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Simon the Sorcerer 3D – Cheats

by MaGtRo 6 sections about 84 minutes to read






By Adventure Soft
Publishing


Walkthrough by
MaGtRo    May, 2002



Game Play: The game is by
keyboard manipulation and the mouse can be used only in the Spell book.
Read the manual for more complete explanations. The Start Menu has the
Start game, Install/Reinstall, Uninstall, Setup and Exit. The setup menu
shows the video, sound and keyboard options. The default keyboard controls
are: Movement – direction arrows, Action – Ctrl or enter, Use item – Alt,
Examine – X, Crouch – Z, Lookaround – Tab, Walk/run – Shift, Sprint – Caps
Lock, Cycle inventory – C and Open spell book/inventory – Spacebar. When
the spacebar is pressed the display shows 3 boxes on the right (G –
groat  Simon is carrying, Eye icon – what Simon is looking at and
Hand icon – what Simon is carrying at the moment). To get the main menu
for the game during the opening sequence press ESC and not the space bar.
A selection will appear and choose to load game from this selection or a
possible glitch might happen. The Spell book is on the left of the screen
and has the Disk options (load, save or quit), Inventory and Game
options (Graphic – color, resolution, dithering and gamma control; Sound –
adjusts various sound options and other options (subtitles). To combine
objects, place one item in the hand icon and then double click the mouse
on the combining item in inventory. Pressing Esc returns to the main
screen of the options selected. Pressing any keyboard control presently
used toggles it back to the default – walk/run or if the spacebar is
toggled back to the game. There are lifepads scattered around whenever a
dangerous action might cause Simon to die and restores him to life. The
map is shown when Simon rides a Rainbird and it will land on a glowing
area that Simon looks at. There are telephone booths also scattered about
for rapid transport to another place shown by a zone map. Some of the
booths are broken shown by red dots and when seen in the game have a red x
taped on it. Rainbirds do not fly at nights and only in open space.
Reinstalling DirectX 8.1 from the official Microsoft site might help with
glitches in the game.



A short outline of the previous 2
Simon adventures is explained. The present adventure starts with Runt
showing his latest accomplishment (a new body for Sordid) to Sordid who is
in Simon’s body. Sordid transfers to the new body. Runt and Sordid hunt
for the Ancient One. The next scene shows a scantily clad woman dragging
Simon’s body to the top of a temple pyramid. Calypso, the Head priest and
another priest are also present. Simon’s body is placed in the hole. His
soul (in a bottle carried by Calypso) is joined to his body. It takes 7
days and nights for the joining to happen. If successful, Simon will still
have to prove himself if he is worthy of the gift. Calypso and the woman
go back to Poliganis.



Chapter 1 – To Complete the
Joining of Simon’s Body and Soul


Inside the Temple of
Life


Chamber of Rebirth – Simon
wakes up in the Chamber of Rebirth. Go to the lever on the right pillar by
the door. The fairy Godmother hired by Calypso from the Godmother agency
appears. She will guide you through the game manipulations. Look at lever
until it is shown under the eye icon on the top right, then press the
action key (ctrl). The door opens.


Hallway –  Turn to
hallway on top of screen and go to the right. A life pad with an Ankh icon
on it is seen and is explained by the fairy godmother (something dangerous
is about to happen). Go back down to the hallway until the end, turn left
and forward to the next corner. On the right is wall panel with a face in
the center and gems in 3 corners of its frame. Get (Ctrl) the blue,
green and yellow gems. The fairy godmother appears to
explain about inventory and spell book. Double clicking the left mouse
button also can be done as “use item” button. Go forward until the next
corner, left, forward pass a sarcophagus and forward to the opening at the
end of the hall. Enter.


