continue over the bridge (picking up
|
||||
the Placard on the way) and go northeast and east. Here, you'll meet an Oaf
|
||||
who's dumb enough not the realise that his beans need watering. Use the
|
||||
Bucket of Water and you'll leave. Head back and pick up the Beans. Now, head
|
||||
back to the village using the Map.
|
||||
|
||||
Back in the village, go north, north, west and head behind the Cottage. Here,
|
||||
use the Beans with the Compost to get the Melon. Pick it up and use the Map
|
||||
to head back to the Troll Bridge. Here, go northwest to find the tone-deaf
|
||||
Sousaphone. Use the Melon with the Sousaphone and you'll clog it up. The Bard
|
||||
will give you the Sousaphone for repair. Great! No more noise!
|
||||
|
||||
Use the Map again to get to the Crossroads. From here, go northeast to find
|
||||
the Gorge. Use the Vines to the bottom-left of the screen to climb down.
|
||||
Here, you'll meet a Golum fishing. Talk to him and give him the Swamp Stew
|
||||
when prompted. You'll be allowed to use the Fishing Rod in return. After some
|
||||
time, Simon finds the Ring of Invisibility and tests it. Yep, seems to work!
|
||||
|
||||
Climb back up the Vines, head west and then southeast to reach the front of
|
||||
the Castle. The bell's busted, so use the Clapper on the Bell and then use
|
||||
the Bell itself. A massive plait of hair comes down. After Simon's recovered,
|
||||
climb up it and you'll automatically talk to Rapunzel. Kiss her when prompted
|
||||
and she'll turn into a Repulser. Use the Map again and head back to the
|
||||
village. You should, by now, see the Box outside the shop. We'll pick this up
|
||||
later. Head north, west and west. Use the freshly-obtained Repulser on the
|
||||
Door of the house and she'll eat all the way through. Go inside and pick up
|
||||
the Beekeeper's Hat and Smoke Can. The Repulser is now too big to fit inside
|
||||
Simon's hat, so leave her here. Go outside and use the Smoke Can on the Bee
|
||||
Hive (Simon will wear the Hat automatically.) Take some Wax from the Hive and
|
||||
head to the Pub by going east, east, east and east again. Once there, talk to
|
||||
the Barman and ask for a drink (any one, it doesn't matter which on you
|
||||
choose.) Whilst he's searching under the counter for the ingredients, plug the
|
||||
Beer Barrel with the Wax. The barkeep will give you a Leaflet and Voucher.
|
||||
Head outside and pick up the Beer Barrel.
|
||||
|
||||
Now, use the Map to head back to the Dwarf Mine (wear the beard and give the
|
||||
password again.) Give the Barrel to the Guard on the left and he'll go down
|
||||
to the beer cellar with you. Head back up and then down the other steps. Pick
|
||||
up the Hook at the end of the platform. Talk to the Dwarf in the middle of
|
||||
the screen and then use the Key in the door. This is the Dwarf Treasury. Give
|
||||
the Leaflet and Voucher about the Drunken Druid's Happy Hour to the Treasurer
|
||||
and take a Gem in return. Use the Map to head back to the village and go
|
||||
north. Talk to the Dodgy Geezer and sell the Gem. Make sure you get no less
|
||||
than 20GPs for it!
|
||||
|
||||
Go to the Shop (east) and head inside. Buy the Hammer and White Spirit (try
|
||||
to pick it up to buy it.) Outside, open the Box. You'll be abducted by the
|
||||
Gobbos and taken to their lair. Simon will use the Ring automatically. Open
|
||||
the Box and pick up the Rat Bone from the floor and Spell Book from the box
|
||||
at the back of the room. Open the Spell Book to find a loose piece of paper.
|
||||
Use the Piece of Paper with the Door and the Rat Bone with the Lock. Pick up
|
||||
the Paper and the Key with it. Use the new Key with the Lock to open the
|
||||
door. Pick up the Bucket here. The guard blocks your way out so we'll need a
|
||||
different way out.
|
||||
|
||||
Go downstairs and pick up the Mints here. Talk to the Druid. Remove the Ring
|
||||
and talk again. Keep talking until the Druid explains that he can turn into a
|
||||
Frog, but only when he sees a Full Moon. Take the Bucket you picked up and
|
||||
place it on the Druid's head, pick up the Flaming Brand and use it on the
|
||||
Druid (don't worry, we're not going to torture him -- although the thought
|
||||
_had_ crossed my mind.) He'll turn into a Frog and leave. The Gobbos are
|
||||
coming so open the Iron Maiden and get inside. When the Frog reappears, open
|
||||
the Maiden, close it again, pick up the hack saw the frog has and use it to
|
||||
escape. Recognise the place? You should do, this is the place where we picked
|
||||
up the Shopping List.
