Simon the Sorcerer 2: 25th Anniversary Edition

by MaGtRo about 29 minutes to read

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the lion, the
wizard and the wardrobe


By adventure soft


Walkthrough by MaGtRo 
April, 2002



Game
play:    Please read the manual. The game is mouse driven. The game
manipulation is by clicking a combination of a verb selection and an item in the
display area. The item is identified on the ID bar above the verb icons and the
inventory, when the cursor is over the item. To perform an action; first select
the verb icon, then the object you want to use the verb on and then click the
left mouse button. The verb icons on left side are Push/pull (Simon with chest),
look at (magnifying glass), open/close (box with lid) and magnet (pick up). On
the right side, the verb icons are talk to (open mouth), wear (hat), use and
with (hammer and the most commonly used icon) and give and to (a present).
Pressing F10 will show all the items in the screen that can be interacted with,
a very helpful feature. They are shown by little white stars. Pressing F5 will
skip the introduction. The sound effects, background sound effects, text and
music can be toggled on and off by pressing S, B, T and M, respectively.
Using the map will bring
Simon automatically to different places. Using the postcard will bring up the main menu of save, load,
quit and continue. To save, type in the name you want to describe the saved game
and press enter. The inventories that can be picked up are colored bright yellow in the
walkthrough.



After his adventures in Simon the
Sorcerer 1, Simon back in his time was treated by a psychiatrist. His adventures
were assumed as a bad dream. Now, in the other world, a young boy named Runt was
reading the magic book of Sordid, the evil sorcerer. Found out by Runt’s father,
the book was burned and thrown into a magic pentagram on the floor. Sordid
appeared and took Runt as his apprentice to conquer the world. They sent a magic
wardrobe, a transportation device to Simon’s bedroom. Simon, now older entered
the wardrobe and got sent inadvertently to the Calypso’s Magike Emporium instead
of Sordid’s Fortress of Doom. To be sent back, Calypso needs a powerful fuel
called mucusade that is in the castle and Simon goes out to find it. Simon’s
adventure begins.



Check the
Castle out


Calypso’s Magike
Emporium:    Outside Calypso’s emporium, look at the
poster about the magic tournament for a Royal Wizard. Go back in the store
(press F10 to see the hotspots) and pick up the baseball bat and the grass green dye.
Simon is rude in this adventure. Exit the scene at either the north path or the
building on the right to the Map of the world. The map can be scrolled right and
left.


Castle:
   Talk to the guards in order to get in the castle. They
require a proper ID, i.e. they want to be bribed. They will eventually explain
the currency system of the land.




1 Dollar = 256 pence
1 Groat =
16 Pence
1 Crown = 64 Pence
1 Queen’s Shilling = 2 Crowns
1
King’s Shilling = 3 Crowns
1 Silver Sovereign = 5 Dollars
1 Gold
Sovereign = 3 Silver Sovereigns
1 Royal Crest = 45
Dollars


The guard informs you that the king is
looking for a wizard and the competition is in the park in center of town. Exit
the scene and go to the Town Square.


Time to find
money.


Town
Square:   Wait and watch the Moor…, I mean Morris
dancers. If the dance is too long try talking to the accordion player and the
dancers until Simon says that he will watch the dance. One of the dancer’s stick
breaks. Talk to Malcolm, the accordion player and give him the baseball bat. The
dancers dance. The thrown bat drops on Malcolm. The dancers are out a dance
instructor and they will put the poster up again for a new one. Exit to
map.


Street of Traders:
   Pick up the poster for the dance
instructor.


        Ironmonger – Talk to the dwarf Ironmonger twice. Ask about
the ironmonger trade. Help him with the currency conversion on his tax return.
His 3 problems are:


               
1. How many dollars in a gold sovereign? There are 5 dollars in a silver
sovereign and 3 silver sovereign in a gold sovereign. So 5 dollars x 3 silver
sovereign = 15 dollars.


