Simon The Sorceror

     During  this  game  you  will  have  to do quite a bit of running
around.  Not all of the places you will find are shown on the map that
Simon  carries  around.  You  will  be  asked  to do several things in
various  places  and  need to return there. In order to avoid too much
"looking for places", I suggest that you draw a map of your own.

     When  arriving  in  Fleur Deli you will automatically read a note
from Calypso. Read it carefully. Open the drawer in Calypso's desk and
take  the  scissors.  There  is  a  magnet on the fridge. Take it (you
cannot  open  the fridge!) and go outside. Behind the cottage you will
find compost which will be used later. Leave the scene to the right.

     At  the  Blacksmith's  take  the  rope  and the clapper. This guy
doesn't  have  time  to  talk  since he is hard working throughout the
entire  game. Walk to the right and talk to the dodgy geezer. He is of
no use to you right now. Turn left and take the ladder leaning against
the  wall.  Enter  the  building (the entrance is in the middle of the
picture).  Pick  up  the  cold  remedy and the specimen jar. Leave the
building and you can follow the path to the left.

     There  is  a  funny house with a chocolate truffel door. However,
you  cannot  do  anything  here  at the moment. Walk back to the dodgy
geezer and turn to the right.

     Enter the shop and talk to the shopkeeper(s). If you go right you
will find a place called the Drunken Druid. Inside you can pick up the
matches  from the fruit machine and talk to the Barman. Then enter the
next  room.  These  guys  are really hard to understand but you should
definitely talk to them until they tell you about the staff they want.
Go  back  to  the  bar. Use your scissors on the dwarf (this poor soul
will  be  surprised...). Exit the bar and enter the forest outside the

     Walk  to  the witch's house and move the handle on the well. Pick
up  the  bucket of water. Then open the door and enter the house. Look
around a bit. When you try to pick up the broom, the witch will appear
and throw you out.

     Wander  around in the forest until you find a tree stump. Talking
to the woodworm reveals that they are in desperate need for some wood,
preferably mahogany.

     Now  find  the  Barbarian  and remove the thorn from his foot. He
will give you a pipe in return.

     At the Owl Tree you should pick up the feather. Talk to the owl a
couple of times and listen carefully.

     A  visit  to  Dr.  Von  Jones  would  be good now. Although he is
working  in  the  hole,  you  can  talk to him and find out what he is
looking  for.  Since Simon is a very helpful person, he again promises
to help.

     At the centre of the forest, pick up the rock with the writing on
it.  Wear the beard and enter the Dwarf Mine (you know the password as
it's  written  on  the rock!). The guard will not let you pass at this
point.  However,  you  can  use  the  stairs on the right and find two
completely  drunken  dwarves.  Use the feather on the one lying on the
floor, take the key and leave the mine.

     Near  to  the Dwarf Mine is a building with two heavy doors. Pick
up  the  piece  of  paper  lying  under  a  stone  and  give it to the
shopkeeper(s) in the village.

     Also   near   the   Dwarf  Mine  you  can  find  the  woodcutter.
Unfortunately, he has a real problem, too. If you promise to help him,
he  will assist you by giving you a metal detector (Going to the right
from  here will bring you to a gorge. You can see somebody fishing but
you cannot reach him from here.) The third path leaving the Dwarf Mine
area  leads  to a funny swampling who is all alone on his birthday. Do
him  a  favor  and  eat  some of his homemade stew. If you cannot take
anymore of this delicate food, put it in your specimen jar.

     Go  to the Troll Bridge now. The troll is very interested in your
pipe. Give it to him and watch.

     In  the  second  part  of  the  forest,  on the other side of the
bridge, you will walk into a boy who has a problem with his beans. Use
the  bucket of water. This ungrateful kid will leave and you have some
beans for your inventory.

     Go on to the Gorge and look down. To visit the fisher, climb down
the  vines  on  the left. Talk to this funny guy. To help him with his
dinner,  provide  him  with  some fine concentrated "Stew de Swamp" in
your  jar.  He  will  give you his fishing rod so that you can catch a
very special ring with it.

