SIMON THE SORCERER - part 1 Solution by Diana Griffiths INTRODUCTION - GENERAL HINTS - OPENING SCENES - CALYPSO'S COTTAGE - TAVERN - APOTHECARY - WISE OWL - WOODWORM - WITCH'S COTTAGE - BARBARIAN - TROLL BRIDGE - OAF - BEHIND CALYPSO'S COTTAGE - SOUSAPHONE - PALEONTOLOGIST - GOBLIN'S FORTRESS - WOODCUTTER'S COTTAGE - SWAMPLING - SLEEPING GIANT - DRAGON'S CAVE - TALKING TREE - MOUNTAINS - SHOPPE - BLACKSMITH - TOWER - GOLUM - BEEHIVE - COTTAGE - DWARVES MINE - DODGY GEEZER - SKULL ISLAND - CLIMBING PINS - SNOWMAN - SORDID'S TOWER - THE FIERY PITS OF RONDOR INTRODUCTION This walkthrough gives explicit instructions on playing SIMON THE SORCERER to a successful conclusion. It does, however, assume you have read the Game Manual and are familiar with the various methods of controlling your actions. In directing you from place to another, I either supply instructions relative to the screen, right, left, up or down, or assume you will use the on-line map to zap you to the nearest location to your next destination. After you have visited a place once, I assume you will know how to find that place again. GENERAL HINTS MAPS Map of the Village - Map of the Woods - Map of the Swamp & Mountains CONVERSATIONS Be pleasant, co-operative and always offer to help. When conversing with potential or definite enemies never back off unless you have completely run out of options. If the conversation doesn't turn out the way I say, just try another response until it does. TAKING RISKS Don't be afraid to take risks. Do so. You can't die and you may need to experience the downside before you can solve the puzzle. HINTS Visit the Wise Owl in the Woods for random hints. He will always tell you something useful, but it may be for past or future use. Hopefully he will occasionally tell you something of immediate use. SAVING Quite honestly, you don't need to save at all, except before quitting. You can't die and the game never crashed on me. (The inventory did become invisible from time to time though!) Anyway, you may want to replay some sequences again in a different order. Save as often as feels comfortable. For instance, I saved frequently during a thunderstorm! OPENING SCENES Watch the credits! Simon is lounging around in his bedroom bored with his homework. Meanwhile Simon's dog is exploring the attic. Hearing barking from upstairs Simon climbs up to the attic and opens the chest. The dog jumps out and Simon discovers a spellbook. Handling the spellbook invokes a spell which causes a small local rift in the fabric of space and time. The dog walks through the rift and Simon follows . . . Simon finds himself in the middle of a Goblin food invocation ceremony. The dog hides, but Simon loses his spellbook and is put into the Goblin's cooking pot! Doggie to the rescue! They both escape and arrive at Calypso's cottage. Calypso, a Grand High Wizard, has left a letter for Simon explaining that he has been captured by the evil wizard Sordid and has brought Simon here to find and rescue him. But first Simon must become a wizard himself so that he can use Calypso's spellbook . . . where ever it is now! CALYPSO'S COTTAGE Take the magnet from the refrigerator door. Open the desk drawer and take the scissors. TAVERN Go outside and go right into the village and at the Blacksmith's, up to the tavern. Open the door and go into the tavern. Look at the fruit machine and take the matches. Talk to the Nubile Valkyries about Sordid. Use the scissors to cut off the sleeping dwarf's beard. Go into the room on the right and converse with the wizards until they agree to tell you how to become a wizard. They tell you must find and return with a magical staff. The staff is last known to be in the possession of, the now deceased, Nafflin the Necromancer. APOTHECARY Leave the tavern. Head left past the Shoppe, up to the Dodgy Geezer. Get away from this guy as quickly as you can. You'll find him useful later on. Go left to the Apothecary's. Pick up the ladder outside the apothecary's cottage. Go inside and take the cold remedy and specimen jar. WISE OWL Return to outside the Shoppe and go left into the woods. When you reach the four way junction, take the first path on the left. Continue along this path until you see the wise owl. Talk to the owl. Pick up a hint or two. Take the feather from the left center of the screen. WOODWORM Return to the four way junction and take the first path on the right. Continue on this path until you see the tree stump. Talk to the woodworm. They will ask you to find some mahogany for them. WITCH'S COTTAGE Take the path down and continue left to the Witch's Cottage. Turn the handle of the well and haul up a bucket of water. Take the bucket of water. BARBARIAN Return along the path and then go left to the four way junction. Take the second path on the right and continue on this path until you meet the Barbarian. Help the Barbarian and he will