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- SIMON THE SORCERER
-
- INTRODUCTION
-
- This walkthrough gives explicit instructions on playing SIMON THE
- SORCERER to a successful conclusion. It does, however, assume you
- have read the Game Manual and are familiar with the various methods
- of controlling your actions.
-
- In directing you from place to another, I either supply
- instructions relative to the screen, right, left, up or down, or
- assume you will use the on-line map to zap you to the nearest
- location to your next destination. After you have visited a place
- once, I assume you will know how to find that place again. However,
- if the directions are not clear, I have provided maps as described
- in the following General Hints.
-
- GENERAL HINTS
-
- MAPS
-
- Finding your way around may be difficult, despite the on-line map,
- so I have made maps. They are in GIF format in the CompuServe Gamers
- Forum Adventure Library in the file named SIMNMP.ZIP.
-
- SIMNMP.ZIP contains:
-
- VILLAGE.GIF Map of the Village
- WOODS.GIF Map of the Woods
- SWPMTN.GIF Map of the Swamp & Mountains
-
- CONVERSATIONS
-
- Be pleasant, cooperative and always offer to help. When conversing
- with potential or definite enemies never back off unless you have
- completely run out of options. If the conversation doesn't turn out
- the way I say, just try another response until it does.
-
- TAKING RISKS
-
- Don't be afraid to take risks. Do so. You can't die and you may
- need to experience the downside before you can solve the puzzle.
-
- HINTS
-
- Visit the Wise Owl in the Woods for random hints. He will always
- tell you something useful, but it may be for past or future use.
- Hopefully he will occasionally tell you something of immediate use.
-
- SAVING
-
- Quite honestly, you don't need to save at all, except before
- quitting. You can't die and the game never crashed on me. (The
- inventory did become invisible from time to time though!) Anyway,
- you may want to replay some sequences again in a different order.
- Save as often as feels comfortable. For instance, I saved frequently
- during a thunderstorm!
-
- OPENING SCENES
-
- Watch the credits! Simon is lounging around in his bedroom bored
- with his homework. Meanwhile Simon's dog is exploring the attic.
- Hearing barking from upstairs Simon climbs up to the attic and opens
- the chest. The dog jumps out and Simon discovers a spellbook.
- Handling the spellbook invokes a spell which causes a small local
- rift in the fabric of space and time. The dog walks through the rift
- and Simon follows...
-
- Simon finds himself in the middle of a Goblin food invocation
- ceremony. The dog hides, but Simon loses his spellbook and is put
- into the Goblin's cooking pot! Doggie to the rescue! They both
- escape and arrive at Calypso's cottage. Calypso, a Grand High
- Wizard, has left a letter for Simon explaining that he has been
- captured by the evil wizard Sordid and has brought Simon here to
- find and rescue him.
-
- But first Simon must become a wizard himself so that he can use
- Calypso's spellbook...where ever it is now!
-
- CALYPSO'S COTTAGE
-
- Take the magnet from the refrigerator door. Open the desk drawer
- and take the scissors.
-
- TAVERN
-
- Go outside and go right into the village and at the Blacksmith's,
- up to the tavern. Open the door and go into the tavern. Look at the
- fruit machine and take the matches. Talk to the Nubile Valkyries
- about Sordid. Use the scissors to cut off the sleeping dwarf's
- beard. Go into the room on the right and converse with the wizards
- until they agree to tell you how to become a wizard. They tell you
- must find and return with a magical staff. The staff is last known
- to be in the possession of, the now deceased, Nafflin the
- Necromancer.
-
- APOTHECARY
-
- Leave the tavern. Head left past the Shoppe, up to the Dodgy
- Geezer. Get away from this guy as quickly as you can. You'll find
- him useful later on. Go left to the Apothecary's. Pick up the ladder
- outside the apothecary's cottage. Go inside and take the cold remedy
- and specimen jar.
-
- WISE OWL
-
- Return to outside the Shoppe and go left into the woods. When you
- reach the four way junction, take the first path on the left.
- Continue along this path until you see the wise owl. Talk to the
- owl. Pick up a hint or two. Take the feather from the left center of
- the screen.
-
- WOODWORM
-
- Return to the four way junction and take the first path on the
- right. Continue on this path until you see the tree stump. Talk to
- the woodworm. They will ask you to find some mahogany for them.
-
- WITCH'S COTTAGE
-
- Take the path down and continue left to the Witch's Cottage. Turn
- the handle of the well and haul up a bucket of water. Take the
- bucket of water.
-
- BARBARIAN
-
- Return along the path and then go left to the four way junction.