     Go  back  to the crossing and walk to the castle. Use the clapper
with  the  bell  and  "Rapunzel's" hair will fall down. Climb into the
window  and  talk  to  the  girl.  When  you  kiss her, you can take a
repulser back with you...

     Return  to  Calypso's cottage and plant the beans in the compost.
Take  the  melon.  Now  go  to the chocolate truffel house and let the
repulser  eat  the door. Inside, pick up the hat and smokebox and walk
to the beehive. Use the smokebox on the beehive and pick up the wax.

     At the Drunken Druid you should ask the barman for a drink. While
he  is  searching  for some ingredient, use the wax on the barrel. You
will  receive  tickets and vouchers for free beer. On your way out put
the barrel in your inventory.

     Go  to the Dwarf Mine and wear the beard. Offer the barrel to the
guard. He will walk down to the barrel cellar with you. Go back to the
desk  dwarf and walk down the stairs on the left. Pick up the hook and
talk to the dwarf in the middle. Use the key on the door and then give
the  tickets  and  vouchers to the dwarf in the treasury. He will give
you a gem in return.

     Time to see whether or not the dodgy geezer is of any use in this
game.  Offer  him  the gem (get 20 gold coins for it). With this money
you can buy the hammer and the white spirit in the shop. Outside there
is a box you should open.

     You  will  be  taken  to the gobblins. There is a rat bone on the
floor  as  well  as your spell book. In the spell book you will find a
piece of paper with scribblings on it. Use the paper with the door and
the rat bone with its lock. The key will fall on the paper so that you
can  open  the  door.  Pick  up  the metal bucket. You cannot pass the
guard,  however,  walk  downstairs.  Pick up the mints and talk to the
druid.  Since  he  is  a little superstitious, you should take off the
ring  while  talking  to him. Druids can change into animals when they
see  a  full  moon. So put the bucket on the druid's head and show him
the  glowing  rod.  He will change into a frog and leave you alone. To
hide  from the gobblin troops, walk into the iron maiden and close it.
You  can leave it when the troops disappear. The frog will then return
and give you a hacksaw which you can use to get out of this room.

     Find  Bard  with  his  awful  sousaphone.  Use  the  melon on the
instrument and take if for "repair".

     Visit the swampling's house again and move the box. Open the trap
door and climb down the ladder. Use the hammer and nail with the loose
plank. Pick up the frogsbane on skull island.

     Near  the  swampling's  house  is  a  cave  leading  into a snowy
mountain  area.  Use  the  metal  detector there and leave it where it
gives  you  any  signals.  Walk  on to the sleeping giant and play the
sousaphone so that he provides you with a comfortable bridge.

     On  the  other side in the mountains, you will find a cave with a
dragon.  Since  this poor guy has a terrible cold, offer him your cold
remedy.  Pick  up  his fire extinguisher and leave the cave. Above the
cave  entrance  is  a  boulder. You can climb up there by throwing the
hook on it. Tie the magnet to your rope and let it down into the hole.
Watch  your money and stop when you can't get any more of the dragon's

     Continue  walking in the snow until you find a path with climbing
pins.  Pick  up the rock lying there. Walk on the icy edges leading to
the  right  and go until you find a talking tree. Use the white spirit
on it and it will tell you some magic words.

     Return to the blacksmith and ask him to get the fossil out of the
rock.  Find  Dr. Von Jones and give the fossil to him. If you tell him
that  you  left the metal detector where you found the fossil, he will
dig there. Follow him and get the milrith out of the dirt.

     Take  the  milrith  to the Blacksmith, so that he can make an axe
out  of  it.  Apparently, now is the time for Simon to fulfill some of
his promises. Go to the woodcutter and give him the axe. He will leave
happily.  Enter  his  house and pick up the climbing pin. Use the fire
extinguisher  on the fireplace and move the hook. Enter the fireplace.
You  will  find  various  types  of  woods,  but unfortunately you are
allergic  to  most  of  them.  Pick up the mahogany and take it to the
woodworm.  They  will love it so much that they get into it while it's
still in your inventory.