give you a whistle. TROLL BRIDGE Return left to the four way junction. Take the lower right path and walk past the Woodworm tree stump to the Troll Bridge. As soon as the action stops talk to the troll so that he takes and uses your whistle. The Barbarian comes and clears the bridge. OAF Walk across the Troll Bridge and continue along this path, taking the upper right path at the junction, until you meet the Oaf. Talk to the Oaf about his beans. Suggest they need watering. Pour the bucket of water over the beans. You will leave. Return and pick the beans up out of the puddle. BEHIND CALYPSO'S COTTAGE Return to the village and go to Calypso's cottage. Plant the beans in the compost behind Calypso's cottage. Pick the water melon. SOUSAPHONE Return to the Troll Bridge and go to the upper left to the sousaphone player. You will try to escape the noise but you also want that sousaphone! Visit the sousaphone player again and throw the melon into the sousaphone. The sousaphone player will hand the instrument over to you for repair. PALEONTOLOGIST Return left to the five way junction, then take the upper right path to the cordoned off hole. Talk to the paleontologist who is inside the hole. He is looking for a fossil. GOBLIN'S FORTRESS Continue right along the path to the Center of the Forest. Take the higher path, that starts on the left, to the Goblin Fortress. Look for the shopping list under the stone. Take it. WOODCUTTER'S COTTAGE Return to the lower path and continue right to the Woodcutter's Cottage. Talk to the woodcutter. He is miserable because he can't cut down the magic trees. He needs a magic axe made from Milrith. He will give you a metal detector. SWAMPLING Return to the Center of the Forest and take the upper right path. Continue through the cave entrance and on into the swamp. Attempt to open the door of the Swampling's residence and the Swampling will invite you in. Talk to the Swampling. Accept the stew. Eat as much Swamp stew as you can. Ugh! Fill the specimen jar with the stew when you can. Keep eating the stew until the Swampling has to leave. Leave and continue right to the mountains. SLEEPING GIANT Keep walking right through the mountains until you reach the Sleeping Giant. (Why have all those people turned to stone?) Disturb the sleeping giant by playing the sousaphone. This will make him push the tree over so you can walk across the chasm. DRAGON'S CAVE Continue right to the Dragon's Cave. Visit the dragon. Blackened! Click on Simon to recover. Go into the cave again. Give the cold remedy to the Dragon. Go into the cave and take the fire extinguisher. Leave and walk behind the cave. Pick up the rock with the fossil. TALKING TREE Go right, and right again, at the climbing pins, continue right and talk to the Talking Tree. MOUNTAINS Return to the Sleeping Giant then go left. Use the metal detector. SHOPPE Return to the village. Open the Shoppe door. Hand over the shopping list to the shopkeeper. BLACKSMITH Visit the Blacksmith and give him the rock. You will leave with a fossil. PALEONTOLOGIST Return to the Center of the Forest and go left to the Paleontologist. Give the fossil to the Paleontologist and tell him you found it in the mountains (where you actually detected the milrith!) MOUNTAINS Return to the Sleeping Giant and go left. Search the dirt and rocks and pick up the milrith ore. BLACKSMITH Return to the village and visit the Blacksmith. Give the milrith to the Blacksmith and he will make you an axe head. Pick up the bell clapper from the bench. Also take the rope and attach it to the magnet. WOODCUTTER'S COTTAGE Return to the Center of the Forest and go right to the Woodcutter's cottage. Hand the axe head over to the woodcutter and he will leave. Go into his cottage. Pick up the climbing pin on the left-hand side. Put out the fire in the fireplace with the fire extinguisher. Move the hook over the fireplace and you will go down to the basement. Take the mahogany. WOODWORM Go to the Troll Bridge and take the lower left path to the tree stump where the woodworm reside. Talk to the woodworm. The woodworm become part of your inventory. TOWER Go to the Cross Roads. Take the lower right path to the tower. Put the bell clapper in the bell and sound the bell. Climb the long braid of hair. Talk to the girl behind the screen and kiss her. Well, she did say "when she was a piglet"! The pig 'Repulser' becomes part of your inventory. Use the woodworm on the floorboards. Go down through the holes to the basement, using the ladder on the second hole. Open the tomb. Could this be Nafflin the Necromancer with the magic staff? You will be forced to leave, but you can now return here through the ground floor doorway. Go in and go back down to the tomb, open it again. Do not look at the mummy but pick up the stringy bandage at his back. The mummy will unwind and be destroyed. Take the staff. @~To be continued - o -