SIMON THE SORCERER 3D - Part 2 Solution by Peter Clark Continued from Issue 81 The Cheese Wagon. Walk from the Church and soon you will come across a large wagon selling cheese. Step out in front of this wagon when you can to stop it and talk to the driver. Eventually, you will get a sample of cheese. Let the cart go and follow it. It will take a while but eventually it will stop outside Cheesy Bros. He gets money for NOT delivering any cheese! When the cart leaves, follow it again and it will eventually return to Cheesy Bros again. Justice Square. Find your way back to Justice Square and go to the top right hand corner as you stand with the duck pond on your left. Go down the path until you see a green area on the left. There are a couple of huts here. Look at the drum out side the far one. It contains varnish. Return to the pond and look in it to find a couple more groats. Alongside the pond are some stocks with a woman in them. Examination shows that she is Goldilocks from one of your past adventures. Talk to her to find that she has half of a treasure map concealed in her bra. Show her your map and she tells you that she will go and get the treasure if you can free her from the stocks. She also tells you that the key to the stocks is in the Sheriff's Office and he is most likely to be asleep. Go into the Sheriff's Office and see him asleep behind his desk. The key that you need is in the cabinet on the wall behind him. You will have to pick your way through the bits and pieces on the floor to get to it. If you disturb him he will either throw you out of the office or put you in the cell. He does not lock the door so you will have to keep trying until you get to the cabinet without waking him. The cabinet doors squeak so you will have to use the butter on them before you get the key. When you have done this, go back to Goldilocks and free her. She tells you that she will go to McSwampy's and you should meet her there. Use the telephone box to get there. McSwampy's. When you arrive, Goldilocks is just coming out. There is no treasure there but she takes off to look for it in the swamp. Go into the restaurant and look at the sachets of vinegar on the counter. Go behind the counter and through the door on the right. Go past the Office Door and through the door at the far end of the corridor marked, "Private." Crouch down behind the desk and you see a red button. Press this and a secret door opens on the right of the room. Go through the door and down in the lift to Swampy's Secret Office. Look at the papers on the desk and you find out that Swampy is an activist and that he has gone to the swamp to stop some housing development. Go back to the main part of the restaurant and a very large wizard will come in. He orders a McSwampy without sesame seeds. Simon will automatically serve him and remove the sesame seeds to his inventory. When the wizard leaves, go out of the restaurant and find your way to the Back Alley. Back Alley. Go through the gap in the wooden fence and to the far end of the alley. There is a cat trapped in an overturned skip. Get the cat and come back towards the wooden fence. At the junction, a dog on wheels will block your way. Stand by the corner of the skip near the dog and examine it, then open it up and you find an old trainer. Use the trainer on the dog and you trap him in the skip. You find that you have retained one of the laces from the trainer in your inventory. Go on down this alley and turn right. You will see a manhole. Manhole. Remove the cover and go down. Walk along to the door and knock. You will be asked for the password. At this point, the Fairy appears again and tells you how to enter the password when you have it. As you don't have it yet, leave the manhole and talk to the children playing with a ball above. They will tell you that they know the password but you will have to invent a new ball game for them before they will tell you. Find a telephone box and go to Magic Square. Magic Square. Go to the Wizard's Guild. Notice how, every time you go to the "Eighth Wander" it changes to the Wizard's Guild anyway. Talk to the wizard and he will tell you that you need to be sponsored as an apprentice. Leave the Wizard's Guild and go to the South Gate. Look at the signpost to find the way. South Gate. Talk to the two orcs here and they will tell you that, before you can leave town, you will need papers. They also let you know that the Wizard Sordid is looking for some magic boots. Find your way back from here to the Dog and Fruit Inn. Dog and Fruit Inn. Enter the bar. At the far end, a door leads out into a corridor. From this corridor you can get into the Games Room, the Beer Garden and upstairs to the bedrooms. Go into the Games Room. Stand by the fireplace and examine it to see that it is very smoky. Now look at the window above the dartboard. It is closed. If you try to open it, the orc tells you to leave it alone. If you talk to the orc he will challenge you to a game of darts. The Fairy will appear again and tell you the controls for playing the game. If you win, you can gain five groats. After talking to the orc, leave and go to the Beer Garden. Pick up the barbeque tongs and take a look at the grill. Now go back