Chamber of Wisdom – As
soon as you enter, a Golem drops from the ceiling. He prevents you from
getting the object on a stand at the center of the room. A red ray shoots
out from a head on one wall passing the red gem on the golem’s head. There
are 3 more heads similar to that one around the room. Look at them and
note that they have a space in their mouths for something. Across the door
you entered in is a locked door with a keyhole in the left frame of the
door



How to neutralize the
golem
:    Look at the color on the golem’s head and
their sequence. Hmm. Place the gems in the heads’ mouth around the room
in the same order as that of the golem’s head. Since the red gem
is already in place, place (Alt) the green gem (in hand in
inventory) to the right head. Go pass the locked door, then
yellow gem and then blue gem. Different colored rays join
at one point. Move towards the door and then forward to entice the golem
to catch you until the golem’s head hit the center of the joining of the
rays of light. The golem falls down and
disappears.


Get (Ctrl) the key on the
center stand. Use (Alt) the key on the keyhole and the door will open.
Enter and see another life pad. 


Hallway – The fairy
godmother appears to explain about run and sprint controls. Sprint down
the hallway and a boulder will drop from the ceiling and will flatten you
if you are not fast enough.



How to escape the
boulder
:    Sprint (Caps lock and arrow keys)
forward to the end of the hallway, turn left, sprint
forward and turn left to an open dimly lit doorway just
before the end of the hall. Toggle/press Caps lock to go back to
walk/run. Walk forward.


Chamber of no walkway/lava
pit
– Fairy godmother appears to explain about lookaround controls
(Tab). Lookaround and down at the pit at the center of the chamber. See a
lighted path crisscrossing through to the other side. Position Simon in
front of the lighted path and walk forward. Simon will stop
whenever the path ends. Then turn left, forward, right, forward,
left, right
and forward to the other side. Enter the doorway,
forward, right and forward to the next corner.


The fairy godmother appears and
explains about crouch/crawl (Z) control and leaves after warning of “Don’t
let the eye see you”. Another life pad is seen at the corner. Go to the
door and the door opens. Bats fly out. Enter.


The Eye Room – The chamber
has a giant Eye on a head mural at the far wall. The Eye roams around and
will zap you dead if it sees you.



How to evade the
Eye
:    Crawl (Z), turn a little to the right,
forward to hide behind the pillar. Turn a little to the right and
see a lever on the wall. Crawl right to the wall, turn
left and crawl forward keeping by the wall until hidden
behind a fallen pillar. Turn right and toggle crawl (press Z) to stand
up. Pull lever (Ctrl) and immediately crouch down. The door at
the far corner opens. Turn around to center of chamber and crawl
forward to pillar base in front of the Eye. With the pillar base
in front of you, turn a little to the left and see the opening at
the left corner of the chamber, crawl towards the opening and
hide behind debris at the left of the Eye. Turn around and see
the open doorway. Enter and toggle crouch.


Go forward until closed door,
look at door for Simon to say “it looks final” (in my game, if I didn’t
have him say this, the game goes to the main menu) and press action
(Ctrl).


Outside of
Temple


Forward to outside of temple.
Notice that Simon’s body flickers from solid to transparent. Move forward
and turn right at path and forward to an open raised temple stand with the
sitting High Priest.


High Priest – Talk to the
High Priest. He explains about the process of rejoining of the body and
soul that was separated, not dead. To be complete or solid, a sacred peach
has to be eaten. The peach tree absorbs excess life force to make a peach.
The peach has to be ripe and dropped from the tree – not picked before its
time. If the peach is picked before its time, untimely death of a person
will occur. The sacrificed person’s life force will fill the space left by
the peach. The explanation about the peach triggers the peach tree to show
a peach hanging down from the tree.


The High Priest gives the
letter from Calypso. Calypso wants you to meet him in Poliganis and
explains about the scantily clad woman that helped him. He sends 20
groats. After you have eaten the peach, he wants you to meet the woman at
the North Gate of Poliganis. The High priest gives the 20 groats
and directions to Poliganis.


Peach Tree – Go down the
steps, forward and left to the sacred tree. See the hanging peach that you
cannot reach. Go back down, left and see steps to the top of the
pyramid.


Top of pyramid – Climb the
pyramid. Talk to the bell keeper. The ringing of the soul bell guides the
souls of the dead to the peach tree. Choker cola keeps him awake. Go the
left side of the telescope. Pick the telescope up and get magnifying
lens
and the telescope tube. Go down and left to “Souvenirs”
sign.