|
||||
|
||||
Now, head to the Swamp Guy's house again by going east, northeast, east,
|
||||
east, north. Move the Box and open the Trap Door it reveals. Climb down and
|
||||
try to cross, you'll find a loose plank. Use the Hammer you bought from the
|
||||
shop on the loose board and Simon will secure it down. Head east and pick up
|
||||
the Frogsbane from the top of the skull. Head west, up, west, east, east and
|
||||
east. Use the Metal Detector and leave it where you get a (strong) signal.
|
||||
Head east to the Sleeping Giant. Play the Sousaphone and he'll knock over the
|
||||
nearby tree to make a bridge for you. Head east, east and east into the cave.
|
||||
This poor Dragon has got one helluva cold and sneezes you out of the cave. Go
|
||||
back inside and give him the Cold Medicine you picked up near the start of
|
||||
the game. You need to be quick to do this or you'll get sneezed outside
|
||||
again. Once this is done, go back inside and pick up the Fire Extinguisher.
|
||||
Leave the cave and use the Hook on the Boulder above the Cave Entrance and
|
||||
climb up the mountain. Combine the Rope and the Magnet and lower it down the
|
||||
Hole. Keep pumping up your money until you can't get any more.
|
||||
|
||||
Climb down the rope and go round the back of the cave. Pick up the Rock you
|
||||
see there and continue east. You'll find a set of Climbing Pins. There's one
|
||||
missing, so we can't climb up yet. Use the map to get back to the village.
|
||||
Here, head north and north again. Give the Rock you picked up to the
|
||||
Blacksmith and he'll smash it to reveal a Fossil. Use the Map to head back to
|
||||
the Centre of the Forest and head west to find Dr. Von Jones (inside the
|
||||
hole.) Give him the Fossil and he says he'll go there and dig. Use the Map
|
||||
and head for the Sleeping Giant. Go west and you'll find Von Jones digging.
|
||||
Look at the dirt and pick up the milrith. Use the Map and head back to the
|
||||
Town Centre and then head for the Blacksmith (north, north.) Give him the
|
||||
milrith and ask him to make you an Axe Head.
|
||||
|
||||
Now, head to the Centre of the Forest again (use the map) and go east twice.
|
||||
The Woodcutter is still here. Give him the axe head and he'll leave. Go
|
||||
inside his house. Pick up the Climbing Pin from the table next to the door
|
||||
and use the Fire Extinguisher on the fire place. Move the Hook and enter the
|
||||
fireplace. Pick up the wood (make sure it's mahogany) and leave. Go west,
|
||||
west, west, west, south, west, southeast and east. The Woodworm Stump is
|
||||
here. Talk to them and they'll jump into Simon's hat and start munching on
|
||||
the mahogany whilst it's still in Simon's hat.
|
||||
|
||||
Next step, Rapunzel's castle. Go to the Crossroads and head southeast. Climb
|
||||
the hair again and use the Woodworms to eat through the floor. You'll lose
|
||||
the Woodworms, but they've done their job now. Use the Ladder with the Hole
|
||||
and climb down. Here, open the Tomb and talk to the Mummy inside. You'll get
|
||||
a Wedge and end up outside the castle. Enter the castle again (via the door,
|
||||
this time) and climb down the Ladder again. Pick up the Loose Bandage (it's
|
||||
at the butt end of the Mummy and you have to be pretty quick.) Presto! The
|
||||
Staff! Pick up the Staff and head back to the village using the Map. Go east,
|
||||
into the Pub and east again to meet the Wizards. Talk to them, give them the
|
||||
staff and 30GPs and you'll become a Wizard. Take the opportunity to ask them
|
||||
a few questions while you're here.
|
||||
|
||||
Next stop, the Druid. Go west, out the door, west again, north, west and
|
||||
enter the house. Talk to the Druid. He explains that he needs some Frogsbane
|
||||
to control his polymorphism and before he finishes, turns into a Frog. Give
|
||||
the Frogsbane to the Frog and he'll turn back into the Druid and will give
|
||||
you the potion.
|
||||
|
||||
Next stop, the Talking Tree. Head for the Dragon's Cave, go round back and
|
||||
head east. Remember last time? We couldn't go up because there was a missing
|
||||
climbing pin. We picked up the missing pin from the Woodcutter's house. Use
|
||||
this pin with the hole left by the missing pin and Simon will automatically
|
||||
climb up the rest of the way. You can't continue past the Snowman yet, so
|
||||
climb back down the pins. Next to the ledge is an "Icy Ledge" walk to this
|
||||
ledge and Simon will leap frog across the gap. Continue east until you find
|
||||
the Talking Tree. Talk to him (it?) and he'll tell you that, in return for
|
||||
removing the paint from his bark, he'll tell you some magic words. Use the
|
||||
White Spirit on the paint stain and talk to the tree again. You'll learn some
|
||||
magic words.
|
||||
|
||||
Now we're ready for the witch. Use the Map to get there, enter the house and
|
||||
accept the duel challenge. The duel is a weird match. Using the magic words
|
||||
taught to you by the tree, you morph into various animals. If your form is
|
||||
stronger than the witch's you get a point. If hers is stronger, she gets a
|
||||
point. It depends on luck which form she chooses. Use "Sausages" constantly.
