306 lines
19 KiB
Plaintext
306 lines
19 KiB
Plaintext
This walkthru will detail in some depth the steps you need to take to clock
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the game. Be warned, I have been known to write in great detail so that this
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walkthru will be fairly long.
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Walkthrough
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===========
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Watch the intro. If you've seen it already, you can skip to the next scene by
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pressing on the Right Mouse Button (RMB.)
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You're in Fleur Deli. When you come in, you'll automatically read the Letter.
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The Dog falls asleep on a Cushion nearby. Simon picks up the Letter, Postcard
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and Map and adds it to inventory. Use the Postcard to Save, Load, Continue or
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Quit the game. As for the Map, well, once you've been to a particular place,
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it will show up on the map and rather than trekking all the way there, just
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open up the Map, click on the place you want to go, and POOF! you're already
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there. Easy!
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Anyway, back to the story. Open up the Chest of Drawers (the Letter was on
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top of it) and you'll find a pair of Scissors. Take the Scissors and go to
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the Fridge. There's a Magnet attached. Take the Magnet. Note that you can't
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open the fridge. Now, exit out of the room and head east.
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You're at the Blacksmith's. He'll always be hammering away at the anvil and
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will not talk to you. Take the Rope (left of screen) and Clapper (on the
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shelf by the locked door) and then leave east again. You'll see a guy selling
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wares. "Dodgy Geezer" the game calls him. Ignore him for now. If he attracts
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your attention, just end the conversation ASAP. Head west and take the Ladder
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that's leaning against the wall. Enter the house (the entrance is to the
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left of the screen) and pick up the Cold Remedy (table at the bottom of the
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stairs.) Climb up the stairs and pick up the Specimen Jar from the table at
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the top of the stairs. Now head out of the building. Go east twice. You'll
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find a shop here (incorrectly spelt as "Shoppe.") Nothing to do here yet. Go
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east again and you'll find the Drunken Druid pub. Enter it and pick up the
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Matches on the top of the Fruit Machine. Head east again and you'll find a
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group of Wizards. Talk to them and say "I'll do anything to become a wizard."
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They'll tell you about a Magic Staff and if you bring it to them, you'll
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become a Wizard. Why do you need to become a Wizard? To use the Spell Book of
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course! Only Wizards are allowed to use the Spell Book.
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Okay, next step. Head west back into the main bar and walk up to the Sleeping
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Dwarf. Use the Scissors and cut his Beard (poor guy!) Simon will take the
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Scissors and Beard. Exit the pub and head west twice. You're in the forest
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now.
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*NOTE: Bear in mind, the following actions can be done in any order*
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Head to the Woodworm Stump by going east, southeast, east. Talk to the Stump
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and you'll find out that the Woodworm are in need of wood, Mahogany to be
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exact. Promise to help out and then go southwest, west, west. Here, wind the
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Handle of the Well and take the Bucket of Water that comes up. Next go into
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the house by opening the door (Simon will say there's no-one in, but go in
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anyway.) Try to take the Broom and you'll meet the Witch. Talk and you'll
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leave. Now, head east, east, west, west, northeast. Here, you'll find the
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Barbarian. Pull the Thorn from his foot and you'll get the Barbarian Whistle.
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Head back to the Stump by going west, southeast, east, east.
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Next stop, the Owl Tree. From the stump, go west, west, northeast, east,
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west, west. Talk to the Owl and he'll drop a Feather. Pick it up and talk to
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the Owl a few times to get some hints about the game -- he'll give you a
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different hint each time you talk to him. When you're done, leave.
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Okay, now, go east, east and northeast to find a Hole. Talk to it (no, you're
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not insane -- at least not yet!) You'll find Dr. Von Jones and you'll learn
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that he's a paleontologist and is looking for fossils, so if Simon finds any,
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make sure you let him know. Go east. This is the Centre of the Forest. Go to
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the Cave Entrance in the centre of the screen and look on the floor outside.
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There's a Rock here. Pick it up and you'll find the word "BEER" written on
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it. Remember the Beard you snipped off the Dwarf in the Pub? Well, wear it
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and enter the cave. You'll be asked for the password. Use "BEER" as the
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password and you'll be allowed in. The guard won't let you down the left
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steps yet (although we'll sort this out later on...) Go down the right steps
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and you'll see two stoned dwarves. Use the Feather on the one lying on the
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ground to find the Key. Pick it up and leave the mine (you can take off the
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beard now...)
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To the northwest of the centre of the forest is a big double-doored building.
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Near the door is a Rock (it says "Paper" when you pass your pointer over it.)