               
2. What is 16 groats in dollar? There are 16 pence in a groat. 16 groats x 16
pence = 256 pence which is equivalent to 1 dollar.


               
3. How many gold sovereigns in a royal crest? There are 45 dollars in a royal
crest and there are 5 dollars in a silver sovereign. 45 divided by 5 = 9 silver
sovereigns. There are 3 silver sovereigns in 1 gold sovereign, so 9 divided by 3
= 3 Gold sovereigns in a royal crest.


As a reward, the ironmonger gives you a
left handed crowbar.


        Fat Bloke – Exit to the right and see the fat bloke selling
cloths. He will not talk to you.


        Joke Shop – Enter the Joke shop on
extreme left of screen. Check out all gags in the store. Pick up a joke book on the counter when the joke seller tries the
gorilla head on – he would not see you then. Talk to the joke seller and Simon
will exit the store. Go back in and he will give you his card –  Dr. J.
Beagle, purveyor of jokes and costumes.


Docks:    Look around at the crabs (red
herring) and the hiding Goldilocks behind the crate. When she pops up, talk to
Goldilocks twice. She shows you the wanted poster and explains about the 3
bears’ job. Help her with the crates by using the crowbar on the crate. Pick up
the wig and rubber dinghy
Mary, the Goldilocks discards when she enters the crate. Move to the extreme
right side of the screen until you see Um Bongo. Talk to Um Bongo. He wants to
teach his rain dance to the people but he does not have his group of dancers.
Show him the poster for dance instructor of the Morris dancers. Exit to the
right.


3 Bears
cottage:     Look at sign and open the mailbox. Pick
up and look at the letter – it has the 3 Bears’
address on it. You cannot get in the house because of the various security
systems.


Loan
Office:    Talk to jester and listen to bad jokes. He
needs help, so give him the joke book. He gives you his bladder.


        Open the drain
cover using the crowbar. Enter the sewer and get scared by a mutated spider –
cannot get through here. Note the sewer water level compared to the spider
lair.


        Enter the loan
office and talk to secretary. She will explain the different loans available.
Ask for any of the loans stated. Enter the office to the left. Notice that the
loan officer took a letter from the top in tray and placed it in the tube. Ask
about the tube. It goes to his men that demolish houses because of late
mortgages – that gives you an idea. Ask for the loan and while he is looking for
the form, use the letter taken from the 3 bears’ house on the in tray. If you
are not fast enough, you have several chances to do so. Exit the loan office and
see the roof of the 3 bears cottage destroyed. Exit.


3 Bears
cottage:    Now you can enter the cottage. Go to the
kitchen at the right of screen. Pick up the rubber
gloves first and then close taps (trigger for the bears to arrive). Watch
the bears arrive and Simon hides in the chimney. Listen and see Simon lands in a
fountain. Fountain:   Try talking to the
washer women. Note the basket close to the kneeling washer woman. Exit and go
back to the 3 Bears cottage. Talk to Papa Bear and
then give him Goldilocks’ wig. Mama Bear will give you porridge. Exit to map.


Tattooist:    The sign on the door says that
the tattooist is out to lunch. Look at sign on right stating Insane Society. Use
the ladder, climb up and open the door. Enter and see the insect man,
straightjacket man, fish man and the frying pan man. Try talking to the frying
pan man and the fish man will give you a note pad to
talk to the frying pan man that took a vow of deafness. Use note pad on him. He
will give you a brochure and say that there is an
opening for a porridge wearer. Wear the porridge and you will be given a
(membership) junk bag. Look in junk bag and get money (100 dollars), bungee rope
and wedge in the inventory. Exit


















How to get spending
money: (recap)

– At Street of Traders, get
crowbar from ironmonger.
– At the dock, help Goldilocks and
get her wig and rubber dinghy.
– At 3 Bears cottage, get the
letter from mailbox .
– At Loan Office, get loan from
loan officer and place 3 Bears letter on in tray.
– Go to 3 Bears cottage, get
rubber gloves and be given porridge.
– At Insane Asylum in Tattooist
site, talk to frying pan man, wear porridge and get junk bag (money,
bungee rope and wedge).

