From 08f62c9aef3ba1ffc1c11ea1de5d7e1cb6e5f5d4 Mon Sep 17 00:00:00 2001 From: Bryce Date: Tue, 17 Mar 2026 20:22:03 -0700 Subject: [PATCH] progress --- .../adventure-puzzle-analyzer/SKILL.md | 0 .../adventure-puzzle-analyzer/examples.md | 0 AGENTS.md | 135 ++ walkthroughs/simon1/simon1.txt | 1084 +++++++++++++++++ walkthroughs/simon1/simon1_2.txt | 824 +++++++++++++ walkthroughs/simon1/simon1_3.txt | 305 +++++ 6 files changed, 2348 insertions(+) rename {skills => .opencode/skills}/adventure-puzzle-analyzer/SKILL.md (100%) rename {skills => .opencode/skills}/adventure-puzzle-analyzer/examples.md (100%) create mode 100644 AGENTS.md create mode 100644 walkthroughs/simon1/simon1.txt create mode 100644 walkthroughs/simon1/simon1_2.txt create mode 100644 walkthroughs/simon1/simon1_3.txt diff --git a/skills/adventure-puzzle-analyzer/SKILL.md b/.opencode/skills/adventure-puzzle-analyzer/SKILL.md similarity index 100% rename from skills/adventure-puzzle-analyzer/SKILL.md rename to .opencode/skills/adventure-puzzle-analyzer/SKILL.md diff --git a/skills/adventure-puzzle-analyzer/examples.md b/.opencode/skills/adventure-puzzle-analyzer/examples.md similarity index 100% rename from skills/adventure-puzzle-analyzer/examples.md rename to .opencode/skills/adventure-puzzle-analyzer/examples.md diff --git a/AGENTS.md b/AGENTS.md new file mode 100644 index 0000000..1f04fd4 --- /dev/null +++ b/AGENTS.md @@ -0,0 +1,135 @@ +# Puzzle Design Knowledge Base + +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. + +## Agent Instructions + +### Repository Purpose + +This is a **documentation-only knowledge base**. No code, no tests, no build process. + +- `/puzzles/` — Markdown documents defining puzzle type patterns +- `/walkthroughs/` — Source walkthrough text for game analysis (empty placeholder) +- `/README.md` — Master index with table of contents linking all puzzle types + +### Adding New Content + +**When analyzing a new game walkthrough:** + +1. Extract each puzzle's solution from walkthrough text +2. For each, identify: what info was needed, how it was conveyed, what action solved it +3. Match against existing types in `/README.md` table OR create new type document +4. Add example to relevant `.md` file in `/puzzles/` under `## Game Examples` +5. If creating new type: update `/README.md` table of contents (increment number, add link) + +**File naming**: Use kebab-case (`multi-faceted-plan.md`, `pattern-learning.md`) + +**Game source codes**: KQVI (King's Quest VI), MI1 (Monkey Island 1), MI2 (Monkey Island 2) + +### Document Structure Template + +Each puzzle type follows this standard format: + +```markdown +# [Type Name] + +**Information Architecture**: How player discovers puzzle structure. + +**Player Action Pattern**: +1. Step one +2. Step two +3. Solution + +**Core Mechanic**: Single sentence explaining underlying logic. + +**Variations**: Brief list of possible manifestations + +--- + +## Game Examples + +### [Game]: [Puzzle Name] + +**Setup**: Brief context description. + +**Solution Chain**: +1-5. Actions with discoveries... + +**Why It's This Type**: Explicit connection to core mechanic above. + +--- + +## Related Types + +| Type | Similarity | Distinction | +``` + +### Style & Formatting Guidelines + +**Frontmatter**: None required (no YAML headers) + +**Link format**: Relative links using `./puzzles/file.md` + +**Tables**: Use for comparisons, requirement summaries, and quick-reference matrices + +**Lists**: +- Numbered lists for sequential steps or solution chains +- Bullet lists for enumerations without order + +**Emphasis**: Bold (`**text**`) for field labels like **Setup**, **Solution Chain**, key terms + +**Code blocks**: Use triple-backticks with `markdown` for example structures showing game flows + +**Tone**: Mechanical and precise. Avoid vague terms ("clever," "creative"). Describe *how* not just *that*. + +### Cross-Referencing Rules + +Every new puzzle type must include a `## Related Types` section linking to: +- Most similar existing types (explain what they share) +- Easily confused types (explain the distinction) + +Use table format for related types: +```markdown +| Type | Similarity | Distinction | +|------|------------|-------------| +| Multi-Faceted Plan | Both gather across sources | MFP = different categories, not unified system | +``` + +### Validation Checklist + +When adding content, ensure: + +- [ ] Core Mechanic is exactly one sentence +- [ ] Solution Chain uses numbered list with specific actions (not "solve puzzle") +- [ ] "Why It's This Type" explicitly connects example to core mechanic +- [ ] Related Types section differentiates from at least 2 similar types +- [ ] Game source code used (MI1, MI2, KQVI) — not full game name +- [ ] Filename matches kebab-case of document title + +### Common Pitfalls + +**Pattern Learning vs Observation Replay**: Pattern learning teaches a *system* with reusable rules. Observation replay memorizes a *sequence* to reproduce verbatim. + +**Multi-Faceted Plan vs Meta-Construction**: +- MFP: Multiple requirements gathered in any order, synthesized at the end +- Meta-Construction: Sequential chain where step N's output enables step N+1 + +**Brokerage vs Sensory Exploitation**: Brokerage = trade network (item for item). Sensory = exploit NPC perception weakness directly. + +### Workflow Commands + +No build/lint/test commands exist. Quality assurance is manual review against guidelines above. + +To validate markdown syntax: +```bash +# Install a markdown linter locally (optional) +npx -y remark-cli README.md puzzles/*.md +``` + +### Skill Integration + +The `.opencode/skills/adventure-puzzle-analyzer/` directory contains: +- `SKILL.md` — Full agent workflow for analyzing walkthroughs +- `examples.md` — Concrete formatting examples + +Agents should load the `adventure-puzzle-analyzer` skill when working with this repository. diff --git a/walkthroughs/simon1/simon1.txt b/walkthroughs/simon1/simon1.txt new file mode 100644 index 0000000..dd0f803 --- /dev/null +++ b/walkthroughs/simon1/simon1.txt @@ -0,0 +1,1084 @@ +Simon the Sorcerer +A Walkthrough by The Lost Gamer +(ilovecartoonssomuch@yahoo.com) +Copyright 2012 + + +For a list of all my various guides, check +http://the_lost_gamer.tripod.com/guides.html + + +Table of Contents: +001. General information +002. Locations +003. Items +004. Walkthrough +005. Credits + + + +001-General Information +--------------------------------------------------------- + +This is a walkthrough for the game called Simon the +Sorcerer. I am playing the game on the iPad, but the game +was originally made for computers. If you want to email me +about the guide, you can do so at my email address, +ilovecartoonssomuch@yahoo.com. + +Thanks to jiri, who made the ASCII-art of a wizard, +featured at the top of this guide. + +002-Locations +--------------------------------------------------------- + +The hardest part of the game is navigating the maze that is +the game's overworld. When you visit certain locations, +they