inside the Inn and up the stairs. Go to left and along to the end of the corridor where you see a chest. Open it and take out the blanket. Your room is No. 4. It is still locked. Go to the far end of the corridor and you will see a wooden fire door. Select the wedge of cheese from your inventory and stand Simon near the side of the door where there are the hinges. Use the cheese on the door to wedge it open. Go through and down the steps. Turn right back under the Inn where there is a storage area. Open the trapdoors into the cellar. There are boxes and barrels stacked around the floor and you must move them so that you can reach the far left corner and turn off the beer tap. Firstly, move the barrel closest to the stairs and on Simon's right. Now go forward to the space that you made by moving the barrel and move the box that you see between the two barrels. Go back to the bottom of the stairs and push the box towards the stairs. Move the barrel that is in front of you so that it rolls forward into the first crate that you moved. Now you have a path to the barrel with the beer tap connected to it. Turn the tap off and then return to the bar. Talk to the salesman and he will order another beer. The barman finds that he has no beer so he leaves to check the tap in the cellar. Now you can use your Chakara to get the whiskey bottle from the shelf. When the barman returns, he tells you that it was the ghost that turned off the tap. Leave the bar through the door marked "Private" to the right of the bar and go to Calypso's private room. Talk to him about the patrols on the gate and he will tell you that you can get official papers forged by the fat wizard that you met in the restaurant. His name is Porkins. You will have to go to the Eighth Wander to meet him but you can only get in if you are a Bona Fide apprentice. Calypso sends you to the Wizard's Guild to see the Wizard and to tell him that Calypso is sponsoring you and to take the test. (To get to be accepted by Calypso as his apprentice you must have seen the secret room at McSwampy's, talked to the Orcs at the gate and talked to the Wizard at the Wizard's Guild.) Go to the Wizard's Guild in Magic Square. Wizard's Guild. Talk to the Wizard and he will tell you that you have a magic rating of "1" and that your familiar is to be a sprite. You can catch sprites in the forest at night. Now you must return to Calypso's room at the Inn. Dog and Fruit Inn. Go and talk to Calypso in his room. He tells you that you can catch a sprite with a net and that he has booked a room for you at the Inn. A key appears in your inventory for Room No.4 Go to Room 4 and try to sleep. You find that the pillow is filled with polyester and you are allergic to it. You empty the filling out and keep the pillowcase. You cannot sleep without a fluffy pillow so, open the window and go out onto the flat roof. To the right, you see the chimney from the Games Room. Take the blanket and put it over the chimney. Now return to your room and make your way to the Games Room. In the Games Room, play a game of darts with the Orc and make sure that you throw one of the darts through the open window. You will forfeit the game but this does not matter. Now leave the Inn, turn left and left again down the side of the Inn where you can pick up the errant dart. Return to the Inn and go to the Bar. Talk to the Barman and ask to have your room cleaned. He tells the maid, Yvette, to clean your room with the vacuum cleaner. She places a barrier on the stairs so you cannot go that way. Leave the Inn by the front door and, this time, go to the right and down the right side of the Inn so that you can get back in using the door that you wedged open with the cheese. Outside your room, you will find the vacuum cleaner. Pick this up and leave the Inn go a telephone box and go to Justice Square. Justice Square. Look in the pond to get a few more groats then stand by the pond close to the stocks. Use the vacuum cleaner to strip it of feathers. Now, in your inventory, you can use the feathers on the pillowcase to get a fluffy pillow. Using the telephone box, return to the Inn. Dog and Fruit Inn. Go back to your bedroom and use the pillow on the bed. Now try to use the bed to sleep. Unfortunately, the sound of snoring from Room Five keeps you awake. Leave your room and knock on the door of Room Five. No Luck, so go back onto the roof through the window in your room and into the window of Room Five. Use the car jack on the sleeping man to turn him over and stop the snoring. Now you can go back to your room and have a sleep. When you awake it is night. Leave the Inn and find your way to the Pizza Lord. Pizza Lord. Talk to the assistant. He sells pizzas for 10,000 groats but if it isn't delivered in one minute, you get it free. You can order from anywhere using the Pizzerina that he gives you free. It is now time to think about getting your sprite so leave the Pizza Lord shop and go the Forest Gate. Exit to the Forest. Forest. You enter the forest across the bridge. Use the telephone box by the bridge to go to the S.I.G.N. Give him the whiskey and he will become drunk and abusive. Now use the telephone box here to go to the Butterfly Meadow. Use the net to catch