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 I am playing the game on the iPad, but the game was originally made for computers.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.