Tomb Trader – Enter the
open entryway. Talk to the seller at the store and buy a Choker
Cola
for 5 groats. Go to the grounds. See a vandalized telephone booth
at the far left corner of the temple grounds (it will be fixed later).


Temple Housing – Enter the
open doorway at left of the telephone booth. Go forward to the end of the
compound and see a big hut/barn. Enter the big door. Turn left, forward
and find a contraption with a ramp. At the side is a lever and inside the
contraption is a sign that says “Cow here”. Pull the lever and see the
treadmill move. Exit the barn property.


Judas in Pool of
Punishment
– Turn right, forward pass the cart and see Judas, a priest
standing at the center of the pool. Walk close to him and end up standing
in the pool also. Automatically talk to Judas. He is miserable and is
punished because of a very grievous sin that he confessed. He picked a
peach with his chakara before it was ripe. Take note where Judas stood to
pick the peach with the chakara . Exhaust all dialogue with him. He
explains how to use the chakara and tells where the chakara is hidden – in
Judas’ cabin, under Nun Magazine hidden under the bed. Ask to take the
chakara off his hands. Exit the pool, turn right and forward to the hut
close to the wall and small pond.



How to get the
Chakara
:    Open the door (will not open until Judas
tells you where the chakara is). Stand on the left side of the bed close
to the wall, crouch, lookaround down and get (Ctrl) the Nun’s
magazine
and will automatically get the chakara/yoyo also.
Fairy godmother appears to explain how to use the chakara and tells you
to steal the peach. Exit to the Temple grounds and go to the Peach
tree.


Peach Tree



How to get the
Peach
:    Stand to the right side of the tree, turn
to face it (like Judas). Go as close to the hanging peach. Look up to
it. Place the chakara in the “in hand” box by selecting it in inventory.
Press Alt to equip the chakara, look/aim at the peach and press Action
(Ctrl) key to do the act. The peach falls on the ground. Toggle Alt.
Press Ctrl to pick up the peach. Eat the peach and see a cut scene that
shows a ninja die when a tree falls on him. The woodworms cut the tree
down. Now, Simon is solid again. Go down and see the high
priest.


High Priest – Talk to him
about having eaten a peach and is ready to leave. You can not bring
yourself to confess. Exit the temple after informing the Priest Guard that
you have eaten a peach.



Chapter 2 – To Get to
Poliganis


To get to Poliganis, the High
priest said to follow the sign posts until the North Bridge. Let us the
check the places around the route also. Go past the sign post, towards
Lake Wotthayhe.


It’s a Beach – At the
beach by Lake Wotthayhe, there is telephone booth. If you enter the phone
booth, you will access the map, click on any green area and will be
transported there. The black spots are important places close by. At the
beach area, there is a dock with boxes, diving ramp and a changing room.
There is also a Rainbird landing pad on the ground. Go back towards the
sign post to walk (as described below) or you can go via the phone booth
straight to Completely Safe Bridge Over A Deadly Gorge and work your way
down.



Warning Sign – Go forward
to the sign post. Take the road to Poliganis and forward until the warning
sign – “Beware of the woodworm – warning about incredible dangers to
woodworm attacks “. Pick up the warning sign eaten by the
woodworm.


Forward to next sign post, turn
right, forward, climb the mountain until the big tree at the cross road.
There are 4 possible paths here – 2 on each side. Let us check some of the
places. Take the lower left ramp.


Fat Bloke – Go forward and
enter the gate on the left. Go behind the fat bloke with hat and pick his
back pocket to get the butterfly book. Face and talk to him. Ask
the Entomologist what is in it for you. He will pay for butterflies
collected. He gives you his net and specimen jar and says
that the bigger and brighter the butterflies, the more expensive it is.
Exit the field. Turn left and go forward.


Sleeping Foliage – The
purple flowers on the right of the road snores. There is a rainbird
landing pad close by. The path goes through a tunnel under the mountain.
Let us check those places later. Turn around and pass the sleeping
foliage, turn left and pass to a gated opening.


