SIMON THE SORCERER 3D - Part 1 Solution by Peter Clark Inside the Temple of Life. Chamber of Re-birth. After what seems to be an extremely long introduction you eventually take control of the game with Simon waking up within the Temple of Life in the Chamber of Rebirth. Find the lever on the right, which is on the pillar by the door. When you find this, your Fairy Godmother will appear and tell you how to use things in the game. She will appear at various points early on explaining various ways of controlling the game. All this can also be found in the manual. When you eventually operate the lever, the door to the chamber will open. Hallway. Follow the Hallway to the right and you will come to a Life Pad with the drawing of an Ankh on it. The Fairy appears again here and explains the pad's use. These pads are usually found in the area where something dangerous is about to happen. Go back down the hallway to the opposite end and then left and forward to the next corner. On the right-hand wall is a panel with a face in the centre. It has gems at three of its corners. They are yellow, green and blue. Take these into your inventory. The Fairy will appear again and explain how to use your inventory and your spell book. Go forward to the next corner, left past a sarcophagus and forward to the opening at the end of the hall. Enter this room. Chamber of Wisdom. As soon as you enter the room, a Golem appears from the ceiling. There is something on the plinth in the centre of the room and the Golem prevents you from getting to it. A red ray shoots out from one of the heads that are positioned around the room. There are three more heads around the room and you must put the three gems in your inventory in the mouths of these heads to stop the Golem. Look at the sequence of colours on the Golem's head. The gems must be placed in the same order. When this has been done, locate the locked door in the wall. Go towards it and then turn and go towards the Golem. You should be able to entice it to the point where the rays of light meet. If you can do this, the Golem will be destroyed. Go to the centre plinth and take the key from it. This will unlock the door in the wall. The Fairy appears again here and explains about the Run and Sprint controls. When she has finished, sprint down the hall. A short distance down, a trapdoor will open and a large boulder falls out and rolls after you. You will have to be quick to avoid it. Sprint along the hall; turn left, run along the hall and turn left into a room just before the end. Remember to toggle the Sprint command after entering the room. Chamber of Lava with no Walkway. The Fairy appears again here and explains how to use the Look Around control. When she has gone, go to the far end of the walkway and, using the Look Around command, look down. You will see an illuminated pathway. Position Simon at the end of this path and work your way across it using the direction and Look Around controls. On the far side, go forward, right and forward again until the Fairy appears. This time she explains about the Crawl command. She also warns you not to let the eye see you. When she has gone, go forward to another door. Bats will fly out of this door. Go Inside to The Eye Room. Eye Room. Here you will have to use the "Crouch/Crawl" command that the Fairy explained to you. Crouch down and crawl down the right hand wall until you can go no further. On the wall above you there is a lever. Stand up, use the lever and crouch again quickly. A door will open in the far left corner of the room. Now, still crouching, crawl across in front of the Eye using what cover you have and then up the far left hand wall to the doorway. Here, you will have to stand up and dash through the door. Go forward as far as you can and when you come to a door, examine it. You should automatically find your self outside the Temple. Outside the Temple of Rebirth. Go forward. You will see that Simon's body keeps going transparent. Go forward and then turn to the right. At the top of some steps there is the High Priest. Talk to him and he will tell you about the process of rejoining your body to your soul. You will have to eat a sacred peach from the tree and the High Priest tells you that you will have to wait for one to fall from the tree. He will also give you a letter from Calypso who wants you to meet him in Poliganis. He also explains about the scantily clad female that helped him. The High Priest explains why you should not just pick a peach and eat it. Go down the steps and then forward and left to where the peach tree is growing. If you try to pick the peach, you find that you cannot reach it. Go back down the steps, left, forward and then up some more steps on the left to where the Bell Keeper is ringing the bell. Talk to him. He might get sleepy if you could get him some Choker Cola. Go to the left of the telescope that is near the bell. Use it and you will knock it over. You automatically pick up the telescope and a lens. Go back down the steps and left to where you see a "Souvenir" Notice. Go to the