|
||||
When you win, she turns into a Dragon, breaking her own rules. Use the word
|
||||
"Abracadabra" (I think it's abracadabra. If it isn't try the others until you
|
||||
do find the right one. Let me know if I'm wrong.) Simon will turn into a
|
||||
mouse and you'll escape (after a while) through a mouse hole.
|
||||
|
||||
Use the map to return to the Dragon's Hole and go behind it. Head east and
|
||||
up. You'll meet the Snowman with a bad attitude. Eat the Mints (hmm... must
|
||||
be extra stong) and continue onwards. Go east, east and try to cross. The
|
||||
bridge will collapse. Use the Broom to get to the Door. The Door is magically
|
||||
and physically sealed so you can't get in. Use the Potion the Druid gave you
|
||||
and you'll shrink down to squeeze through a crack in the door. Here, you'll
|
||||
find your dog who helps you to the garden, giving you a hairball in the
|
||||
process (yuk.) (BTW, you'll drop everything you have apart from the postcard
|
||||
when you shrink. You won't need any of the old items now, anyway.) Pick up
|
||||
the Leaf and Stone you find here and enter the Bucket. You'll up the
|
||||
Matchstick. Head west and pick up the Lily Leaf (you won't pick it up, but
|
||||
you'll move it towards the edge of the puddle.) Use the Match with the Lily
|
||||
Leaf and the Leaf (not the Lily, the first one you picked up) with the Match.
|
||||
You've now got your own mini-boat. Sail to the top-left of the screen to
|
||||
reach the seeds. Pick one up and sail back to the edge. Here, use the Rock
|
||||
you picked up and the Seed to get some oil.
|
||||
|
||||
Use the Oil with the Tap and then use the Hair to open it. Now you'll be able
|
||||
to cross the puddle (if you don't open the tap, you'll run aground half way
|
||||
across.) Approach the Frog. He'll nearly swallow you, but spits you out and
|
||||
your clothes separately. Simon will hide behind a tree whilst he gets his
|
||||
clothes back on. Look at the puddle and you'll catch a Tadpole. Talk to the
|
||||
Frog and threaten the Tadpole. The frog will jump away and Simon will release
|
||||
the Tadpole. Pick and eat one of the Mushrooms the Frog leaves behind.
|
||||
|
||||
Snap off one of the Branches from the nearby tree and open the Door. Go
|
||||
inside, and you'll run out. Go back in again and jam the chest's mouth with
|
||||
the branch (it shuts him up) and pick up the Spear (hanging from the ceiling)
|
||||
and Shield (next to the chest.) Go down to the Torture Chamber. Here, pick up
|
||||
the Chest which is on the right of the screen, across the bridge. Go back
|
||||
across the bridge and move the Lever. Put the Chest in the Block and move the
|
||||
Lever twice. Pick up the Candles. Use the Spear on the Skull just above your
|
||||
head to make it fall. Pick up the Skull.
|
||||
|
||||
Go up twice into Sordid's bedroom. Pick up the Wand, Pouch, Book and the
|
||||
Sock. Combine the Pouch and the Sock and use it on the Mouse Hole (it's
|
||||
between the two candles.) You'll catch a Mouse. Go up again and talk with the
|
||||
Demons here. Take the Chemicals and the Books -- both on the same shelf.
|
||||
|
||||
Read the Book you just picked up and then use the Chemicals with the Shield
|
||||
you picked up. Hang the Shield on the Hook near the steps. Go back down to
|
||||
Sordid's bedroom and talk to the Mirror. Ask it to spy on Gerald and Max. Go
|
||||
back upstairs and talk to the Demons until they give you some Chalk. Simon
|
||||
will use it and the rest of the items to send them home. Before they go, they
|
||||
will tell Simon how to use the Teleporter. Use it and ask to be taken to the
|
||||
Fiery Pits.
|
||||
|
||||
Here, pick up the Pebble and Sapling from the floor and talk to the Attendant
|
||||
to get a Brochure. Look at the Brochure to find the Rubber Band. Combine the
|
||||
Band with the Sapling to get a Catapult. Use this with the Fire Alarm,
|
||||
setting it off. Take the Souvenir Matches and enter the pit. Cross the bridge
|
||||
and pick up the Floor Wax. Go east and you'll see Sordid. Use the Wand on him
|
||||
and turn him to stone. Use the Matches on the Pits to relight them and toss
|
||||
the Wand in. At this moment, Sordid revives and wants to kill you. Just then,
|
||||
someone calls you -- Calypso. He tells you to try and stall Sordid for a bit.
|
||||
Let Sordid hit you the first time and then go up to him again. Use the Floor
|
||||
Wax on him. He'll slip and Simon will push him into the lava, destroying him.
|
||||
|
||||
That's it, that's the end. Watch the dancing demons and then get ready for
|
||||
Simon 2. Walkthrough coming your way soon.... :)
|
||||
Reference in New Issue
Block a user