Get to see
Swampling boss


MucSwamplings:     Listen to the
Swampling mascot at the courtyard. Look at the menu and then talk to mascot
about “voucher as well”. He will give you a balloon
and a voucher for the kiddy meal. Go to the next left
screen. Look at the dustbin and pick up a fishing
rod. Look at the hatchway and metal door (red herring). Go back and enter
the fast food place. Look at swampling clock over the counter – it is stuck at
minutes before 2 o’clock. Talk to tattooist and he says that he will go back to
work at 2 o’clock. Talk to anorak man – he needs help to be manly. Talk to the
waiter. Use your kiddie voucher. Get any flavor of swamp
shake. Look at kiddie meal and get swampling
model, swamp gum and maggot. Look at swamp shake and read the warning – will set
into a solid mass on contact with air. Ask the waiter about the swampling boss.
Only employees are allowed behind the counter. We have to look like an employee
then. Exit.


Street of Traders
:   


        Pet Store – Go to left screen and enter the pet store. Talk
to the inventor/shop owner. He is proud of his World Instant Genetic Combiner.
Look at all the different experimental animals. Look at and pick up the
glowworms that the scientist is working on. They are not very bright. Maybe we
can help him with his experiment and make the glowworms brighter. Try to pick up
the electric turtle – ouch!




Use rubber gloves on electric turtle. Use turtle on the single right box. Press/use
the green button on machine. The electric turtle separates into eel and
turtle found in the 2 left boxes by the machine. Take the turtle out and place the glowworm in its place. Move
the red lever of the machine to the right. Use the green button and combines
the glowworms with the electric eel to produce really bright glowworms found
on the single right box. The scientist is impressed and lets you take the
glowworms. Exit the
shop.


        Joke shop –
Ask the joke seller to make a swampling costume for you but he needs
green material.


        Fat Bloke – Try to buy some green cloth from fat bloke. He
wants you to get him a magic lamp and then he dumps you at the rear entrance of
a cave. Go to right screen. Pick lamps and after a long while, the last lamp has the vacationing genie’s message.  Look at
cave entrance and see the fat bloke. Talk to cave entrance and the fat bloke
will drop a ladder down. Climb out automatically. Back at the street of traders,
the fat bloke gives you a white cloth. We have to change it to green then. Exit
and go to fountain.


       
Fountain:    Use grass dye on fountain. Use cloth from fat
bloke on basket. Look at fountain and Simon will say that the water is green
(trigger for the washer woman). The washer woman will then wash the cloth in the
fountain and turn it green. Pick up the now green cloth. Go back to the joke shop.


        Joke shop – Give the green cloth to the joke seller. Later,
he gives you the costume. Exit and go to
MucSwampling.


MucSwampling:
   Enter the restaurant and wear the swampling costume. Simon
as the swampling mascot will go behind the counter. Listen/talk to the 2 chefs –
Phew brothers arguing. Go up the stairs and see the boss. Talk to Swampling
friend and end up asking for his stew. He will make a special, extra smelly,
extra yummier stew for you but he does not have swamp mud. He gives bucket so that you can get swamp mud. Exit to map. Where is
the nearest swamp? By the mountains – Aha, the sewer is the closest exit but
there’s a little problem concerning a scary spider.



















How to get to see Swampling boss:
(recap)
– At MucSwampling,
get kiddie meal voucher from MucSwampling mascot (after getting money –
see above).
– At MucSwampling,
get kiddie meal from waiter behind counter. Open bag.
– At Street of
Traders’ Joke shop, get joke man to make a swampling costume.
– At Street of
Traders, get cloth from fat bloke after retrieving the lamp he
wants.
– At Fountain, dye
the cloth green after adding dye to fountain.
– Give dyed cloth
to joke man.
– Inside
MucSwampling, wear swampling costume and go behind the
counter.

