Simon The Sorcerer



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SOLUTION

After reading Calypso's note, open the drawer in the middle of the room and pick up the scissors. Next pick up the magnet off the fridge. Leave the cottage and walk east to the blacksmith's house. Pick up the rope from next to the barrel and pick the clapper up from the table by the blacksmith's head.

Go east and you will come across a "Dodgy Geezer"- don't talk to him just yet. Head left to the cottage and pick up the ladder. Go into the cottage and at the top of the stairs you will find a specimen jar. Pick it up. By the door is a cold remedy which you must also pick up. Leave the cottage and make your way to talk to the dodgy geezer. When he has finished showing you all of his items exit east twice.

Enter the Drunken Druid and pick up the matches off the fruit machine. Use scissors on the dwarf and enter the room to the east. Talk to the wizards until they agree to make you into a wizard, make sure you get the staff from them.

Exit the Drunken Druid, exit west twice, south, east, and attempt to walk past the tree stump, whose woodworm will speak to you. Try to walk past again and they will speak again. Talk to woodworm until they send you to get them some mahogany, then exit south, then west.

Use handle on well, pick up the bucket of water and exit east four times. Talk to the troll until he asks you to get him a goat (may take a while), then exit west four times, then east. Talk to the barbarian and pull the thorn from his foot, for which he will give you a whistle.

Go north then east. Talk to the wise owl and pick up his feather when it falls. Go east twice then north-east. Talk to the hole and exit east then north. Pick up the shopping list, go east, then pick up the rock and look at it. Go east twice and talk to the woodcutter until he gives you his metal detector.

Use the map to take you to the centre of the forest, go northeast and enter the cave. Exit east and open the swampling's door. The swampling will talk you into eating his swamp stew. When finished, ask for another helping (eat it) and then another helping (put it in the specimen jar). The swampling will by now have run out of stew and will leave to get some more ingredients.

Exit Swampling's house, go east three times and use the metal detector, which will find Milrith. Exit east and you will see a giant. Go back to the troll and talk to him. He will take your whistle and blow it, bringing the barbarian, who will kick the stuffing out of the troll and throw him in the stream. Pick up the placard, exit east three times and talk to the Oaf.

Simon will then pour water on the beans and exit to the east. Return to this scene and pick up the beans, exit east then southeast.

Use the clapper on the bell, then use the bell. Climb the hair and talk to the princess until you have to kiss her. Have a bit of a lip smacker with her and she will turn into a pig. Pick up the pig, climb back down the hair and return to the village. Open shop door, give shopping list to the shopkeeper and exit the shop.

Return to the cottage at the beginning and go around the back. Use the beans on the compost and take the watermelon. Now go back to the cottage where you took the cold remedy from and exit west. Use pig with chocolate truffle door and enter cottage. Pick up the smoke box and the hat and go outside. Use the smoke box on the beehive and pick up the wax.

Go back to the Drunken Druid and talk to the barman. Order a drink and when he bends down use the wax with the barrel. He'll think it's empty and take it outside, then he will give you a beer voucher.

Exit the bar and pick up the barrel. Go to the troll bridge and exit northwest. Use melon in sousaphone and it will be yours. Return to the giant and use the sousaphone - he will knock over the tree. Go east twice and enter the dragon cave. Use cold remedy with dragon and take the fire extinguisher, leave the cave and exit northeast. Pick up the rock and return to the village blacksmith. Put the rock on the anvil and the smithy will break it to reveal a fossil.

Return to the man in the hole and use the fossil with the hole. Tell him you found it where you left your metal detector and return to that point. Looking at the dirt you will find milrith ore - pick it up. Go back and give it to the blacksmith, who will make an axehead with it. Return to the woodcutter and give the axehead to him, whereby he will saunter off to cut down trees (wouldn't be much of a woodcutter otherwise, see). Enter the woodcutter's house and pick up the climbing pin, then use the fire extinguisher on the fireplace and move the hook. Take the mahogany from the secret room and return to the woodworm. Talk to the woodworm and they will jump onto the mahogany.

Now return to the pig's house and climb the hair. Use the woodworm on the floorboards and you will drop through them. Pick up the door wedge and open the door. Use ladder in the hole and climb down. Open the tomb and you will be chased away by a mummy. Return to the tomb, open it again and pick up the loose bandages, then pick up the staff.

