SIMON THE SORCERER 3D - Part 3 Solution by Peter Clark Concluded from Issue 82 Chapter Four. Back at the Dog and Fruit Inn. The chapter starts with Calypso updating his journal. He talks about the prophesy of Nostramadus and gets some of it wrong. Simon now appears from above, falling on the table. Calypso seems to know about Melissa and Runt and tells Simon that Sordid is trying to open the doorway to the Nexus. This is the Control Centre for the Universe. Calypso cannot think why Sordid needs Swampy but he does know that Sordid is in need of some magic boots. It seems that the "Boots" are, in fact, a CD. This is obtainable from the horde of Sodinell, the dragon. Simon is told that he must enlist the help of the dwarves to sort out the dragon. Leave Calypso and go into the bar. Talk to the barman about the ghost and then take the empty glass from the end of the bar. Go into the Games Room and try to play on the pool table. Something is blocking the coin slot so use the tongs on it and you find a gold coin. Try to use the coin slot again with one of your groats. No balls come out so examine the table again. You find that there is a rat inside. Use the cat that you found in the skip to get rid of the rat. Now the cat won't come out. Go to the Beer Garden and talk to the Wig Trader. She wants a wig or the equivalent to trade for what she is wearing. She will tell you about God and the Wigologists. You also get to learn of Harry Wigsner. While you are there, note the picnic table and that the glass roof to Calypso's Room has gone. Maybe you falling through it had something to do with it. Go back to the Bar and ask the barman about the billiard table. The mechanic is coming to fix it but will be some few weeks. The only cue and the white ball have been stolen. Leave the Inn and go to the Church. Church of St Troy. Go inside the Bell Tower and use the bell rope to get to the roof. Here you meet Goldilocks. She is stealing lead from the church roof. Talk to her and she will ask you to help her stash the lead. There is two tons of it so you cannot take it with you. She wants to meet you in the Inn later. Now it is time to return to the Forest so you need the help of a Rain Bird. The nearest pad is in Justice Square so go there and use the horn to summon the bird. Within the town, there are landing pads at Justice Square, The Inn, The Rotable Junction and the South Gate. In the Forest, landing pads are located at Rope Bridge, Lonely Hut, The Temple and Dungnomin Tree. The Forest. The Nearly Secret Area still has the tunnel blocked and the dwarf is still missing. There are a lot of "Missing Person" posters at the Dungnomin Tree and it is best to keep away from the Gnome Village so find your way to the patch of purple/pink foliage near to the Lonely Hut. Use the plant book to identify it as Dopius Calandra and pick some. This plant will induce sleep for several hours if you eat it. Now find your way to the Reservoir Control Hut. Reservoir Control Hut. Try the door of the hut to find that it is still locked. Go down the hill to the fallen tree and you will see that there is something valuable stuck underneath it. Try to get it and the woodworms in the tree tell you that they will help you get it if you get them some weapons for their proposed insurrection. Go to the Large Hole where you left the Treasure Hunter. Large Hole. Talk to the man in the hole. He asks you if you have seen a mole. You tell him that there are lots of mole holes around the field. He tells you that he has trained moles to fetch food for him by rubbing whatever you want the mole to find on the mole's nose. Go to a mole hole and use the gold coin on it. When the mole comes out you catch it. Now train the mole to find CD's by using the CD Ashtray in your inventory on the mole. You should now make your way to the Clan Battlefield Camp. Clan Battlefield Camp. When you get there you will see a dwarf climb onto a catapult and be shot into the air where he is caught by Sodinell, the dragon, and eaten. Go and talk to the dwarf who is preparing the drink that each dwarf drinks before being shot into the air. Ask him about the keys to the locked building and he will tell you that Axegrinder, the dwarf, who has recently been shot up and eaten, had the keys with him. Use the Dopius Calandra on the brewing pot and then watch the next dwarf shoot into the air and be eaten by Sodinell. The dragon falls asleep in the air and crashes into a field nearby. Use the pint glass from your inventory to get some of the dwarf's brew and then go over to the sleeping dragon. Use the metal detector on him to find out that he has something metal inside him. Go to the nearest Rain Bird pad and fly to the Inside of the Volcano. Inside Volcano. You will see lots of coins falling onto a large heap. Go to the treasure heap and use the mole on it. The mole drags out a locked chest before