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It's a Shopping List for the Shop in town. Pick up the Shopping List and head
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into town. Give the Shopping List to the shopkeeper and leave when they say
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that they'll leave it outside. Use the map and head back to the Centre of the
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Forest when you're done. Now, go southeast and east to find the Woodcutter.
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He's in a dilemma. He can't find any trees to cut as they've all been
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magically protected and the only way he's going to be able to cut them is to
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use a metal called milrith and it's super-rare. He gives Simon a Metal
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Detector to see if he can find any. After all, he can't really make things
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any worse, can he?
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*From hereon, you must have done the actions in the previous few paragraphs*
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Return to the centre of the forest (west, west) and go northeast, east, east
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and east. Go into the door up north and do the poor Swamp Guy a favour and
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eat some of his stew. When you can't manage any more, use the Specimen Jar to
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hold some of the stew -- you'll be using it later. When the Swamp Guy leaves,
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make sure you do too (yeah, I know it's rude, but we've got a mission to
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perform, right?) And head back to the Centre of the Forest by going west,
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west and west. Now, go west, west, south, west, southeast, east, east and
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east. You'll see the Three Billy Goats Gruff and the Troll. Talk to the Troll
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and after a while, he'll show an interest in your Whistle. Let him blow it
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and watch the scene.
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Once the troll has been disposed of, continue over the bridge (picking up
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the Placard on the way) and go northeast and east. Here, you'll meet an Oaf
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who's dumb enough not the realise that his beans need watering. Use the
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Bucket of Water and you'll leave. Head back and pick up the Beans. Now, head
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back to the village using the Map.
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Back in the village, go north, north, west and head behind the Cottage. Here,
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use the Beans with the Compost to get the Melon. Pick it up and use the Map
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to head back to the Troll Bridge. Here, go northwest to find the tone-deaf
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Sousaphone. Use the Melon with the Sousaphone and you'll clog it up. The Bard
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will give you the Sousaphone for repair. Great! No more noise!
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Use the Map again to get to the Crossroads. From here, go northeast to find
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the Gorge. Use the Vines to the bottom-left of the screen to climb down.
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Here, you'll meet a Golum fishing. Talk to him and give him the Swamp Stew
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when prompted. You'll be allowed to use the Fishing Rod in return. After some
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time, Simon finds the Ring of Invisibility and tests it. Yep, seems to work!
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Climb back up the Vines, head west and then southeast to reach the front of
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the Castle. The bell's busted, so use the Clapper on the Bell and then use
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the Bell itself. A massive plait of hair comes down. After Simon's recovered,
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climb up it and you'll automatically talk to Rapunzel. Kiss her when prompted
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and she'll turn into a Repulser. Use the Map again and head back to the
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village. You should, by now, see the Box outside the shop. We'll pick this up
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later. Head north, west and west. Use the freshly-obtained Repulser on the
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Door of the house and she'll eat all the way through. Go inside and pick up
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the Beekeeper's Hat and Smoke Can. The Repulser is now too big to fit inside
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Simon's hat, so leave her here. Go outside and use the Smoke Can on the Bee
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Hive (Simon will wear the Hat automatically.) Take some Wax from the Hive and
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head to the Pub by going east, east, east and east again. Once there, talk to
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the Barman and ask for a drink (any one, it doesn't matter which on you
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choose.) Whilst he's searching under the counter for the ingredients, plug the
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Beer Barrel with the Wax. The barkeep will give you a Leaflet and Voucher.
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Head outside and pick up the Beer Barrel.
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Now, use the Map to head back to the Dwarf Mine (wear the beard and give the
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password again.) Give the Barrel to the Guard on the left and he'll go down
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to the beer cellar with you. Head back up and then down the other steps. Pick
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up the Hook at the end of the platform. Talk to the Dwarf in the middle of
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the screen and then use the Key in the door. This is the Dwarf Treasury. Give
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the Leaflet and Voucher about the Drunken Druid's Happy Hour to the Treasurer
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and take a Gem in return. Use the Map to head back to the village and go
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north. Talk to the Dodgy Geezer and sell the Gem. Make sure you get no less
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than 20GPs for it!
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Go to the Shop (east) and head inside. Buy the Hammer and White Spirit (try
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to pick it up to buy it.) Outside, open the Box. You'll be abducted by the
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Gobbos and taken to their lair. Simon will use the Ring automatically. Open
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the Box and pick up the Rat Bone from the floor and Spell Book from the box
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at the back of the room. Open the Spell Book to find a loose piece of paper.
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Use the Piece of Paper with the Door and the Rat Bone with the Lock. Pick up
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the Paper and the Key with it. Use the new Key with the Lock to open the
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door. Pick up the Bucket here. The guard blocks your way out so we'll need a
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different way out.
