SIMON THE SORCERER - Getting Started Sent in by Maureen Barton After an amusing opening sequence you start the game in the wizard's cottage. Get the magnet from the fridge and the scissors from the desk drawer. Go outside and explore the village and talk to everyone you meet to gain information. Get the rope and the bell clapper at the blacksmiths. Go to the druid's house and get the ladder. Go inside and get the specimen jar and the cold remedy. At the pub talk to the barman and the nubile Valkyries. Take the matches from the fruit machine and cut off the dwarf's beard with the scissors. Go into the second room and talk to the wizards. To become a wizard they want you to find the magical staff which has been lost. Now leave the village and explore the forest as far as you can. Talk to the wise old owl who will give you various hints and pick up the feather he drops. Help the barbarian by pulling out the thorn in his foot and he gives you a whistle to blow for help when you need him. Get a bucket of water from the well outside the witch's cottage and also take a look around inside. At the tree stump listen to the woodworm and take note of which kind of wood they want. Carry on to the troll's bridge and watch the "Panto" between the Gruffs and the Troll. Once this has finished talk to the troll until he notices the whistle around your neck. Let him blow it and the barbarian will come along and throw him off the bridge into the stream. You are now able to cross the bridge. Take a look at the placard the troll was carrying. Talk to the oaf about his magic beans and water them for him. You beat a hasty retreat so return and pick up the beans ....