SOLUZIONE SIMONTHE SORCERER 3D (INGLESE) Game Play

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SOLUZIONE SIMONTHE SORCERER 3D (INGLESE)
Game Play: The game is by keyboard manipulation and the mouse can be used only in the Spell
book. Read the manual for more complete explanations. The Start Menu has the Start game,
Install/Reinstall, Uninstall, Setup and Exit. The setup menu shows the video, sound and keyboard
options. The default keyboard controls are: Movement - direction arrows, Action - Ctrl or enter, Use
item - Alt, Examine - X, Crouch - Z, Lookaround - Tab, Walk/run - Shift, Sprint - Caps Lock, Cycle
inventory - C and Open spell book/inventory - Spacebar. When the spacebar is pressed the display
shows 3 boxes on the right (G - groat Simon is carrying, Eye icon - what Simon is looking at and
Hand icon - what Simon is carrying at the moment). To get the main menu for the game during the
opening sequence press ESC and not the space bar. A selection will appear and choose to load
game from this selection or a possible glitch might happen. The Spell book is on the left of the
screen and has the Disk options (load, save or quit), Inventory and Game options (Graphic - color,
resolution, dithering and gamma control; Sound - adjusts various sound options and other options
(subtitles). To combine objects, place one item in the hand icon and then double click the mouse
on the combining item in inventory. Pressing Esc returns to the main screen of the options
selected. Pressing any keyboard control presently used toggles it back to the default - walk/run or if
the spacebar is toggled back to the game. There are lifepads scattered around whenever a
dangerous action might cause Simon to die and restores him to life. The map is shown when
Simon rides a Rainbird and it will land on a glowing area that Simon looks at. There are telephone
booths also scattered about for rapid transport to another place shown by a zone map. Some of
the booths are broken shown by red dots and when seen in the game have a red x taped on it.
Rainbirds do not fly at nights and only in open space. Reinstalling DirectX 8.1 from the official
Microsoft site might help with glitches in the game.
A short outline of the previous 2 Simon adventures is explained. The present adventure starts with
Runt showing his latest accomplishment (a new body for Sordid) to Sordid who is in Simon's body.
Sordid transfers to the new body. Runt and Sordid hunt for the Ancient One. The next scene shows
a scantily clad woman dragging Simon's body to the top of a temple pyramid. Calypso, the Head
priest and another priest are also present. Simon's body is placed in the hole. His soul (in a bottle
carried by Calypso) is joined to his body. It takes 7 days and nights for the joining to happen. If
successful, Simon will still have to prove himself if he is worthy of the gift. Calypso and the woman
go back to Poliganis.
Chapter 1 - To Complete the Joining of Simon's Body and Soul
Inside the Temple of Life
Chamber of Rebirth - Simon wakes up in the Chamber of Rebirth. Go to the lever on the right
pillar by the door. The fairy Godmother hired by Calypso from the Godmother agency appears. She
will guide you through the game manipulations. Look at lever until it is shown under the eye icon on
the top right, then press the action key (ctrl). The door opens.
Hallway - Turn to hallway on top of screen and go to the right. A life pad with an Ankh icon on it is
seen and is explained by the fairy godmother (something dangerous is about to happen). Go back
down to the hallway until the end, turn left and forward to the next corner. On the right is wall panel
with a face in the center and gems in 3 corners of its frame. Get (Ctrl)
the blue, green and yellowgems. The fairy godmother appears to explain about inventory and
spell book. Double clicking the left mouse button also can be done as "use item" button. Go
forward until the next corner, left, forward pass a sarcophagus and forward to the opening at the
end of the hall. Enter.
Chamber of Wisdom - As soon as you enter, a Golem drops from the ceiling. He prevents you
from getting the object on a stand at the center of the room. A red ray shoots out from a head on
one wall passing the red gem on the golem's head. There are 3 more heads similar to that one
around the room. Look at them and note that they have a space in their mouths for something.
Across the door you entered in is a locked door with a keyhole in the left frame of the door
How to neutralize the golem: Look at the color on the golem's head and their sequence. Hmm.
Place the gems in the heads' mouth around the room in the same order as that of the golem's
head. Since the red gem is already in place, place (Alt) thegreen gem (in hand in inventory) to the
right head. Go pass the locked door, then yellow gem and then blue gem. Different colored rays
join at one point. Move towards the door and then forward to entice the golem to catch you until the
golem's head hit the center of the joining of the rays of light. The golem falls down and disappears.
Get (Ctrl) the key on the center stand. Use (Alt) the key on the keyhole and the door will open.
Enter and see another life pad.
Hallway - The fairy godmother appears to explain about run and sprint controls. Sprint down the
hallway and a boulder will drop from the ceiling and will flatten you if you are not fast enough.
How to escape the boulder: Sprint (Caps lock and arrow keys) forward to the end of the hallway,
turn left, sprintforward and turn left to an open dimly lit doorway just before the end of the hall.
Toggle/press Caps lock to go back to walk/run. Walk forward.
Chamber of no walkway/lava pit - Fairy godmother appears to explain about lookaround controls
(Tab). Lookaround and down at the pit at the center of the chamber. See a lighted path
crisscrossing through to the other side. Position Simon in front of the lighted path and
walk forward. Simon will stop whenever the path ends. Then turn left, forward, right, forward,
left, right and forward to the other side. Enter the doorway, forward, right and forward to the next
corner.
The fairy godmother appears and explains about crouch/crawl (Z) control and leaves after warning
of "Don't let the eye see you". Another life pad is seen at the corner. Go to the door and the door
opens. Bats fly out. Enter.
The Eye Room - The chamber has a giant Eye on a head mural at the far wall. The Eye roams
around and will zap you dead if it sees you.
How to evade the Eye: Crawl (Z), turn a little to the right, forward to hide behind the pillar. Turn
a little to the right and see a lever on the wall. Crawl right to the wall, turn left and
crawl forward keeping by the wall until hidden behind a fallen pillar. Turn right and toggle crawl
(press Z) to stand up. Pull lever (Ctrl) and immediately crouch down. The door at the far corner
opens. Turn around to center of chamber and crawl forward to pillar base in front of the Eye. With
the pillar base in front of you, turn a little to the left and see the opening at the left corner of the
chamber, crawl towards the opening and hide behind debris at the left of the Eye. Turn around and
see the open doorway. Enter and toggle crouch.
Go forward until closed door, look at door for Simon to say "it looks final" (in my game, if I didn't
have him say this, the game goes to the main menu) and press action (Ctrl).
Outside of Temple
Forward to outside of temple. Notice that Simon's body flickers from solid to transparent. Move
forward and turn right at path and forward to an open raised temple stand with the sitting High
Priest.
High Priest - Talk to the High Priest. He explains about the process of rejoining of the body and
soul that was separated, not dead. To be complete or solid, a sacred peach has to be eaten. The
peach tree absorbs excess life force to make a peach. The peach has to be ripe and dropped from
the tree - not picked before its time. If the peach is picked before its time, untimely death of a
person will occur. The sacrificed person's life force will fill the space left by the peach. The
explanation about the peach triggers the peach tree to show a peach hanging down from the tree.
The High Priest gives the letter from Calypso. Calypso wants you to meet him in Poliganis and
explains about the scantily clad woman that helped him. He sends 20 groats. After you have eaten
the peach, he wants you to meet the woman at the North Gate of Poliganis. The High priest gives
the 20 groats and directions to Poliganis.
Peach Tree - Go down the steps, forward and left to the sacred tree. See the hanging peach that
you cannot reach. Go back down, left and see steps to the top of the pyramid.
Top of pyramid - Climb the pyramid. Talk to the bell keeper. The ringing of the soul bell guides the
souls of the dead to the peach tree. Choker cola keeps him awake. Go the left side of the
telescope. Pick the telescope up and get magnifying lens and the telescope tube. Go down and
left to "Souvenirs" sign.
Tomb Trader - Enter the open entryway. Talk to the seller at the store and buy a Choker Cola for
5 groats. Go to the grounds. See a vandalized telephone booth at the far left corner of the temple
grounds (it will be fixed later).
Temple Housing - Enter the open doorway at left of the telephone booth. Go forward to the end of
the compound and see a big hut/barn. Enter the big door. Turn left, forward and find a contraption
with a ramp. At the side is a lever and inside the contraption is a sign that says "Cow here". Pull
the lever and see the treadmill move. Exit the barn property.
Judas in Pool of Punishment - Turn right, forward pass the cart and see Judas, a priest standing
at the center of the pool. Walk close to him and end up standing in the pool also. Automatically talk
to Judas. He is miserable and is punished because of a very grievous sin that he confessed. He
picked a peach with his chakara before it was ripe. Take note where Judas stood to pick the peach
with the chakara . Exhaust all dialogue with him. He explains how to use the chakara and tells
where the chakara is hidden - in Judas' cabin, under Nun Magazine hidden under the bed. Ask to
take the chakara off his hands. Exit the pool, turn right and forward to the hut close to the wall and
small pond.
How to get the Chakara: Open the door (will not open until Judas tells you where the chakara is).
Stand on the left side of the bed close to the wall, crouch, lookaround down and get (Ctrl)
the Nun's magazine and will automatically get thechakara/yoyo also. Fairy godmother appears to
explain how to use the chakara and tells you to steal the peach. Exit to the Temple grounds and go
to the Peach tree.
Peach Tree How to get the Peach: Stand to the right side of the tree, turn to face it (like Judas). Go as close
to the hanging peach. Look up to it. Place the chakara in the "in hand" box by selecting it in
inventory. Press Alt to equip the chakara, look/aim at the peach and press Action (Ctrl) key to do
the act. The peach falls on the ground. Toggle Alt. Press Ctrl to pick up the peach. Eat the peach
and see a cut scene that shows a ninja die when a tree falls on him. The woodworms cut the tree
down. Now, Simon is solid again. Go down and see the high priest.
High Priest - Talk to him about having eaten a peach and is ready to leave. You can not bring
yourself to confess. Exit the temple after informing the Priest Guard that you have eaten a peach.
Chapter 2 - To Get to Poliganis
To get to Poliganis, the High priest said to follow the sign posts until the North Bridge. Let us the
check the places around the route also. Go past the sign post, towards Lake Wotthayhe.
It's a Beach - At the beach by Lake Wotthayhe, there is telephone booth. If you enter the phone
booth, you will access the map, click on any green area and will be transported there. The black
spots are important places close by. At the beach area, there is a dock with boxes, diving ramp
and a changing room. There is also a Rainbird landing pad on the ground. Go back towards the
sign post to walk (as described below) or you can go via the phone booth straight to Completely
Safe Bridge Over A Deadly Gorge and work your way down.