Get Swamp
Mud


Town
Square:    Talk to Um Bongo and he needs a pig’s bladder
for his holy drum that got damaged in transit. You will automatically give the
bladder to Um Bongo. He and the dancers dance. Rain cloud and lightning appear.
Ouch! Go to sewer via the Loan Office.


Sewer:    Aha, the rain swept the spider
away. Walk to left of screen and then use glowworm to get light which Simon
automatically hangs on a hook. Walk forward until the dead spider. Climb up the
metal ladder and exit to swamp.


Swamp/Lake:     Go to right screen and
see mud but it is too far to reach. Use bungee rope on railing of broken bridge
and Simon also ties it to his foot. Use bucket on mud to get a bucket full of swamp mud. Go to left exit 3xs and see the
lake. Talk to “Lady of the Lake” and she spouts about the sword stuck on a rock
at the other island. The “Lady” wants to leave to go on her date but her
replacement has still not arrived. To help and to check the sword, Simon agreed
to be Lady of the Lake but one has to be a woman and need the Royal Seal. Use
fishing rod on lake. Automatically use maggot on rod and catch a fish. Exit to map via the sewer and loan office. Go to
MucSwampling.

























How
to get swamp mud: (recap)
– At Calypso’s Magike Shop, get
baseball bat.
– At Town Square, give baseball bat
to accordion player.
– Do getting money – see
above.
– At Street of Traders’ Pet shop,
receive the bright glowworm after experiment.
– At Street of Trader’s Joke shop,
pick up joke book from counter.
– At Loan Office, give joke book to
jester and receive bladder.
– At dock, give poster for dance
instructor to Um Bongo.
– At Town Square, give bladder to Um
Bongo.
– At MucSwampling, receive bucket
from Swampling friend (see get to see Swampling friend
above).
– At Swamp, use bungee
on railing and bucket on mud.

MucSwampling:    Wear the swampling costume
and go see Swampling boss/friend. Automatically, give the swamp mud to Swampling
friend. The stew explodes (idea here!!) and he gives you the rest of the swamp stew. Exit to map and go to Street of Traders’ Joke
Shop.


Be the Royal
Wizard


Street of Traders’
Joke Shop:    Look at Stink bomb advertisement on top
right side of screen. The joke seller will say that he is still working on the
recipe. Talk to him about the stink bomb and then give him the swamp stew. He
will give you the newly mixed stink bomb. Exit to
map.


Magic
Competition:    Talk to the clerk to enter the competition
for the new Royal Wizard. Enter the tent. Talk to all the wizard competitors and
decide to thin out the competition. Use the swamp shake on the wizard with the
cold and ear horn. Half of the swamp shake is placed on the ear cone. That is
one less competition. Use stink bomb. After a while, go back in the tent and see
yourself and the wizard with the cold as the only ones remaining as contender.
Pick up the spell book left by the wizard who was
sure that he will win (trigger for being called in the king’s presence). The
steward calls you in. After performing very impressive magical feats, Simon gets
a Wizard ID as Royal Wizard. Exit and go to the
castle.


Quiet the
baby


Castle:    Give money to the guards. Show
Wizard ID to the gatekeeper. Upon entering the courtyard, the little prince
confronts you. Talk to the prince about swords. Where was there a mention of a
sword? Notice that he uses peas and peashooter. Open door and enter the castle.


        Pick up the
cymbals off the table. The room on the left has the
princess and the pea, I mean mattresses and the room on the right is the nursery
with a bawling baby. Exit to the left and have a talk with the king. The king
orders you to make the baby stop crying and can have the rest of the day off
when done. Go left and look at the Royal Seal – it is an animal not the tool,
remember what the lady of the lake said. Use fish on royal seal and the royal seal jumps into your hat.


        Go back to the
nursery. Use wedge from inventory on cradle. Pick up the cog that is on the window frame, the football rattle in the crib and the klaxon beside the crib. The baby is till crying and nothing
you do will stop him. In the next room, no noise made by all the noisemakers
collected can wake up the princess. Leave the castle and go to the map.