one of the sprites in the same way as you caught the butterflies. When you catch one, it will burn a hole in the net and escape. It seems that you will have to try something else. A boy will turn up in the field and tell you that he has a sprite but that it is needed as several of them are playing an R.P.G. game in the Lonely Hut. Find your way from here to the Lonely Hut and talk to those inside. They will not let you have the sprite or let you play their game. They do, however say that they would like a pizza. One of them tells you hat he cannot eat anchovies as they make him sick. Go outside and use the Pizzerina to call Pizza Lord. Order a pizza and make sure that it is the Whole Works variety. Order extra cheese as well to cover the anchovies. On the way to the Lonely Hut, the delivery boy will be delayed by the S.I.G.N. and cause him to take more than a minute. The pizza is yours for free. Give the pizza to the boys and when one of them is sick, the game finishes and you get to take the sprite. Leave the hut, go into the telephone box and return to the bridge. Cross the bridge and go back into the town. Go to the Wizard's Guild. Wizard's Guild. When you arrive at the Wizard's Guild, you show the Wizard the sprite and will be given the test. However, something goes wrong so you get to pass by default. The Wizard will give you a Wizard's Handbook and the Fairy will appear again to show you how to use it and how to cast spells. Your speciality is Fashion Magic and you initial spells will be based on the three colours Red, Yellow and Blue. In Wizard's language they are Polmar, Tragicke and Gazza. Make sure that you listen to the fairy as she explains how to cast spells using the arrow keys and the Action key. You are also told that, if you get stuck in a magic place, to look at the colours around you. The Eighth Wander is closed at night so go back to your bed at the Inn and sleep until daybreak. Now return to the Eighth Wander. Eighth Wander. Go inside and talk to the face on the wall behind the bar. You will be told that Porkins has gone to the yellow room. This is false. Instead of stepping on the yellow circle on the floor to light it up, light up all the colours and enter the lift at the rear of the room. You will come back to the White Room and see Porkins sitting there. Talk to him and he will tell you that he cannot give you forged papers as some children have stolen his quill pen. If you can get it back then he will be able to help you. Leave the Eighth Wonder and, using the telephone box, go to Back Alley and the children that are playing ball there. Back Alley. Use the net with the hole in it on the window at the back of the alley. Talk to the children and show them how to play basketball. They give you the knocking code for the door down the manhole. It is: - D - D - DDD - DDDD - DD. Go down the manhole and up to the door. Use the action key and it will be suggested that you use the code. Wait a couple of seconds and then input the code using the "Control" Key. I found that it was necessary to tap the key fairly quickly to get the code to work. Inside the room there are more children playing conkers. Talk to them and try to join the game. You cannot, as you have not got a good conker. Select the chestnut in your inventory and double click the dart on it to make a hole in it. Now go to the Beer Garden at the Inn and bake it in the hot grill. Go to the shed by the Green just off Justice Square and use the varnish to coat the chestnut. Lastly go to MacSwampy's and use the vinegar on it to harden it. Now double click the string in your inventory on it to make a fully usable conker. Return to the room down the manhole in the Back Alley. Now you must play conkers with the boys. Do not play for money but select to play for the magic quill. I'm not sure whether there is any way of winning quickly but make sure that you save the game immediately before the conker sequence, as you may have to go through it several times. Eventually, you will win and receive the magic quill. Go back to The Eighth Wander. Eighth Wander. Use the same method of finding Porkins. That is, speak to the face behind the bar then switch on all the lights and use the elevator. Give Porkins the quill and he will give you a set of forged papers to leave the city. Go to the South Gate. South Gate. Show the papers to the Orcs who will not open the gate but will give you a horn to summon a Rain Bird. At the same time they will remove items from your inventory that you no longer need in return. At this point, the Fairy will appear and explain how to control the Rain Bird while you are riding it. Use the arrow keys to control the direction and Control to land. Rain Birds will not go to evil places and cannot fly under cover so you can only use one outside. Landing places will light up when you are close to them. Stand on the Rain Bird pad that is near the gate and use the horn. Now control the Rain Bird and fly to the Swamp. Swamp. This part of the game is rather dark and you may need to raise the brightness to see well. When you arrive, read the notice about the housing development then go in through the gate. To the left you see quicksand and to the right of that is a crocodile