Warning Sign - Go forward to the sign post. Take the road to Poliganis and forward until the
warning sign - "Beware of the woodworm - warning about incredible dangers to woodworm attacks
". Pick up the warning sign eaten by the woodworm.
Forward to next sign post, turn right, forward, climb the mountain until the big tree at the cross
road. There are 4 possible paths here - 2 on each side. Let us check some of the places. Take the
lower left ramp.
Fat Bloke - Go forward and enter the gate on the left. Go behind the fat bloke with hat and pick his
back pocket to get the butterfly book. Face and talk to him. Ask the Entomologist what is in it for
you. He will pay for butterflies collected. He gives you his net andspecimen jar and says that the
bigger and brighter the butterflies, the more expensive it is. Exit the field. Turn left and go forward.
Sleeping Foliage - The purple flowers on the right of the road snores. There is a rainbird landing
pad close by. The path goes through a tunnel under the mountain. Let us check those places later.
Turn around and pass the sleeping foliage, turn left and pass to a gated opening.
Lonely Hut - Go forward and see the hut, outhouse and telephone booth. The hut is locked and
there are cola cans scattered outside. There is a road to the upper right that will lead back to the
crossroad by the tree.
Butterfly Meadow - Go in the gated opening across the road by the crossroad tree.
How to catch butterflies: Place the net on hand, press Alt to equip yourself and Ctrl to swing it
when a butterfly is seen. Swing the net and see the path the net takes. Then when a butterfly is
seen, wait for the butterfly to be close to where the swing path of the net is before pressing Ctrl.
Walk back and forth in the meadow close to the gate to look for butterflies.
When you catch a butterfly, go back to the Fat Bloke. Talk to him and he will pay you for
the butterflies. A yellow and red Peacock is 10 groats, bright brown Viceroy is 2 groats, Painted
Lady for 20 groats and blue Adonis is 4 groats. He wants you to catch a Purple Emperor. Go back
to the meadow and try to catch a Purple Emperor. Look at the book and read that the most
expensive butterfly is the Purple Emperor worth at least 250 groats (might be a trigger for the
appearance of Purple Emperor). Finally, catch the Purple Emperor and go back to the
entomologist. He will try to cheat you on the price but since you read the price book, you get 250
groatsfor the butterfly. Go back to the crossroad.
Inbred Yokel (and COW!) - Continue to the upper right path on the crossroad by the tree. Enter a
gated opening to the right and meet the yokel and Daisy. There is also a phone booth here. Talk to
the yokel twice. He is waiting for a witch to come along to give him magic beans in exchange for
Daisy, a fine milking cow. He said if you see a witch to get him some beans and Daisy will be
yours. There is another exit that goes to the butterfly meadow. Exit back to the main road.
Volcano Photopoint - Go forward and then enter a gated opening on the left. There is a phone
booth here also. Close to the fence under the volcano, lookaround up and see a rainbird flying.
Lookaround down shows the water flowing from the waterfall to the left. Exit and turn left.
Go forward; pass a clearing to the Waterfalls on the left, the Random Pile of Rocks on the right and
a clearing to the right. A sound is heard when you enter the enclosed/walled road. Go back to the
clearing now on the left side. Forward and left to an open gate.
Large Hole - Enter and forward to the hole at the middle of the enclosed clearing. See a treasure
hunter stuck down the hole. Exhaust the dialogue. He is looking for the Treasure of Fred the Pirate.
He is carrying a metal detector.
To use the chakara to help him: Place the chakara on hand. Press Alt to equip it, look down and
aim for the inner left hand (by thumb) of the treasure hunter and then Ctrl to use it. You bring up
the metal detector. The fairy godmother appears to explain how to use the metal detector. Go
back out the area and turn right.
Random Pile of Rocks - Go back out to the main road and turn left back towards the Random Pile
of Rocks.
To get the treasure: Place the metal detector in hand and press Alt. The metal detector starts to
ding and the sound gets faster at the center of Random Pile of Rocks. When Simon finds the area,
lookaround/tab down and you will see a hexagon. Place the warning sign on hand, check if the
hexagon is in the eye icon box and use/press Alt the makeshift shovel/warning sign. The sign
breaks, leaving a stick. The chest recovered is full of tarnished washers. In inventory, place the
washer in hand and then double click the Choker cola to get shiny washers and empty can
of Choker Cola. Go back to the path by the Large Hole.
Tilled Field - Pass the opening to the Large Hole; go forward until a tilled brown field with some
stacked hay is found. Use the metal detector by placing the metal detector in hand and press Alt.
Use the metal detector around the field and find some 22 groats dropped by somebody. The metal
detector pings the closer you get to metal and eventually Simon will automatically put it away when
the treasure is found. Go back out of the tilled field, turn right and forward.
Reservoir Control Hut - See a telephone booth and a hut with a dwarfish warning sign in front of
it. Climb up and see a locked door. Climb up the ladder and see a stuck trap door. There is also a
rope that is attached from a wooden contraption down into the hut. Go back down and down the
hillside. See the ninja that died under a fallen tree when you picked the pear back at the temple.
Walk forward and see a cave that can not be entered at the side of the mountain. Go straight to the
road.
S.I.G.N. - A telephone booth and a golem post is seen at the crossroad. The road to the left goes
to the road by the Random Pile of Rocks. The golem post is Signal Integrated Golem Narrative - it
directs travelers to where they want to go. He takes water and mineral through his roots but has a
craving for sweet, sweet liquor - Whiskey. He asks for a drink. Sorry! Turn left and up the road to
the bridge.
Completely Safe Bridge Over A Deadly Gorge - There is a rainbird landing pad and across the
way, a phone booth. Go to the start of the bridge. The bridge is gone. Talk to the man on the other
side. He, the Count wants to cross because of the competition in Acre Gap. He wants the Gnome
Firing Trophy and will help you cross the gorge if you can get it for him. The competition ends at
sunset.
Time to use the phone booth. Enter and select using the mouse, Lonely Hut from the map. Turn
around and exit through the gated opening (not the road) to get to the sleeping foliage. Turn right,
go forward, down the tunnel and outside to the clearing by the river.
Dungnomin' Tree - Walk around and notice bull's-eye on trees. Look up at the suspended
walkways and see gnomes crossing. There must be a gnome village close by.
Walk by the fence on the right and see 3 colored geometric shaped box on the ground. One of
them states "Chase Me". Down below is a pink clearing of the Strangely Pink? destination on the
map.
Candies - You have 7 seconds to sprint from candies to the next candies and run over them until
you reach the Strangely Pink? area. Gain another 7 seconds every time you sprint over candies.
The path: Use the sprint mode (Caps Lock) and be sure to run OVER the candies.
1. Stand on the left side of the candies facing towards the trees diagonal to the
fence on your back. Step on the 3 starting candies.
2. Towards the trees where you can see blue candies on the ground
3. Straight to red and yellow candies on the ground.
4. Turn around to the left (~170 degrees) and run over 2 candies.
5. To the fence corner with 2 candies.
6. Towards one candy close to the tunnel entrance.
7. Turn to the left and sprint straight to 2 candies by the hint rock.
8. Forward to one candy by the shore.
9. Turn slightly left towards the phone booth and sprint over to the pink candy.
10. Turn left towards the Strangely Pink? area and sprint over the last set of
candies. Whew!!!! A candy cottage appears.
Strangely Pink?/Candy Cottage - Enter the yummy door. A message on the witch's answering
machine states not to take anything out of the house that you didn't come in with. Look at the oven
and cauldron. Go to the corner table and read the spell book. The recipe for making Magic Beans
is mix a handful of kidney beans, some water, sugar, vegetable extract and the sweat of a frog. Go
around to the other side of the room to a spinning wheel. Touch the needle, prick your finger and
falls under a sleeping beauty spell.
You can hear somebody pass through thorn bushes, come in and finds a damsel in distress and
kisses her awake. Oops! It's you being kissed awake by the Hero - Prince Valiant. He wants a
needle because he tore his clothes going through the thorn bushes. Simon gives him the needle he
pricked himself with and Prince Valiant leaves the cottage. Exit the house and see Prince Valiant
turned to a frog. The witch was serious about not taking anything out of her house - the needle you
gave changed him. Look at Prince Valiant's clothes on the walkway and pick up the needle still
coated with sleeping potion. The Strangely Pink? place in the map changes to Candy Cottage.
Turn right to Hint Rock.
Hint Rock - Go forward until the big Hint rock that nearly blocks the path. Turn to the shallow water
on the river, turn right and wade to the green clearing surrounded by the mountains.
Nearly secret area - There is another telephone booth here. Go forward to a cave under the
mountain and hear somebody hammering. Talk to the pile of rocks. The Prince of dwarves asks a
favor - he wants someone to light his dynamite for him since he lost his tinderbox. The fuse on the
dynamite is pushed in between the pile of rocks.
To light the fuse: Place the magnifying glass on hand and then use it on the dynamite. The sun
rays pass the lens and lights the fuse of the dynamite.
The rock pile explodes and the dwarf prince comes out. He is very hungry. He wants fish, boiled
preferably. He will give you Hammor, his hammer if you feed him. He tells you to help yourself to
his supply inside the cave. Enter the cave and pick up a stick of dynamite. Talk to the Dwarf
prince about everything. He needs a hero to help rescue his people enslaved by Sodinell, the
dragon when the dwarves accidentally mined to his lair. Use the phone booth. The hint rock
disappears from the map and the nearly secret area appears on it. Select It's a Beach as
destination.
It's a Beach - Climb the diving board ladder. As soon as you reach the top, turn around and see
the sun rays.
To catch a fish: In inventory, place dynamite in hand. With the mouse, double click on magnifying
lens to make lit dynamite. Place lit dynamite in hand and then double click specimen jar
combining them into specimen jar with lit dynamite. Go to the end of the diving board and use
specimen jar with lit dynamite. No alive fish is seen anywhere. It explodes in the water and fish
floats dead. Go down to the water and pick up boiled fish cooked by dynamite.
Use the phone booth to go back to the dwarf prince at Nearly Secret Area.
Nearly Secret Area - Give the Prince the boiled fish. He is grateful enough to extend a welcome to
his underground home. He gives you the hammer, Hammor. When the hammer is raised, thunder
is heard (Thor?). Use the phone booth to Pointless Bridge or walk back pass the Candy Cottage to
the very end.