MucSwampling:    Wear costume. Place cog
from nursery on clock, fixing it. Visit your swampling friend and find out how
he became famous. Look and talk to the swampling babies. Try taking the milk.
You made the babies cry!! Bad!! Go back out to the restaurant and see that the
tattooist is gone. Go to the tattooist.


Tattooist:    The out to lunch sign is gone.
Enter tattoo parlor. Talk to the tattooist and then decide if you want a tattoo
or not. If not sure or no tattoo, on the way out automatically pick up a leaflet
about tattoos. It states tattoos will improved self image and will make a man
out of you. If you do decide to have a tattoo, the tattooist will charge 400
dollars for one. Either way, you’re out of there. Note the free tattoo to the
1000th customer poster. Now, who needs his image improved? Go back to
MucSwamplings. MucSwamplings:    Give
the tattoo leaflet to the Anorak man. Go back to the tattoo parlor. Tattooist:    Did you see that??? Wow –
MOM!!! Enter the parlor and get lucky – you’re the 1000th customer and are
entitled to a free tattoo. Select the jewel encrusted crown and 2 crossed
enchanted swords. If you selected another design, there is return policy for 24
hrs. and can have another one done. Masochist! Exit to map.


Swamp:    You can use the map to go directly
to the swamp but have (as far as I can tell) to go the long way out via sewer
and loan office to access the map. Talk to the Lady of the Lake and
automatically show her the Royal Seal. She removes the wet
suit and air tank and leaves for her date. Use
air tank with rubber dinghy. Use rubber dinghy and reach shore of the island.
Look at the sign. Royal birth? Does having the tattoo of a crown qualify? Let’s
try pulling the sword then. Pick up the sword. Exit
to map by loan office. Go to castle and do your duty to the king.


Castle:    Talk to the little bra., I mean
prince. He wants a sword, so give him the sword. You swap the sword with his
peashooter and pea. Now,
let us fulfill the fairy tale of princess and the pea.


    Enter the castle and
go to the princess’ room. Use pea on princess’ mattress. The fairy tale seen in
reverse – that woke her up!  Ask about how to keep a baby quiet and she
throws a lolly. She wants to go back to sleep and automatically remove the pea
from the mattress. Pick up the lolly. Now go to the
nursery next door and give the lolly to the crying baby. The baby throws it out
the window and continues to cry. Exit the castle and pick up the lolly at the courtyard.


    Now, what other
crying babies have we seen? Exit to map and go to MucSwamplings:    Wear swampling costume and
go up to see the swampling babies. Give the lolly to the swampling babies and
automatically pick up the milk they dropped. Go back to the Castle:    Go to the nursery and give baby
the milk. The baby stops crying, gives back the milk and is now asleep.

























How to stop
the royal baby from crying: (recap)
– Get the Joke man to make stink
bomb.
– Eliminate contest competitions
for Royal Wizard by using swamp shake and stink bomb.
– Get free tattoo of crown and
swords from Tattooist.
– Use fishing rod on lake close to
swamp and give the fish to royal seal in castle.
– Talk to Lady of Lake and
automatically show the royal seal.
– Inflate rubber dinghy with air
tank and use rubber dinghy to island. Pick up the sword from
stone.
– Give the prince the sword and he
will give the pea and peashooter in exchange.
– Wake the princess by placing a
pea on her mattress and she gives you a lolly after asking how to stop a
baby from crying.
– Get the milk from the swampling
baby in exchange for the lolly.
– Give milk to royal baby in the
nursery.

Hunt for the
Mucusade


Castle:    Now that we have done the king’s
order, we have time to look for what we are here for – mucusade. Exit the
nursery and go to left screen where the king is. Enter the arched doorway by the
king’s throne and automatically climb the stairs. Look at the pentagram on the
landing and click on treasury doorway. The demons from the first adventure
appear and block the way to the arched doorway. They are mad because of 3 yrs of
torment and explain further. They push you back down the stairs. Go back up and
place the rest of the swamp shake on the pentagram. The more talkative demon is
stuck and the other one laughs – an ensuing swamp shake fight comes about. Now
to find a way pass the demons. Look at the window and see the whole city. Leave
the castle.