Lonely Hut – Go forward
and see the hut, outhouse and telephone booth. The hut is locked and there
are cola cans scattered outside. There is a road to the upper right that
will lead back to the crossroad by the tree.


Butterfly Meadow – Go in
the gated opening across the road by the crossroad tree.



How to catch
butterflies
:    Place the net on hand, press Alt to
equip yourself and Ctrl to swing it when a butterfly is seen. Swing the
net and see the path the net takes. Then when a butterfly is seen, wait
for the butterfly to be close to where the swing path of the net is
before pressing Ctrl. Walk back and forth in the meadow close to the
gate to look for butterflies.


When you catch a butterfly, go
back to the Fat Bloke. Talk to him and he will pay you for the
butterflies. A yellow and red Peacock is 10 groats, bright brown
Viceroy is 2 groats, Painted Lady for 20 groats and blue Adonis is 4
groats. He wants you to catch a Purple Emperor. Go back to the meadow and
try to catch a Purple Emperor. Look at the book and read that the most
expensive butterfly is the Purple Emperor worth at least 250 groats (might
be a trigger for the appearance of Purple Emperor). Finally, catch the
Purple Emperor and go back to the entomologist. He will try to
cheat you on the price but since you read the price book, you get 250
groats
for the butterfly. Go back to the crossroad.


Inbred Yokel (and COW!)
Continue to the upper right path on the crossroad by the tree. Enter a
gated opening to the right and meet the yokel and Daisy. There is also a
phone booth here. Talk to the yokel twice. He is waiting for a witch to
come along to give him magic beans in exchange for Daisy, a fine milking
cow. He said if you see a witch to get him some beans and Daisy will be
yours. There is another exit that goes to the butterfly meadow. Exit back
to the main road.


Volcano Photopoint – Go
forward and then enter a gated opening on the left. There is a phone booth
here also. Close to the fence under the volcano, lookaround up and see a
rainbird flying. Lookaround down shows the water flowing from the
waterfall to the left. Exit and turn left.


Go forward; pass a clearing to
the Waterfalls on the left, the Random Pile of Rocks on the right and a
clearing to the right. A sound is heard when you enter the enclosed/walled
road. Go back to the clearing now on the left side. Forward and left to an
open gate.


Large Hole – Enter and
forward to the hole at the middle of the enclosed clearing. See a treasure
hunter stuck down the hole. Exhaust the dialogue. He is looking for the
Treasure of Fred the Pirate. He is carrying a metal detector.



To use the chakara to help
him
:    Place the chakara on hand. Press Alt to equip
it, look down and aim for the inner left hand (by thumb) of the treasure
hunter and then Ctrl to use it. You bring up the metal detector.
The fairy godmother appears to explain how to use the metal detector. Go
back out the area and turn right.


Random Pile of Rocks – Go
back out to the main road and turn left back towards the Random Pile of
Rocks.



To get the
treasure:
     Place the metal detector in hand
and press Alt. The metal detector starts to ding and the sound gets
faster at the center of Random Pile of Rocks. When Simon finds the area,
lookaround/tab down and you will see a hexagon. Place the warning sign
on hand, check if the hexagon is in the eye icon box and use/press Alt
the makeshift shovel/warning sign. The sign breaks, leaving a
stick. The chest recovered is full of tarnished washers.
In inventory, place the washer in hand and then double click the Choker
cola to get shiny washers and empty can of Choker Cola. Go
back to the path by the Large Hole.


Tilled Field – Pass the
opening to the Large Hole; go forward until a tilled brown field with some
stacked hay is found. Use the metal detector by placing the metal detector
in hand and press Alt. Use the metal detector around the field and find
some 22 groats dropped by somebody. The metal detector pings the
closer you get to metal and eventually Simon will automatically put it
away when the treasure is found. Go back out of the tilled field, turn
right and forward.