- Take the second path on the right and continue on this path until
- you meet the Barbarian. Help the Barbarian and he will give you a
- whistle.
-
- TROLL BRIDGE
-
- Return left to the four way junction. Take the lower right path and
- walk past the Woodworm tree stump to the Troll Bridge. As soon as
- the action stops talk to the troll so that he takes and uses your
- whistle. The Barbarian comes and clears the bridge.
-
- OAF
-
- Walk across the Troll Bridge and continue along this path, taking
- the upper right path at the junction, until you meet the Oaf. Talk
- to the Oaf about his beans. Suggest they need watering. Pour the
- bucket of water over the beans. You will leave. Return and pick the
- beans up out of the puddle.
-
- BEHIND CALYPSO'S COTTAGE
-
- Return to the village and go to Calypso's cottage. Plant the beans
- in the compost behind Calypso's cottage. Pick the water melon.
-
- SOUSAPHONE
-
- Return to the Troll Bridge and go to the upper left to the
- sousaphone player. You will try to escape the noise but you also
- want that sousaphone! Visit the sousaphone player again and throw
- the melon into the sousaphone. The sousaphone player will hand the
- instrument over to you for repair.
-
- PALEONTOLOGIST
-
- Return left to the five way junction, then take the upper right
- path to the cordoned off hole. Talk to the paleontologist who is
- inside the hole. He is looking for a fossil.
-
- GOBLIN'S FORTRESS
-
- Continue right along the path to the Center of the Forest. Take the
- higher path, that starts on the left, to the Goblin Fortress. Look
- for the shopping list under the stone. Take it.
-
- WOODCUTTER'S COTTAGE
-
- Return to the lower path and continue right to the Woodcutter's
- Cottage. Talk to the woodcutter. He is miserable because he can't
- cut down the magic trees. He needs a magic axe made from Milrith. He
- will give you a metal detector.
-
- SWAMPLING
-
- Return to the Center of the Forest and take the upper right path.
- Continue through the cave entrance and on into the swamp. Attempt to
- open the door of the Swampling's residence and the Swampling will
- invite you in. Talk to the Swampling. Accept the stew. Eat as much
- Swamp stew as you can. Ugh! Fill the specimen jar with the stew when
- you can. Keep eating the stew until the Swampling has to leave.
- Leave and continue right to the mountains.
-
- SLEEPING GIANT
-
- Keep walking right through the mountains until you reach the
- Sleeping Giant. (Why have all those people turned to stone?) Disturb
- the sleeping giant by playing the sousaphone. This will make him
- push the tree over so you can walk across the chasm.
-
- DRAGON'S CAVE
-
- Continue right to the Dragon's Cave. Visit the dragon. Blackened!
- Click on Simon to recover. Go into the cave again. Give the cold
- remedy to the Dragon. Go into the cave and take the fire
- extinguisher. Leave and walk behind the cave. Pick up the rock with
- the fossil.
-
- TALKING TREE
-
- Go right, and right again, at the climbing pins, continue right and
- talk to the Talking Tree.
-
- MOUNTAINS
-
- Return to the Sleeping Giant then go left. Use the metal detector.
-
- SHOPPE
-
- Return to the village. Open the Shoppe door. Hand over the shopping
- list to the shopkeeper.
-
- BLACKSMITH
-
- Visit the Blacksmith and give him the rock. You will leave with a
- fossil.
-
- PALEONTOLOGIST
-
- Return to the Center of the Forest and go left to the
- Paleontologist. Give the fossil to the Paleontologist and tell him
- you found it in the mountains (where you actually detected the
- milrith!)
-
- MOUNTAINS
-
- Return to the Sleeping Giant and go left. Search the dirt and rocks
- and pick up the milrith ore.
-
- BLACKSMITH
-
- Return to the village and visit the Blacksmith. Give the milrith to
- the Blacksmith and he will make you an axe head. Pick up the bell
- clapper from the bench. Also take the rope and attach it to the
- magnet.
-
- WOODCUTTER'S COTTAGE
-
- Return to the Center of the Forest and go right to the Woodcutter's
- cottage. Hand the axe head over to the woodcutter and he will leave.
- Go into his cottage. Pick up the climbing pin on the left-hand side.
- Put out the fire in the fireplace with the fire extinguisher. Move
- the hook over the fireplace and you will go down to the basement.
- Take the mahogany.
-
- WOODWORM
-
- Go to the Troll Bridge and take the lower left path to the tree
- stump where the woodworm reside. Talk to the woodworm. The woodworm
- become part of your inventory.