left into Tomb Trader's shop. Enter the shop and purchase a Choker Cola for 5 Groats. Look around the grounds to the left as you leave the shop and you should see a telephone box. It has been vandalised but will be repaired later in the game. Go through the door to the left of the telephone box and make your way to the far end of the compound. On the left is a sort of barn with a large door. Go inside here and you should find a wooden machine. Inside this is a notice that says, "Cow Here." Pull the lever on the side of the machine and you will see and hear a treadmill moving. Leave the barn and turn right. Go past the cart towards a pool. There is an old priest standing in the water. Go down the steps and join him in the pool. Talk to him. You find out that his name is Judas and he is being punished because he stole a peach from the tree. You will see a video clip of him stealing the peach. Make a note of where he is standing when he steals it. He used his Chakara to get the peach from the tree and has hidden it in his hut under the bed with a naughty magazine. Offer to take it off his hands and then make your way to his hut. Stand to the left of the bed and, using the Crouch and Look Around controls, look down and pick up the magazine and the Chakara. The Fairy appears again here and tells you how to use the Chakara. Now leave the hut and return to the top of the stairs where you saw the peach tree. Peach Tree. Stand to the right of the peach tree and use the Chakara to chop off the peach. Now you can bend down and pick it up. When you have it, eat it. You will see a video clip showing the poor individual who paid the price for your theft. Now go and talk to the High Priest and tell him that you have eaten a sacred peach. You are not quite able to tell him that you stole it. Now you can go down the steps and towards the gate. If you tell the guard that you have eaten the peach, you will be allowed out. Chapter 2 Finding Poliganis. To get to Poliganis, the High Priest told you to follow the signposts to the North Bridge. Go forward until you get to the first signpost. Go past this and you arrive ate Lake Wotthaye. This is a beach and you will see a telephone box. Entering this box will give you access to a map and clicking on various parts of it will transport you about rather like a time machine. Also here at the beach there are boxes on a dock, a diving ramp and a changing room. There is also a Rain Bird landing pad. Go back to the signpost and follow the sign to Poliganis. A short way past this, you see a sign warning you about woodworms. Take the post that is left when the woodworms have gone. Go forward to the next signpost, turn right, go forward and climb the mountain until you come to a large tree at a crossroads. Take the lower left way and you will come to field in which there is a rather fat fellow. Enter the field and go behind him. Take the book from his back pocket. Now go in front of him and talk to him. He is collecting butterflies. Ask him what is in it for you if you help him and he will give you his net and specimen jar. Leave the field and turn left. Go forward until you see some purple flowers that are sleeping. Past here is a tunnel that goes through the mountain but leave this for now. Go back past the flowers then turn left and pass a gated opening. Go forward and you come to a hut and another telephone box. The hut is locked and there are empty cans lying around on the ground. To the upper right there is a path that will take you back to the Crossroads Tree. Enter the field on the right through the gate. Butterflies. To catch a butterfly, you must have the net in your hand. Using the "Control" key will cause the net to swing from right to left. If you are standing close enough to the butterfly, you will catch it. Simon automatically transfers it to the jar. Stand in the field and look around. I found that there was no set pattern to the butterflies appearing but it is a good idea to read the butterfly handbook that you stole from the chap in the field before starting your hunt, as it will affect the price that you get for the purple butterfly when you eventually catch it. Catch a butterfly and take it back to the chap in the field. He tells you that he really wants a Purple Emperor. Return to the field and hunt around until you manage to catch one then go to the chap in the field and sell it to him. He will argue about the price but, if you have read the butterfly book, you will get the full 250 groats for it. Now go back to the Crossroads. Yokel and Cow. Continue along the road to the right and enter a gate on the right hand side. Here you should find a yokel with an old cow. Talk to him twice and you discover that he is waiting for a witch to arrive in order that he can exchange his cow for some magic beans. If you can find the witch and get some beans for him then the cow will be yours. You now have to make your way to the Volcano Photo-point. There is an opening from this field back into the Butterfly Field. Take this exit and then go back onto the road from there. Now