SIMON THE SORCERER II - Part 1 Author unknown General tips: As ever, sweep the mouse around in each screen to spot items, keeping an eye on the message line under the play area. Names appear and disappear very quickly at times, and you might miss something important. Examine everything, very often you get a clue. Talk to everyone you come to. Sometimes you have to speak to them twice before you can get into a conversation. The lines you use don't seem to be important, so start at the top and try to use them all. Try and pick up everything you can, and then examine it. Some things can be opened to reveal others. You can attempt the puzzles in any order, provided, of course, you've got the right items. When I say "Watch" it's because a sequence beyond your control will unfold. Need I say it, the object of this solution is to help you complete the game, not to spoil it. So read only up to where you are stuck! Specific tips, from the start: THE TOWN Go back into Calypso's shop and get the baseball bat and the dye. Leave. Look at the poster. Exit and go to the Castle. Talk to the guards and find out all about the local money. Go to the Magician's Competition, talk to the Clerk to join and go into the tent. Talk to all the magicians. Leave. Go to the Street of Traders. Talk to the ironmonger - help him with his money troubles by answering 15, 1 and 3. You get a crowbar in return. Now go on and look at other denizens of the street. Look at the Fat Bloke, go into the Pet Shop and have a good nose around, talk to the owner. Go into the Joke Shop and look around - pick up the Joke Book. Talk to the Joke Seller. Leave and, before you exit the Street, note the railings by the ironmonger. Go to the Docks. Talk to Goldilocks when she pops up from behind the crate. At the end, use the crowbar on the crate. Watch. Pick up the wig and the dinghy. Go right and talk to Um Bongo. Exit right. Go to the 3 Bears' Cottage, open the letterbox and get the letter. Leave. Go to the Loan Office, talk to the jester and give him the joke book. You get a bladder in return. Use the crowbar on the grating and go down. A great big spider will scare you off. Up you go. Enter the office and talk to the secretary, asking for a loan - any will do. Open the door to the right and go in. Watch. When you get the chance, look at the in-tray on the desk and use the bears' letter on it. Leave. Watch. Go to 3 Bears' Cottage and enter it. Look around, go right, pick up the gloves and move the tap. Watch. Go back to the cottage and talk to the big bear. Give him Goldilock's wig and ask for some porridge. Leave. Go to Tattooist's, read the signs and then use the ladder. Open the door and go in. Talk to each guy in turn, starting from the right. When you come to the Frying Pan man, the Fish man will give you a note pad. Use that on the Frying Pan man and you'll get a brochure. When the time comes, wear the porridge. You will get a bag. Leave and look at the bag - inside, all sorts of goodies and also a wad of money.... Go to Muc Swampling's. Talk to the mascot guy, ask for a voucher as well as the balloon and use all the lines. Go inside the restaurant and talk to the tattooist and also to the Anorak man. Talk to the waiter and ask to use the voucher. You get a kiddie's meal. Ask for a Swamp shake, any. Ask to see the boss. Leave. Open the meal bag and see what's inside. Go to the Town Square and go left to talk to the accordion player. Give him the baseball bat. Watch. Go to the Street of Traders and use the balloon on the railings. Pick up the poster which will have appeared by the Pet Shop. Leave and go to the Docks. Give the poster to Um Bongo. Go to the Town Square and go left to speak to Um Bongo. You will eventually give him the bladder. Watch. The storm will have swept the spider away, in the sewer. Go to the Street of Traders. Go into the Joke Shop and talk to the seller. Ask him to make you a Swampling costume - give him the model which came with the meal. He'll send you off to get some cloth. Visit the Fat Bloke and talk to him. You'll have to do him a favour. Inside the cave, go right and pick up a lamp. Watch. At the end, walk left and look at the cave entrance. Speak to it. When you come out, you'll get some white cloth. Go to the Fountain and use the dye on it. If you try to put the cloth in it, a washerwoman will ask you to put it by the basket. Do so and wait. When she's finished, pick up the cloth and take it to the Joke Seller. You'll get a costume. Go into the Pet Shop and use the rubber gloves on the turtle to pick it up. Put it in the empty cage to the right of the machine (as you look at it) and use the machine. Eels appear in the first cage to the left of the machine. Pick up the turtle from the cage next to this one. Get the glow worms and put them in the cage from which you took the turtle. Use the lever and then the machine. You get extra bright glow worms in the cage to the right. The owner of the shop comes out and speaks to you. You can go now. Go to Muc's. Talk to the guy and get another balloon. Go inside and wear the costume. Go in by the waiter, who'll let you through because he thinks you are the guy outside. Once you are up the first flight of stairs, note the clock mechanism by the door. Talk to the Phew Brothers, if you like. Up another flight of stairs. Talk to the Swampling and be nice to him, making a fuss about the swamp stew. Offer to get some mud for him and he will give you a bucket. Before you leave, note the babies and the milk. Go to the Loan Office and go down to the sewers. Use the glow worms. Keep going left till you can come up the other ladder. Go first to the left and meet the Lady of the Lake. Talk to her and say you want to have a bash at getting the sword - you'll find you need the Royal Seal. Go right to the sewer entrance and right again. Use the bungee rope on the railing and then use the bucket on the mud. Go left to the sewers and get back to town. Go back to the Swampling by the same method as before (i.e. wear the costume) and give him the mud. Watch. You end up with a jar of swamp stew. Go to the Street of Traders, use the balloon on the railings and enter the Joke Shop. Give the swamp stew to the seller and he will give you a stink bomb. Go to the Magic Competition tent and use the stink bomb. Watch. At the end of the sequence, pick up the spell book from the chair and use the Swamp shake on the last magician left. Watch. You end up in front of the king. Use the spell book and watch. You get an ID card. THE CASTLE Go to the Castle and give the money to the guards. Go to the door and you will show your ID card. Enter and speak to the Prince - clearly, he wants a sword. Go left, pick up the cymbals and enter the first door you come to. Pick up the klaxon and the rattle, and use the wedge on the rocking cradle. Pick up the cog from the mechanism. Leave. Go next door and try to wake the princess with the items you got next door. Out. Go along the corridor to the left, past the Royal Seal, and speak to the King. You find out you have to quieten the baby. Leave the Castle and go to Muc's. Go to the left to the back door and pick up the fishing rod from the dustbin. Go right to leave. Enter the restaurant, wear the costume and go up to the kitchen, use the cog on the clock mechanism. When you come into the restaurant, you'll find the tattooist is gone. Visit him and collect a flier. After that, go to Anorak man and give him the leaflet. When you follow him to the tattooist you will see him come out a different man; this made you the 1000th customer. Go in and have yourself tattooed - choose the crown one. Go to the Swamp and use the rod on the lake. You get a fish. Go back to the castle and use the fish on the seal. You pick it up. Go to the Lady of the Lake and speak to her. She leaves you with her gear. Pick up the air tanks and use them on the dinghy. Use it and you will automatically go left. On the other side, look at the sign. Pick up the sword, go back to the dinghy and get back to the castle. @~To be concluded next issue - o -