are saved on the map in Simon's inventory. Use the map +to warp to those locations. + +I'll start by explaining all eight locations in the +village. + +Village +------- + +1. The Wizard House is where you start. You can go inside +the house, outside the house, and behind the house, to a +compost pile. From here, you can go east from the Wizard +House to reach the Blacksmith. + +2. The Blacksmith. From here, you can go west from it to +the Wizard House, east to reach the Dodgy Geezer, and north +to the Pub. + +3. The Dodgy Geezer. From here, you can go north to the +Blacksmith, west to the Druid's house and east to the +Shoppe. + +4. Druid's House. From here, you can go inside the house, +west to the Chocolate House or east to the Dodgy Geezer. + +5. Chocolate House. From here, you can go east to the +Druid's House. + +6. Shoppe. From here, you can go inside the shop, north to +the Dodgy Geezer, east to the Pub, or west to the Forest. +When you use the map to warp to the village, you start +here. + +7. The Drunken Druid Pub. From here, you can go inside the +pub which has two rooms, west to the Shoppe or east to the +Blacksmith. + +8. Forest. From here, you can go north to the village, or +east to the forest. + +Forest - Major Locations +------------------------ + +There are eight locations in the forest that get saved to +your magical map. These are the Witch's House, the Owl +Tree, the Troll Bridge, the Center of the Forest, the +Crossroads, the Sleeping Giant, the Dragon's Cave and the +Tower of Doom. These locations are all interconnected. + +Here's an explanation of how to go from one major location +to the major locations nearest to it. This list is not +exhaustive, and it is sorted in alphabetical order. + +1. From the Center of the Forest, reach the Owl Tree by +going west, west, west and west. + +2. From the Center of the Forest, reach the Sleeping Giant +by going northeast, east, east, east, east, east and east. + +3. From the Center of the Forest, reach the Troll Bridge by +going west, west, east, and east. + +4. From the Crossroads, reach the Troll Bridge by going +northwest, west, west and west. + +5. From the Dragon's Cave, reach the Tower of Doom by going +northeast, northeast, northeast, northeast and east. + +6. From the Forest Entrance, reach the Owl Tree by going +east, north, and east. + +7. From the Forest Entrance, reach the Troll Bridge by +going east, southeast, east, east and east. + +8. From the Forest Entrance, reach the Witch's House by +going east, southeast, east, southwest and west. + +9. From the Owl Tree, reach the Center of the Woods by +going east, east, northeast and east. + +10. From the Owl Tree, reach the Troll Bridge by going +east, east, east and east. + +11. From the Sleeping Giant, reach the Dragon Cave by going +east and east. + +12. From the Troll Bridge, reach the Center of the Forest +by going northwest, west, northeast and east. + +13. From the Troll Bridge, reach the Crossroads by going +east, east, east and east. + +14. From the Troll Bridge, reach the Owl Tree by going +northwest, west, west and west. + +15. From the Troll Bridge, reach the Witch's House by going +west, west, southwest and west. + +16. From the Witch's House, reach the Troll Bridge by going +east, east, east and east. + +Forest – Minor Locations +------------------------ + +There are a number of minor locations, as well. Here is how +to find a minor location, starting from the warp point that +is closest to it. + +Archeologist Hole: From the Center of the Forest, go west. + +Barbarian: Warp to the Owl Tree. Go west and southeast. +Alternately, from the Forest Entrance, go east twice. + +Dwarf Mines: In the Center of the Forest. + +Fishing Golum: From the Crossroads, go northeast and down +the vines in the lower/left. + +Goblin Fortress: From the Center of the Forest, go +north(west). + +Oaf: From the Crossroads, go southwest. + +Rapunzel Tower: From the Crossroads, go southeast. + +Skull Island: From the Center of the Forest, go northeast, +east and east. Go inside the Swampling's House and find the +entrance to the area below. From there, go east to Skull +Island. + +Sousaphone Player: From the Troll Bridge, go left. +Alternately, from the Owl Tree, go east, east, and east. + +Swampling's House: From the Center of the Forest, go +northeast, east and east. + +Tree: From the Dragon's Cave, go northeast, northeast, east +and east. + +Woodcutter: From the Center of the Forest, go east twice. + +Wormwood Stump: Warp to the Witch's House and go east +twice. Alternately, from the forest entrance, go east, +southeast and east. + +003-Items +--------------------------------------------------------- + +There are a number of items you can find and use in this +game. Here is a list of the items, including where they are +found and what they are used for. + +Axe Head: Found by giving the milrith ore to the blacksmith +in the village. Give it to the Woodcutter to get inside the +Woodcutter's House. + +Beans: Found by using the bucket of water on the oaf's +beans. Use them on the compost pile behind the wizard's +house to get a watermelon. + +Beard: Taken by the sleeping dwarf in the pub, by using the +scissors on them. Wear it to get inside the dwarf mine. + +Beer: Found outside the pub, after using wax on the beer +barrel in the pub. Give it to the dwarf in the dwarf mine +to bribe him into letting Simon pass. + +Beer Voucher: Found in the pub, after using wax on the beer +barrel in the pub. Give it to the dwarf in the dwarf mine +in exchange for a jewel. + +Book: Found on the cushion in the Tower of Doom. Look at it +to learn how to defeat demons. + +Book: Found on the bookshelf in the Tower of Doom. Look at +it to learn how to destroy wands. + +Branch: Found in the garden of the Tower of Doom. It stops +the evil chest in the Tower of Doom. + +Brochures: Found by talking to the man at the souvenir shop +in Rondor. Look at it to find an elastic band. + +Broom: Found by winning the magical duel in the witch's +cottage. Use it to get to Tower of Doom. + +Bucket of Water: Found by using the well at the witch's +cottage. You can use it on the oaf's beans to get beans and +an empty bucket. + +Bucket: Found in the goblin cave. Use it on the Druid's +head to help him turn into a frog. + +Calypso's Note: Simon has this at the start of the game. He +can read it whenever he wants. + +Candles: Found inside the chest in the Tower of Doom. They +help defeat the demons. + +Catapult: Found by using the elastic band on the sapling in +Rondor. Use it to ring the fire alarm. + +Chemicals: Found at the top of the Tower of Doom. They +clean the shield so it is shiny. + +Chest: Found in the basement of the Tower of Doom. Open it +with the block to get candles. + +Clapper: Found near the blacksmith. It is used on the bell +outside Rapunzel's Tower. + +Climbing Pin: Found in the Woodcutter's House. It helps you +proceed from the Dragon's Cave to the Tower of Doom. + +Cold Remedy: Found in the