Reservoir Control Hut
See a telephone booth and a hut with a dwarfish warning sign in front of
it. Climb up and see a locked door. Climb up the ladder and see a stuck
trap door. There is also a rope that is attached from a wooden contraption
down into the hut. Go back down and down the hillside. See the ninja that
died under a fallen tree when you picked the pear back at the temple. Walk
forward and see a cave that can not be entered at the side of the
mountain. Go straight to the road.


S.I.G.N. – A telephone
booth and a golem post is seen at the crossroad. The road to the left goes
to the road by the Random Pile of Rocks. The golem post is Signal
Integrated Golem Narrative – it directs travelers to
where they want to go. He takes water and mineral through his roots but
has a craving for sweet, sweet liquor – Whiskey. He asks for a drink.
Sorry! Turn left and up the road to the bridge.


Completely Safe Bridge Over A
Deadly Gorge
– There is a rainbird landing pad and across the way, a
phone booth. Go to the start of the bridge. The bridge is gone. Talk to
the man on the other side. He, the Count wants to cross because of the
competition in Acre Gap. He wants the Gnome Firing Trophy and will help
you cross the gorge if you can get it for him. The competition ends at
sunset.


Time to use the phone booth.
Enter and select using the mouse, Lonely Hut from the map. Turn around and
exit through the gated opening (not the road) to get to the sleeping
foliage. Turn right, go forward, down the tunnel and outside to the
clearing by the river.


Dungnomin’ Tree – Walk
around and notice bull’s-eye on trees. Look up at the suspended walkways
and see gnomes crossing. There must be a gnome village close by.


Walk by the fence on the right
and see 3 colored geometric shaped box on the ground. One of them states
“Chase Me”. Down below is a pink clearing of the Strangely Pink?
destination on the map.


Candies – You have 7
seconds to sprint from candies to the next candies and run over them until
you reach the Strangely Pink? area. Gain another 7 seconds every time you
sprint over candies.


























The path: Use the
sprint mode (Caps Lock) and be sure to run OVER the candies.


 1. Stand on the left
side of the candies facing towards the trees diagonal to the fence
on your back. Step on the 3 starting candies.


2. Towards the trees where
you can see blue candies on the ground


3. Straight to red and
yellow candies on the ground.


4. Turn around to the left
(~170 degrees) and run over 2 candies.


5. To the fence corner with
2 candies.


6. Towards one candy close
to the tunnel entrance.


7. Turn to the left and
sprint straight to 2 candies by the hint rock.


8. Forward to one candy by
the shore.


9. Turn slightly left
towards the phone booth and sprint over to the pink
candy.


10. Turn left towards the
Strangely Pink? area and sprint over the last set of candies.
Whew!!!! A candy cottage
appears.


Strangely Pink?/Candy
Cottage
– Enter the yummy door. A message on the witch’s answering
machine states not to take anything out of the house that you didn’t come
in with. Look at the oven and cauldron. Go to the corner table and read
the spell book. The recipe for making Magic Beans is mix a handful of
kidney beans, some water, sugar, vegetable extract and the sweat of a
frog. Go around to the other side of the room to a spinning wheel. Touch
the needle, prick your finger and falls under a sleeping beauty spell.


You can hear somebody pass
through thorn bushes, come in and finds a damsel in distress and kisses
her awake. Oops! It’s you being kissed awake by the Hero – Prince Valiant.
He wants a needle because he tore his clothes going through the thorn
bushes. Simon gives him the needle he pricked himself with and Prince
Valiant leaves the cottage. Exit the house and see Prince Valiant turned
to a frog. The witch was serious about not taking anything out of her
house – the needle you gave changed him. Look at Prince Valiant’s clothes
on the walkway and pick up the needle still coated with sleeping
potion. The Strangely Pink? place in the map changes to Candy Cottage.
Turn right to Hint Rock.


Hint Rock – Go forward
until the big Hint rock that nearly blocks the path. Turn to the shallow
water on the river, turn right and wade to the green clearing surrounded
by the mountains.


