1085 lines
38 KiB
Plaintext
1085 lines
38 KiB
Plaintext
Simon the Sorcerer
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A Walkthrough by The Lost Gamer
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(ilovecartoonssomuch@yahoo.com)
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Copyright 2012
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For a list of all my various guides, check
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http://the_lost_gamer.tripod.com/guides.html
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Table of Contents:
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001. General information
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002. Locations
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003. Items
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004. Walkthrough
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005. Credits
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001-General Information
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---------------------------------------------------------
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This is a walkthrough for the game called Simon the
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Sorcerer. I am playing the game on the iPad, but the game
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was originally made for computers. If you want to email me
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about the guide, you can do so at my email address,
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ilovecartoonssomuch@yahoo.com.
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Thanks to jiri, who made the ASCII-art of a wizard,
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featured at the top of this guide.
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002-Locations
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---------------------------------------------------------
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The hardest part of the game is navigating the maze that is
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the game's overworld. When you visit certain locations,
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they are saved on the map in Simon's inventory. Use the map
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to warp to those locations.
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I'll start by explaining all eight locations in the
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village.
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Village
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-------
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1. The Wizard House is where you start. You can go inside
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the house, outside the house, and behind the house, to a
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compost pile. From here, you can go east from the Wizard
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House to reach the Blacksmith.
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2. The Blacksmith. From here, you can go west from it to
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the Wizard House, east to reach the Dodgy Geezer, and north
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to the Pub.
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3. The Dodgy Geezer. From here, you can go north to the
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Blacksmith, west to the Druid's house and east to the
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Shoppe.
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4. Druid's House. From here, you can go inside the house,
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west to the Chocolate House or east to the Dodgy Geezer.
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5. Chocolate House. From here, you can go east to the
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Druid's House.
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6. Shoppe. From here, you can go inside the shop, north to
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the Dodgy Geezer, east to the Pub, or west to the Forest.
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When you use the map to warp to the village, you start
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here.
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7. The Drunken Druid Pub. From here, you can go inside the
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pub which has two rooms, west to the Shoppe or east to the
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Blacksmith.
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8. Forest. From here, you can go north to the village, or
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east to the forest.
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Forest - Major Locations
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------------------------
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There are eight locations in the forest that get saved to
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your magical map. These are the Witch's House, the Owl
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Tree, the Troll Bridge, the Center of the Forest, the
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Crossroads, the Sleeping Giant, the Dragon's Cave and the
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Tower of Doom. These locations are all interconnected.
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Here's an explanation of how to go from one major location
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to the major locations nearest to it. This list is not
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exhaustive, and it is sorted in alphabetical order.
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1. From the Center of the Forest, reach the Owl Tree by
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going west, west, west and west.
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2. From the Center of the Forest, reach the Sleeping Giant
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by going northeast, east, east, east, east, east and east.
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3. From the Center of the Forest, reach the Troll Bridge by
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going west, west, east, and east.
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4. From the Crossroads, reach the Troll Bridge by going
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northwest, west, west and west.
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5. From the Dragon's Cave, reach the Tower of Doom by going
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northeast, northeast, northeast, northeast and east.
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6. From the Forest Entrance, reach the Owl Tree by going
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east, north, and east.
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7. From the Forest Entrance, reach the Troll Bridge by
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going east, southeast, east, east and east.
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8. From the Forest Entrance, reach the Witch's House by
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going east, southeast, east, southwest and west.
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9. From the Owl Tree, reach the Center of the Woods by
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going east, east, northeast and east.
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10. From the Owl Tree, reach the Troll Bridge by going
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east, east, east and east.
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11. From the Sleeping Giant, reach the Dragon Cave by going
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east and east.
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12. From the Troll Bridge, reach the Center of the Forest
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by going northwest, west, northeast and east.
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13. From the Troll Bridge, reach the Crossroads by going
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east, east, east and east.
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14. From the Troll Bridge, reach the Owl Tree by going
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northwest, west, west and west.
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15. From the Troll Bridge, reach the Witch's House by going
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west, west, southwest and west.
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16. From the Witch's House, reach the Troll Bridge by going
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east, east, east and east.
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Forest – Minor Locations
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------------------------
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There are a number of minor locations, as well. Here is how
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to find a minor location, starting from the warp point that
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is closest to it.