Druid's House. Use it on the +dragon in the Dragon's Cave to make the creature fall +asleep. + +Elastic Band: Found by looking at the brochures. Use it +with the sapling at Rondor to get a catapult. + +Feather: Found near the Wise Owl. Use it on a sleeping +dwarf in the dwarf mines to get a key. + +Fire Extinguisher: Found in the dragon's cave. Use it on +the fireplace in the woodcutter's house to reach his +basement. + +Flaming Brand: Found in the goblin's cave. Use it on the +druid to help him turn into a frog. + +Floor Wax: Found by the bridge in Rondor. It is used to +defeat the boss of the game. + +Fossil: Found by giving the rock to the blacksmith. You can +give it to the archeologist, to convince him to dig in the +area with mithril. + +Frogsbane: Found on top of Skull Island, below the +Swampling's House. Give it to the druid to get a potion. + +Gem: Found by giving a beer voucher to a dwarf in the +mines. Sell it to the Dodgy Geezer to get some gold coins. + +Gold Coins: Found by selling a gem to the Dodgy Geezer in +the village. Also found by using the rope & magnet on the +hole above the dragon's cave. Use coins to by a hammer and +white spirit from the Shoppe. Use coins to pay the wizards +in the pub. + +Hacksaw: Given to Simon by the Druid, once you hide from +the goblins in the iron maiden. Use it on the bars to +escape the goblin area. + +Hair: From Simon's dog, found after entering the Tower of +Doom. It is used on the tap to fill the garden with water. + +Hammer: Purchased at the Shoppe, and it comes with a free +nail. You can use it or the nail on the loose plank under +the Swampling's House. + +Hat: Found inside the chocolate house. + +Hook: Found in the dwarf mine. It is used on the boulder +above the entrance to the Dragon's Cave, so you can access +the hole in the roof. + +Key: Found by using the feather on the sleeping dwarf in +the dwarf mine. It opens a door in the mine. + +Key: Found in the goblin cave, by using paper on the door +and the rat bone on the lock, then retrieving the paper. +Use it to open the door. + +Ladder: Found outside the Druid's house. Use it in +Rapunzel's Tower to reach the basement. + +Leaf: Found in the garden of the Tower of Doom. It is used +as a sail, with the matchstick. + +Magic Wand: Found near the mirror in the Tower of Doom. Use +it to defeat Sordid, then throw it in the lava. + +Magnet: Found on the fridge in the wizard's house. Use it +with the rope to get a rope & magnet. + +Mahogany: Found in the basement of woodcutter's house. Use +it on the woodworm stump to get woodworms. + +Map: Simon automatically starts the game with this. Use it +to warp to different locations. + +Matches: Found on top of the fruit machine in the pub. +Simon uses them to smoke bees out, near the chocolate +house. + +Matchstick: Found by entering the bucket in the garden of +the Tower of Doom. It is used as a mast for a sailboat, +along with the leaf. + +Metal Detector: Given to Simon by the Woodcutter. You can +use it in order to find where milrith is buried. + +Milrith Ore: You can pick it up, once the archeologist digs +in the area where milrith is. Give it to the blacksmith to +get the axe head. + +Mints: Found in the goblin area, where you meet the Druid. +You can use them to melt a snowman. + +Mouse: Found by using the pouch and sock on the hole in the +steps of the Tower of Doom. It is used to banish the +demons. + +Mushroom: Found in the garden of the Tower of Doom. Consume +it to have Simon return to normal size. + +Nail: It comes with the hammer, when you buy it from the +shop. Use the hammer or the nail on the plank below the +Swampling's house to fix it. + +Oil: In the garden of the Tower of Doom, use the stone on +the seeds to get oil. You can use it to get the tap in the +garden to work. + +Paper: It is inside the spell book in the goblin cave. Use +it on the door, as part of a puzzle to get the key to the +door. + +Pebble: Found in the fiery pits of Rondor. It is used with +the catapult to ring the bell. + +Placard: The sign that is discarded by the troll, once it +is defeated. + +Postcard: Simon starts the game with this in his inventory. +It lets you save, load, continue or quit the game. + +Potion: Give frogsbane to the Druid to get the potion. It +makes Simon shrink, so he can get inside the Tower of Doom. + +Pouch: Found on the bed in the Tower of Doom. Use it with +the sock, so you can capture the mouse in the mouse hole. + +Rat Bone: Found in the goblin cave. Use it on the lock on +the door to push the key out of the lock. + +Repulser: Found by kissing Rapunzel in Rapunzel's Tower. It +is used to get inside the chocolate house. + +Ring: Found by giving swamp stew to the Fishing Golum. +Simon uses it to make himself invisible, after he enters +the goblin's fotress. + +Rock: Found in the Center of the Forest. Read it to learn +what the password to the dwarf mines is. + +Rock: Found northeast of the dragon's cave. The blacksmith +can crack it open to get a fossil. + +Rope: Found by the blacksmith. Use it with the magnet to +get a rope & magnet. + +Rope & Magnet: Found, by combining the rope with the +magnet. It is used to get money from the dragon's cave. + +Sapling: Found in the fiery pits of Rondor. It is used with +the elastic band to make a catapult. + +Scissors: Found in the drawer of the wizard's house. Use it +on the sleeping dwarf in the bar to get the beard. + +Seeds: Found in the garden of the Tower of Doom. Use the +stone on them to get oil. + +Shield: Found in the Tower of Doom. Use the chemicals to +clean it, then hang it on the hook on top of the tower, so +you can spy on the demons. + +Shopping List: Found in the goblin area. Give it to the +shopkeeper, and he will get the groceries ready. + +Skull: It is in the basement of the Tower of Doom. Use the +spear on it to retrieve it. Use it to get rid of the +demons. + +Smokebox: Found inside the chocolate house. Use it on the +beehive to get bees. + +Sock: Found in the Tower of Doom. The mouse likes the smell +of the sock, so you can use it to lure the mouse out of its +hole. + +Sousaphone: Use the watermelon on the man who plays this +instrument to get it. Then, use the sousaphone on the +sleeping giant to open a path to the east. + +Souvenir Matches: Found at the souvenir shop in Rondor. Use +it on the cool lava to set it on fire. + +Spear: Found in the Tower of Doom. Use it on the skull to +knock the skull loose. + +Specimen Jar: Found in the Druid's house. Use it on the +stew in the Swampling's house to get stew. + +Spell Book: Found inside the boxes in the goblin cave. Open +it to get a paper. + +Staff: Found by defeating the mummy in the basement of +Rapunzel's Tower. Give it to the wizards in the pub. + +Stone: Found in the garden of the Tower of Doom. Use it on +the seeds to get oil. + +Tadpole: Found in the pool of the Tower of Doom. Pick it up +and threaten to hurt it, in order to get past the frog. + +Watermelon: Found by using the beans on the compost pile +behind