Pointless Bridge - Exit the phone booth and go forward close to the reservoir with the 2 trees
behind and right of you. Use the metal detector. Find 20 groats. Check out the bridge behind the
phone booth. Look at Mysterious Isle just across the water between the bridge and the mainland.
Go back to the phone booth and select Acre Gap or walk back towards Candy Cottage and turn
right at the Gap between the hillocks.
To get money (recap):
1. Catch butterflies for the fat bloke, preferably Purple Emperor.
2. Use the metal detector at Tilled Field close to Large Hole and at Pointless Bridge
area close to the reservoir and Mysterious Isle.
Acre Gap - Go forward and see a phone booth. Read the sign on the left post about the 5th
Annual Gnome Firing Contest. Go forward through the lane to the competition area. Enter the
white tent and talk to the nasty Lord Fnar in a Robin Hood outfit. Enter the next brown tent and talk
to the man with the hat, Fragmaster. Go to the firing area and watch the competition. Lord
Fwahnah/Fnar (too long a name to write down) is leading with a score of 9 and the Fragmaster has
a score of 8.
Go to the big red tent. Look at the Annual Gnome First Prize Trophy. Try picking it up and an alarm
is sounded. Talk to the man writing on the desk. Join the competition and pay the 50 groats
registration fee. He explains the rules. He gives you a bowl for the free Chili in the tent. You have
to supply your own gnome and you can catch one from the village close by. You are allowed to fire
anyway you want (Simon says like a dynamite powered telescope tube), just don't pass the white
line. To win, you must hit the bull's-eye or as close to it by the end of the day. Gnomes are
attracted to shiny objects. Go to the big pot of chili and help yourself. Simon eats the chili but spits
out the kidney beans. Go to the phone booth outside and select Temple of Life.
Temple of Life - Go to the Tomb Trader and return the empty can of Choker Cola and get
1 groat refund. Buy another can of Choker Cola. Climb the pyramid to the bell keeper. Place the
poisoned needle on hand. Use (Alt) the poisoned needle on bell keeper. He drops to sleep and
falls in the hole. Pick up the bell. Go back to the phone booth and select Candy Cottage.
Candy Cottage - Enter the cottage. Place the frog in the oven to get a sweaty frog. Go up the
ramp and place the sweaty frog (Simon squeezes the sweat out of the frog to the cauldron), choker
cola and kidney beans in the cauldron. Poof! The magic beans are in inventory. Exit the house,
use the phone booth to go to the Inbred Yokel.
To make magic Beans (recap):
1. Buy Choker Cola from Tomb Trader at the temple.
2. Place frog (Hero) in oven at Candy Cottage.
3. Register for the Annual Firing Competition, get a free bowl of Chili and
automatically get kidney beans.
4. Add all 3 ingredients to cauldron at Candy Cottage.
Inbred Yokel (and COW!) - Give the magic beans to the yokel. He throws it on the ground and
grows a bean plant. The Yokel tells Daisy to go to the temple. Go to the phone booth and select
Temple.
Temple of Life - Go to the barn at the Temple Housing area. Go to the weird contraption and find
Daisy inside the machine. Press the lever in the contraption. Daisy gets milked and the machine
processed it to produce butter that goes out the slot by the lever. Pickbutter up. Go back to the
phone booth and select Dungnomin' Tree.
Dungnomin' Tree - Walk to the biggest tree and look at the door. Crouch (Z) before you open
door. Crawl forward to the heart of the tree and see little goblin houses. Go to the mushroom
house on the right and talk to the goblin. All the goblins hide.
To catch a goblin: Place washer cleaned with cola on hand. Use (Alt) sparkling clean washer on
mushroom house to entice the shiny object loving goblin. A goblin walks out of the house and
starts picking up the scattered washers. Place the bell on hand from the temple. Use (Alt) bell on
goblin. If you look in the bell now, the goblin will bite you and escape. Place the hammer, Hammor
on hand and use (Alt) it on the bell with the goblin inside. The vibrating gnome is now in
inventory. Crouch (Z) and exit. Go to the phone booth and select Acre Gap.
Acre Gap - Time to win the trophy.
Assembling the Firing equipment: Place the goblin in the telescope but would not go in. We need
to grease him up to fit inside. Use (double click) butter on gnome in hand to get greasy gnome.
Place telescope in hand. Use (double click) dynamite on telescope to get a telescope with a stick
of dynamite in one end (small hole). Use (double click) greased goblin on telescope with a stick
of dynamite in one end in hand to get a telescope tube with a stick of dynamite in one end and
a vibrating buttered gnome in the other.
Go to the firing area and you will be introduced as the next contestant. Light up the dynamite by
using (double click) the magnifying glass on telescope tube with a stick of dynamite in one end and
a vibrating buttered gnome in the other. Watch Simon win by default and be given the trophy. All
the tents disappear. Go to the phone booth and select Completely Safe Bridge Over A Deadly
Gorge.
Completely Safe Bridge Over A Deadly Gorge - Talk to the Count. He talks you to throwing the
trophy to him across the gorge. As for helping you cross, he shoots a rope to one of the pillars
framing the life pad. Look at the thin piece of string spanning a large ravine. Guess, we have to
tight rope across. Here goes!
To tight rope: Get (Alt) pole/stick and then use (Ctrl) the rope when Simon bends to look at the
rope. Keep Simon in balance using the right and left keys. In the first part of the puzzle, Simon
faces you, so that his movements will be in reverse of the keys. If he tilts to the right, we have to
bring him to the left and the default keys will be the same direction as to where he tilts. So in the
first part of the puzzle use the left keys when he tilts to the left and the right keys when he tilts to
the right. It might be helpful to some gamers to turn the keyboard around during this part and use
the usual key set up. The movement on the rope is like walking, left, right, left, right, etc. Wait for
Simon's head to tilt to one side before bringing him back to center. Partway, the view changes to
have Simon facing as you are and the left and right keys will work in the regular directions. Now, if
Simon tilts to the right, use the left key to bring him back to the center and the right key when he
tilts to the left.
Glad that is over with! Walk down the tunnel to get to Poliganis.
Chapter 3 - To Find Swampy
POLIGANIS
Upon entering the North Gate of Poliganis, meet Melissa Leg, the scantily clad friend of Calypso.
She brings you to the Inn where Calypso has a private room at the local tavern. She has the fuel
for the wardrobe that can send you back to your time. In return, she wants you to find your
Swampling friend for her and would not give the reason why. The Swampling disappeared and no
one knows where. In the private room at the Inn, Calypso, gives you the map to the restaurant
from a MucSwampling Lost Treasure Hunt meal deal. Exit the room, forward, right of screen, right
of screen, left up the stairs and exit to the Inn.
Dog and Fruit Inn: Bar - Turn to the bar and see a whiskey on the bar shelf. Remember the
S.I.G.N. at the forest wanted a drink. Talk to the bartender that wouldn't sell you alcohol without an
ID and learn about the ninja ghost that scared the customers in the toilet and upstairs corridor. Talk
to the Salesman and he gives you a vacuum cleaner pamphlet. Place the pamphlet on hand and
press Alt to read the pamphlet - The Vaculux 2000 is so powerful it can suck the feathers off a
duck, molten lava or things small as insects. Try using the chakara on the bottle of whiskey and the
bartender keeps catching it. Exit the bar via the door by the jukebox on the left of the bar. Climb the
stairs and out of the inn. Notice the lady streetwalker that you can not interact with. Turn right and
walk forward.
Walking around: Busted Cart - Look at muscleman and the jack holding the cart up. Use
hammer on jack. Pick up jack. Walk forward until MucSwampy's.
Mucswampy's - Read the signs and try to open the door. It is boarded up good and tight.
Lord is closed. Laundromat - One washing machine is not broken.
Pizza
Church of St. Troy: Turn right at Rotable Junction and go to the Church of St. Troy. Grounds At the left side of the church is a tree that has fruits. Use (Alt) hammer on tree and pick up horse
chestnut. At the right side of the church is the Bell Tower. Bell Tower - Enter and pull (Ctrl) the
bell rope. Press Ctrl again and hold to get Simon to climb the bell rope. Go out the window into the
roof and look around. Go back down the bell rope and exit. Walk to the back of the church and see
another door that goes to theMemorial Room. Across the crypt door is the gate to the street. Exit
and continue walking until you see a cheese wagon.
Mr. Cheese Wagon - Follow the big open topped cheese wagon and step in front of it. Talk to Mr.
Cheese and eventually he will give you a wedge of cheese. Follow him to see where he goes. He
stops at the Cheesy Bros. in the Warehouse area. Watch the cheese wagon man get money for
not delivering his cheese to the Cheesy Bros. because there is too much cheese already. Follow
Mr. Cheese drive around town from Warehouse area to the Justice Square where he turns around
and goes back to the Cheesy Bros. to get more money.
Justice Square: Allotment - Take the lane off the square at the right side and see vegetable
gardens and a green shed. In front of the green shed is a pot of varnish.
Pond - Look at the duck swimming in the pond and get 2 groats from the pond, another source of
money. There is a female in stocks and she looks familiar. Remember Goldilocks from Simon the
Sorcerer 2. She has half of a treasure map won in a seedy tavern in her bra. After showing your full
map to her, she will split the treasure with you for the full map. She wants to be freed and can get
you into MucSwampy's. The keys are in the sheriff's office.
Sheriff's office - Enter the office and see the sheriff snoring. The keys are in the metal locker
behind him. Walk carefully so as not to wake him. Traverse carefully one step at a time pass the
empty cans of Choker Cola and the file cabinet on the left to the metal locker on wall. Open the
metal locker but it squeaks. Use butter on the locker hinges and open the locker door. Pick up
the keys. If you wake the Sheriff up, he will just send you out of the office until he finally sends you
to lock yourself in the cell, which of course you leave open. Go back out and free Goldilocks. She
will meet you at MucSwampy's. Use the phone booth to go MucSwampy's.
MucSwampy's - Meet Goldilocks coming out of MucSwampy's. Enter the now accessible
restaurant. Look at the sachets of vinegar on the counter. Enter the red door behind the counter.
Go pass the kitchen and enter the door marked "private". Go to the desk and crouch. Press the red
button marked "sekret". A secret door open. Take the lift down. Look at the papers on the table in
the swamp room and see "housing development in the swamp" pamphlets and housing plans.
Swampy is now an activist and has gone to the swamp to stop the housing development. Exit back
to the restaurant proper.
A very fat wizard in green orders swampy burger with no sesame seeds in the bun, worm fries and
swamp shakes. Simon picks thesesame seeds out. Exit the restaurant. Let us continue to check
the town.
