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# 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.

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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.

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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.... :)