the wizard's house. Use it on the sousaphone to get +the sousaphone. + +Wedge: Found when you open the mummy's tomb in the basement +of Rapunzel's Tower. + +Whistle: Take the thorn out of the barbarian's foot, and he +gives it to you. The troll will attempt to steal it, which +leads to his doom. + +White Spirit: You can buy this from the Shoppe. Use it on +the pink splodge on the tree in order to learn magic words. + +Wizkid Wallet: You get this after giving the staff and the +gold coins to the wizards in the pub. It lets you fight the +witch. + +Woodworm: Found by giving mahogany to the woodworms in the +stump. You can use them to destroy the floorboards in +Rapunzel's Tower. + +004-Walkthrough +--------------------------------------------------------- + +There are many puzzles in this game, some of which have to +be done in a certain order. I grouped together various +related puzzles, but you can solve them in a different +order, if you so wish. + +Village +------- + +You might as well begin by collecting all the items in the +village. Take the magnet from the fridge in the cottage, +then open the dress drawer and take the scissors. + +Leave the wizard cottage and go east to the blacksmith. He +won't talk to Simon. Take his rope and clapper. + +Go east to the Dodgy Geezer. He starts a conversation with +you, in an attempt to sell you overpriced goods. Ignore +him, then go west to the Druid's House. Take the ladder +here, then go inside the house. Take the cold remedy and +the specimen jar here. + +Leave the Druid's House. If you go west, you reach the +chocolate house. You can't get inside that yet, so go east +twice. You reach the Shoppe, where you can buy things once +you have money. + +Go east to the Pub. Open the door and go inside. Pick up +the matches on top of the fruit machine on the left, and +use the scissors on the sleeping dwarf to get his beard. + +Talk to the various characters here, if you want. Whenever +you ask the bartender for a drink, he spends some time +looking behind the bar. Go to the room to the right to meet +the wizards. They say they will help Simon become a wizard, +if he can retrieve a special staff. + +Exit the bar, then go west twice to reach the forest +entrance. + +Forest Exploration +------------------ + +The first thing I recommend doing in the forest is +exploring. Use the locations section on the map to help you +out, and try to find the major locations. There are several +characters and things to see here, including a barbarian, +the wise owl, a lazy oaf and more. + +Once you've had your fill of exploring, it's time to solve +some puzzles. Let's start with the puzzles that help you +explore new areas of the forest. + +Go to the barbarian and talk to him. Offer to remove the +thorn from his foot. He will be happy, and he gives Simon a +whistle. + +Go to the Troll Bridge. The troll is on strike, refusing to +let the Billy Goats Gruff (or anyone else) past the bridge. +Talk to the troll, and it is interested in Simon's whistle. +Give the whistle to the troll. The troll uses the whistle, +and the barbarian comes to attack the troll. + +You can now access the crossroads and some new areas. Near +the crossroads is an oaf. His magic beans don't work. Go to +the witch's house and move the crank to get a bucket of +water. Return to the oaf and have him use the bucket of +water on the beans. Simon will leave the screen after this. +Return to the screen and pick up the beans. + +Return to the village. Specifically, go to the wizard's +house. A compost pile is located behind the house. Use the +beans on the compost to get a watermelon. + +Go to the sousaphone player, near the troll bridge. Simon +hates his music, so use the watermelon on the sousaphone. +You receive a sousaphone for your troubles. + +Go to the sleeping giant and use the sousaphone to get +access to the area with the dragon's cave. You can't go too +far beyond that, because there is a missing peg. That peg +can be found in the woodcutter's house, once you fix his +axe during the staff plotline. + +Helping Rapunzel +---------------- + +The plotline with Rapunzel results in Simon getting +beeswax, for the Dwarf Mines plotline. + +Go to Rapunzel's Tower, near the crossroads. Use the +clapper from the blacksmith on the bell, so you can ring +the bell. Once you ring the bell, Rapunzel lets down her +hair. Use the hair to climb up the tower. + +Rapunzel is here, and Simon immediately takes a shine to +her. Could it be that Simon has found love? Talk to her to +learn that she is cursed. Have Simon break the curse by +kissing her. Rapunzel then turns into a pig. + +Go to the village, and head to the chocolate house. Use +Rapunzel on the door to have her eat it. Go inside, then +pick up the smokebox. Also, get the beekeeper hat. + +Leave the house, and use the smokebox on the beehive. If +you haven't picked up the beekeeper hat or the matches from +the fruit machine in the pub, it won't work. Using the +smokebox on the beehive results in Simon getting some wax. + +Dwarf Mines +----------- + +The plotline about the dwarf mines involves the thing +dwarves love most: beer. Go through this plotline to get a +gem, which can be sold to the Dodgy Geezer for money. + +You'll need a few things before you can solve this +plotline. + +1. You need a feather from the Wise Owl. Talk to him to get +it to fall on the ground. +2. You need a beard. Use the scissors on the dwarf in the +pub to get it. +3. You need the rock, found in the Center of the Forest. +Look at it to learn what the password to the dwarf mines +is. +4. You need beer and a beer voucher from the pub. + +To get the beer and beer voucher, you need the beeswax. You +can get this from the beehive outside the chocolate house, +after solving the Rapunzel storyline. Simply use Rapunzel +on the house's door, retrieve the beekeeping equipment from +inside the house, and use it on the beehive to get wax. You +also need the matches from the pub to use the beekeeping +equipment. + +When you have the wax, go to the pub and ask the bartender +for a drink. While he looks for ingredients, use the wax on +the beer barrel to plug it up. This tricks him into +thinking the barrel is empty, because whenever he presses +the spigot, no beer comes out. + +The bartender puts the barrel of beer outside, and he gives +Simon a brochure containing a free beer voucher. Leave the +pub, then take the barrel of beer. + +Once you have all four of the items you need, go to the +Center of the Forest. Wear the beard, then go into the +entrance to the dwarf mine. If you've looked at the stone +which was found in this area, you'll know the correct +password is "Beer". + +Once you give the password, you make it inside. The area to +the west is blocked by a guard. Use the barrel of beer on +the guard, and he goes to the southeast. Follow him there. + +This is a drinking room. Use the feather on the sleeping +dwarf to get the key. Then, go up the stairs and then go +down the stairs to