Nearly secret area – There
is another telephone booth here. Go forward to a cave under the mountain
and hear somebody hammering. Talk to the pile of rocks. The Prince of
dwarves asks a favor – he wants someone to light his dynamite for him
since he lost his tinderbox. The fuse on the dynamite is pushed in between
the pile of rocks.



To light the
fuse:
     Place the magnifying glass on hand and
then use it on the dynamite. The sun rays pass the lens and lights the
fuse of the dynamite.


The rock pile explodes and the
dwarf prince comes out. He is very hungry. He wants fish, boiled
preferably. He will give you Hammor, his hammer if you feed him. He tells
you to help yourself to his supply inside the cave. Enter the cave and
pick up a stick of dynamite. Talk to the Dwarf prince about
everything. He needs a hero to help rescue his people enslaved by
Sodinell, the dragon when the dwarves accidentally mined to his lair. Use
the phone booth. The hint rock disappears from the map and the nearly
secret area appears on it. Select It’s a Beach as destination.


It’s a Beach – Climb the
diving board ladder. As soon as you reach the top, turn around and see the
sun rays.



To catch a
fish:
    In inventory, place dynamite in hand. With
the mouse, double click on magnifying lens  to make lit
dynamite
. Place lit dynamite in hand and then double click specimen
jar combining them into specimen jar with lit dynamite. Go to the
end of the diving board and use specimen jar with lit dynamite. No alive
fish is seen anywhere. It explodes in the water and fish floats dead. Go
down to the water and pick up boiled fish cooked by dynamite.


Use the phone booth to go back to
the dwarf prince at Nearly Secret Area.


Nearly Secret Area – Give
the Prince the boiled fish. He is grateful enough to extend a welcome to
his underground home. He gives you the hammer, Hammor. When the
hammer is raised, thunder is heard (Thor?). Use the phone booth to
Pointless Bridge or walk back pass the Candy Cottage to the very end.


Pointless Bridge – Exit
the phone booth and go forward close to the reservoir with the 2 trees
behind and right of you. Use the metal detector. Find 20 groats.
Check out the bridge behind the phone booth. Look at Mysterious Isle just
across the water between the bridge and the mainland.  Go back to the
phone booth and select Acre Gap or walk back towards Candy Cottage and
turn right at the Gap between the hillocks.









To get money
(recap):
1. Catch butterflies for the
fat bloke, preferably Purple Emperor.
2. Use the metal detector at
Tilled Field close to Large Hole and at Pointless Bridge area close
to the reservoir and Mysterious
Isle.

Acre Gap – Go forward and
see a phone booth. Read the sign on the left post about the 5th Annual
Gnome Firing Contest. Go forward through the lane to the competition area.
Enter the white tent and talk to the nasty Lord Fnar in a Robin Hood
outfit. Enter the next brown tent and talk to the man with the hat,
Fragmaster. Go to the firing area and watch the competition. Lord
Fwahnah/Fnar (too long a name to write down) is leading with a score of 9
and the Fragmaster has a score of 8.


Go to the big red tent. Look at
the Annual Gnome First Prize Trophy. Try picking it up and an alarm is
sounded. Talk to the man writing on the desk. Join the competition and pay
the 50 groats registration fee. He explains the rules. He gives you a
bowl for the free Chili in the tent. You have to supply your own
gnome and you can catch one from the village close by. You are allowed to
fire anyway you want (Simon says like a dynamite powered telescope tube),
just don’t pass the white line. To win, you must hit the bull’s-eye or as
close to it by the end of the day. Gnomes are attracted to shiny objects.
Go to the big pot of chili and help yourself. Simon eats the chili but
spits out the kidney beans. Go to the phone booth outside and
select Temple of Life.


Temple of Life – Go to the
Tomb Trader and return the empty can of Choker Cola and get 1 groat
refund. Buy another can of Choker Cola. Climb the pyramid to the
bell keeper. Place the poisoned needle on hand. Use (Alt) the poisoned
needle on bell keeper. He drops to sleep and falls in the hole. Pick up
the bell. Go back to the phone booth and select Candy
Cottage.