Go to the centre of the forest, wear the dwarf's beard and enter the dwarf's mine. Attempt to go south-west, and when stopped by the guard, offer him a bribe of beer. He will then take you south-east. Use feather on sleeping dwarf and pick up the key. Exit up the stairs then go southwest. Pick up the hook, use the key in the door and enter. Offer the guard the beer voucher, then return to the dragon cave and use the hook on the boulder outside the cave entrance and climb it. Now use the rope with the magnet, then use the rope and magnet with the hole until you can't get any more gold. (You should have 24 pieces by this stage). Now return to the village shop and buy the hammer and the white spirit.

Return to the swampling's house and move the crate, open the trapdoor and enter. Use hammer on the loose plank, walk east and pick up the frogsbane from Skull Island. Return to the dragon cave, go northeast, then east until you come across a tree with a pink splodge on it. Look at the splodge and he will talk to you. Use the white spirit on the pink splodge, and he will now tell you some magic words.

Return to the village and give the dodgy geezer the gem. Then return to the bar and when you meet the wizards give them the staff and money, for which you will receive a wizard's starter pack.

Go to the witch's house and enter. Try to take the broom and she will appear and challenge you to a wizard's duel. You can't have one until you have a spellbook. Go past the dragon's cave to the location of the climbing pins and use them in the hole. When you try to climb up, the snowman will not let you past. Go to the crossroads, then northeast, and climb down the vines and talk to Golum who will take the swamp stew. Fish around until you find an invisibility ring, then return to the village shop and open the box. You will be taken to the castle where you found the shopping list.

Once at the castle, open the box you are in and look at the boxes to find the spellbook. Look at the spellbook to find a piece of paper and use the paper with the door. Pick up the ratbone and use it on the lock, then pick up the paper with the key and use it to get out.

Pick up the bucket and go downstairs, then pick up the flaming brand and mints Talk to the druid, then remove the ring and talk to him again. When he asks you about the escape plan ask if he has any bright ideas, then use the bucket on his head, followed by using the flaming brand on him, upon which he will turn into a frog.

Hide in the iron maiden, then open the iron maiden, take the hacksaw from the frog and use it in the bars. Return to the house from where you got the cold remedy, and once inside, the druid will give you a portion in exchange for the frogsbane. Now return to the witch's house to take up the challenge of the wizard's duel. Use any of the magic words (apart from abracadabra) to defeat her and if you are not successful, try again until you are. On defeating the witch, she will transform into a dragon, and now is the time to say abracadabra, which will change you into a mouse and allow you to escape through the mousehole.

Now go to the snowman, and consume the mints to melt him, then continue east to the tower of doom. The bridge will collapse when you reach it, so use the broom to get across. Consume the potion to get through a crack in the door. Take some hair off the dog, who will deposit you at the far door. Look at the bucket and pick up the matchstick, leaf and stone. Exit west, then pick up lily leaf. Use matchstick with lily leaf, then leaf with matchstick. Sail to the seeds and pick them up, then use the stone with the seeds to make some oil

Sail to the shore, use oil on the tap, use hair on the tap. Sail to the centre of the puddle. When you get to the other side, look in the water and pick up the tadpole. Tell the frog to move, or the tadpole gets it! Now pick up and consume the mushroom and you will return to normal size.

Pick up the branch, open the door and enter, now use the branch on the chest. Pick up the spear and shield, go down the stairs and pick up the chest, move the lever and place the chest on the block, move the lever twice and pick up the candles. Use the spear with the skull and pick up the skull. Go upstairs twice (like, two flights of stairs, yeah?) and pick up the sock, pouch, book and magic wand. Use the sock with the pouch, then the pouch with the mouse hole, look at the mirror then look at the book.

Go upstairs again and pick up the chemicals and the book. Look at the book and talk to the demons until they agree to tell you how to work the transporter for sending you back. Use chemicals with shield, use shield with hook. Go downstairs, talk to the mirror and get him to show you upstairs.

Go upstairs and talk to the demons, and they will give you the chalk to draw the magic square and tell you how to work the teleporter. Walk to the teleporter and tell it you want to go to the fiery pits of Randor. When there, pick up the sapling and pebble and talk to the attendant who will give you a brochure. Look at the brochure and you'll find an elastic band which you must use with the sapling to make a catapult. Use the catapult on the bell, then pick up the matches off the counter and exit east.

Pick up the floor wax and exit east, use the wand on Sordid, then use the matches on pits and throw the wand into the lava.

Sordid will come back to life and eventually send you to the bottom of the pit. Climb from the pit, go back into the room and use the floor wax on Sordid. And that's it, you have finished the game.