-
- TOWER
-
- Go to the Cross Roads. Take the lower right path to the tower. Put
- the bell clapper in the bell and sound the bell. Climb the long
- braid of hair. Talk to the girl behind the screen and kiss her.
- Well, she did say "when she was a piglet"! The pig 'Repulser'
- becomes part of your inventory. Use the woodworm on the floorboards.
- Go down through the holes to the basement, using the ladder on the
- second hole.
-
- Open the tomb. Could this be Nafflin the Necromancer with the magic
- staff? You will be forced to leave, but you can now return here
- through the ground floor doorway. Go in and go back down to the
- tomb, open it again. Do not look at the mummy but pick up the
- stringy bandage at his back. The mummy will unwind and be destroyed.
- Take the staff.
-
- GOLUM
-
- Return to the Cross Roads and take the path up, on the right, to
- the waterfall. Climb down the vines at the lower left of the screen.
- Talk to the Golum. He will tell you he needs food for a party. Give
- the Swamp stew to the Golum fisherman. You will sit down to fish and
- eventually find the ring of invisibility.
-
- BEEHIVE COTTAGE
-
- Return to the village. Go to the path outside the Apothecary and go
- left to the Beehive Cottage. Have Repulser, the pig, eat the
- Chocolate truffle door. Go into the cottage. Take the smokebox and
- beekeeper's hat. Go outside. Use the smokebox on the beehive. Pick
- up the wax.
-
- TAVERN
-
- Go to the tavern and ask the barman to fix you a drink. While he is
- preoccupied put the wax on the nozzle of the barrel behind the bar.
- The barman will think this barrel is empty and leave it for you
- outside. He will also give you a free beer voucher.
-
- Pick up the barrel of beer when you leave.
-
- DWARVES MINE.
-
- Return to the Center of the Forest. Look at the rock at the mine
- entrance. Pick it up and look at the rock again. It says "beer".
- This is the password to get into the mine. Put on the beard. Go into
- the mine. Try to go to the left. Bribe the guard with the barrel of
- beer. Return up the steps and go to the left. Talk to the dwarves.
- Find out how to get into the treasury (through the golden door on
- the upper left). Take the hook. Return to the steps to the right and
- go down to the beer room. Use the feather on the sleeping guard to
- make him turn over. Take the key.
-
- Return to the treasury door and open it with the key. Talk to the
- dwarf. Bribe him with the beer voucher. He will give you a gem.
-
- DODGY GEEZER
-
- Return to the village and visit the Dodgy Geezer. Drive a hard
- bargain and sell the gem to him for 20 gold coins.
-
- SHOPPE
-
- Return to the Shoppe. Buy the hammer and white spirit. Leave.
- Outside the shop, open the box and get in.
-
- GOBLIN'S FORTRESS
-
- Open the box you are hiding in. Look at the boxes. Pick up the
- spellbook. Look at the spellbook and you will find a loose piece of
- paper. Pick up the rat bone. Put the piece of paper under the door.
- Use the rat bone on the lock. Pick up the piece of paper. Use the
- key to unlock the door. Open the door and leave.
-
- Pick up the bucket and go down the stairs. Talk to the Druid.
- Remove the ring. Talk to the Druid again until he tells you he needs
- to see a full moon. Put the bucket over the druids head. Pick up the
- mints. Pick up the flaming brand and hold it over the Druid's head.
- The Druid escapes as a frog.
-
- When you hear Goblin guards approaching, open the iron maiden and
- hide in it. The frog will return with a hacksaw. Open the iron
- maiden. Take the hacksaw and use it on the bars. Leave.
-
- DRAGON'S CAVE
-
- Return to the Dragon's Cave and use the hook to climb up to the
- boulder above the cave entrance. Use the rope and magnet on the hole
- (this is the skylight in the Dragon's Cave) and you will collect
- some gold coins. Repeat this three times until the magnet comes up
- empty.
-
- TALKING TREE
-
- Climb down and return to the Talking Tree. Clean up the pink
- splotch with the white spirit. Talk to the tree. The tree will tell
- you four magic words.
-
- TAVERN
-
- Return to the village. Visit the wizards in the tavern. Talk to
- them. Hand over the staff and pay the fee to become a wizard. Ask
- the wizards about Sordid.
-
- APOTHECARY
-
- Visit the Apothecary. The Druid is at home and he wants you to find
- him some Frogsbane.
-
- SKULL ISLAND
-
- Go to the Center of the Forest. Return the Swampling's hut. (Thank
- goodness the Swampling's not back yet!) Move the box and open the
- trap door. Go through the trap door and walk along the planks. Fix
- the loose plank with the hammer and nail. Continue right to Skull
- Island. Pick the Frogsbane.