Street of the
traders:    Use balloon on railing by the ironmonger. Go
back to MucSwamplings and ask the Swampling mascot for another balloon. Tie it
to the railing at Street of traders also. Get another balloon until you have 3
balloons on the railing. Float and automatically get in the room above the
treasury of the castle.


Castle:    Looking at the sarcophagus or rug
will bring you down via trap door to the treasury. Pick up the radioactive
labeled box of mucusade. Open the door and see the
way blocked by the demons. Enter the tube to the right and then go to the
window. When floating, a bird punctures the balloon and drops you at the castle
gate. Select Calypso’s from the map and gets lost somewhere. You are shanghaied.



Pirate
ship


Hold:    Listen to Captain Long John Silver.
Use the spell book to make the chains disappear. Pick up the skull but gets the
eye patch only. You cannot talk to tough looking man
yet. Try to climb the stairs and the Captain comes down to announce that instead
of selling you as slaves, he would kill you at midday, which is 3:30 by throwing
you to shark infested water. But if you please the captain as his cabin boy, he
will spare your life.


Captain’s
cabin:   Look/read the diary and pick up a postcard of Calimari Bay. Pick up a stuffed parrot from the right side of the screen. Exit to left
screen.


Crew
quarter:    On deck, open the door to the right. Pick up
the knife on the center post. Use knife on hammock
with the drunken pirate to reach the tinderbox. Pick up the tinderbox. Exit the cabin.


Deck:    On deck, talk to the pirate coiling
rope. Trade the eye patch for his shades/sunglasses.


    Go back down and to
the left end of the ship and see the surly pirate hammering on a plank. Go
behind the surly pirate and push/move him. Pick up the plank, nails and hammer.


Hold:    Open the door and enter the hold
where you were originally kept. Talk to tough looking man and ask if he has
welding torch. He gives the welding torch to you.


Deck:    Go back up and use the welding
torch on the chains hanging on the metal door behind the drunken pirate on deck.
The captain immediately comes out and stops what you were doing. Use plank on
door and automatically nails it to stop the captain from coming back out. Again,
use welding torch on chains of the metal door. Open door. Pick up the mucusade and then climb back up. Now, how to get back to
the capital and Calypso.


Crow’s
nest:    Climb up/use the rigging to the crows nest. Use
postcard on telescope. Go down.


Helm:    Climb the stairs on the right to go
the helm. Talk to the bosun, steering the ship. Talk to him about steering ships
using parrots. Exchange the compass/blue parrot with
the stuffed parrot from your inventory. The red parrot falls over. Use swamp gum
on parrot to keep it erect. Exit to left screen.


Deck:    Simon sleeps. Meanwhile back in
Calypso’s, 2 flying boars crashes in to look for the “wizard”. They will trash
the place to look for Simon. Back at the pirate ship, the ship was attacked by
another and Simon ended up shipwrecked on shore of an island. All the inventory
is gone except for the postcard. (The turtle and shades have no use that I can
gather).



An
Island


Beach:    Pick up the shovel with no handle. Go to right screen and watch the
beachcomber pick up the mucusade. Talk to the beachcomber to no avail. Pick up
towel. Enter the jungle (path to the
north).


Jungle:    Pick up the wooden pole. Talk to the kid and he wants the tied balloon
in exchange for a shell. Give (gift icon) balloon to kid. He gives the shell. Chuwumbawumba Cafe is to the left and a cave
entrance is underneath the sign.


Cave:    The cave has a whisky bottle with
the vacationing genie in it (remember the lamp for the fat bloke). He can not
assure that he is capable of giving wishes because he is full of whiskey. We
have to waken him up then.


