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,
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
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
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.