-
- APOTHECARY
-
- Return to the village and visit the Apothecary. Hand over the
- Frogsbane and you will receive a mysterious potion labeled "Drink
- Me".
-
- WITCH'S COTTAGE
-
- Go to the witch's cottage. Open the door and go in. Try to take her
- broom. You will get chucked out but enter the cottage again. The
- witch will offer to play a game with you. Accept.
-
- Use the magic word "Sausages" repeatedly until you win the game.
- You may not win the first game, but keep returning to the cottage
- and playing the game until you do. The witch will then cheat and
- become a dragon. Escape by saying "Abracadabra" and becoming a
- mouse. Run away through the mouse-hole near the rocking chair. You
- now have the broom.
-
- CLIMBING PINS
-
- Return to the Dragon's Cave and go to the climbing pins. There is
- one missing but you have one in your inventory. Put the spare
- climbing pin in the hole. Walk across the climbing pins.
-
- SNOWMAN
-
- Eat the mints and the snowman will melt.
-
- SORDID'S TOWER
-
- OUTSIDE
-
- Continue right to Sordid's Tower. Use the witch's broom to get
- across the chasm. Consume the "Drink Me" potion. You will walk
- through a crack in the door. Your dog will grab you and put you in
- the garden.
-
- Pick up the leaf. Pick up the stone. Look in the bucket and take
- the matchstick. Go left to the puddle. Pick up the lily-pad. Put the
- matchstick on the lily-pad and the leaf on the match to make a
- sailing boat. Sail over to the seeds. Take a seed. Return to shore.
- Crush the seed with the stone. Attach the dog hair to the tap. Use
- the seed oil on the tap and turn on the water by pulling the dog
- hair.
-
- Use your makeshift sailing boat to get to the other side of the
- puddle. On leaving the boat you are nearly swallowed by a frog! Look
- at the water and pick up the tadpole. Threaten the frog and that you
- will harm the tadpole unless the frog gets out of your way. When the
- frog leaves look at the mushrooms. Pick the mushroom labeled "Eat
- Me" and eat it.
-
- GROUND-FLOOR AND BASEMENT
-
- Open the door and go inside. Terrified, you run outside. Pick up
- the branch. Go inside again and put the branch in the snapping
- chest's mouth. Pick up the shield and the spear.
-
- Go downstairs to the torture chamber. Pick up the chest. Move the
- lever to open the press. Put the chest on the block and move the
- lever so the chest is crushed. Move the lever again to raise the
- press. Pick up the candles. Use the spear to fetch down the skull
- hanging from the ceiling on the left. Pick up the skull.
-
- BEDROOM AND LABORATORY
-
- Go upstairs, then upstairs again, to the bedroom. Pick up the sock,
- the pouch and the magic wand. Pick up and read the book. Now you
- know what to do with Sordid's wand. Talk to the mirror. Put the sock
- in the pouch. Put the pouch in the mouse-hole at the foot of the
- stairs. You will catch the mouse.
-
- Go upstairs and talk to the demons. Keep talking until they tell
- you they want to return to the pit. Pick up the book and read it.
- You now know how to return these demons to their home. Talk to the
- demons some more and find out more information if you can. Pick up
- the chemical, the magical metal polish, and use it to polish the
- shield. Place the shield on the hook.
-
- Go downstairs to the bedroom. Talk to the mirror and ask to see the
- lab. You will hear the demon's true names.
-
- Go upstairs and keep talking to the demons until they give you the
- chalk so you can start the ritual to send them back. When you have
- completed the ritual, get into the teleporter, select the Fiery Pits
- of Rondor as your destination.
-
- THE FIERY PITS OF RONDOR
-
- Pick up the sapling and the pebble. Talk to the attendant. He will
- give you some brochures. Look at the brochures and then use the
- elastic band on the sapling. Use the catapult on the fire alarm.
- Pick up the souvenir matches from the counter.
-
- Go right, across the bridge and pick up the floor wax. Go right to
- Sordid. Use the wand on Sordid to turn _him_ to stone. Now light the
- pits with the matches. Throw the wand into the lava. Uh-oh! Sordid
- tries to kill you. Return to the lava pits and deal with Sordid.
- How? Use the floor wax so that he loses his footing...and falls into
- the lava!
-
- Congratulations! Enjoy the closing sequences!
-
- This walkthrough is copyright (c) 1994 by Diana Griffiths and the
- Gamers Forum Adventure Library. All rights reserved.
-
-