Warehouse Area - Adventure Soft Warehouse - Enter the fenced warehouse on the right
before the circle. Look in the boxes of Feebles Files outside the building. Get Feebles File CD aka
ashtray. Cheesy Bros. Warehouse - Enter and see boxes and boxes of cheese. Follow the
map to Back Alley.
Back alley - Enter the opening on the wood fence and see several dumpsters. Pick up
the cat inside the overturned dumpster at the end of the alley. The alley to the north is blocked by
a dog in wheels. To see the dumpster - position Simon to stand by the right corner of the
dumpster close to the dog. Open dumpster and see a trainer/shoe in there. Use the trainer on dog
and automatically trap the dog in the dumpster. Get a shoelace in inventory. Go forward and turn
right.
Manhole - Remove the manhole cover and go down. Walk to the door and knock. They want you
to knock the password to be allowed in. Fairy godmother appears to tell you how to enter the
password. Press action key and then press action keys again to start the password sequence.
What password? Go back up and talk to the kids at the end of the alley. They will tell you the
password for the secret room if you give them a new game that involves the use of a ball. Look up
the wall and see an open window. Find a phone booth and go to Magic Square.
Magic Square: Wizard Guild - Notice that every time you try to enter Eight Wander, it turns to
the golden ornate door of the Wizard Guild. Enter and talk to the Wizard. He says that you need
someone to sponsor you as apprentice. South Gate - There are 3 roads going out of the Wizard
Square, one to go back to town, one to a closed gate and one to the South Gate. Talk to the 2 orcs
at the South Gate and find out that you need to have proper papers to leave. The Big Wiz, Sordid
is looking for the magical boots. Go back to Dog and Fruit Inn.
Dog and Fruit Inn: Enter the bar. The door at the other end of the room goes to a corridor, then
Games Room, Beer Garden and upstairs to the bedrooms.
Games Room - The Jukebox takes a groat for each song. Standing at the far side of fireplace,
look at fireplace and see it is smoking a lot. Look at the ornate glass window above the target. The
orc does not want you to open the window. Talk to the orc and he challenges you to a Dart game 3 darts and the higher score wins 5 groats, a source of money if you win. Fairy godmother
appears to explain how to play the dart game. The bibbling circles is the target, look at throwing
hand to control the dart. The higher the tip of the dart is positioned, the faster and stronger the dart
will be shot. The lower the tip of the dart is positioned, the slower and lower the result will be. The
target circles can be moved by the direction keys. Press the action key (Ctrl) starts the hand
movement and the release of the key releases the dart.
Beer Garden - Pick up the BBQ tongs and look at the lit grill.
Upstairs - Climb the stairs. Go forward the corridor and then turn to the left hallway.
Left hallway - Pick up the nice thick blanket from the drawer at the end of the hallway. To the right
is Room 4 your bedroom that is still locked.
Wooden Fire Door - Walk to the other end of the hallway and then turn right. To keep the door
open and to be able to go out without being shutout - Position Simon by the right side of the wall
close to the hinges of the door, look at the door and then use the wedge of cheese on door.
Step down outside at the back of the Inn. Turn to right and go forward to the storage area under
the Inn. Open the crate-like entry to the cellar.
Cellar - Move the crates to get to the far corner to shut off the pipe that brings beer to the bar. The
beer barrels can be rolled and the crates pushed. Move Simon in the direction you want the barrels
moved.
To move the barrels and crates: Start by moving the barrel closest to the stairs and by Simon's
right to the far end. Go forward to the space cleared by the barrel with the stairs on your right.
Move the crate that is in between the barrels. Go back to the aisle where you started at and move
the crate towards the stairs. Move the barrel in front of you so that it hits the first crate you moved.
Now there is space to move to the tap connected to a beer barrel at the far corner of the cellar.
Close the tap and go back up to the bar.
Bar - Talk to the depressed salesman and he will order another beer. Thinking that he is out of
beer, the barman will check the beer source at the cellar and leaves. Use (place chakara on hand,
press Alt and then action key) the chakara to get the whiskey bottle of full of sweet
liquor (remember S.I.G.N.). The barman comes back and thinks that the ghost turned the tap off.
Calypso's Private room - Talk to Calypso about the border control patrol. Sordid has got his orcs
at the gate. Porkins, the fat wizard in green that you met at MucSwampy's is an expert forger. He
frequents the Eight Wander Club. An exclusive club that allows only bona fide member of the guild
through the magic portal. Calypso sends you to the Guild and to tell them you are his apprentice
and then take the test to become a genuine wizard. (To get to be Calypso's apprentice, the secret
room at MucSwampy's must be seen, talked to the Orcs at the South Gate and talked to the
Wizard Guild wizard). Go to the Wizard Guild.
Wizard Guild at Magic Square - Talk to Wizard. Based on Role playing games, you get a magic
rating of 1 and you have to get your own familiar, a sprite that can be found at the forest out of
town. The sprites come out only at night.
Dog and Fruit Inn: Calypso's Private room - Talk to Calypso, he booked a room upstairs
where you can sleep and he recommends using a net to catch the sprite. Find a key to your room
in inventory. Go upstairs to Room 4.
Room 4 bedroom - Lie down and find out that the pillow is filled with polyester that you are allergic
to. Simon discards the filling and gets an empty pillowcase. You can not sleep without a nice
floppy pillow. Open the window. Go (Ctrl) to the flat roof outside. Look at the chimney at the
northeast corner of the roof that leads down to the games room. Use (Alt) the blanket on the
chimney. The games room becomes smoky and the orc opens the window. Go back to the Games
room.
Games Room - Play a game with the orc. Shoot the dart out of the window and forfeit the game.
Go to the alley outside to get the dart. Alley outside the inn - Once outside, turn left, forward
and left to the alley beside the inn. Pick up the dart at the corner of the building across the games
room window.
Bar - Talk to the barman about having your room cleaned. Evette, the French maid will clean your
room with the new vacuum cleaner. You can not go to your room because a barrier is placed to
block the stairs.
Left Hallway - Go out of the Inn through the front door and enter again through the cheese
wedged door in the back. Go to the hallway by your bedroom and pick up the vacuum cleaner. Go
to the phone booth.
Justice Square - Go to the pond. Look at the pond to get more groats. Move to the side of the
pond closest to the stock. Place vacuum cleaner at hand. Look at duck and immediately, use (Alt)
the vacuum cleaner. You get feathers in inventory. Combine (place one of the item in hand and
the double click the other item) feathers and pillow case to get a floppy pillow. Go back to the Inn.
Dog and Fruit Inn: Bar - Ask the barman for your keys back. Go to your bedroom. Bedroom Use pillow on bed. Use bed. Try to sleep but snoring keeps you awake. Go out and knock on room
5. Go back to your bedroom, open window and walk to open window of room 5. Try to wake snorer
up. Use jack on snoring man to turn him on his side and stops snoring. Go back to your bedroom
and sleep. You wake up and it is now night time. Exit the Inn and go to Pizza Lord via walk or
phone booth to MucSwampy's and then walk.
Pizza Lord - Talk to Pizza man that takes order. He sells his Pizza for 10,000 groats but free if not
delivered in one minute. He delivers anywhere using the pizzerina - a special flute type thing that
summons Pizza.
Time to catch a familiar. Go to the gate to the forest. Exit gate and go to the forest.
Forest - Use the phone booth by the bridge. Select S.I.G.N. site.
S.I.G.N. - Give him whiskey and he becomes an aggressive drunk. Ask him for directions now.
Butterfly meadow - Use the phone booth to go to the Inbred Yokel area. Take the left lane to the
butterfly meadow. Use net to catch a sprite. The sprite burns through the net and a man holding a
sprite in a metal lantern tells you to use a container that doesn't burn through. Hmm - net with hole
(idea!!!). Go back to phone booth and select Lonely Hut.
Lonely Hut - Talk to role players. They will not give you their sprite and can not join the game. You
can have the sprite when they stop playing. They want a pizza. One of the players says with no
anchovies. Go outside and use the pizzerina to order pizza. Order the whole works and especially
ask for additional cheese to cover the anchovies. If you order pizza with anchovies and one of the
player sees it he will ask for a reorder since anchovies will make him sick. Watch the pizza delivery
boy rush and get detained by asking directions from the drunken S.I.G.N. post. The whole works
pizza with extra cheese arrived later than one minute and you get it free. The players eat it and the
one player gets sick and they call it a night. You get the sprite. Go back to the Wizard Guild.
Wizard Guild - You are given the TEST after showing the sprite. The Test fizzled out and you
passed by default. You are given aWizard handbook and your specialty is Fashion Magic. Look at
the wizard handbook and the fairy godmother will appear to teach you how to cast spells. The
magic spells are based on the 3 primary colors - red (Polmar), yellow (Tragicke) and blue (Gazza).
The colors can be combined. To cast a spell, place the book in hand, press use object (Alt) and
then use the different arrow keys: left for red, up arrow for yellow and right key for blue. Press the
action key and the spell will be cast or press the down arrow to cancel the spell. If you get stuck in
a magic place, think of the colors you see. Exit. Eight Wander is closed at night. Go back to Inn to
sleep and wake up at daylight.
Eight Wander - Enter and talk to the face on the wall of the bar. Porkins left for the yellow room.
This is a runaround. Go the colored circles at the platform. Instead of stepping on the yellow circle
to light it to go to the yellow room, just come back to the white room. Light up all the colors to make
white in the platform and enter the meshed elevator. You will come back to the white room again
and see Porkins. Talk to Porkins about trying to get to the swamp. A street urchin stole his magic
quill and he can not do any forgery without it. The street urchins are headed by Billy the Kid and
they escaped him down a sewer grill. To exit the club, turn off all the lights on the platform by
walking over them and then ride the elevator. Go to Back Alley.
Back Alley: Street Urchins - Use the net with hole on the open window at the far end of the
alley where the kids are. Talk to kids and show them how to play basketball. The door code is D-DDDD-DDDD-DD (Let's Go!). Go down to the manhole.
Manhole - Go to the door. Knock (Ctrl) on door. Simon will say "Guess I better knock". Wait 1-2
seconds. Then use the action keys (Ctrl) to knock the code. Talk to the kids. The two kids will not
let you play until you have your own conker. Exit.
How to make a conker:
1. Have the horse chestnut from tree at the Church ground.
2. Use (double click) dart on chestnut (on hand) to poke holes on the chestnut. The
inventory description said - baking, varnishing and soaking in vinegar.
3. Go to Beer Garden at Inn and place (Alt) holed chestnut on the hot grill to bake
the chestnut.