the west. Take the hook here, then use +the key on the gold door. Go inside. + +This room has many gems, and an angry guard. Talk to him, +and offer to give him something useful. If he kicks you +out, simply re-enter the room and try again. Once he's +willing to listen to you, give him the beer voucher. + +He is happy to get a free beer, and he asks what he can +give you in return. Ask for a gem. You can use this gem on +the Dodgy Geezer in the village to get many gold coins. + +Goblin Plotline +--------------- + +From the Center of the Forest, go to the northwest exit. +This leads to the Goblin Fortress. There is a grocery list +on the ground here. Pick it up, then go to the Shoppe at +the village. The shopkeepers agree to set out the groceries +sometime in the future. + +The groceries do not appear until Simon gets the ring. +Getting the ring isn't too difficult, though. + +Go to the Swampling's House and talk to the Swampling. +Agree to eat its stew. Use the specimen jar (from the +Druid's House in the village) on the stew to get a jar of +stew. + +Either use the map or leave the house when the Swampling +isn't paying attention. Go to the crossroads, then go +north. Climb down the vines to find Golum, who is a big fan +of Tolkien novels. He is fishing for food. Give him the jar +of stew, and he lets Simon fish. + +Simon fishes for a while, and he finds the famous ring that +Tolkien wrote so much about. Return to the village. The box +of groceries has appeared outside the Shoppe now. Open the +box to get taken to the goblin area. + +Simon finds himself inside a locked cave. How can he +escape? + +Open the box to stand up. Pick up the rat bone. Look at the +boxes to get the spell book, then open the spell book to +get a piece of paper. + +Time for a puzzle which is slightly complicated. The +goblins left the key inside the lock on the door. Use the +paper on the door, to push the paper through the crack at +the bottom of the floor. Then, use the rat bone on the +lock. This causes the key to fall out of the lock and onto +the paper on the floor. Pick up the paper to retrieve the +key, then use the key to open the door. + +Pick up the bucket here and go downstairs to meet the +Druid. He lives in a house in the village, but he's been +captured by the goblins. Talk to him, and he will believe +that Simon is evil. + +Remove the ring, then talk to the Druid again. He will +eventually be convinced that Simon is there to help. He +says that if Simon can make a full moon, he (the Druid) +will turn into a frog and escape. + +Take the firebrand in this room, as well as the mints. Put +the bucket on the Druid's head, then use the flaming brand +on the Druid. Simon puts the brand near the circular hole +in the bucket, so when the Druid looks through the hole, it +looks sort of like a full moon. + +The Druid turns into a frog and hops off. + +Simon has to hide until the frog returns, so open the iron +maiden. This helps him avoid the goblins. The frog returns +with a hacksaw. Pick up the hacksaw, then use it on the +bars to break them. Go east through the bars, then east +again to reach the Center of the Forest. + +Staff Plotline +-------------- + +The wizards at the pub asked Simon to get a wizard's staff. +Finding it is a bit of a challenge. + +Go to the woodcutter's house. Talk to him to learn that he +is upset. He can't cut the trees here, unless he has an axe +head made out of milrith. Offer to find the milrith for +him, and he gives you a metal detector. + +Go to the area with the sleeping giant. The snowy hills are +where you'll find milrith. Use the metal detector on the +various snowy locations here until you find the milrith; +it's on the same screen as a wizard statue. + +Simon finds the milrith, all right, but he can't dig it up +by himself. He leaves the metal detector there. + +Go to the Dragon's Cave. If you haven't been there yet, you +need to use the sousaphone on the sleeping giant to get +access to this area. To get the sousaphone, use the crank +at the Witch's House to get a bucket of water. Give it to +the Oaf, and you can get a bean. Use it on the compost pile +at the wizard's house for a watermelon, and use the +watermelon on the sousaphone. + +When you first go inside the dragon's cave, the dragon +frightens Simon. Use the cold remedy from the Druid's house +on the dragon to make it fall asleep. You can then take the +fire extinguisher from the cave. + +Leave the dragon's cave, then go northeast. Pick up the +rock here. Look at it to see it has a fossil. + +Go to the village and give the rock to the blacksmith to +get the fossil. Then, go to the Archeologist, who is one +screen west of the Center of the Forest. + +Talk to the archeologist, if you haven't already. Give him +the fossil, then lie to him and say you found it in the +snowy area, near the metal detector. The archeologist +leaves to dig in that place. + +Return to the snowy area. Milrith is scattered all around +the area where the archeologist is digging. Pick it up, +then return to the village. Give the milrith ore to the +blacksmith to get an axe head made of milrith. + +Return to the woodcutter and give him the axe head. He +leaves to cut down trees. You can now enter his house. + +Inside the woodcutter's house, pick up the climbing pin. +Use the fire extinguisher on the fireplace, then move the +hook to enter the basement. On a shelf on the left, you can +pick up mahogany. + +Go to the woodworm stump. The woodworms here want to eat +some mahogany. Give it to the woodworms, and you get some +mahogany filled with woodworms. + +Go to Rapunzel's tower. If you haven't already finished the +Rapunzel storyline, do it now. It's not too difficult; +simply use the clapper from the blacksmith on the bell +here, then move the bell. Use the hair to climb up the +tower, then kiss Rapunzel. + +Use the hair to climb up Rapunzel's Tower once she is no +longer there, and use the woodworms on the floorboards +here. They eat a hole through the floor, and Simon falls to +the ground level. + +You can open the door here, to get outside. See the hole on +the ground? Use the ladder (from outside the Druid's House) +on the hole. Climb down to reach a mummy's tomb. + +Open the tomb, and the mummy comes out. Oh no! Simon runs +away. + +Return to the mummy's tomb. Open it, and this time, pick up +the loose bandage near the mummy's back. This defeats the +mummy and gets the staff. That's the staff the wizards +wanted! Return to the pub and give it to them. + +Fighting the Witch +------------------ + +The Witch in the Witch's House wants to fight a magical +duel against Simon, but he is woefully unprepared. He needs +to know magic words, and he needs to be an official wizard. + +To become a wizard, Simon must get the staff and give it to +the wizards in the right room at the pub. They have a +thirty coin membership fee. + +Simon can get some coins, by selling the gem from the Dwarf +Mine to the Dodgy Geezer. This isn't enough money, however. + +Go