disappearing. Examine the chest and you see that it is held closed by a large padlock with no keyhole. Use the dwarf's brew on the lock to get it open. Inside you find the CD inside a glass block. Nearby, there is a frame with a gong hanging on it. Use your hammer on the gong and it falls from the frame. Use the bell from the Temple on the frame and then use the hammer on that. The glass block shatters enabling you to pick up the CD. Now go to the Rain Bird panel and fly back to the Inn. Go down to see Calypso. Dog and Fruit Inn. Talk to Calypso and he will tell you that you need four people to help you defeat Sordid. They are, The Lady of Steel, who is the real Melissa Legg, Hero of Light, who is really Coneman the Barbarian, Jar Nin, the Prince of the East, who appears to be dead and Prince Brave, the Valiant, who has been turned into a frog. Calypso gives you some invitations and a glass jar that you can put Jar Nin's soul in if you manage to get it. Firstly you will have to put something that he valued inside the jar to attract him. As for Prince Brave, if you can get Princess Austin to kiss him, the witches curse will be broken. To gain access to the Princess you will have to see Grandulf the Wizard who is arranging the fireworks display for her birthday. He would, however, want something in return. Leave the Inn and find the Broken Cart with Coneman under it. Give him the invitation. He cannot come as he has hurt his back so you will have to find a way of fixing it. Go to the Tournament. The Tournament. The entrance is down the passage off Justice Square. You will meet Grandulf by the gate. He will explain that he needs help with his firework display and he asks you to meet him that evening back at the gate. Return to your room at the Inn and get some sleep. When you awake, return to the Tournament Gate and meet Grandulf. Grandulf will explain to you how to set off the fireworks in the correct order. At this point, the Fairy appears and explains what keys are to be used for the display fireworks. When you manage to set them off correctly, Grandulf tells you that you may return at any time but that you must avoid the guards. Go into the Tournament through the gate and make your way to the tents. Go to the one in the centre and crouch down so that you can get inside. You see the Princess asleep in her bed. Try to wake her up and she will mumble something about her dream man, Johnny Lightin X. Look around the tent and you see a poster of him on the wall. Return to the Inn and sleep until daybreak then make your way to the Carnival. The Carnival. This is down a road leading from Magic Square and is accessed through a gate that remains closed until the Tournament is started. It can only be accessed during daylight hours. When you first arrive, you meet the two demons that have appeared in previous games. They tell you that they are now running the funfair. Go into the Acupuncturist's Caravan and talk to the demons again. They might be able to help with Coneman's bad back but they charge 10 groats and do not do house calls. Leave there and visit the Duck Shooting Stall. Here you must use your Chakara to knock down ducks. It costs 5 groats a try. If you score 10 or more you get a free go. 15 or more gets you three times your stake and twenty will get you a teddy bear. This is a difficult game but you must get the bear. There is a way to help you win the game. The Chakara always hits the screen in the same spot so you can waste a go and use a marker pen to put a cross on this spot. You can then use this a sight for the Chakara. Having got the teddy, go on through the funfair to the Invadertron Machines. These operate just like the original Space Invader Machines and, when you get a high score, you win a pair of sunglasses plus some more groats. Going further on you come to the Wonder Wheel. Give it a try but the machine is fixed and you cannot win. Next you come to the Try Your Strength Machine. Talk to the Dwarf Prince. He has lost his clan and needs something as a symbol to unite the dwarves again. Give him your hammer. He must win the Strength Machine before he can return to his own people but the demon will not let him play. Talk to the demon and he will eventually let him play but not with his own hammer. Go over to the demon and stand right behind him so that he turns his back on the Dwarf Prince. The prince swaps the mallet for the magic hammer and wins the game. The prize is a black tee shirt that he gives to you. The next amusement that you see is Bonzo's Ball Bonanza. You have to shoot the balls through the clown's teeth but the balls are too big. Another fixed game. Next along the path is the Aqua Derby. Firing water into the open holes in front of you propels along the horses. There are three holes and they open in sequence. Hold down the "Control" key as you fire. The prize for winning this game is