4. Go to the green shed at Allotments by Justice Square and use the varnish on the
chestnut to make the skin tougher.
5. Use vinegar at MucSwampy's on the chestnut to toughen the core of the conker.
6. Now combine the conker and the shoelace/string. The conker is made.
Manhole - Play the game for the magic quill rather than money. Just keep on hitting his conker and
eventually win and get thequill. Go back to Porkins.
Magic Square: Eight Wander - Give the quill to Porkins and get documents for the border
guards. South Gate - Show the documents to guards. They accept it but are not allowed to open
the gate. They will give you a rainbird horn to call rainbirds, in return for some inventory that you
do not need anymore. The fairy godmother appears to explain how to call a rainbird. Blow horn and
they will come. They can fly only in places without cover or outside but not at night. They will not
land in evil places. Use the arrow keys to control the direction they fly. If you see a good landing
spot use the Ctrl keys to land. The landing spots light up when close to it.
Go to rainbird pad close to the guards and blow horn. The next scene is riding on the rainbird and
seeing the landscape below. Fly to the swamp and see rainbow color lights emanating from the
ground when you pass through it. Press Ctrl to land in the Swamp.
SWAMP
You might want to raise the brightness and gamma control under options to see better. Read
poster about the luxury development poster. Enter the open gate and see a crocodile swimming
around the swamp. On the left side is quicksand. In the passage between the quicksand and
crocodile is an incidental man trying to chop a tree down.
Man with the Axe - Above him is a beehive. Somehow we have to get the axe. Look at the
conveniently placed vine on the cliff right behind the man. Climb the vine. Walk to the right of the
ledge and see the beehive. Use the chakara on the beehive. The beehive falls and bees attack the
man. Go down and pick up the axe. Go to the beehive and use vacuum cleaner to collect bees to
get Hoover full of bees. Climb the vine again and use the axe to chop the vine. The vine falls off
to the ground. The axe breaks off and get handle and axe head.
Quicksand - Go to the right of the ledge until the sign. Turn around and see a girl in pink behind
the cliff across the way. Look at the warning sign. Enter the small passage with the life pad. Meet
the creature that wants you to follow him. Walk where the creature hopped to by following the
angle and the distance he did and stopping at the location where he landed. You can save the
game at each stop. Go to the tree area and pick up the ropey vine.
Crocodile - Go as close to the crocodile by the croc landing pad and see him with his mouth open.
Use the handle of the axe on crocodile's open mouth. Use the vine on the crocodile. Ride the
crocodile to go directly across from where you are to the big island.
Big Island: Park the crocodile by the croc landing pad. To the left is the Druid's area, across is the
Tar pit, a bridge to get to the lawyer talking to the Swampy and the talking tree and another bridge
to go to the man-eating plant.
Druid's Compound - Look at the tower protected by electric shocks (lightning magic), a
greenhouse with dubious maple-like leaved plants, a dock and the house. Talk to the Druid. He
gives a plant book to identify plants with. He will give some of his homemade gin if you collect 3
plants necessary for the preparation of the gin - Purple Stinkwort, Bogella and Smelly Woodruff.
Talk to him again and he said that his mouth is beginning to get numb. Enter the house and pick up
the mortar and pestle from top of the stove and the stickleaning on the side of the stove. Go to
plant garden and look at the plants, identify Lady's Delight, Maiden's finger, Fairy's whisper,
Virgin's surprise, Blertweed and blue Deadly Fish herb - from fruit when mashed up and
administered orally will provide relief from bee sting and produces fruit only in direct sunlight.
Tar pit - From the Druid's compound walk by the shore on the left side and see the tar pit. Use the
bell on sticky tar to get bell with swamp tar. Then, place stick from druid house and use it on tar
pit to get stick with tar. In inventory, combine stick with tar and axe head to make glued axe.
Cross the bridge to the lawyer.
Lawyer - Listen a while to Swampy talk to lawyer. The lawyer is trying to get Swampy to sign the
contract. Talk to A. Snidebottom representing CosyGlow Homes. He frequently uses an insect
repellant, made from a juice of a flower because he is allergic to bees. Swampy threatens the
development with a big biological bomb that will fill the swamp with stew. The lawyer wants you to
talk Swampy to leave before the construction crew arrives. He will eventually stop rambling.
Talking Tree - Wake the tree up with the glued axe. Talk to the tree. Try chopping the tree but can
not do it because of guilt listening to the tree beg.
Inlet to the right of the Big Island - Ride the crocodile to the right side of the entrance you came
in. Enter the inlet. Waterfall - Behind the waterfall is a red flower identified by the book
as Bogella. Pick it up. Ride inside the cavern. Landing with Big Rock - Park the crocodile. Look
at the bird table. Place tar from bell and then sesame seed on the bird table. Pick up the bird that
gets trapped. Look at the dodecahedron of pure stone. Ride the croc again to the other end of the
swamp close to the tree with broken beehive where a crying lady is.
Princess and Hamster - There is a small tunnel that goes under the rock in the island. Talk to the
princess, the lady in pink seen from the vine ledge. She talks about Sir Squeaksalot, the hamster
inside a plastic ball that is stuck up the tree. Use the chakara on the hamster (does not appear on
the eye box) but it falls in the water. Ooops!
Ride croc to the shore line of the big island between the Druid compound and the croc landing pad
sign. The hamster will be thrown to the shore. Park the croc. Pick up the hamster inside a plastic
ball. Oh dear, it's dead! Go to the Druid Compound and use the hamster on the lightning
magic/ladder icon of the tower - Whew! That resuscitated the hamster. Go back to the island where
the princess is.
Go to the back of the rock. Climb the lowest ledge up to the rock top by holding down the Shift key
and then the forward arrow. Look down at the hole and use the book to identify the plant as the
Purple Stinkwort, a beauty aid. Go back to the other side of the rock. Use the hamster on the small
tunnel under the rock. He picks up the Purple Stinkwort. The hamster will not get the plant unless
you have identified it with the book. Talk to the princess and automatically give her the hamster. As
a reward she gives you her sealskin earmuffs, which she uses to not listen to her tutors. Go back
to the big island and take the bridge to the Man-eating plant.
Big Island: Man-eating Plant - Cross the bridge and identify the giant plant from the book as
Audreyus Maximus, a plant that prefers birds. Simon says we need to distract it. Walk to the reeds
on the left side as close as possible to the reeds before the plant eats you. Use the bird on maneater. Walk around the man-eater to get to the cave behind it. With the reeds and the fence on
your left, walk around the man-eater towards the reed infested wall. There is a clearing before the
cave. All the steps taken by Simon is critical to get there, time is not the factor but the direct path to
the cave. Be sure that you do not waste a step. Enter the passage and use the book to see what
plant is in the cavern. Pick up the Smelly Woodruff. Exit through the other opening.
Where the 3 plants are (recap):
Bogella - behind the waterfall in the inlet to the right of the swamp.
Purple Stinkwort - in the tunnel under the rock where the princess is.
Smelly Woodruff - in a cave behind the man-eating plant.
Talking Tree - Use the ear muff and automatically chop the tree. Walk on tree to get to Swampy.
Swampy - Swampy is holding the detonator for the Swamp bomb behind him. Swampy does not
believe you are his friend. He wants you to be an honorary Swampling and to do so first, you must
drink a whole bowl of swamp stew. Second, sing the Swampy song everyday. Try as you might
you can not drink the swamp stew. Remember what the Druid said about his mouth getting numb.
Go to the Druid. Druid - Give the druid the 3 plants and he will let you take a swig off from his
liquor jug. Now you are drunk. Sprint (Caps lock) to Swampy. If you revive before drinking the
stew, go back to the druid to have another swig of the potent gin. Swampy: - While drunk, drink
the stew and falls unconscious. Upon awakening, Swampy tells you the Swampling song.
Swampy wants you to get the lawyer to sign a contract that states that the 'undersigning
personidge' must 'be leavings the Swamps alonses'.
Landing with Big Rock - Ride the croc to the Landing with the Big rock and the bird table. Talk to
the dodecahedron of pure stone and end up singing the Swampling song - Swampling stew,
swampling stew, to your bog your swamp be true. Swampy be true. Swampling stew. The big rock
moves and you can enter Swampy's hideout. Get the oven gloves and turkey baster from the
table with the plans for the Swamp bomb.
Druids Compound: Tower - Use the oven gloves on the ladder of the tower and climb up to the
top and see a reflector that reflects light to the ground. Move the reflector using the directional
arrows and the druid will get upset. Focus the light on the blue patch of plant at the plant garden
area. Go down. Garden - Pick up the Deadly Fish herb fruit that provide relief from bee sting.
Use the mortar and pestle on the deadly fish fruit to get pestle and mortar containing mulched
plant leaves.
How to get the lawyer to sign the contract - Talk to the lawyer about the contract and get nowhere.
Go to the broken beehive across the swamp and use turkey baster to get honey. Go back to the
lawyer and use honey in the turkey baster on him. He is now splattered with honey. Use the
Hoover (vacuum cleaner) with bees on lawyer. He gets bitten by bees and falls dying. He will do
anything for you to help him and will sign the contract. Use turkey baster on pestle and mortar
containing mulched plant leaves to get turkey baster filled with plant juice. Use it on lawyer.
Watch as he tries to renege on his promise and Simon's threats. He signs the contract.
Swampy - Show Swampy the signed contract. He is very happy and will go with you. Melissa Leg
arrives and knocks Swampy cold. She then kisses you and changes to Runt. He lifts you up
magically and disappears with Swampy. Simon drops on the detonator and the bomb explodes.
Chapter 4 - To Get the Seedy
Calypso updates his journal. He talks about the prophecy of Nostramadus that should be
happening now and misinterpretations of the prophecy. Simon drops from above, landing on the
table. Calypso knows about Runt aka Melissa. He explains about the prophecy and that Sordid is
trying to open the doorway to the nexus. The nexus is the control center for the Universe. What
Sordid needs the Swampling for, Calypso does not know. Sordid needs the magical boots to
control the nexus. Calypso shows Simon what the magical boots look like and Simon recognizes it
as a CD. Calypso wants Simon to get the "Seedy" from the Dragon's horde. The dragon is
Sordinell, the same one that the dwarf prince talked about. Calypso wants Simon to enlist the help
of the dwarves and to go to the forest.
Dog and Fruit Inn: Bar - Talk to barman about the ninja ghost he heard just a few minutes ago
upstairs in the corridor. At the end of the bar, pick up the empty pint glass.