to the Dragon's Cave. Use the hook (from the Dwarf Mine) +on the boulder, above the entrance to the cave. You can now +walk to the boulder, so Simon is on the top of the cave. + +There's a hole here. If you haven't already, use the magnet +(from the fridge in the wizard's house) with the rope (from +the blacksmith's area) to get a magnet & rope. Use the +magnet & rope on the hole to get some gold coins. Do this +three times. + +Simon now has enough gold coins. Give them to the wizards, +and Simon becomes a sorcerer. It's a simple as that. + +Simon still needs to learn some magic words, however. Go to +the Tree, four screens east of the Dragon's Cave. It claims +to know magic words, and it promises to teach you the words +if you help it. + +Go to the Shoppe and pick up the White Spirit to purchase +it. Return to the tree, then use the White Spirit on the +pink paint on the tree. The tree then teaches Simon the +four magic words. + +Go to the Witch's Cottage, once you know the magic words +and once the wizards have made Simon a wizard. Try picking +up her broom, and she agrees to have a magical duel with +Simon. + +The duel is simple. Simon can say a magic word to turn him +into an animal. + +Alakazam turns him into a snake. +Hocus Pocus turns him into a cat. +Sausages turns him into a dog. +Abracadabra turns him into a mouse. + +The Witch also turns into an animal. Whoever picks a better +animal than the other person gets a point. Dog beats snake, +snake beats cat, and cat beats dog. If Simon and the Witch +pick the same animal, that round is a draw. + +The competition goes on for five rounds. Whoever has the +most points at that time wins. If the score is tied, the +game keeps going until the tie is broken. + +The animal the witch chooses is randomly determined. You'll +just have to be lucky in picking animals that defeats the +Witch's animals. If you lose, simple re-enter the cottage +and try again. + +Don't use the mouse in the duel, because the mouse always +loses. + +Once you win the duel, the Witch gives you the broom. She +then turns into a dragon, promising to kill you. Say +"Abracadabra!" to turn into a mouse, then exit through the +mouse hole in the back of the house. + +Entering the Tower of Doom +-------------------------- + +Simon needs a few things before he can reach the Tower of +Doom. + +1. The climbing peg, from inside the woodcutter's house. +2. The mints, from the goblin area where he met the Druid. +3. The Witch's broomstick. + +By this point, you need to have finished all the other +plotlines. Entering the Tower of Doom is the last plotline +of the game. + +Go to the Dragon's Cave, and go northeast twice. Use the +climbing peg on the wall, where the missing climbing peg +should go. This allows you to keep climbing. Simon meets an +angry snowman. Consume the mints to kill the snowman, and +continue going towards the Tower of Doom. + +The bridge to the tower collapses. Use the broomstick to +get across the gap. Simon finds himself at the entrance to +the tower...which is locked. + +Simon needs to use a magic potion to get through the door. + +Go to the Druid's House and ask him for a potion. He turns +into a frog before he can help you. + +Go to the Shoppe and purchase a hammer. Now, go to the +Swampling's House. If you haven't already, consume all the +soup so the Swampling is forced to leave. + +Move the chest here to reveal a trapdoor. Open the door +then climb down the ladder to reach a wooden walkway. When +you try to walk right, Simon finds a loose board. Use +either the hammer or the nail on the board to fix it. + +Go east to find Skull Island. Take the frogsbane from the +top of the island. Return to the Druid's House and give the +frogsbane to the Druid. He will give you the potion. + +Honey, I Shrunk the Sorcerer +---------------------------- + +Go to the Tower of Doom. Use the broomstick to cross the +gap, if needed, then consume the potion. Simon shrinks to a +small size, which causes him to lose all his items, except +the postcard. + +Simon enters the tower. For some reason, his dog is there. +Chippy the Dog takes Simon outside to the garden, and Simon +manages to get a hair from Chippy. + +The garden here has some nice mushrooms which will make +Simon grow to normal size. The bad news is that they're on +the other side of a puddle. With Simon at his current size, +the puddle is more like a lake. + +Pick up the leaf and the stone here. Look at the bucket, +and Simon finds a matchstick. Go west a screen. + +There's a lily leaf on the pond here. Attempt to pick it +up, and it moves closer to the shore. Time for Simon to +create a makeshift sailboat! Use the matchstick on the lily +leaf, then use the leaf on the matchstick. The matchstick +serves as a mast, and the leaf serves as a sail. You can +now go west. + +Uh oh...going west doesn't work, because the pond is too +small. You'll have to turn on the tap to get more water. + +Go to the screen with the tap. Get the seeds from the top- +left part of this screen. Use the stone on the seeds to get +oil. Use the oil on the tap to loosen up the rust, then use +the dog hair on the tap to turn it on. + +Now there's enough water to go west. Do so. A frog blocks +the path to the left, so pick up the tadpole that is in the +water. Talk to the frog and threaten to hurt the tadpole if +it doesn't move. The frog leaves. + +Pick up the mushroom that you can now reach. Eat the +mushroom, and Simon returns to normal size. + +The Tower of Doom +----------------- + +The Tower of Doom belongs to the evil Sordid. Simon's goal +is to use the teleporter on top of the tower to reach the +area where Sordid is. + +Pick up a tree branch here, then open the door to the +tower. Go inside, and Simon will be scared by an evil +treasure chest. Go back inside the tower, then use the +branch on the treasure chest to lock its jaws into place, +making it harmless. + +There are four levels to the Tower of Doom. Here on the +main floor, all you can do is get the shield and the spear. + +Go down to the basement. Here, you can use the spear on the +skull in the upper/left. This knocks over the skull, so you +can pick it up. + +There is a treasure chest across the bridge. This chest +contains candles. There is also a lever which controls a +smashing block above the lever. Try moving the lever a few +times to see how it works. + +Pick up the treasure chest, then move the lever so the +smashing block is up. Now, use the chest on the block which +is below the smashing block and above the lever. Move the +lever again so the smashing block comes down and smashes +the chest open. Move the lever another time to move the +smashing block up, so you can pick up the candles. + +The skull and the candles are all you can get in the +basement. Go up two floors to reach some kind of bedroom. +Pick up the magic wand which is in front of the mirror, +pick up the sock on the floor and the pouch on the bed. + +There's a mouse hole here, inside the steps. If