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Archeologist Hole: From the Center of the Forest, go west.
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Barbarian: Warp to the Owl Tree. Go west and southeast.
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Alternately, from the Forest Entrance, go east twice.
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Dwarf Mines: In the Center of the Forest.
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Fishing Golum: From the Crossroads, go northeast and down
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the vines in the lower/left.
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Goblin Fortress: From the Center of the Forest, go
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north(west).
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Oaf: From the Crossroads, go southwest.
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Rapunzel Tower: From the Crossroads, go southeast.
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Skull Island: From the Center of the Forest, go northeast,
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east and east. Go inside the Swampling's House and find the
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entrance to the area below. From there, go east to Skull
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Island.
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Sousaphone Player: From the Troll Bridge, go left.
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Alternately, from the Owl Tree, go east, east, and east.
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Swampling's House: From the Center of the Forest, go
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northeast, east and east.
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Tree: From the Dragon's Cave, go northeast, northeast, east
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and east.
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Woodcutter: From the Center of the Forest, go east twice.
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Wormwood Stump: Warp to the Witch's House and go east
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twice. Alternately, from the forest entrance, go east,
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southeast and east.
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003-Items
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---------------------------------------------------------
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There are a number of items you can find and use in this
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game. Here is a list of the items, including where they are
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found and what they are used for.
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Axe Head: Found by giving the milrith ore to the blacksmith
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in the village. Give it to the Woodcutter to get inside the
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Woodcutter's House.
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Beans: Found by using the bucket of water on the oaf's
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beans. Use them on the compost pile behind the wizard's
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house to get a watermelon.
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Beard: Taken by the sleeping dwarf in the pub, by using the
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scissors on them. Wear it to get inside the dwarf mine.
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Beer: Found outside the pub, after using wax on the beer
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barrel in the pub. Give it to the dwarf in the dwarf mine
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to bribe him into letting Simon pass.
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Beer Voucher: Found in the pub, after using wax on the beer
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barrel in the pub. Give it to the dwarf in the dwarf mine
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in exchange for a jewel.
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Book: Found on the cushion in the Tower of Doom. Look at it
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to learn how to defeat demons.
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Book: Found on the bookshelf in the Tower of Doom. Look at
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it to learn how to destroy wands.
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Branch: Found in the garden of the Tower of Doom. It stops
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the evil chest in the Tower of Doom.
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Brochures: Found by talking to the man at the souvenir shop
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in Rondor. Look at it to find an elastic band.
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Broom: Found by winning the magical duel in the witch's
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cottage. Use it to get to Tower of Doom.
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Bucket of Water: Found by using the well at the witch's
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cottage. You can use it on the oaf's beans to get beans and
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an empty bucket.
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Bucket: Found in the goblin cave. Use it on the Druid's
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head to help him turn into a frog.
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Calypso's Note: Simon has this at the start of the game. He
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can read it whenever he wants.
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Candles: Found inside the chest in the Tower of Doom. They
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help defeat the demons.
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Catapult: Found by using the elastic band on the sapling in
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Rondor. Use it to ring the fire alarm.
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Chemicals: Found at the top of the Tower of Doom. They
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clean the shield so it is shiny.
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Chest: Found in the basement of the Tower of Doom. Open it
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with the block to get candles.
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Clapper: Found near the blacksmith. It is used on the bell
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outside Rapunzel's Tower.
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Climbing Pin: Found in the Woodcutter's House. It helps you
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proceed from the Dragon's Cave to the Tower of Doom.
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Cold Remedy: Found in the Druid's House. Use it on the
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dragon in the Dragon's Cave to make the creature fall
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asleep.
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Elastic Band: Found by looking at the brochures. Use it
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with the sapling at Rondor to get a catapult.
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Feather: Found near the Wise Owl. Use it on a sleeping
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dwarf in the dwarf mines to get a key.
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Fire Extinguisher: Found in the dragon's cave. Use it on
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the fireplace in the woodcutter's house to reach his
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basement.
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Flaming Brand: Found in the goblin's cave. Use it on the
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druid to help him turn into a frog.
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Floor Wax: Found by the bridge in Rondor. It is used to
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defeat the boss of the game.
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Fossil: Found by giving the rock to the blacksmith. You can
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give it to the archeologist, to convince him to dig in the
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area with mithril.