Games Room - Look at the pool table. Something jammed in the coin slot. Use the tong on the
pool table and get a gold coin. Use the pool table again and use 1 groat but find it blocked. Look
again and find a rat in there that bit you. Use cat found in the overturned dumpster - garbage on
pool table. The cat would not come out after the fight.
Beer Garden - Talk to Wig Trader and she wants a wig or wig equivalent to trade for what she is
wearing. Find about God, Harry Wigsner and the wigologists. Notice the picnic table and that the
glass roof to Calypso's Private room is gone after you dropped through it.
Bar - Ask the barman about the pool table and he says that the white ball and cue are stolen.
There are only 2 balls in there anyhow and won't be fixed until the repairman comes.
Around the Town: All other places are closed except the Inn and the Church. Bell Tower Pull (Ctrl) bell rope and use (Ctrl-hold again) the rope to keep climbing up. Look out the window
and see Goldilocks. Go through window and talk to Goldilocks. She is stealing lead off the roof.
She wants you to take it out of here and to stash the loot before anybody notices - 2 tons of lead.
Then meet in the pub later. Time to go to the forest.
Forest
You can ride the rainbird to move from town to forest and back. Landing sites in Poliganis are The
Inn, Rotable Junction, South Gate and Justice Square. Landing sites in the forest are Rope bridge,
Lonely Hut, Temple and Dungnomin' Tree.
Nearly secret area - The cave in Nearly secret area is blocked and the dwarf is not
there. Dungnomin' Tree - There are a lot of missing person poster around. Best to keep away
from the gnome village.
Sleeping foliage - Now that you have the plant book, identify the sleeping foliage to be Dopius
Calandra, plant that induces deep sleep for several hours. Pick some Dopius Calandra.
Reservoir Control Hut and Fallen Tree - The hut is still locked. Go down the hill to the tree where
ninja died. There is a valuable item wedged tight under the tree. The woodworms that are in the
tree want weapons for their insurrection before they help you get the valuable item under the tree.
Large Hole - The treasure hunter wants to catch a mole that he trains to find gold. They also bring
sustenance to him. The mole can be trained to find anything by rubbing the thing he wants to find
on them. Look around the area and see a lot of mole holes. Catch a moleby waiting for a mole to
pop up and be in the eye window and use the gold coin on hand. Train the mole to hunt for the
CD by using mole on Feeble File CD labeled ashtray in inventory and get mole trained to sniff
CD's.
Clan BattleBeard Camp - This is formerly the Volcano Photopoint. Watch as a dwarf climb on
catapult after drinking spirit and yelling. See him get catapulted and eaten by Sodinell, the dragon.
Talk to dwarf by the brewing area. Clan BattleBeard is called by the Prince of Dwarves to kill the
Dragon Sodinell. The spirit that the dwarves drink before being catapulted is BeserkerBrau, a dwarf
spirit that eats through metal. When asked about the keys to the building, the dwarf said
Axegrinder just went up and he usually has them. Ask for some spirit but the dwarf said no. Use
Dopius Calandra plant on the dwarf spirit to add extra flavoring. A dwarf comes out of the tent,
drink brew, get catapulted and eaten by the dragon. The dragon drops to the ground after eating
the dwarf that drank the sleeping foliage plant. Ask for the brew again by using the pint glass on
brew pot - to get pint glass full of highly acidic Dwarf Spirits.
Waterfalls - Go outside the camp into the waterfalls area. Look at the sleeping dragon. Use the
metal detector on dragon and hears metal in stomach.
Dragon Lair - Fly a rainbird and land inside volcano. Notice the coins dropping from a spout on the
side of the volcano. Use the trained mole on the treasure. The mole pulls out a locked chest. The
chest has a padlock with no keyhole on it. Use the dwarf spirit on the padlock to get Thick glass
case with CD inside. Look at gong and use hammer on gong. It broke! Use bell on gong stand.
Use hammer on bell and the sound breaks the glass case. Pick up CD. Ride the rainbird to go to
Calypso at the Inn.
Poliganis
Dog and Fruit Inn: Private Room - Talk to Calypso. Simon, King of Fools must defeat Sordid
with the help of the Lady of Steel, the real Melissa Leg; Hero of Light, Coneman the Barabrain; Jar
Nin, the King of East and Prince Brave, Prince Valiant. To get their help Calypso said to give
them Invitation to help save the world at Sordid's Fortress, RSVP and they will come.
Ask about the King of East. The ninja, Jar Nin must have his body and soul rejoined at the Temple.
To collect his soul in the bottle, the bottle must have something of value to him. If successful, the
bottle will glow green. Simon explains about his stealing the bell, so Calypso has to bring Jar Nin to
the temple himself. Jar Nin's nose was burned in a smoking competition. As for Prince Brave, his
transformation is a standard witch curse situation and can be reversed by being kissed by a
princess.
Princess Austin is now of age and a tournament for her betrothal and to find a suitor is arranged.
Grandulf, the wizard is doing the opening fireworks display. He would want something in return for
his aid to gain access to the princess.
Chapter 5 - Invite the 4 Heroes to Help Save the World
Coneman the Barabrain - Go to the busted cart and give the invitation to Coneman under the
cart. After taking him out from under the cart, Coneman, the Nordic warrior complains about his
very bad back. He wants you to fix it before he can help with saving the world.
Tournament Entrance - Talk to Grandulf. He needs help with the fireworks display before the
tournament begins. Meet him at the door tonight and he will show you the ropes. Go back to the
bedroom at the Inn and go to sleep. Wake up and return to the tournament entrance and meet
Grandulf.
Fireworks - Grandulf explains that there are 4 buttons for firing and that the right fireworks should
be fired at the right moment. There is a special monitor to do so. The Fairy godmother appears to
explain further about the change in keyboard control. Press the correct key when the
corresponding ball passes the lit green square on the right of the console.
Keyboard key
Action key (Ctrl)
Use Item (Alt)
Left Arrow
Right Arrow
Color of Balls
Red
Blue
Yellow
Green
Fireworks
Rocket
Banger
Roman Candle
Catherine Wheel
After a successful fireworks display, Grandulf says you can comeback anytime at night as long as
you stay away from the guards. The tournament is now open.
Go back inside and walk forward the tents. The opening is close to the wall. Go to the tent at the
center. Crouch to get in and see the Princess you saw at the swamp. Try to wake the princess up
and she thinks you are Johnny, her dreamboat. Look around and see a poster of a Johnny Lightnin
X, with black hair, purple robe and wearing shades. Go back to the bedroom in the Inn to wake up
in daylight.
Carnival: Go to the road off Magic Square that had the closed gate before. The carnival will
open only after the tournament is declared open and is accessible only during the day. Enter the
Carnival and meet the 2 demons you have met in the 2 previous episode of Simon the Sorcerer.
They are now into stealing money through crooked games in the carnival.
Acupuncturists - Enter the center enclosure. Look at the sign in front of the caravan about
backaches. Enter the caravan and meet the 2 demons. Talk to them about acupuncture and
backaches. They do not do house - street calls. They charged 10 groats.
Seaside Shooting - Play the game for 5 groats. Use the chakara, hitting 10-14 ducks will entitle to
a free game, hitting 15-19 targets will win 3x the game fee, another source of money and to hit all
20 ducks will win a teddy bear. Hit 20 ducks. The free game is not true and will still be deducted
from your money. To help in the shooting, place an X on the monitor where the chakara will hit and
use that as target for the ducks. Wait for the next set of targets to come out because sometimes
the same targets pop up. Move the right and left arrows only after you have centered it on the
target. The ducks appear in 2 (I think!) sets of sequences and if you can remember the sequence,
you can anticipate where to shoot. Good luck! Receive the moth eaten teddy bear, formerly
owned by a dog.
Invadertron - There are 2 of these machines. Just like the classic space invaders, hit all the flying
targets to gain the high score. The prize is a pair of shades and more groats, another source of
money.
Wonder Wheel - Spin the wheel to land on either win or lose area. The game is rigged.
Test your Strength - Talk to the dwarf prince. Since he lost his clan to the dragon, he needs a
purpose in life. He needs a symbol to unite dwarves around the world. Give him Hammor, the
hammer he gave you. But before he sets out to do so he needs to prove to himself that he can
beat the "Test your strength" game. Talk to the demon to convince him to allow the dwarf prince to
play. The demon will eventually let the prince play. Go behind the demon, talk to him and he
will turn his back to the dwarf prince. The dwarf will change the mallet he was told to use to
Hammor and wins the game. The prize is a black T-shirt which you will get from the prince.
Bonzo's Ball Bonanza! - The object of the game is to shoot the ball through the clown's teeth.
Something's definitely crooked here! The ball looks like it is too big to enter the mouth. The prize is
to be a Coneman action figure.
Aqua Derby - The object of the game is to have your horse win the race by shooting water through
open circles. Hold down the Ctrl key while shooting water into an open circle, wait until your horse
move and do the other two holes or until the horse reaches the end. The opening of the circles
occur in counterclockwise sequence. Billy the Kid is the opponent in this race. Win a bucket of
green plastic toy soldiers with real plastic weapons.
Voodoo Circle - Enter the lane between Wonder Wheel and Test your Strength. Enter the
enclosure on the right and see a circle of skulls. Use action key on cobra lever at left of the circle to
go to a lower level. Talk to the voodoo demon selling magic amulet about making voodoo dolls.
What are needed are a doll and some children's teeth. Hit cobra lever again to go back up to the
circle of skulls.
Go to the opening on the hedge across the entry to the voodoo enclosure, just to the right of the
cobra lever. Crouch straight forward and right to the end. Come out to the enclosure for the
Wonder Wheel. Look up at the magnet attached to the back of the wheel. Take the magnet. Exit to
the outside lane and enter the enclosure at the opposite side of the Voodoo place.
Cotton Candy stand - Go down the steps. Buy cotton candy floss for 3 groats.
Flea Circus - See fleas perform. Use the teddy bear on fleas and get teddy bear infested with
fleas.
Go back to Wonder Wheel and play the game and win a peashooter (leguminous vegetable
projector).
Talk to kid that is following you. He wants a red gobstopper and you promise to get one for him.
Exit the carnival. All the prizes at the different arcade stalls should be won.
Dog and Fruit Inn: Game Room - Use the flea infested teddy bear formerly owned by a dog on
pool table and the cat will jump out of the table. Get the red and yellow pool balls.
Beer Garden - Give the cotton candy floss to the wig trader. She will give her wig in trade. Go
back to the carnival.