you use the +sock on the hole, the mouse comes out. Use the sock on the +pouch, to put the sock inside the pouch. Then, use the +pouch on the hole. The mouse goes out to find the sock, and +it gets captured in the pouch. + +The mirror here is a magical mirror, which can show you +anywhere in the world, provided a shiny, reflective surface +is nearby. Simon doesn't want to use the mirror yet. + +Go upstairs, to the top floor. Here, there are two demons. +Talk to them to learn that they are being forced to work +for Sordid, when all they want to do is return to Hell. +They'll agree to teach Simon how to work the teleporter +here, if he can send them to Hell. + +Get the book here. Look at it to learn how to get rid of +demons. He needs a magic square, candles from the basement, +a skull from the basement, the mouse from the bedroom, and +he needs to know the demons' true names. + +If you ask the demons for their true names, they refuse to +give Simon that information. + +Pick up the chemicals here. Use the chemicals on the shield +to make it shiny, then use the shield on the hook. Go down +one floor, to the bedroom. Talk to the mirror and ask it to +show you the demons. Because the demons are alone, and they +don't think anyone is watching them, they use their true +names. + +Simon should have everything he needs now. Go back to the +top floor and tell the demons that you're going to draw a +magic square. One of the demons lends you chalk, so you can +do this. Simon sends the demons back to Hell, and he learns +how to use the teleporter. + +Using the teleporter is simple. Just walk to it, and say +your destination. You only have one choice: the fiery pits +of Rondor. + +The Fiery Pits of Rondor +------------------------ + +We're here in Rondor. The evil Sordid is here, too. Simon +needs to defeat Sordid, before Sordid turns more people +into stone. For good measure, Simon should also throw +Sordid's wand into the fiery pits, in order to prevent +Sordid from using magic in the future. + +It turns out that Rondor is a tourist attraction. Talk to +the attendant to get some brochures. Sadly, the attendant +won't let you into the fiery pits unless you pay a fee. + +Time to figure out a way to get rid of the attendant. +Setting off the fire alarm should do the trick, but it's +too far for Simon to reach. He needs a slingshot. + +Look at the brochure to get an elastic band. Pick up the +sapling here, and pick up the pebble. Use the band on the +sapling to get the catapult. Use the catapult on the bell, +and the attendant runs away. + +Pick up the matches on the counter of the souvenir stand, +then go east. Cross the bridge and pick up the floor wax. +Go east again, and Simon meets the evil Sordid. Sordid is +upset, because the fire alarm set off the water sprinklers +on the ceiling, putting out the fire in the fiery pits. + +Quickly, use the magic wand on Sordid to turn him to stone. +Ha! Sordid's own wand was used to defeat him! We still need +to destroy the wand, however. Set the fiery pits on fire +again, by using the matches on the pits. The lava starts +flowing, and you should use the wand on the lava to destroy +the wand. + +Simon realizes, a bit too late, that destroying Sordid's +wand will cause Sordid to come back to life. Once Sordid is +alive again, he vows to kill Simon. A phone call interrupts +the confrontation. The person on the phone is the wizard +Calypso, who asks Simon to stall Sordid for a bit. + +Tell Sordid whatever you want in the ensuing conversation. +Either way, Sordid throws Simon out of the room and into a +pit of razor-sharp spikes. Simon manages to survive, +fortunately. + +Time for Simon to defeat Sordid for good. Go east, and use +floor wax on Sordid. Sordid doesn't look where he's going, +so he slips and falls on the floor wax. Sordid lands right +in the lava, and he explodes. That's the end of the game. diff --git a/walkthroughs/simon1/simon1_2.txt b/walkthroughs/simon1/simon1_2.txt new file mode 100644 index 0000000..5212def --- /dev/null +++ b/walkthroughs/simon1/simon1_2.txt @@ -0,0 +1,824 @@ +CONTENTS +-------- + +1. Introduction +2. Walkthrough +3. Item List +4. Copyright Information + + +VERSION HISTORY +--------------- + +1.1: 19th June, 2008 (Format update) +1.0: 7th July, 2005 (First version) + + +=============================================================================== + +1. Introduction + +=============================================================================== + + +In another dimension, an evil wizard named Sordid is preparing to take over the +world, despite many of the world's greatest heroes and wizards trying to stop +him. Meanwhile on Earth, a teenager named Simon finds a spellbook. Reading it, +Simon is transported into a world of giants, goblins, the odd talking woodworm +and the wizard Sordid. Simon's mission is to travel to the fiery pits of Rondor +to defeat Sordid. Featuring a great style of humour to rival some of Lucasarts' +best, this is a very fun and lengthy adventure. + + +=============================================================================== + +2. Walkthrough + +=============================================================================== + + +VILLAGE +------- + +The game starts in the cottage. Get the magnet from the fridge. Open the desk +drawer and get the scissors. Exit the cottage. East. Get the rope on the floor. +Get the clapper on the table. East. West. Get the ladder. Enter the house. Get +the cold remedy from the table. Get the specimen jar at the top of the steps. +Exit the house. East. East. East. Open the door and enter the bar. Get the +matches on top of the fruit machine. Use the scissors on the sleeping dwarf to +get the beard. Exit the bar. West. West to the forest. + + +FOREST +------ + +East. East. Talk to the barbarian and say "What appears to be the problem?". +Say "Let's have a look at it then." to pull the thorn out. The barbarian will +give Simon a whistle. East. West. West. Talk to the wise owl and he will drop a +feather. Get the feather. East. East. North-east. East. Get the rock outside +the entrance to the mine. Look at the rock in the inventory. Wear the beard and +walk to the dwarf mine entrance. Say "Is it... Beer!" to the guard to enter the +mine. East. Use the feather on the left dwarf and then get the key on the +floor. Walk up the steps. Exit the mine. Walk up the path at the top-left +corner of the area. Get the paper on the ground. Use the map. + + +VILLAGE +------- + +Open the door and enter the shop. Give the shopping list to the shopkeeper. +Exit the shop. Use the map. + + +CENTER OF THE FOREST +-------------------- + +East. East. Talk to the woodcutter and say "Down on your luck, mate?". Say "You +look like YOU need cheering up!". Say "Nonsense. It's never too late to be of +good cheer.". Say "What exactly is the problem?". Say "How can a tree be a +problem?". Say "What's so special about these trees?". Say "Why don't you just +go back to a normal forest?". Say "Why