swimming in the swamp. Between these is a path that takes you to man who is chopping down a tree. You need his axe so how do you get it? By the cliff is a vine and in the tree above the man is a beehive. Climb the vine to the ledge and go to the right so that you are level with the hive. Use your Chakara to knock the hive from the tree so that it falls on the man below. He runs away and you can now climb back down the vine and get the axe. The beehive is also here so use the vacuum cleaner to suck out the bees. Now climb back up the vine and use the axe to cut through the vine. You break the axe but finish up with the axe head and the handle in your inventory. Now to deal with the Quicksand. Quicksand. Go right along the ledge until you get to the sign. Turn around and you should see a girl wearing a pink dress on a cliff behind a cliff across the way. Look at the warning sign and then enter the passage with the life pad in it. You will meet a strange creature that seems to want you to follow him. Using the "Walk" key, follow the creature across the quicksand by taking the same path as the creature. You may stop at each point and save the game. On the far side, go to the area with the tree in it and pick up the vine that you cut from the top. You now have to tame the swamp crocodile. Go to the edge of the swamp and follow the bank to the sign that tells you it is the Crocodile Landing Point. When the crocodile comes close, use the axe handle on him to wedge his mouth open. Now use the vine on the crocodile and he can be used as transport across the swamp. Ride the crocodile, using the direction keys, to large island that is almost opposite your starting point. Large Island. On this island you will find a Druid's Area to the left on your landing point. Close to that is a Tar Pit and across a bridge you will find Swampy and the Lawyer together with a Talking Tree. Further on is another bridge that will take you to a Man-eating plant. Firstly, go to the Druid's Area. Druid's Area. Look at the tower that is protected by electric shocks, a greenhouse with strange plants inside, a dock and the house. By the house you will find the Druid sitting in a chair drinking illicit gin. Talk to him about the gin and he will give you a book that will help you identify plants. He will give you some of the gin if you manage to collect three plants for him. He needs, Purple Stinkwort, Bogella and Smelly Woodruff. Talk to him again and he tells you that his mouth is becoming numb. Enter the Druid's House and pick up the pestle and mortar from the top of the stove and the stick that leans against it. Now leave the house and go to the plant garden. Using the plant book you will be able to identify all of the plants there and find out some of their uses. Leave the Druid's Area and go left to the Tar Pit. Tar Pit. Use the bell on the tar to fill it up and then use the stick on the tar to get a tarry stick. In your inventory, combine the tarry stick with the axe head to get a usable axe. Now go across the bridge to where the Lawyer, A. Snidebottom, is talking to Swampy and trying to get him to leave the swamp. Lawyer and Swampy. Listen to the conversation for a while and then talk to the Lawyer. He is trying to get Swampy to sign a contract with Cosy Glow Homes. Swampy will not agree and has constructed a biological bomb, which will flood the area with stew if detonated. The lawyer wants you to try and talk Swampy into leaving. He also keeps spraying himself with something. It is insect repellent as he is allergic to bee stings. This repellent is made from the juice of a special flower. When he eventually stops talking, leave and visit the Talking Tree that is nearby. Talking Tree. Wake the tree by using the glued axe then talk to it. When the tree finishes its conversation, leave and go back to the crocodile landing point. Ride the crocodile to the inlet to the right of the Large Island. Inlet by Large Island. Go to the inlet to the right of the Large Island. You should see a waterfall here. Go behind the waterfall and you see a red flower. Use the book to identify it. It seems that it is a Bogella. Pick the flower and come back through the waterfall. Continue into the cave and land the crocodile by the big rock. Examine the bird table that you see here then use the tar from the tar bell on it. When you have done this, use the sesame seed on the bird table. A bird comes along and gets trapped on the table. Pick it up and then go and look at the large rock. It is a dodecahedron of pure stone. Return to the crocodile and ride him to the other end of the swamp where you see a woman crying. The Princess and the Hamster. Look art the rock to the left of the landing area. You will find that there is a tunnel under it. Talk to the lady in pink. She is a Princess and she will talk to you about Sir Squeaksalot. It turns out that she is referring to her hamster. He has got stuck in his ball up the tree. Use your Chakara on it and it wall fall into the water. Return to the crocodile and ride him a spot on the Large Island just about midway between the crocodile landing area and the Druid's Area. Move around this area on the crocodile until the hamster is thrown up on the island. Land