     Go  to  the castle where you found "Miss Piggy". Climb up and ask
the  woodworm  to do you a favor on the floorboards. Use the ladder to
get  down. You will end up in front of a tomb. Open it and talk to the
mummy.  You  will  have a wedge afterwards. Go down again and grab the
loose end of the bandages. There you are: the staff!

     Return  to  the  village and give the staff to the wizards. After
some  discussion  and  payment  of  a fee, they will make you a wizard
yourself!  Congratulations,  you've  made it through the first part of
your quest!

     While  you're  in the village, visit the druid and offer him your
frogsbane in return for a potion. You're all set for the witch now.

     Visit  her  and  play  the  game  with her. She won't be fair and
change  into  the  dragon  once  you  have won the game and the broom.
Change into a mouse and disappear through the mousehole in the wall.

     Continue your quest at the place where the climbing pins are. Use
your climbing pin in the hole and cross the gorge.

     The   snowman   is   very  unfriendly  and,  therefore,  requires
appropriate  punishment.  Eat  the  mints  and walk up to the Tower of
Doom.  Being  a lucky guy, Simon can use the broom to get to the door.
There  is  a little crack in the door. Drink the potion from the druid
and walk through the crack.

     Your  lovely  dog  will  take  care  for you to reach a beautiful
garden  and will even provide you with a useful hair. Pick up the leaf
and the pebble and walk into the bucket. You will find a match inside.
Go  on  until you reach the water and get the lily leaf. Put the match
in  the  lily  leaf, use the small leaf on the match and ready is your
boat.  Sail  to the seeds and pick up one. Sail back and use the stone
with the seed to produce oil.

     ATTENTION:  Before  taking the next steps, you should try to sail
across the puddle once, just to see what happens!

     Put  the  oil  on the tap and use the hair on it to open it. Now,
you can sail to the other side of the puddle.

     Go to the frog. He will nearly swallow you but he lets you out of
his  mouth  again.  Look into the water and catch the tadpole. You can
talk  to the frog now and he will jump away. Put the tadpole back into
the water and eat a mushroom. You're back to normal size now.

     Pick  up the branch and open the door. Enter the building and get
the spear. You will escape in the garden. Enter the building again and
use the branch with the monster-chest. Then take the shield.

     Now  go  downstairs. Get the chest on the right side and go back.
Then  move  the  lever.  Put the chest on the block and move the lever
twice.  Take  the  candles from the block and use the spear to get the
human skull. It falls onto the floor from where you should pick it up.

     Go  upstairs into Sordid's room. Pick up the book and look at it.
Take  the  wand from the desk, pick up the sock and the pouch. Use the
sock  with  the pouch and use it with the mouse hole. You will catch a

     Go  further up and talk to the demons. Take the chemicals and the
book.  Read  the book, then use the chemicals with the shield and hang
it  on the hook. Walk back to Sordid's room and talk to the mirror. If
you heard the real names of the demons you can return upstairs.

     Send  the  demons  home.  In  return they will tell you something
about the teleporter. Use it and ask to be taken to the fiery pits.

     Pick  up the pebble and the sapling and talk to the attendant. He
will  give  you  some brochures. Look at them and use the elastic band
with  the  sapling.  Aim  with  your  catapult  at  the fire bell. The
attendant  will disappear and you can take the souvenir matches and go
into the pit. On your way to Sordid, pick up the floor wax.

     When  you see Sordid, use the wand on him. Since the pits are not
on  fire,  use  the  matches  with  the  pit and throw the wand in it.
Unfortunately,  Sordid  comes  back  to  life and wants to kill you. A
phonecall  will  save  your  life. When Sordid is near enough, use the
floor wax on him.

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