Candy Cottage – Enter the
cottage. Place the frog in the oven to get a sweaty frog. Go up the
ramp and place the sweaty frog (Simon squeezes the sweat out of the frog
to the cauldron), choker cola and kidney beans in the cauldron. Poof! The
magic beans are in inventory. Exit the house, use the phone booth
to go to the Inbred Yokel.













To make magic Beans
(recap):
1. Buy Choker Cola from Tomb
Trader at the temple.
2. Place frog (Hero) in oven
at Candy Cottage.
3. Register for the Annual
Firing Competition, get a free bowl of Chili and automatically get
kidney beans.
4. Add all 3 ingredients to
cauldron at Candy Cottage.

Inbred Yokel (and COW!)
Give the magic beans to the yokel. He throws it on the ground and grows a
bean plant. The Yokel tells Daisy to go to the temple. Go to the phone
booth and select Temple.


Temple of Life – Go to the
barn at the Temple Housing area. Go to the weird contraption and find
Daisy inside the machine. Press the lever in the contraption. Daisy gets
milked and the machine processed it to produce butter that goes out the
slot by the lever. Pick butter up. Go back to the phone booth and
select Dungnomin’ Tree.


Dungnomin’ Tree – Walk to
the biggest tree and look at the door. Crouch (Z) before you open door.
Crawl forward to the heart of the tree and see little goblin houses. Go to
the mushroom house on the right and talk to the goblin. All the goblins
hide.



To catch a
goblin:
    Place washer cleaned with cola on hand.
Use (Alt) sparkling clean washer on mushroom house to entice the shiny
object loving goblin. A goblin walks out of the house and starts picking
up the scattered washers. Place the bell on hand from the temple. Use
(Alt) bell on goblin.  If you look in the bell now, the goblin will
bite you and escape. Place the hammer, Hammor on hand and use (Alt) it
on the bell with the goblin inside. The vibrating gnome is now in
inventory. Crouch (Z) and exit. Go to the phone booth and select Acre
Gap.


Acre Gap – Time to win the
trophy.



Assembling the Firing
equipment:
    Place the goblin in the telescope but
would not go in. We need to grease him up to fit inside. Use (double
click) butter on gnome in hand to get greasy gnome. Place
telescope in hand. Use (double click) dynamite on telescope to get a
telescope with a stick of dynamite in one end (small hole). Use
(double click) greased goblin on telescope with a stick of dynamite in
one end in hand to get  a telescope tube with a stick of
dynamite in one end and a vibrating buttered gnome in the other
.


Go to the firing area and you
will be introduced as the next contestant. Light up the dynamite by using
(double click) the magnifying glass on telescope tube with a stick of
dynamite in one end and a vibrating buttered gnome in the other. Watch
Simon win by default and be given the trophy. All the tents
disappear. Go to the phone booth and select Completely Safe Bridge Over A
Deadly Gorge.


Completely Safe Bridge Over A
Deadly Gorge
– Talk to the Count. He talks you to throwing the trophy
to him across the gorge. As for helping you cross, he shoots a rope to one
of the pillars framing the life pad. Look at the thin piece of string
spanning a large ravine. Guess, we have to tight rope across. Here goes!



To tight
rope:
    Get (Alt) pole/stick and then use (Ctrl) the
rope when Simon bends to look at the rope. Keep Simon in balance using
the right and left keys. In the first part of the puzzle, Simon faces
you, so that his movements will be in reverse of the keys. If he tilts
to the right, we have to bring him to the left and the default keys will
be the same direction as to where he tilts. So in the first part of the
puzzle use the left keys when he tilts to the left and the right keys
when he tilts to the right. It might be helpful to some gamers to turn
the keyboard around during this part and use the usual key set up. The
movement on the rope is like walking, left, right, left, right, etc.
Wait for Simon’s head to tilt to one side before bringing him back to
center. Partway, the view changes to have Simon facing as you are and
the left and right keys will work in the regular directions. Now, if
Simon tilts to the right, use the left key to bring him back to the
center and the right key when he tilts to the
left.


Glad that is over with! Walk down
the tunnel to get to Poliganis.