Carnival: Bonzo's Ball Bonanza! - Play the game but this time use the yellow pool ball. You are
given 3 large yellow balls to use. Remember to place the yellow pool ball in the hand box and to
press Alt when ready to shoot the yellow pool ball. If you miss the first few tries, the yellow pool ball
returns to the inventory and you can play again. Get a Coneman action figure as prize.
Kid - Give the red pool ball to the kid that wants a red gobstopper and he will give you his prechewed gum. He chews the red ball and loses teeth in the process.
Voodoo Circle - Use the cobra lever and enter the voodoo demon tent. Automatically, give the
teeth to the voodoo demons and they eat it as snack. They then do an incantation on the Coneman
doll you gave to them. You get a Coneman action figure voodoo-ified and full of needles.
Acupuncturist - Give the needle filled Coneman doll to the acupuncturists. Watch as Coneman's
back is fixed and he decides to forego his revenge on that puny boy later and save the world first.
To fix the back of Coneman (recap):
1. Win the Teddy bear from Seaside Shooting at the Carnival.
2. Get the fleas from the flea circus using the teddy bear.
3. Get the yellow and red pool balls at the pool table at the Inn by removing the cat
with the flea infested teddy bear.
4. Win the Coneman action figure at the Bonzo's Ball Bonanza! in the carnival using
the yellow pool ball.
5. Give the red pool ball to the kid in the carnival and get teeth.
6. Give the teeth and Coneman doll to voodoo demons at the voodoo circle in the
carnival and get Coneman voodoo doll.
7. Give the Coneman voodoo doll to the acupuncturist at the Carnival.
Launderette - Place the blonde wig from the wig trader and the black t-shirt won by the dwarf
prince in the washing machine. Start the machine and later get a dyed black wig.
Bedroom - Go back up to the bedroom and sleep. At nighttime, go back to the princess via
Tournament entrance.
Tournament entrance - Enter the entrance, forward and enter the tent area through an opening
by the wall. Crouch to enter her tent. Go to the poster of Johnny X and look at it. Use magic spell
book. Use the left arrow key (Polmar - red) and right arrow key (Gazza - blue) keys and press Ctrl
to change your robe to purple. Wear the black wig and the shades. Wake the princess up and she
will say that she will give you, Johnny a kiss. Use frog on princess. She wakes up screaming and
will shoot you with her bow and arrow. Watch the escape and Grandulf is hit instead of you.
Outside the tournament entrance, the frog changes to Prince Brave aka Valiant. He accepts
Calypso's invitation. 2 down 2 to go.
Change your robe back to red. Go back to the inn and sleep to wake up at daylight.
How to change the frog back to Prince Valiant (recap):
1. At carnival, buy cotton candy floss, win an Invadertron game to get shades and
get black T-shirt from the dwarf prince, who won the Strength Contest.
2. At the Beer Garden in the Inn, trade the cotton candy floss for a wig with the wig
trader.
3. In Launderette, wash the wig and the T-shirt together to get a black wig.
4. Wake up princess, wearing black wig, shades and purple colored robe.
5. Get the princess to kiss the frog.
Forest: Woodworms by Reservoir Hut - Give the woodworms the bucket of green plastic toy
soldiers with real plastic weapons won from Aqua Derby. The woodworm liberation army eats the
tree up. Watch Simon handle terrorists. He picks up Jar Nin's necklace.
Church's Memorial Room - Go to the memorial room at the church. Upon entering, turn to
Simon's left, forward midway the aisle, turn to the memorial wall and see Nin Jar's memorial.
Simon will say " So Nin Jar's ashes are there". This drawing/plaque where the ashes are can be
seen early in the game.
Place in Jar Nin's plaque - Call the rainbird and see the place on the plaque appear in the map.
Fly straight from the rope bridge of the forest and left of Poliganis to the formerly empty land. Land.
Go forward to the ashes at the center of the slab. Use vacuum cleaner on it to get vacuum
cleaner full of ashes. Go back to Inn.
Dog and Fruit Inn: Left Hallway by bedroom - Combine Jar Nin's necklace and the empty soul
jar to get jar with necklace. Go close to the mirror and use the jar with necklace. When
successful, the jar turns green to get jar with Nin Jar's soul in it.
Private room - Give the ashes and soul of Jar Nin to Calypso. The ninja will come to the Inn when
the joining is completed.
How to get Jar Nin's ashes and soul (recap):
1. In the carnival, win the Aqua Derby to get toy soldiers and weapons.
2. Give toy soldiers and weapons to woodworms at the tree in the forest where Jar
Nin died and get necklace.
3. In the Memorial Room at the Church, look at the plaque of where the ashes of Jar
Nin are placed.
4. Collect the ashes using vacuum cleaner in the place in the plaque.
5. Place the necklace in the soul bottle and collect the soul of Jar Nin at the hallway
outside the bedroom.
6. Give the soul and ashes to Calypso.
Tell the Barman about the ghost and listen to another person's plan destroyed by you. Go back to
Calypso's Private Room and talk to all the heroes there.
Church Tower: Time to help Goldilocks. On the way to the church take note of the rickety bridge
and the 2 ton weight limit assigned to it. Take note also of the water flow of the river.
How to steal the cheese truck - Go the gate in the back of the church and see a hedgehog kid
floating in the air holding 3 balloons. Aim the peashooter on the balloon. Shoot at 2 balloons and
leave the last yellow balloon intact until the cheese wagon passes by. You can move about and the
boy will still be there. When the cheese wagon is underneath shoot the last balloon to drop the
hedgehog kid in the open topped cheese truck. It looks like that the kid falls outside the truck but
he is in the truck if you do not see him on the road when the truck moves away. Follow the cheese
truck to the warehouse. Watch as the cheese inspector finds the hedgehog kid inside the truck and
no cheese. The hedgehog kid enters the Cheese Bros. warehouse and eats all the cheese. Mr.
Cheese and the cheese inspector are out of a job and the scam is stopped. Ride the wagon and
fairy godmother explains how to drive the truck.
Drive the truck directly underneath the stolen lead on the church rooftop. Enter the bell tower, climb
the bell rope to the roof and push the lead on to the truck. Drive through the rickety bridge and the
bridge collapses. Look at the water flow of the river now and compare the flow of the river before
the truck dammed the river.
Forest: Call the rainbird and fly over the forest and town. Note the inflow to the river around the
reservoir comes from 2 sources, one is the river that comes in by the church in town that is now
dammed up by the cheese truck. This river flows out to the swamp and to another branch that joins
by the waterfall by the volcano in the forest to another source out of the world. The river flows out
around the forest and the reservoir. There is a gate that holds back the river to the outside world
just across Acre Gap and dams the water to fill the reservoir. The reservoir surrounds the
Mysterious Isle. These river and reservoir system can be studied on the map also. Alight at the
beach.
It's a Beach - Take a look around. The water level is very low. Go to the left side of the beach
close to the reservoir and see that the Mysterious Isle has a pier with a boat tied to it - somebody is
there. Look down and see a phone booth in the water. Walk around the shore and Pointless bridge
and still not find a way to get to the Mysterious isle. We need to lower the water table more to get
there.
Dragon by the waterfall How to get the key from the dragon's stomach - Combine the stick with chewing gum to
make chewing gum on the end of the pole. Combine magnet to it to make magnet stuck to
pole with chewing gum. Use it on dragon. After Simon's procedure on the dragon he says,
"needs lubrication". Combine butter to magnet on a pole to make lubricated pole magnet.Now
use it on dragon to get dwarven keys from the inside of a dragon. "Eat your heart out Mr.
Herriot!"
Reservoir Control Hut - Go to Reservoir Control Hut. We have to release more water from the
reservoir by opening the dam gate. Go up the ladder to the roof and look at the stuck trap door. Go
down. Use the dwarven keys on locked door. It might help to raise the gamma control here, to be
able to see better. Pick up the petrol on the right side by the wall and look at the pulley system. Go
to the other side of the wood wheel to see if we can raise the gate. Push the spoke and realized
that you cannot raise the gate. (Go to the corner by the wheel. Glitch on this part shows a ladder
that leads to the roof of the hut at the corner but is really the ladder outside to go to the roof). Look
up to the trap door on the right side of the pulley system. Use chakara to unstuck the trap door by
aiming at the latch at the bottom side of the trap door. Simon will say "Got it!". Go back up to the
roof and trap door and open the trap door. Yikes! Shortcut to enter hut. Pour gasoline on rope of
the pulley mechanism. Now that you have sunlight from the trapdoor, use mirror to light it. The rope
holding the gate is cut and now the water is released. You can go directly to Mysterious Isle by
phone booth or by the beach.
It's a Beach or Mysterious Isle - Look at the water table now and see that it is much lower. The
phone booth by Mysterious isle is accessible. Walk towards the boat that is now hanging. Climb
the rope that attached the boat to the pier. Go to the ruins of a church. See Melissa look down at
the lowered water table. Enter and surprise Melissa. Give her the invitation automatically. Time to
go meet everybody.
Dog and Fruit Inn: Calypso's Private Room - Go back to Calypso at the Private Room. They
are planning the assault on Sordid's fortress by sneak attack. They think that Simon will not be of
help. A knock is heard and Runt enters with 2 guards. He placed a magic barrier around the room.
He disabled Coneman and blast Calypso also. Runt is filled with evil glee about catching Simon,
who he wants for himself and Calypso, as well as the world's 4 greatest heroes. When Runt
leaves, Melissa thinks that they should just wait it out but Simon thinks otherwise. Talk to all the
heroes and exhaust ALL dialogue. Coneman will eventually get mad because of Simon's "witty
repartees" and beats him up dead. Simon comes out alive by the front door of the Inn using the
lifepad. Go back in the Inn and find out you cannot get through the barrier.
Beer Garden - Notice the open roof to the private room of Calypso. Talk to the boy on the tire
swing. Fairy godmother appears to explain how to use the swing. Press the action key to start.
Press the forward keys when the swing starts to go forward (when the swing is at the very back
close to you) and the back keys when the swing starts to go backwards (when the Simon's feet are
up and the swing is far from you). Timing is necessary. Press the corresponding key when the
swing is at the end of the motion forward or backwards. Pick up the length of rope with the tire
attached. Tie the rope to the picnic table. Watch the talk with Calypso. I thought this is the funniest
part of the game and cracked me up - Sorry about the editorial! We have to save the 4 heroes
taken by Runt to the fortress. The fortress is at the east and the entrance is through a rocky tunnel
in the mountain. Call the rainbird and Sordid's fortress appears in the map. Fly east of Poliganis.