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Frogsbane: Found on top of Skull Island, below the
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Swampling's House. Give it to the druid to get a potion.
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Gem: Found by giving a beer voucher to a dwarf in the
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mines. Sell it to the Dodgy Geezer to get some gold coins.
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Gold Coins: Found by selling a gem to the Dodgy Geezer in
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the village. Also found by using the rope & magnet on the
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hole above the dragon's cave. Use coins to by a hammer and
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white spirit from the Shoppe. Use coins to pay the wizards
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in the pub.
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Hacksaw: Given to Simon by the Druid, once you hide from
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the goblins in the iron maiden. Use it on the bars to
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escape the goblin area.
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Hair: From Simon's dog, found after entering the Tower of
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Doom. It is used on the tap to fill the garden with water.
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Hammer: Purchased at the Shoppe, and it comes with a free
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nail. You can use it or the nail on the loose plank under
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the Swampling's House.
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Hat: Found inside the chocolate house.
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Hook: Found in the dwarf mine. It is used on the boulder
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above the entrance to the Dragon's Cave, so you can access
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the hole in the roof.
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Key: Found by using the feather on the sleeping dwarf in
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the dwarf mine. It opens a door in the mine.
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Key: Found in the goblin cave, by using paper on the door
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and the rat bone on the lock, then retrieving the paper.
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Use it to open the door.
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Ladder: Found outside the Druid's house. Use it in
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Rapunzel's Tower to reach the basement.
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Leaf: Found in the garden of the Tower of Doom. It is used
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as a sail, with the matchstick.
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Magic Wand: Found near the mirror in the Tower of Doom. Use
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it to defeat Sordid, then throw it in the lava.
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Magnet: Found on the fridge in the wizard's house. Use it
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with the rope to get a rope & magnet.
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Mahogany: Found in the basement of woodcutter's house. Use
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it on the woodworm stump to get woodworms.
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Map: Simon automatically starts the game with this. Use it
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to warp to different locations.
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Matches: Found on top of the fruit machine in the pub.
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Simon uses them to smoke bees out, near the chocolate
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house.
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Matchstick: Found by entering the bucket in the garden of
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the Tower of Doom. It is used as a mast for a sailboat,
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along with the leaf.
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Metal Detector: Given to Simon by the Woodcutter. You can
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use it in order to find where milrith is buried.
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Milrith Ore: You can pick it up, once the archeologist digs
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in the area where milrith is. Give it to the blacksmith to
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get the axe head.
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Mints: Found in the goblin area, where you meet the Druid.
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You can use them to melt a snowman.
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Mouse: Found by using the pouch and sock on the hole in the
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steps of the Tower of Doom. It is used to banish the
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demons.
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Mushroom: Found in the garden of the Tower of Doom. Consume
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it to have Simon return to normal size.
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Nail: It comes with the hammer, when you buy it from the
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shop. Use the hammer or the nail on the plank below the
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Swampling's house to fix it.
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Oil: In the garden of the Tower of Doom, use the stone on
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the seeds to get oil. You can use it to get the tap in the
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garden to work.
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Paper: It is inside the spell book in the goblin cave. Use
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it on the door, as part of a puzzle to get the key to the
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door.
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Pebble: Found in the fiery pits of Rondor. It is used with
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the catapult to ring the bell.
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Placard: The sign that is discarded by the troll, once it
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is defeated.
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Postcard: Simon starts the game with this in his inventory.
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It lets you save, load, continue or quit the game.
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Potion: Give frogsbane to the Druid to get the potion. It
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makes Simon shrink, so he can get inside the Tower of Doom.
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Pouch: Found on the bed in the Tower of Doom. Use it with
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the sock, so you can capture the mouse in the mouse hole.
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Rat Bone: Found in the goblin cave. Use it on the lock on
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the door to push the key out of the lock.
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Repulser: Found by kissing Rapunzel in Rapunzel's Tower. It
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is used to get inside the chocolate house.
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Ring: Found by giving swamp stew to the Fishing Golum.
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Simon uses it to make himself invisible, after he enters
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the goblin's fotress.
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Rock: Found in the Center of the Forest. Read it to learn
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what the password to the dwarf mines is.
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Rock: Found northeast of the dragon's cave. The blacksmith
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can crack it open to get a fossil.