Beach:    Go back to the beach. Use wooden
pole on shovel. Use shovel and automatically build a gigantic sand castle
leaving a hole. Place towel on hole and the place shell on towel. Talk to
beachcomber and watch what happens. Pick up the mucusade. Go back to the jungle.


Jungle:    Take the upper left path to the
cafe and meet a fierce dog. Pick up the dog and automatically change him to a
Chippy-like dog. Go to the cafe.


Cafe:     Find sleeping customers. Talk
to waitress and automatically drink the coffee. Meanwhile, back at the Fortress
of Doom – Sordid looses control of the body and flies off. Back in the coffee
shop, ask for another coffee. Not much use to waken a
genie up. Exit.


Dealer:    Take the lower left path. The
path forks to left, top and back to right. At the fork of the road is the
dealer. Pick up the whistle on the road. Try talking
to the dealer. Word?? Say Eh?.  Do the talk! Yo, What’s happening? How’s it
hanging. Then – Word, brother. Got any salmon? He’s selling Cs – caffeine for 3
Bungas.


Torture
Machine:    Take the path to the north and see the
sacrificial man. Talk to man. To the left is the broken torture machine.
Following the pink cord to the left screen, see the generator not generating.
Use dog on generator and then blow the whistle. That makes the generator
generate. Go back to the man and torture machine. Move the lever and then use
the whistle. Watch the torture!!! Exit and take the left path to Limbo
contest.


Limbo
contest:    3 Bungas prize to anyone who can do 10 cm.
Talk to the man with the megaphone. Use the whistle and the sound of torture
arises. Watch as Simon cheats and claims the 3 Bungas. BTW, Bungas mean fruits.


Dealer:    Talk to the dealer again.
Automatically, give the 3 Bungas to the dealer and get caffeine tablets.


Cave:    Go back to the genie in the cave.
Use caffeine tablets on coffee. Use coffee on bottle. Pick up/rub bottle. Wish
to be back in Calypso’s shop.



Valley of
Doom


Calypso’s
shop:    Enter the shop. Watch Simon being obnoxious.


Masala, the lion takes Simon to Valley
of Doom. Watch the goblins have a briefing about Simon and Simon waking up at
the dungeon of the Fortress of Doom with Alix. Click anywhere to wake Simon up.
Try to open the door and Alix will give you her hairgrip after Simon asks for one. Obnoxious Simon goes out
the door, hits Runt and meets another Simon. The other Simon gives you a
branchlike thing and end up outside the Goblin Camp. Exit right to the map. Let
us check the place.


Dark
Woods:   



Kid – See
the kid that you saw at MucSwamplings and the island. Talk to kid with
magnifying glass and he mimes that he is hungry. We should feed him then. Go
to right screen.


Antiques –
Enter the Antiques and start talking the woodworms. After a lengthy
discussion, the woodworms say that they will carve you an ornamental figurine
if you furnish the wood. Go to extreme right until the cave.


Witches’
cave – Enter and meet the 3 witches of Graeaeaeaeaeaeae. A cat leaves
the cave when you step on its tail. Notice that one of the witches has no
teeth and has problem talking. The short one is deaf and the farthest one is
shortsighted. Talk to them about the potion they are making and about them
having something you need. They are having problems making the potion and
Simon decides to help them.


Volcano
Rim:    Pick up the chemical
spray and look at or pick up the Plant Spotter Guide
Book. The book describes the giant plants as Eatus Felinus and secretes
soporific saliva. Now where did we see that cat?


Secluded Hut:
   Talk to role players. They are playing in a world of real
estates, accountants and technology. Close the door. (If you live it open the
cat by the sodas will run out the door. You can find him at the Dark Woods
again. He will run away from you there and you can always find him back at the
secluded hut). Pick up the hanky,
soda and the complimentary drinking
straw.  Pick up the stunned cat, open
door and exit.


Volcano
Rim:    Use cat on plant. The plant salivates while Simon
dangles the Felinus (cat). Use soda with drinking straw, automatically drink a
soda and get an empty bottle.  Use empty bottle
on saliva on ground in front of plant to get plant
dribble. Exit. Go back to secluded hut to get
3 more sodas.
Exit.