the crocodile then go and get the hamster. It seems that the poor thing is dead in its ball. Take it into the Druid's Area and use it on the electrically charged ladder. It comes back life! Go to the crocodile and ride him back to the Princess. Go to the back of the rock and climb up to the top. Use the "Shift" key and Arrow Forward to do this. There is a hole in the top of the rock. Look down and you see a flower. Use the book to identify it. It seems that the flower is a Purple Stinkwort. Climb back down again and go to the front of the rock where you saw the tunnel. Use the hamster on the tunnel and he will go inside and get the flower. If you do not identify the flower when you look down the hole from above, then the hamster will not get it for you. When you have the flower, go to the Princess and give her the hamster. She will give you some earmuffs in return. Now get on the crocodile and go to the Large Island again. Large Island. Use the bridge to go to the spot where you see the Man-Eating Plant. Use the book to identify it. It turns out to be an Audreyus Maximus. This plant prefers to eat birds than people. Now is a good time to save your game. Having identified the plant, walk up to it so that you get eaten. You will be reincarnated by the bridge and realise that you must find a way to distract it. Very carefully make your way to the reeds on the left of the gateway and as near to the plant as you can without being eaten again. Now use the bird on the plant. While the plant is digesting the bird you have a short time to get to the rear and to the left of it. You must walk through the swamp to the wall that has reeds growing on it and get into the cave behind the plant. Inside, you will find another flower. Use the book and you discover that it is a Smelly Woodruff. Pick the flower and use the second exit to get back past the Man-Eating Plant. You should now be in possession of three flowers. The Smelly Woodruff that you found behind the Man-Eating Plant, the Purple Stinkwort from the cave under the rock and the Bogella from behind the waterfall. These are the three plants that the Druid asked you to collect for him. Go to the Talking Tree and use the earmuffs. You will now be able to chop the tree down as a bridge to get to Swampy. Cross the tree and go to find Swampy. He is standing by the detonator of his bomb. Talk to him and he says that he doesn't believe that you are his friend. In order to prove that you are his friend you must drink a bowl of swamp stew and learn the Swampy Song. You try to drink the stew but fail. You need something to deaden your taste buds. Take the flowers to the Druid in his area and give them to him. He will let you have a taste of his gin. This deadens your taste but also makes you drunk. Use the "Caps Lock" key to sprint back to Swampy and drink the stew before the effect wears off. If you don't make it, go back to the Druid and take another swig. Having drunk the stew, Swampy will teach you the Swampy Song. He also asks you to get the Lawyer to sign a contract agreeing to leave the swamp. Go to the place with the Big Rock. Big Rock. Land at the place with the big rock and the bird table. Talk to the big rock. You will eventually have to sing the Swampy Song before the rock will open and let you in to Swampy's Hideout. Swampling Stew, Swampling Stew, to your bog your swamp be true, Swampy be true, Swampling Stew. Now you can get into Swampy's Hideout. On the table there are some plans of the bomb. Leave these and take the oven gloves and the turkey baster that are also there. Leave the Hideout and use the crocodile to go back to the Large Island and the Druid's Area. Druid's Area. Wear the oven gloves so that you can climb the ladder to the top of the ladder. Here you will find a sort of searchlight. Use it and the Druid gets angry. Using the "arrow keys" swing the light around so that it illuminates the patch of blue flowers in the Druid's Herb Garden. Go down to the Herb Garden and pick the blue flower that is the Deadly Fish Herb. Use the pestle and mortar on the flower to make crushed herb in the pestle. This is a cure for bee stings. Now we must try to get the lawyer to sign the contract. Leave the Druid's Area and go to the lawyer. Talk to him. He will not sign the contract. Use the crocodile to go to the place where you smashed the beehive. Go to the broken beehive and use the turkey baster to get some honey then use the crocodile to go back to the Large Island and the lawyer. Use the turkey baster on the lawyer to cover him with honey then use the vacuum cleaner on him to get the bees to sting him. He will drop down dying with bee stings and tell you that he will do anything to be saved. He will even sign the contract. Use the turkey baster on the herbs in the pestle then use the baster on the lawyer to cure him. He will try to get out signing the contract but eventually he signs. You can now go to Swampy and show him the signed contract. He is very happy but just when everything seems Ok Melissa Leg arrives. She knocks Swampy out and the kisses you. Oh Dear! Melissa now turns back into Runt. He magically lifts you up and drops you on the detonator. The bomb explodes. To be concluded next issue - o -