Sordid's fortress - See the camps of the invasion army surrounding the fortress entrance. There
is an orc guarding the gate. He needs an identification card before he can let you in. Only gobbos,
orcs, metal things and trolls n' stuff are allowed in. The covered bridge is closed by a gate.
To get in the fortress the first time - Change the color of your robe to black by using the spell book
and selecting all colors. Enter the tunnel and carefully walk only on the dark areas. After passing 2
orc guards, you will hear a gobbos sing and march towards you. Crouch (Z) and quickly enter the
lighted recess (practice to find a place to hear them come, go back to the recess, crouch and
enter). When the goblins march towards the opening of the cave (when they are not on the screen
anymore), quickly go out, stand up, turn left and navigate the dark areas to the end of the hallway.
Look in the mailbox by the bridge. Pick up the mail which is an order for a crate of 'usual' from
Sordid to the Green Grocer in Poliganis. Go back out of the fortress and do not worry about
being caught this time. Call the rainbird and fly to Poliganis.
Green Grocer - It is still close. Use the order on the door of the greengrocer. Simon will insert it in
the mail slot. Listen to the frightened grocers. A crate is dropped from above. Look on crate and
see it marked with Sordid's address. It's full of cauliflowers. Now to find the hedgehog kid. Go to
warehouse. Cheese Bros. Warehouse - Talk to the hedgehog kid and you will pick him up. Go
back to the Green Grocers. Green Grocer - Use the hedgehog kid on crate of cauliflower. He
also hates cauliflower but will eat it if cheese covered. He is very full and feels like throwing up.
Use the chakara on him to get him to cover the cauliflower with cheese. Then he eats it leaving an
empty crate. Enter the empty crate now.
Chapter 6 - Save the Universe
After being hauled as groceries, Simon climbs out of the box and finds himself inside Sordid
Fortress.
Colored Fireballs - The object of this puzzle is to get up the ramp and evade or neutralize the
fireballs. In some instances evading the fireball can be done by dodging out of the path or by
crouching. Remember what the fairy godmother said - If you get stuck in a magic place, think of the
colors you see. The best way is to change the color of the robe into the color of the released
fireball. After changing to the color of the released fireball, sprint up the ramp as fast as you can
until the next fireball is released. The colored fireballs will be neutralized when it hits the same
color of your robe. Change color of robe again and sprint until the top.
Keyboard Arrow
Keys
Left arrow
Up arrow
Right arrow
Left + Up
Left + Right
Up + Right
Left + Up + Right
Color Combination Color Produced
Red + Yellow
Red + Blue
Yellow + Blue
Red + Yellow + Blue
Red
Yellow
Blue
Orange
Purple
Green
White
Climb the ladder and enter Runt's laboratory.
Runt's Laboratory - You are stuck to the floor. Runt explains their diabolical plans. They found the
location of the nexus, the control center of the universe. Sordid is there making preparation for the
invasion. Runt will follow soon after he does some adjustment needed to the matrix. They do not
need the Magical Boots. Melissa and Coneman are imprisoned in a force field. The prisons are
controlled by 2 buttons that are in front of you, one that releases the force field and the other
changes them into something small.
How to release the Melissa and Coneman - Combine peashooter and magnifying lens. Simon said
that using the Shift button will zoom in. Zoom and look straight on console with 2 buttons in front of
you. Target and shoot at the right release button.
Use voodoo doll to awaken Coneman. (Thanks, Rolf). Coneman wakes up and goes for Runt but
Runt changes him to a duck. Calypso arrives but accidentally pokes himself with his light saber
and dies. Now, Runt is out to get you with his light saber. When he first attacks you, Runt said that
his magic is absorbed by your robe.
How to fight Runt's colored light saber - Again, remember Fairy godmother's advice - If you get
stuck in a magic place, think of the colors you see. Change to the different colors of the saber blast
shot at you by Runt. Then run to similar colored button on the wall. When the colored blast hits
you, press the button to transfer Runt's magic to the buttons. Do all the buttons. Once all the
colored buttons are glowing, Runt's magic is gone and there will be power build up.
Runt falls into the bottomless pit. Coneman's magic transformation was delayed and he, as duck
flies over the pit. His transformation back to human happened in an unlucky time and also falls in
the pit. Melissa wakes up and together enters the Nexus gate, opened by the power build up.
Nexus - There is a giant Swampy head above an entryway. Calypso's ghost appears using power
from beyond. He states that the head is a representation of the builders of the nexus.
Go to Swampy's head. Look at the head and Simon recommends that you sing the Swampling
Song. Select the words to the Swampling song: Swampling stew. Swampling stew. To your bog
your swamp be true. Swampy be true. Swampling stew. Swampy's eyes light up and an entryway
opens up.
Magic red bridge - Cross the bridge and be stopped by a Swampy guard. He explains that the
bridge can only be crossed from the other side. No running or jogging allowed on the bridge. The
bridge is just for people leaving the control center not going to it.
How to cross magic bridge with Swampy guard - The guard said no running or jogging, so press
and hold Shift key to walk forward. Since the bridge is only for going out and not entering, when the
guard comes out of the guard tower, immediately turn back towards the entry door and walk like
you are going out of the control center. Be sure to walk straight in the middle of the path and not
veer off to the edge. Walk and not hesitate when the guard is outside the tower. Once on the magic
red path, count 16 - 17 steps and then turned back to the start point, guard comes out and looks
around. Wait until he looks towards the entry door and as soon as he turns to look away, turn back
and continue the walk. Continue doing this until the other end. The guard comes out 4-5 times until
you reach the end of the bridge.
Once across and see a black starry universe, a major glitch happens. It will crash to the desktop.
As soon as I saw that starry universe again after replaying, I immediately pressed the spacebar
and saved the game. After opening or loading the game, a red blank screen is seen but still have
the 3 boxes on the top right. I opened the inventory and chose to call the rainbird and a graphic
scene replaced the red screen and went on from there.
Nexus Computer Room - Go to the right and see Sordid lying on a bed, looking like he is in a
coma. Go to the left side and see Swampy lying on another bed, breathing but out of it. Look at the
computer and Calypso's ghost will appear (Whoo, hooo, oooo!) Calypso explains that Swampy's
and Sordid's soul and body are separated. Sordid's soul entered the Nexus computer and took
Swampy's with him. The Ancients are the creator of life, universe and everything. Swampy is slang
for the Ancients. The Nexus computer is the one that controls the universe and if the power supply
is pulled out, it will be the end of everything. Calypso knows so much because he is in "Spirit
Guide" persona. Simon has to stop Sordid's vile plan by entering the nexus computer. His soul
needs to be separated from his body. Calypso performed Simon's separation of soul and body. If
something happened to either the soul or body, the joining back will have a slim chance of
happening. Enter the computer.
Inside the Nexus Computer - Find yourself inside the computer.
Path to get to Sordid and Swampy inside the Nexus Computer:
1. Upon arriving in the computer, turn around and go to 3 green transporters.
2. Take the right transporter.
3. Arrive at a passage that has giant multicolored wires at the left.
4. Climb passage to blue ramp.
5. Go down the other strip.
6. Turn right at lighted arched passage.
7. Walk down the dimly lit green passage.
8. Out to bright green passage beside the big multicolored wires on the left.
9. Turn right on crossroad.
10. Turn right again.
11. Enter passage with 1995 U.K. written above it and see 3 green transporters.
12. Take the right transporter and see Swampy and Sordid.
It is best that as soon as you reach the passage going into the transporter that will get you to
Sordid and Swampy, retrace your steps going back to the transporter room with 3 pads as a
practice and to know the path to be taken.
Swampy is glad to see you and ask that you help him. Sordid talks about his plan to use Swampy
to change the automatic control of the Nexus to manual, so that he can rule the universe.
Swampy's ancestors 100,000 generations back were the creators of the Nexus. Swampy being the
last of his line can run the machine. Swampy presses a button and removes the automatic control.
He pulls a lever to change it to manual. Oh Gee! He did the memory erase and deleted the
Nexus!! Sordid escapes.
You have 2 minutes to get Swampy out and escape or escape by yourself. Swampy urges you to
go and leave him because his leg is tied to a ball and chain. You can use the vacuum cleaner on
Swampy but there would not be enough time to get back out. Decision time! Go to the portal by
yourself or with Swampy and go through the maze again. The lights flicker on and off. Sordid flies
to get outside the computer ahead of you. He knows the path so you can follow him if lost. You
have to beat Sordid to the computer room and leave him trapped in the Nexus.
Return Path to Nexus Control Room* - The object of the return path is to reach the transporter
room with 3 pads. The only variant from the path above is when you reach the blue ramp and go
down, you will get to a room with a single transporter pad and with FBI OMNI written on the wall.
Return Path to Nexus Control Room:
1. Right and forward.
2. Left and forward to middle ramp.
3. Left on middle ramp and forward.
4. Walk the enclosed passage going up with 3 ramps.
5. Walk the arched ramp.
6. Left to go to blue pad.
7. Down the other ramp.
8. Enter and stand on single transporter pad in a room with FBI OMNI on the wall.
9. Go out and climb red edge strip to Red pillar with C1557 on it.
10. Go around to the right and climb up the strip.
11. Walk the enclosed passage with 4 ramps.
12. Climb another ramp.
13. Left to transporter room with 3 pads.
14. Take the middle transporter and come out to the Nexus computer room.
Be sure that before you continue the game, you have the CD ROM with Auto Notification checked
or on in the Device Manager of the computer you are playing on.
Last puzzle - Your body and Swampy's are still in their beds but Sordid's is gone. The computer is
going haywire. There is no keyboard. You have a CD in inventory and no place to insert it. Since
there is no eject button for the CD ROM drive of the Nexus computer, eject your CD drive, the one
you are playing on. You will get an eject auto notification. In some replays, I did not get one. Click
OK. If the game frame disappears, just click it back up from the toolbar at the bottom of the
desktop. The CD Rom drive of the Nexus computer in the game opens and Simon inserts the CD
aka Seedy aka Magical Boots. The Nexus computer is now working.
The computer asks "Where would you like to go today?" Simon types "Home". He realizes he
needs Calypso for the joining of his body with his soul. While shouting for Calypso, a body comes
out of the Nexus computer. It is another Simon the Sorcerer trapped in the Nexus for a long time.
The new Simon says that any good that exists, an equal and opposite incarnation that is evil is.
Those never meet but then, they did.
"Got control of the universe have we. Right then, let's have some fun" says the Other Simon the
Sorcerer.
The End
Watch the ending credits and see the outtakes from the making of the game,
Download