go forward a little and enter a gate on the left hand side under the volcano. Volcano Photo-point. There is another telephone box in this field. Go forward across the field to the edge of the fence under the volcano. Look up and you will see a flying Rain Bird. If you look down, you will see water flowing from the waterfall to the left. Now go back to the road. We now have to sort out a treasure hunter Large Hole. Follow the road to the left as you exit the last field and head past the pile of stones on your right, through the clearing and into the walled road. As you enter this road, you will hear someone calling for help. Turn back and go to the left. A short way further on is an opening to the left into another field. In the centre of the field there is a pile of earth. Closer inspection shows this to be a large hole with someone stuck at the bottom. It is a treasure hunter with a metal detector. Talk to him and offer to help him out. Use the Chakara from your inventory on the metal detector to get it from him. At this point, the Fairy will appear and tell you how to use the metal detector. Leave the treasure hunter in the hole and head back to the pile of stones by the clearing. Pile of Stones. Place the metal detector in your hand and walk about in the centre of the pile of stones. The detector will ping as you approach treasure. The rate of pings will increase the closer you get. When you reach the point that you believe to be the right one, put the detector away and take the old sign from your inventory. Use this as a spade to dig up an old chest. Tough luck! It contains only tarnished washers. The old sign will break at this point. Use the Choker Cola on the washers to brighten them up. Go back to the field with the hole in it; go past this field and forward until you find a ploughed field with some bales of hay in it. Use the metal detector around this field to find some more groats. Now we must go to the Reservoir Control Hut. Reservoir Control Hut. Leave the ploughed field and turn right. Go forward until you come to the place where there is a hut and an Elven sign outside. Go up the steps to the hut and try the door. Unfortunately, it is locked. Go up the ladder by the side of the door to the roof and you see a trapdoor. This is also stuck. There is something here that appears to go through the roof to the inside of the hut. Enough of this for now, we must go and find our way to the bridge. Come down from the roof and leave the hut. On the way down the slope you see the chap that died when you took the peach. There is a cave near here that you cannot enter. Go towards the road and you will come to a crossroads. There is a telephone box here and a Golem Post. Talk to the post and you find out that is wants a drink of whiskey. Go left up the path to the bridge. Completely Safe Bridge. Go up to the bridge and you find that it is broken. On the other side someone calls out to you. It transpires that he wants to get to a competition at Acre Gap. He wants to win the Gnome Firing Trophy and he will help you cross the Deadly Gorge if you can get it for him. You have until sunset to do this. There is a telephone box here so go inside and select the Lonely Hut from the map. When you arrive at the Lonely Hut. Go through the gate and turn right past the purple flowers into the tunnel. Follow the tunnel until you get to the clearing by the river. Clearing by River. Go forward and look at the trees. They have bulls eyes carved on them. Look up and above you there are Elves Walkways so there must be a village near here. On the right hand side you will see a fence. Follow this around until you come to three coloured objects on the ground. These are candies. The next part may take you a while, as it is a timed sequence. The idea is that you stand on the pile of candies by the fence. You then have seven seconds to run to the next pile of candies and stand on them. You must use the "Sprint" key or you have no chance. It is also not possible to search around to find the piles of candies beforehand as they only appear one by one as you need them, although they are always in the sane positions. The following may give you some idea where to look. From the first pile, head downhill slightly to the left towards the trees to the next candy pile. Forward to the next pile that are red and yellow. Now turn left about 180 degrees and by the bottom of the slope is the next pile. Slightly to the left at the corner of the fence is the next pile. Close by the tunnel entrance you will find the next candy. Turn left and forward to the rock where you find two more candies. Pass to the left of the rock and another candy can be found close to the shore. Now turn left towards the phone box and you see a pink candy. Run over the pink candy and run straight for the pink area ahead of you crossing over the last set of candies as you go. As you reach the pink area it changes into a candy cottage. Enter the cottage. There is a message from the witch telling you not to take anything from the cottage. Look at the cauldron and