bucket of plastic soldiers. Now find the lane between the Wonder Wheel and the Strength Machine. A short way along this lane is an enclosure with skulls on poles around it. On one side you will see a cobra on a plinth. Use this to go down a level to where you meet a Voodoo Demon selling magic amulets. Talk to him and discover that he needs some children's teeth and a Voodoo doll. There is another cobra here. Use it to return to the level above. Across from the entry to the Voodoo Enclosure is a gap in the hedge. Stoop down and go through. You come out at the rear of the Wonder Wheel. Examine it and you see that there is a large magnet on it that was stopping anyone winning. Take the magnet and go back out to the lane via the gap in the hedge. On the opposite side to the Voodoo Circle is another enclosure. Enter here and go down the steps to the Candy Floss Stand. Buy some candyfloss for three groats. Go along and into the Flea Circus tent. Look at the fleas and then use the teddy bear on them to get a flea-ridden teddy. Make your way back to the Wonder Wheel and play again. This time you win and receive a peashooter. Talk to the kid that seems to follow you about. He tells you that he wants a red gobstopper. You say that you will find one for him. As you should by now have won all the prizes that are currently possible, leave the funfair and go back to the Inn. Dog and Fruit Inn. Go to the Games Room and use the flea-ridden teddy on the billiard table to get rid of the cat. You now get a red and a yellow ball. Go outside into the Beer Garden and give the candyfloss to the wig seller. She will give you her wig in return. Now its time to return to the funfair again. Funfair. Go to Bonzo's Ball Bonanza and make sure that you have the yellow ball selected. Play another game holding down the "Alt" key as you throw the ball. When you manage to time it right, you will receive a Coneman Doll as your prize. If you loose, the yellow ball will be put back in your inventory for reselection. Find the small kid and give him the red ball as a gobstopper. He gives you some chewed gum and, when he breaks his teeth on the ball, you get a couple of those as well. Now go to the Voodoo Circle again and use the cobra to go below. Give the teeth to the demons and they cast a spell on the doll and eat the teeth. Take the doll that now has needles in it to the Acupuncturist. Give him the doll and Coneman's back is cured although he swears to get you later. Now go back to the Launderette and put both the wig and the black tee shirt into the machine. You get a black wig and the tee shirt back. Now go to the Inn and have a sleep. When you awake, go back to the Tournament. Tournament. Enter the Princess's tent by stooping down as you did before and look at the poster. Use your spell book and, using the right then the left "Arrow" keys change the colour of your robe to purple. Wear the black wig and the sunglasses then wake the Princess. She says that you can have a kiss so use the frog on her and then watch as all hell breaks loose and you make a hasty retreat followed by the Princess with her bow and arrow. Unfortunately, Grandulf is shot as you escape. On your escape, the frog changes into Prince Valiant and accepts your invitation. Change your robe back to red using the spell book and then find a Rain Bird Pad to fly to the Forest. Forest. Go to the fallen tree by the Reservoir Hut and give the bucket of soldiers to the woodworm. They will eat the tree so that you can get Jar Nin's necklace. Use a rain Bird to go back to the town and go to the Church. Go into the Memorial Room and look at the Jar Nin's plaque on the wall to the right of the door. You will see a map showing the location of Jar Nin's ashes in the Forest. It is a good idea to make a quick sketch of this map for future reference. Now leave the Church and, using a Rain Bird, fly to the Forest. As you call the Rain Bird, you get another picture of the location of the ashes. From the Rope Bridge, the location is to the right nearly level with the Volcano. I found it a little difficult to find so make sure that you watch carefully when you first call the Rain Bird. On the centre slab you will find the ashes of Jar Nin. Use the vacuum cleaner to pick them up and then fly back to the town and go to the Inn. Dog and Fruit Inn. In the top corridor, near your room, combine the empty soul jar and the necklace then go as near to the mirror as possible and use the jar with the necklace again. The jar should turn green if you are successful. Take the jar and ashes and go to Calypso's Private Room. Give him the jar containing the soul and the ashes. The Ninja will come to the Inn as soon as Calypso has completed the joining. Go down to the bar and talk to the barman about the ghost. Now it is time to go and help Goldilocks with her stolen lead. Off we go to the Church. Church. On the way