SIMON THE SORCERER - part 2 Solution by Diana Griffiths @~Concluded from last issue GOLUM Return to the Cross Roads and take the path up, on the right, to the waterfall. Climb down the vines at the lower left of the screen. Talk to the Golum. He will tell you he needs food for a party. Give the Swamp stew to the Golum fisherman. You will sit down to fish and eventually find the ring of invisibility. BEEHIVE COTTAGE Return to the village. Go to the path outside the Apothecary and go left to the Beehive Cottage. Have Repulser, the pig, eat the Chocolate truffle door. Go into the cottage. Take the smokebox and beekeeper's hat. Go outside. Use the smokebox on the beehive. Pick up the wax. TAVERN Go to the tavern and ask the barman to fix you a drink. While he is preoccupied put the wax on the nozzle of the barrel behind the bar. The barman will think this barrel is empty and leave it for you outside. He will also give you a free beer voucher. Pick up the barrel of beer when you leave. DWARVES MINE Return to the Center of the Forest. Look at the rock at the mine entrance. Pick it up and look at the rock again. It says "beer". This is the password to get into the mine. Put on the beard. Go into the mine. Try to go to the left. Bribe the guard with the barrel of beer. Return up the steps and go to the left. Talk to the dwarves. Find out how to get into the treasury (through the golden door on the upper left). Take the hook. Return to the steps to the right and go down to the beer room. Use the feather on the sleeping guard to make him turn over. Take the key. Return to the treasury door and open it with the key. Talk to the dwarf. Bribe him with the beer voucher. He will give you a gem. DODGY GEEZER Return to the village and visit the Dodgy Geezer. Drive a hard bargain and sell the gem to him for 20 gold coins. SHOPPE Return to the Shoppe. Buy the hammer and white spirit. Leave. Outside the shop, open the box and get in. GOBLIN'S FORTRESS Open the box you are hiding in. Look at the boxes. Pick up the spellbook. Look at the spellbook and you will find a loose piece of paper. Pick up the rat bone. Put the piece of paper under the door. Use the rat bone on the lock. Pick up the piece of paper. Use the key to unlock the door. Open the door and leave. Pick up the bucket and go down the stairs. Talk to the Druid. Remove the ring. Talk to the Druid again until he tells you he needs to see a full moon. Put the bucket over the Druid's head. Pick up the mints. Pick up the flaming brand and hold it over the Druid's head. The Druid escapes as a frog. When you hear Goblin guards approaching, open the iron maiden and hide in it. The frog will return with a hacksaw. Open the iron maiden. Take the hacksaw and use it on the bars. Leave. DRAGON'S CAVE Return to the Dragon's Cave and use the hook to climb up to the boulder above the cave entrance. Use the rope and magnet on the hole (this is the skylight in the Dragon's Cave) and you will collect some gold coins. Repeat this three times until the magnet comes up empty. TALKING TREE Climb down and return to the Talking Tree. Clean up the pink splotch with the white spirit. Talk to the tree. The tree will tell you four magic words. TAVERN Return to the village. Visit the wizards in the tavern. Talk to them. Hand over the staff and pay the fee to become a wizard. Ask the wizards about Sordid. APOTHECARY Visit the Apothecary. The Druid is at home and he wants you to find him some Frogsbane. SKULL ISLAND Go to the Center of the Forest. Return to the Swampling's hut. (Thank goodness the Swampling's not back yet!) Move the box and open the trap door. Go through the trap door and walk along the planks. Fix the loose plank with the hammer and nail. Continue right to Skull Island. Pick the Frogsbane. APOTHECARY Return to the village and visit the Apothecary. Hand over the Frogsbane and you will receive a mysterious potion labeled "Drink Me". WITCH'S COTTAGE Go to the witch's cottage. Open the door and go in. Try to take her broom. You will get chucked out but enter the cottage again. The witch will offer to play a game with you. Accept. Use the magic word "Sausages" repeatedly until you win the game. You may not win the first game, but keep returning to the cottage and playing the game until you do. The witch will then cheat and become a dragon. Escape by saying "Abracadabra" and becoming a mouse. Run away through the mouse-hole near the rocking chair. You now have the broom. CLIMBING PINS Return to the Dragon's Cave and go to the climbing pins. There is one missing but you have one in your inventory. Put the spare climbing pin in the hole. Walk across the climbing pins. SNOWMAN Eat the mints and the snowman will melt. SORDID'S TOWER OUTSIDE Continue right to Sordid's Tower. Use the witch's broom to get across the chasm. Consume the "Drink Me" potion. You will walk through a crack in the door. Your dog will grab you and put you in the garden. Pick up the leaf. Pick up the stone. Look in the bucket and take the matchstick. Go left to the puddle. Pick up the lily-pad. Put the matchstick on the lily- pad and the leaf on the match to make a sailing boat. Sail over to the seeds. Take a seed. Return to shore. Crush the seed with the stone. Attach the dog hair to the tap. Use the seed oil on the tap and turn on the water by pulling the dog hair. Use your makeshift sailing boat to get to the other side of the puddle. On leaving the boat you are nearly swallowed by a frog! Look at the water and pick up the tadpole. Threaten the frog and that you will harm the tadpole unless the frog gets out of your way. When the frog leaves look at the mushrooms. Pick the mushroom labeled "Eat Me" and eat it. GROUND-FLOOR AND BASEMENT Open the door and go inside. Terrified, you run outside. Pick up the branch. Go inside again and put the branch in the snapping chest's mouth. Pick up the shield and the spear. Go downstairs to the torture chamber. Pick up the chest. Move the lever to open the press. Put the chest on the block and move the lever so the chest is crushed. Move the lever again to raise the press. Pick up the candles. Use the spear to fetch down the skull hanging from the ceiling on the left. Pick up the skull. BEDROOM AND LABORATORY Go upstairs, then upstairs again, to the bedroom. Pick up the sock, the pouch and the magic wand. Pick up and read the book. Now you know what to do with Sordid's wand. Talk to the mirror. Put the sock in the pouch. Put the pouch in the mouse-hole at the foot of the stairs. You will catch the mouse. Go upstairs and talk to the demons. Keep talking until they tell you they want to return to the pit. Pick up the book and read it. You now know how to return these demons to their home. Talk to the demons some more and find out more information if you can. Pick up the chemical, the magical metal polish, and use it to polish the shield. Place the shield on the hook. Go downstairs to the bedroom. Talk to the mirror and ask to see the lab. You will hear the demons' true names. Go upstairs and keep talking to the demons until they give you the chalk so you can start the ritual to send them back. When you have completed the ritual, get into the teleporter, select the Fiery Pits of Rondor as your destination. THE FIERY PITS OF RONDOR Pick up the sapling and the pebble. Talk to the attendant. He will give you some brochures. Look at the brochures and then use the elastic band on the sapling. Use the catapult on the fire alarm. Pick up the souvenir matches from the counter. Go right, across the bridge and pick up the floor wax. Go right to Sordid. Use the wand on Sordid to turn him to stone. Now light the pits with the matches. Throw the wand into the lava. Uh-oh! Sordid tries to kill you. Return to the lava pits and deal with Sordid. How? Use the floor wax so that he loses his footing . ... and falls into the lava! Congratulations! Enjoy the closing sequences! This walkthrough is copyright (c) 1995 by Diana Griffiths. All rights reserved. Not to be distributed without permission. - o -