the oven. Now go to the table and read the spell book. It tells you that to make magic beans, you need some kidney beans, some water, some sugar, some vegetable extract and the sweat of a frog. Explore the other side of the cottage and you find a spinning wheel. Touch the needle and you go to sleep. You hear someone enter the cottage. It is Prince Valiant He kisses you and you wake up. What a surprise! He has damaged his clothes cutting his way through the undergrowth and asks you if you have a needle. You give him yours and he leaves the cottage. Remember the witches waning? The Prince gets turned into a frog. Leave the cottage and pick up the frog. You should also examine his clothes to find the needle. It is still coated with the sleeping potion. Go back to the river and follow it along until you get to the large rock. Around here you will be able to wade in the water of the river. Follow the river along until you find a clearing surrounded by mountains. This is the Nearly Secret Area. The Nearly Secret Area At the back of the clearing you will see a cave. Explore this and you discover a dwarf trapped behind the stones. He needs you to light the fuse of his dynamite as he has lost his tinderbox. Use the magnifying glass from your inventory on the dynamite to blow it up and free the dwarf. Talk to him and you will find out that he is hungry for boiled fish. He also needs help with getting rid of a dragon. If you can help him he will give you his war hammer called Hammor. He also tells you to help yourself from his supplies in the cave. Go inside and pick up some dynamite. Go into the phone box and select "It's a Beach." It's a Beach Climb up to the top of the diving platform and turn around so that you see the sun's rays. Take the dynamite from your inventory and place it in your hand. Double click on the magnifying glass to light the fuse. Now double click on the specimen jar to put the lighted dynamite in it. Walk to the end of the diving board and use the lit dynamite to blow up a fish. Go back down the ladder and pick up the now boiled fish from the water. Use the telephone box to return to the Nearly Secret Area and give the fish to the dwarf. He will give you his hammer. He also gives you an invitation to visit his home. Raising the hammer produces the sound of thunder. Now go to the telephone box and select "Pointless Bridge." Pointless Bridge. Leave the telephone box and go forward until you are close to the water in the reservoir with the two trees that stand together behind and to the right of you. Now use the metal detector and you will find, if you walk about a bit, another 20 groats. Now go back towards the telephone and past it towards the bridge that leads over the water to the Mysterious Isle. When you have had a look around, go back to the telephone box and select Acre Gap. Acre Gap. Go forward and read the sign near the telephone box. It tells you about the 5th Annual Gnome Firing Contest. Go along the green lane and enter the competition area. Go into the white tent and talk to the chap inside wearing the Robin Hood outfit. When you have finished talking to him leave and find the brown tent. Enter this tent and talk to the man with the hat. He is the Fragmaster. After talking to him, leave and go to the firing area. Watch the competition. The Lord has a score of 9 and the Fragmaster has scored 8. Go to the large red tent and look at the trophy. If you touch it you will sound an alarm. Talk to the man behind the table and pay your 50 groats to join the competition. He will explain the rules to you. Firstly you will have to catch your own gnome. He gives you a bowl and you can help yourself to some chilli from the large pot in the tent. Simon takes the chilli but spits out the kidney beans. They are transferred to your inventory. You are told that you might catch a gnome in the village nearby and that, if you want, it is Ok to fire the gnome using a dynamite powered telescope tube. Leave the competition area and enter the telephone box. Go to the Temple of Life. Temple of Life. Return the empty tin of Choka Cola to the Tomb Trader and get a one-groat refund. Buy another tin of Choka Cola and climb the steps to the Bell Keeper. Use the poisoned needle on him and he will fall down the hole in the centre of the platform. Now you can take his bell. Go back to the telephone box and go to Candy Cottage. Candy Cottage. Go inside and put the frog in the oven. This makes him sweat. Now take the frog and go up the ramp by the side of the cauldron. Squeeze the frog into the cauldron then add the Choka Cola and the kidney beans. There is a flash and you finish up with some magic beans in your inventory. Leave the cottage and return to the telephone box. Go to the field where you met the Yokel and the Cow. Yokel and Cow. Give the beans to the yokel and he will throw them on the ground. A small plant will grow. He tells Daisy, the cow to go to the Temple so go back to the telephone box and use it to go to the Temple of Life. Temple of Life. Go to the housing area and find the large barn. Go