to the Church, make a note of the weight limit sign by the bridge and the direction of flow of the river. Our first task is to steal the cheese truck. Go out of the back gate of the church and look up. You should see a young hedgehog floating in the air, held up by three balloons. Select your peashooter and puncture two of the balloons. Leave the yellow one intact. Wait until the cheese wagon passes under him before shooting the last balloon and hopefully dropping him into the cheese truck. When you have managed this, follow the truck to the warehouse where you will see that the young hedgehog has eaten all the cheese. The two men are now out of job and disappear. You can now board the truck. At this point, the Fairy will appear again and tell you how to drive it. Drive the truck back to the Church and park it in the street where you saw the hedgehog on his balloons. Make sure that it is parked under the spot on the church roof where the lead is stacked. You may have to check this from the church roof in order to get it right. When all is well, push the pile of lead and it should fall into the truck. Go down to the truck and drive it back across the bridge. The bridge will collapse and the truck will block the flow of the river. Go to a rain Bird pad and call one. Fly over the Forest and look at the way the river flows. There seem to the two inflows to the reservoir. One you have just blocked and the other leading from the swamp. There seems to a gate holding back the water near Acre Gap. In the centre of the reservoir is the Mysterious Isle. Land the Rain Bird at It's a Beach and look at the level of water in the Reservoir. It has dropped since you were last here. Go along to the left and look at the Mysterious Isle. You should be able to see a boat by a pier on the Isle and a telephone box under the water. If you could drop the water level further, you could use that box to go to Isle. Use a telephone box to go the Clan Battlefield Camp. In the field a little way further on is the sleeping dragon. Its time to get the keys from inside the dragon. Getting the Keys. In your inventory, combine the stick and the chewing gum then combine the magnet with the gummy stick. Use this with the dragon and you find that you need some kind of lubricant. Use the butter on the gummy stick and then try that on the dragon. You get the keys to the Reservoir Hut. Using a telephone box, go to the Reservoir Control Hut. Reservoir Control Hut. Go up the ladder to the roof and check the trapdoor. It is still stuck. Go down again and use the keys to enter the hut. It's pretty dark inside so you may need to increase the brightness at this point. To the right you find a can with a little petrol in it. Take this and then go to the other side of the hut where there is a pulley mechanism. Examine this and then go behind it and try to use the wooden lever pole. No good! Go to the far right hand corner of the room as viewed from the door and look up. You should see the trapdoor to the roof. Use the Chakara on the latch, which is on the bottom edge of the trapdoor. When you hit it, Simon will say, "Got it!" Now go back to the roof and use the trapdoor. It will collapse dropping Simon back to the floor inside the hut. Go to the pulley mechanism and use the petrol on the wheel. You have sunlight coming through the trapdoor now so use the mirror to light the petrol. The rope holding the gate is severed and water is released. Now you can go to the Mysterious Isle directly using the phone box or walking on the beach from Its a Beach. Go to the Mysterious Isle. Mysterious Isle. Find the rowing boat that is now hanging from its mooring rope and climb up the rope to the top. (Note: I found that if you walk into the boat, Simon cannot walk out again so try to avoid it or you will have to load a saved game as I did.) Enter the ruined church and you should find the real Melissa looking at the water. After a rather unfortunate happening in which Melissa breaks her arm, you get to give her the invitation and she takes off to meet Calypso. You should follow her using a Rain Bird. Dog and Fruit Inn. Go to Calypso's Private Room and you find the heroes all planning how to attack Sordid. It seems that you are not needed. However, There is a knock at the door and Runt comes in with a couple of his henchmen. Coneman is disabled and Calypso put under a spell before Runt puts a magic barrier around the room and disappears. Now you should go and talk to all the people in the room and use up all the possible conversation points. Leave Coneman to last as he will eventually get annoyed with Simon and kill him. Simon will come back to life on the pad outside the Inn. He is outside of the barrier now. Go inside and try to get back into Calypso's Room. No good, you can't do it. Go to the Beer Garden and talk to the boy on the tyre swing. You bet him that you can swing