Goblin
Camp:   



Gate – Use
plant dribble on either of the goblin’s goblet. Talk to the goblins or try to
enter the camp to wake them up. They will drink and fall asleep. Pick up the
conch horn on the fence above the farther goblin.
Enter camp.


Big Tent –
Go in the big tent and pick up the pepper and food ration. Exit the tent.


Elf – Talk
to the caged elf. He harps on hygiene. He will give you a piece of wood in
exchange for perfume. He then gives you an empty perfume
bottle. Use soda on perfume bottle. Use pepper on elf. Immediately,
give hankie to elf and the perfume bottle with soda.  If not fast enough,
you can redo the sequence – pepper, hankie, perfume bottle. The elf will then
give the wood. Go to left screen.


Gambling
goblins – See 2 goblins gamble and notice that the big goblin
constantly wins by getting 2 sixes using his dice. Pour soda on fire and
immediately pick up the goblin stuff in front of
the big goblin. A fight ensues. Pick up the dice
left behind. There is now an empty bottle in
inventory. Exit the goblin camp.


Dark
Woods:   



Kid – Give
the food ration first to the kid. Then give him soda. The food ration will
inflate in his stomach and he drops the magnifying
glass. Pick it up.


Antique –
Go to the woodworms and give them the wood. They will make wooden teeth from it. Go to the witches’ cave.


Witches’
cave – Give the magnifying glass to shortsighted witch. Give the conch
horn to deaf witch and give the teeth to witch with no teeth. They make the
potion that will change one to an animal, in this case a dog. Use empty bottle
to get potion. Exit.


Secluded
hut:     Use potion on role players. One of the
players drinks the potion and changes to a dog. Ask to join and automatically
pick up the dog. During your turn to play for the interior decorator role ask to
use your own dice. You will win a wallpaper catalogue. Look at the puppy and
Simon says it is very quiet. Quiet puppy! Exit.


Goblin’s
camp:    Go to the farthest left screen. Enter the skull’s
mouth. 2 flying pigs guard the gate and will not let you in. Go back and they
will ask if you are the interior decorator and after showing the catalogue will
let you in.


Fortress:    Pick up the tapestry on right wall.



Stairway –
Enter stairway on the left. Try to pick up the goblin sweat using the bottle
but it is too shallow. Use tapestry on sweat and then after soaking up the
sweat, use tapestry on chemical sprayer. The chemical
sprayer now has goblin sweat. Pull/move lever and the lights go
out.


Eerie
passage – Enter the eerie passage to the north and see the foul mutant
hell spawn pig. Click on Simon to revive him. He/they/security would not let
you pass. Try to sneak up the stairs. Mutant pig hears you because he has 47
ears. Exit automatically. Go back in and get this – wear puppies – the Quiet
puppy – remember (Hush puppies!). Simon magically changes the puppy into furry shoes. Wear furry shoes. Try going to the stairs
again. Still the security can smell you because they are used to goblin smell.
Exit automatically. Go back in and first spray goblin sweat on yourself by
using chemical spray. Then wear the furry shoes. Automatically, climb the
stairs into stairs surrounded by lava.


Laboratory
– Walk to right end of screen bypassing Runt watching a belly dancer. Check
out the palm print identifier. Pick up screwdriver.
Go to right of screen and use screwdriver on Sordid’s
hand attached to the big Sordid body. Go back to left screen. Use
Sordid’s hand on palm print identifier. The case beside it opens. Pick up the
Time stick. Meet Runt on the way back down. Sit
back and watch until the end of the credits. Will Sordid conquer the world?


Simon the Sorcerer II is done. Story
to be continued on Simon 3D.



This document
may not be distributed without express written permission of the author and the
content may not be altered in any way.


For Questions
or Comments on this Walkthrough,
Please write to: MaGtRo


Copyright ©
4/2002  MaGtRo

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