inside and see that Daisy is in the large contraption at the far end. Go to the side of the machine and pull the lever. Daisy is milked and a pat of butter is produced. Collect this and leave the barn. Go back to the telephone box and use it to go to the Dungnomin Tree. Dungnomin Tree. Go towards the tree houses and find the largest one. You will have to use the "Crouch" control to stoop down and enter the doorway. Follow the passage until you arrive at the centre of the tree. The gnomes will all run and hide. Go to the right and knock on the door of the mushroom house. You have a rather pointless conversation with the occupant. The gnomes have all hidden. However, you have to catch one so use the shiny washers outside the mushroom house. The gnome will come out and pick them up. Now use the bell from your inventory on him. If you try to pick the bell up now, the gnome will bite you and escape so, use the hammer on the bell and this subdues him so that you can pick up the bell and retrieve a rather shaky gnome. Crouch down again and leave the tree. Go back to the telephone box and use it to return to Acre Gap and the Gnome Firing Competition. Acre Gap. Firstly, you must assemble your firing equipment. Try to put the goblin in the telescope. He won't go in so you will have to use the butter on him to make him greasy. Having done that, place the telescope in hand and use the dynamite on it to get a telescope with a stick of dynamite in one end. You will see that there is a small hole in the other end. Use the greasy gnome on the telescope. Go to the firing area and you will be introduced as the next contestant. Use the magnifying glass on the loaded telescope and watch the video sequence where you win the trophy. You can now go back to the telephone box and select the Completely Safe Bridge. Completely Safe Bridge. Talk to the chap on the other side. He will talk you into throwing the trophy over to him. When you ask about him helping you across, he fires an arrow attached to a rope across the gorge into the post. The only way across now is for Simon to do a bit of tight rope walking. Select the stick from your inventory and stand near the rope. When Simon looks down towards the rope, press "Control" to put him on the end of the rope. You now have to control Simon as he walks across the rope. To begin with, you are facing him and, as he leans to the left, press the left arrow key to regain his balance and the right arrow key if he leans to the right. When you get to the centre, the view will change to behind Simon and you will have to reverse the keys to keep Simon balanced. (i.e.) Left key if Simon leans right and right key if he leans to the left. When you eventually reach the far side, go forward to enter the town of Poliganis. Poliganis. You enter Ploganis via the North gate and will be met by the scantily clad lady that Calypso sent. She will take you to the Inn where Calypso has a room and asks you to find Swampy for her in exchange for some fuel for Calypso's magic wardrobe. It seems that Swampy has disappeared and nobody can find him. Calypso will give you a map to the restaurant that he got from a McSwampy Lost Treasure Hunt Meal. Leave the room, go forward then to the right of the screen and right again to get to the Inn. Dog and Fruit Inn. Look at the shelves behind the bar and you see a bottle of whiskey. The S.I.G.N. at the crossroads wanted some didn't he? Talk to the barman and find out about the ghost that haunts the place. Talk to the salesman and he will give you a pamphlet for a vacuum cleaner. Use the "Alt" Key to read the pamphlet. It seems that the cleaner is pretty powerful. Try using the Chakara on the whiskey. Pity that it doesn't work. Find the Juke Box on the left of the bar and exit through the door alongside it. Go up the stairs and out of the Inn. In the Street. As you leave the Inn you may see a streetwalker. You cannot interact with her so don't worry if she's not there. Do some exploring and you will find a broken down cart with a large man under it. Look closely and you will see a jack holding up the cart. Use your hammer on it then pick it up. Don't worry about the threats coming from the poor chap under the cart. Keep looking around and you should find Swampy's Caf'. Try the door and you find that it is all locked up. The Pizza shop is closed and there is only one usable machine in the Laundry. Now head for the Church. Church of St. Troy. Follow the signs to the Church. On the green to the left of the church you will find a large tree. Use your hammer on it and pick up one of the chestnuts that fall. Go to the right of the main door and you see a door into the Bell Tower. Pull the bell rope using the "Control" key and each time hold it down. Simon will climb up the rope to the top of the tower. When you get there, have a good look around and then come down again. There is a door at the back of the church that leads into the Memorial Room. Outside and opposite that door is a gate that leads into the street. Go through the gate. To be continued next issue - o -