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Go downstairs and pick up the Mints here. Talk to the Druid. Remove the Ring
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and talk again. Keep talking until the Druid explains that he can turn into a
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Frog, but only when he sees a Full Moon. Take the Bucket you picked up and
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place it on the Druid's head, pick up the Flaming Brand and use it on the
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Druid (don't worry, we're not going to torture him -- although the thought
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_had_ crossed my mind.) He'll turn into a Frog and leave. The Gobbos are
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coming so open the Iron Maiden and get inside. When the Frog reappears, open
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the Maiden, close it again, pick up the hack saw the frog has and use it to
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escape. Recognise the place? You should do, this is the place where we picked
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up the Shopping List.
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Now, head to the Swamp Guy's house again by going east, northeast, east,
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east, north. Move the Box and open the Trap Door it reveals. Climb down and
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try to cross, you'll find a loose plank. Use the Hammer you bought from the
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shop on the loose board and Simon will secure it down. Head east and pick up
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the Frogsbane from the top of the skull. Head west, up, west, east, east and
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east. Use the Metal Detector and leave it where you get a (strong) signal.
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Head east to the Sleeping Giant. Play the Sousaphone and he'll knock over the
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nearby tree to make a bridge for you. Head east, east and east into the cave.
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This poor Dragon has got one helluva cold and sneezes you out of the cave. Go
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back inside and give him the Cold Medicine you picked up near the start of
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the game. You need to be quick to do this or you'll get sneezed outside
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again. Once this is done, go back inside and pick up the Fire Extinguisher.
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Leave the cave and use the Hook on the Boulder above the Cave Entrance and
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climb up the mountain. Combine the Rope and the Magnet and lower it down the
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Hole. Keep pumping up your money until you can't get any more.
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Climb down the rope and go round the back of the cave. Pick up the Rock you
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see there and continue east. You'll find a set of Climbing Pins. There's one
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missing, so we can't climb up yet. Use the map to get back to the village.
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Here, head north and north again. Give the Rock you picked up to the
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Blacksmith and he'll smash it to reveal a Fossil. Use the Map to head back to
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the Centre of the Forest and head west to find Dr. Von Jones (inside the
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hole.) Give him the Fossil and he says he'll go there and dig. Use the Map
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and head for the Sleeping Giant. Go west and you'll find Von Jones digging.
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Look at the dirt and pick up the milrith. Use the Map and head back to the
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Town Centre and then head for the Blacksmith (north, north.) Give him the
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milrith and ask him to make you an Axe Head.
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Now, head to the Centre of the Forest again (use the map) and go east twice.
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The Woodcutter is still here. Give him the axe head and he'll leave. Go
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inside his house. Pick up the Climbing Pin from the table next to the door
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and use the Fire Extinguisher on the fire place. Move the Hook and enter the
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fireplace. Pick up the wood (make sure it's mahogany) and leave. Go west,
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west, west, west, south, west, southeast and east. The Woodworm Stump is
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here. Talk to them and they'll jump into Simon's hat and start munching on
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the mahogany whilst it's still in Simon's hat.
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Next step, Rapunzel's castle. Go to the Crossroads and head southeast. Climb
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the hair again and use the Woodworms to eat through the floor. You'll lose
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the Woodworms, but they've done their job now. Use the Ladder with the Hole
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and climb down. Here, open the Tomb and talk to the Mummy inside. You'll get
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a Wedge and end up outside the castle. Enter the castle again (via the door,
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this time) and climb down the Ladder again. Pick up the Loose Bandage (it's
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at the butt end of the Mummy and you have to be pretty quick.) Presto! The
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Staff! Pick up the Staff and head back to the village using the Map. Go east,
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into the Pub and east again to meet the Wizards. Talk to them, give them the
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staff and 30GPs and you'll become a Wizard. Take the opportunity to ask them
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a few questions while you're here.
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Next stop, the Druid. Go west, out the door, west again, north, west and
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enter the house. Talk to the Druid. He explains that he needs some Frogsbane
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to control his polymorphism and before he finishes, turns into a Frog. Give
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the Frogsbane to the Frog and he'll turn back into the Druid and will give
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you the potion.
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Next stop, the Talking Tree. Head for the Dragon's Cave, go round back and
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head east. Remember last time? We couldn't go up because there was a missing
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climbing pin. We picked up the missing pin from the Woodcutter's house. Use
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this pin with the hole left by the missing pin and Simon will automatically
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climb up the rest of the way. You can't continue past the Snowman yet, so
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climb back down the pins. Next to the ledge is an "Icy Ledge" walk to this
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ledge and Simon will leap frog across the gap. Continue east until you find
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the Talking Tree. Talk to him (it?) and he'll tell you that, in return for
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removing the paint from his bark, he'll tell you some magic words. Use the
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White Spirit on the paint stain and talk to the tree again. You'll learn some
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magic words.