higher than him and take the next-door swing. Using the "Up" and "Down" arrow keys you can make the swing move. It is not long before you win the challenge and the boy falls from his swing. Pick up the tyre that is still attached to the rope and tie the rope to the picnic table. You are now able to drop into Calypso's room and talk to him. The heroes have been taken away and you must go to Sordid's Castle. (This has now appeared on the map.) Leave the Inn and, using a Rain Bird, fly to Sordid's Castle. Sordid's Castle. The way into the castle is through a tunnel and this is guarded by orcs. Talk to the orc to find out that you need identification, which you haven't got. This time the way into the castle is to change your robe to black using your spell book and all three colours. Now use the "Walk" key and make your way past the guards by keeping to the dark areas. When you have passed the first two guards you will hear someone shouting. Near you, over to the left of the screen, there is a lighted recess. Go to it and use the "Crouch" key to get inside. Turn around and watch the guard walking out of the tunnel to the right. When he has left the screen, crawl out of the recess and keep to the left before standing up and making your way quickly along the tunnel using the dark areas. At the end of the tunnel there is a patch of light that you must cross before leaving the tunnel and reaching the bridge. Look in the post box by the bridge and you find an order to the Green Grocer. Go back through the tunnel. You will be captured again and thrown out but this is what you want anyway. Use a Rain Bird to fly back to Poliganis and go to the Green Grocer. Green Grocer. The shop is still closed so use the order on the letterbox and then listen to conversation inside. A large crate is dropped from above. Look at it and you see that it has Sordid's address on it. Look inside and you find that it is full of cauliflowers. The only person that you can think of that could get rid of all the cauliflowers is the hedgehog kid so it's off to look for him. Entering the Castle. Find your way Cheesy Bros Warehouse. Go inside and you will find the hedgehog kid. Talk to him and you automatically pick him up. Return to the Green Grocer's Shop and use the hedgehog on the cauliflowers. He won't eat them because they're not covered in cheese. However, the hedgehog has been eating cheese so use the Chakara on him to make him sick over the cauliflowers and he will then eat them. (Gruesome isn't it?) Now the packing case is empty, you can climb inside. You are transported by someone that you can hear talking outside and dropped. When you get out you find your self in Sordid's Castle. The Ramp up to Runt's Laboratory. As you make your way up the ramp, coloured fireballs are fired at you from above. Using your Spell Book, you must change your robe into the colour of the approaching fireball to neutralise it. When you manage to do this and get to the top of the ramp, climb the ladder into Runt's Laboratory. Keys needed to change colour of robe. Red = Left Arrow Yellow = Up Arrow Blue = Right Arrow Orange = Left + Up Purple = Left + Right Green = Right + Up White = Left + Right + Up Runt's Laboratory. You seem to be stuck to the floor and cannot move. Runt now tells you all about his diabolical plans and shows you Melissa and Coneman held in a sort of force field. He also shows you the two buttons that control the force field. When Runt leaves you, combine the peashooter and the magnifying lens so that you have a peashooter with telescopic sights. Using the "Shift" key you can zoom in onto the two buttons and fire a pea at the right hand one that frees your friends. Use the Voodoo Doll to wake up Coneman and he will run after Runt. Unfortunately, he gets changed into a duck. Calypso arrives but he accidentally pokes himself with his light sabre and dies. Now Runt is after you with his light sabre. He will fire different colour balls at you. Use the Spell Book in the same as before to change your robe into the colour of each ball before it hits you. On the wall of the laboratory are coloured buttons. After each fireball touches your robe it is neutralised but you should quickly run to the same colour button and press it. This transfers the energy of the fireball from your robe to the buttons. When all of them are glowing, Runt's magic will be exhausted. Runt falls into a bottomless pit and as the duck flies over the pit it is changed back into Coneman and also falls into the pit. Melissa now wakes up and she and you both enter the Nexus Gate. Nexus. On arrival you see what seems to be a giant Swampy Head. Calypso arrives in spirit form and tells you that he will talk to you from time to time. He also explains about the Swampy Head and Nexus. Go to Swampy's Head and look at it. Simon suggests that it might to an idea to sing the Swampy Song. Remember