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Rope: Found by the blacksmith. Use it with the magnet to
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get a rope & magnet.
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Rope & Magnet: Found, by combining the rope with the
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magnet. It is used to get money from the dragon's cave.
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Sapling: Found in the fiery pits of Rondor. It is used with
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the elastic band to make a catapult.
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Scissors: Found in the drawer of the wizard's house. Use it
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on the sleeping dwarf in the bar to get the beard.
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Seeds: Found in the garden of the Tower of Doom. Use the
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stone on them to get oil.
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Shield: Found in the Tower of Doom. Use the chemicals to
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clean it, then hang it on the hook on top of the tower, so
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you can spy on the demons.
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Shopping List: Found in the goblin area. Give it to the
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shopkeeper, and he will get the groceries ready.
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Skull: It is in the basement of the Tower of Doom. Use the
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spear on it to retrieve it. Use it to get rid of the
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demons.
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Smokebox: Found inside the chocolate house. Use it on the
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beehive to get bees.
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Sock: Found in the Tower of Doom. The mouse likes the smell
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of the sock, so you can use it to lure the mouse out of its
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hole.
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Sousaphone: Use the watermelon on the man who plays this
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instrument to get it. Then, use the sousaphone on the
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sleeping giant to open a path to the east.
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Souvenir Matches: Found at the souvenir shop in Rondor. Use
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it on the cool lava to set it on fire.
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Spear: Found in the Tower of Doom. Use it on the skull to
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knock the skull loose.
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Specimen Jar: Found in the Druid's house. Use it on the
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stew in the Swampling's house to get stew.
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Spell Book: Found inside the boxes in the goblin cave. Open
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it to get a paper.
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Staff: Found by defeating the mummy in the basement of
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Rapunzel's Tower. Give it to the wizards in the pub.
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Stone: Found in the garden of the Tower of Doom. Use it on
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the seeds to get oil.
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Tadpole: Found in the pool of the Tower of Doom. Pick it up
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and threaten to hurt it, in order to get past the frog.
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Watermelon: Found by using the beans on the compost pile
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behind the wizard's house. Use it on the sousaphone to get
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the sousaphone.
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Wedge: Found when you open the mummy's tomb in the basement
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of Rapunzel's Tower.
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Whistle: Take the thorn out of the barbarian's foot, and he
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gives it to you. The troll will attempt to steal it, which
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leads to his doom.
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White Spirit: You can buy this from the Shoppe. Use it on
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the pink splodge on the tree in order to learn magic words.
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Wizkid Wallet: You get this after giving the staff and the
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gold coins to the wizards in the pub. It lets you fight the
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witch.
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Woodworm: Found by giving mahogany to the woodworms in the
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stump. You can use them to destroy the floorboards in
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Rapunzel's Tower.
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004-Walkthrough
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---------------------------------------------------------
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|
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There are many puzzles in this game, some of which have to
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be done in a certain order. I grouped together various
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related puzzles, but you can solve them in a different
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order, if you so wish.
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Village
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-------
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You might as well begin by collecting all the items in the
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village. Take the magnet from the fridge in the cottage,
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then open the dress drawer and take the scissors.
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Leave the wizard cottage and go east to the blacksmith. He
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won't talk to Simon. Take his rope and clapper.
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Go east to the Dodgy Geezer. He starts a conversation with
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you, in an attempt to sell you overpriced goods. Ignore
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him, then go west to the Druid's House. Take the ladder
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here, then go inside the house. Take the cold remedy and
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the specimen jar here.
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Leave the Druid's House. If you go west, you reach the
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chocolate house. You can't get inside that yet, so go east
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twice. You reach the Shoppe, where you can buy things once
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you have money.
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Go east to the Pub. Open the door and go inside. Pick up
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the matches on top of the fruit machine on the left, and
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use the scissors on the sleeping dwarf to get his beard.
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Talk to the various characters here, if you want. Whenever
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you ask the bartender for a drink, he spends some time
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looking behind the bar. Go to the room to the right to meet
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the wizards. They say they will help Simon become a wizard,
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if he can retrieve a special staff.
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Exit the bar, then go west twice to reach the forest
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entrance.
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Forest Exploration
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------------------
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The first thing I recommend doing in the forest is
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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.
|