don't you just buy a magical axe?". Say +"I'll keep an eye out for some for you.". Say "Have you tried the dwarves?". +Say "Give me the metal detector and I'll have a look around." to receive the +metal detector. Use the map and select the village. West. + + +FOREST +------ + +East. South. East. Walk to the middle of the area to talk to the woodworm. Say +"I was talking to the player, not you!". Say "I'd give you wood if I could, but +I can't so I won't.". Say "No. Of course not.". Say "How come you woodworm are +talking anyway?". Say "Look - I didn't mean to offend anyone.". Say "I'm sorry, +OK? How can I make it up to you?". Say "I'll just go and get some then.". +South. West. Use the handle on the well and then get the bucket of water. East. +East. East. East to the troll bridge. + +Talk to the troll and say "What appears to be the problem here.". Say "What do +you want?". Say "Why are you unhappy?". Say "Why don't you just eat these two +now?". Say "You're scared of a billy goat???". Say "Fine, I'll go and get some +goat for you, OK?". Say "It's a magic whistle.". Get the placard on the bridge. +East. East. East. Talk to the oaf and say "What beans?". Say "Maybe they're dud +beans?". Say "Maybe you should water them?" to use the bucket of water on the +beans. West. Get the beans. Use the map. + + +VILLAGE +------- + +North. North. West. North behind cottage. Use the beans on the compost. Get the +watermelon. Use the map. + + +TROLL BRIDGE +------------ + +North-west. Use the watermelon on the sousaphone to get the sousaphone. Use the +map. + + +CENTER OF THE FOREST +-------------------- + +North-east. East. East. Open the door to enter the swampling's house. Say "Are +you some sort of Bogieperson?". Say "Awwww. Don't cry. I've come to see you.". +Say "OK. I'll give it a whirl.". Say "OK. Just one more bowl full.". Use the +specimen jar on the stew. Say "OK. Just one more bowl full.". Consume the stew. +When the swampling leaves the house, use the map. + + +CROSS ROADS +----------- + +North. Walk to the vines to climb down the cliff. Talk to Golum and select any +option. Say "What's with the fishing rod?". Say "Luckily I happen to have some +top quality, highly nutritious, swamp stew with me." to receive the ring. Climb +up the vines. West. South-east to the castle. + + +CASTLE +------ + +Use the clapper on the bell. Use the bell. Use the hair to climb up to the top +of the castle. Say "I've come to rescue you, sweet lady.". Say "Which witch +would that be?". Say "You still look damn stunning to me." to get the repulser. +Use the map. + + +VILLAGE +------- + +Open the box to be taken to the goblin cave. + + +GOBLIN CAVE +----------- + +Open the box. Get the rat bone. Look at the boxes and get the spell book. Open +the spell book to find the paper. Use the paper on the door. Use the rat bone +on the lock. Get the paper to get the key. Use the key on the lock and then +open the door. East. Get the bucket. Walk down the steps. Get the mints near +the bars. Talk to the druid and say "I'm wearing a ring of invisibility.". Say +"What makes you think that?". Say "Look... let's be reasonable for a moment.". +Say "I'm sorry I spoke, OK? Good-bye.". + +Remove the ring. Talk to the druid and say "See, I told you I wasn't evil.". +Say "How can I prove I'm innocent?". Say "Isn't there a slightly less painful +trial?". Say "To be perfectly honest... I am just a tad.". Say "OK - let's do +it!". Say "I dunno. Got any bright ideas?". Say "I can't see any way of getting +a full moon in here.". Use the bucket on the druid. Get the flaming brand and +use it on the druid to transform him into a frog. Open the iron maiden and +enter it to hide from the goblins. Open the iron maiden. Get the hacksaw from +the frog. Use the hacksaw on the bars. East. + + +FOREST +------ + +East. North-east. East. East. East. East. East to the snowy area with the +wizard statue. Use the metal detector. East to the area with the sleeping +giant. Use the sousaphone in the inventory and the giant will knock down a +tree. East. East. + + +DRAGON'S CAVE +------------- + +Enter the cave. The dragon will sneeze Simon out of the cave. Return to the +cave. Use the cold remedy on the dragon. Return to the cave. Get the fire +extinguisher. West. North-east. Get the rock. Use the map. + + +VILLAGE +------- + +North. North. Give the rock to the blacksmith to get the fossil. East. West. +West. Use the repulser on the chocolate truffle door. Enter the house. Get the +smokebox from the shelf and the hat from the stand at the right side of the +room. Exit the house. Use the smokebox on the beehive and then get the wax from +the beehive. East. East. East. East. Enter the bar and talk to the barman. Say +"Mix me a Wet Wizard, barkeep.". Quickly use the wax on the beer barrel behind +the bar to get a beer voucher. Exit the bar and get the beer barrel. Use the +map. + + +CENTER OF THE FOREST +-------------------- + +Wear the beard and walk to the dwarf mine entrance. Say "Is it... Beer!" to the +guard to enter the mine. Give the beer to the left dwarf to enter the beer +cellar. Walk up the steps. West. Get the hook. Use the key on the gold door and +then walk through the doorway. Say "I've come to make YOU an offer.". Say "I've +got something in my inventory that you want.". Give the beer voucher to the +dwarf. Say "Nice pile of gems you got there." to get the gem. East. Exit the +dwarf cave. West. Give the fossil to the hole. Say "It's in the Craggy Peaks. I +left my metal detector there.". Use the map. + + +VILLAGE +------- + +North. Give the gem to the dodgy geezer and say "Don't make me laugh. I want at +least 40.". Say "It's an improvement... but still daylight robbery!". Say +"Sorry. I promised my associates I would get at least 20." to get twenty gold +coins. East. Enter the shop. Get the hammer and say "OK. Here you are." to buy +the hammer and the nail. Get the white spirit and say "OK. Here you are." to +buy the white spirit. Exit the shop. Use the map. + + +CENTER OF THE FOREST +-------------------- + +North-east. East. East. Enter the swampling's house. Move the chest. Open the +trapdoor and climb down the ladder. Try to walk east. Use the hammer on the +plank. East. Get the frogsbane. Use the map. + + +DRAGON'S CAVE +------------- + +Use the hook on the boulder above the entrance to the cave. Walk to the boulder +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 +down the rope. Use the map. + + +SLEEPING GIANT +-------------- + +West. Look at the dirt. Get the milrith ore from the dirt. Use the map. + + +VILLAGE +------- + +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 +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. +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. diff --git a/walkthroughs/simon1/simon1_3.txt b/walkthroughs/simon1/simon1_3.txt new file mode 100644 index 0000000..57ae744 --- /dev/null +++ b/walkthroughs/simon1/simon1_3.txt @@ -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.... :)