it? Swampling Stew, Swampling Stew, to your bog your swamp be true, Swampy be true, Swampling Stew. The eyes light up and an entry is opened up in the head. Melissa decides to stay where she is so Simon has to enter the head on his own. When you enter the head you find yourself on a bridge. The bridge leads to the Nexus Control Room and the guard tells you that you cannot use the bridge except to leave the Control Room. That means that the bridge can only be crossed from the other side. Walk towards the other side of the bridge until the guard opens his door then turn around and walk back so that, when the guard looks at you, he thinks that you are crossing the bridge in the correct direction. As soon as he returns to his hut, turn again and continue crossing the bridge. The guard will appear four or five times but eventually you will reach the other side and find yourself in the Nexus Computer Room. Nexus Computer Room. On the right side of the room you will see Sordid lying on a couch. On the left of the room, Swampy lays on another couch. If you look at the computer, Calypso's ghost will appear and tell you that Sordid's and Swampy's souls have entered the computer. It is only their bodies that are on the couches. You cannot pull out the power supply plug or the whole universe will disintegrate. You will have to enter the computer and try to sort things out from there. Calypso manages to separate your soul from your body and you enter the computer. Nexus Computer. When you arrive inside the computer you will find yourself surrounded by circuitry. To find Swampy and Sordid follow this path. Make a note of it, as you will have to use it in a hurry on the way out. On arrival, turn around and find the three transporter pads. Use the one on the right. You will arrive at a passage that has large multi coloured wires on the right. Climb the passage to the blue pad. Go down the connection strip on the other side of the pad and turn right at the lighted arched passage. Walk down a dim passage and out to where the passage is much brighter alongside some coloured wires on the left. Turn right at the junction and then take the next right. Enter the passage that has 1995 U.K. over it and you will see three green transporters. Use the right transporter and you will find Swampy and Sordid. Swampy is glad to see you and asks you to help him. Sordid tells you of his plan to use Swampy to help him rule the Universe. He tells Swampy to change the Nexus control from automatic to manual. Swampy is last of his race, the Ancients, and will be able to operate the computer on his own. Unfortunately, Swampy gets it wrong and erases the computer's memory. The lights begin to switch themselves on and off. Sordid does a runner and you have two minutes to get out with Swampy. Swampy has a ball and chain on his leg so you will have to go it alone. Your way out is almost the same as the way in but not quite. This is the best route. After leaving the room, turn right and go forward. Turn left and forward to the middle path then forward again through the doorway. Follow the passage around to the left until you cross over the red-lighted bridge. Go left up to the blue pad and down the other side. Enter the room with FBI OMNI on the wall and the single transporter pad and use it. When you come out, climb the red-edged strip to the red pillar with C1557 on it and then go in front of the pillar to the right and go up the next strip. Follow the next passage until you come to a well-lit area and go up the strip on the right. At the top, turn left into a room with three transporter pads in it. Use the middle transporter and you will come out in the Nexus Computer Room. Before you continue the game, make sure that the CD is in the drive with Auto Detect enabled. End Game. Your body and Swampy's are still on the couches but you will see that Sordid's has gone. The computer is going mad and there is no keyboard. You have a CD in your inventory but there is no "Eject" button on the Nexus Computer. Use the eject button on the computer that you are using to play the game. Apart from the game CD being ejected, the CD Drive of the Nexus Computer opens and Simon inserts the CD Magical Boots. The Nexus computer is now working properly. (If you lose the game picture from the screen, just click on it in the Tool Bar to reinstate it.) The computer will ask Simon where he wants to go and Simon inputs, "Home". While he is asking the computer to bring back Calypso so that his body and soul can be reunited, another Simon appears from the computer. It seems that this Simon has been trapped in the computer for ages. The new Simon tells the old one that good and evil exist together in equal quantities. He suggests to Simon that as they have control of the Universe, they might as well have some fun. This ends the game and all that is left is to watch the credits. - o -