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Now we're ready for the witch. Use the Map to get there, enter the house and
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accept the duel challenge. The duel is a weird match. Using the magic words
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taught to you by the tree, you morph into various animals. If your form is
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stronger than the witch's you get a point. If hers is stronger, she gets a
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point. It depends on luck which form she chooses. Use "Sausages" constantly.
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When you win, she turns into a Dragon, breaking her own rules. Use the word
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"Abracadabra" (I think it's abracadabra. If it isn't try the others until you
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do find the right one. Let me know if I'm wrong.) Simon will turn into a
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mouse and you'll escape (after a while) through a mouse hole.
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Use the map to return to the Dragon's Hole and go behind it. Head east and
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up. You'll meet the Snowman with a bad attitude. Eat the Mints (hmm... must
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be extra stong) and continue onwards. Go east, east and try to cross. The
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bridge will collapse. Use the Broom to get to the Door. The Door is magically
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and physically sealed so you can't get in. Use the Potion the Druid gave you
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and you'll shrink down to squeeze through a crack in the door. Here, you'll
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find your dog who helps you to the garden, giving you a hairball in the
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process (yuk.) (BTW, you'll drop everything you have apart from the postcard
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when you shrink. You won't need any of the old items now, anyway.) Pick up
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the Leaf and Stone you find here and enter the Bucket. You'll up the
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Matchstick. Head west and pick up the Lily Leaf (you won't pick it up, but
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you'll move it towards the edge of the puddle.) Use the Match with the Lily
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Leaf and the Leaf (not the Lily, the first one you picked up) with the Match.
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You've now got your own mini-boat. Sail to the top-left of the screen to
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reach the seeds. Pick one up and sail back to the edge. Here, use the Rock
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you picked up and the Seed to get some oil.
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Use the Oil with the Tap and then use the Hair to open it. Now you'll be able
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to cross the puddle (if you don't open the tap, you'll run aground half way
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across.) Approach the Frog. He'll nearly swallow you, but spits you out and
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your clothes separately. Simon will hide behind a tree whilst he gets his
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clothes back on. Look at the puddle and you'll catch a Tadpole. Talk to the
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Frog and threaten the Tadpole. The frog will jump away and Simon will release
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the Tadpole. Pick and eat one of the Mushrooms the Frog leaves behind.
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Snap off one of the Branches from the nearby tree and open the Door. Go
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inside, and you'll run out. Go back in again and jam the chest's mouth with
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the branch (it shuts him up) and pick up the Spear (hanging from the ceiling)
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and Shield (next to the chest.) Go down to the Torture Chamber. Here, pick up
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the Chest which is on the right of the screen, across the bridge. Go back
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across the bridge and move the Lever. Put the Chest in the Block and move the
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Lever twice. Pick up the Candles. Use the Spear on the Skull just above your
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head to make it fall. Pick up the Skull.
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Go up twice into Sordid's bedroom. Pick up the Wand, Pouch, Book and the
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Sock. Combine the Pouch and the Sock and use it on the Mouse Hole (it's
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between the two candles.) You'll catch a Mouse. Go up again and talk with the
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Demons here. Take the Chemicals and the Books -- both on the same shelf.
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Read the Book you just picked up and then use the Chemicals with the Shield
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you picked up. Hang the Shield on the Hook near the steps. Go back down to
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Sordid's bedroom and talk to the Mirror. Ask it to spy on Gerald and Max. Go
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back upstairs and talk to the Demons until they give you some Chalk. Simon
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will use it and the rest of the items to send them home. Before they go, they
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will tell Simon how to use the Teleporter. Use it and ask to be taken to the
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Fiery Pits.
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Here, pick up the Pebble and Sapling from the floor and talk to the Attendant
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to get a Brochure. Look at the Brochure to find the Rubber Band. Combine the
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Band with the Sapling to get a Catapult. Use this with the Fire Alarm,
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setting it off. Take the Souvenir Matches and enter the pit. Cross the bridge
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and pick up the Floor Wax. Go east and you'll see Sordid. Use the Wand on him
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and turn him to stone. Use the Matches on the Pits to relight them and toss
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the Wand in. At this moment, Sordid revives and wants to kill you. Just then,
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someone calls you -- Calypso. He tells you to try and stall Sordid for a bit.
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Let Sordid hit you the first time and then go up to him again. Use the Floor
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Wax on him. He'll slip and Simon will push him into the lava, destroying him.
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That's it, that's the end. Watch the dancing demons and then get ready for
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Simon 2. Walkthrough coming your way soon.... :)
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