Calypso updates his journal. He
talks about the prophecy of Nostramadus that should be happening now and
misinterpretations of the prophecy. Simon drops from above, landing on the
table. Calypso knows about Runt aka Melissa. He explains about the
prophecy and that Sordid is trying to open the doorway to the nexus. The
nexus is the control center for the Universe. What Sordid needs the
Swampling for, Calypso does not know. Sordid needs the magical boots to
control the nexus. Calypso shows Simon what the magical boots look like
and Simon recognizes it as a CD. Calypso wants Simon to get the “Seedy”
from the Dragon’s horde. The dragon is Sordinell, the same one that the
dwarf prince talked about. Calypso wants Simon to enlist the help of the
dwarves and to go to the forest.
Dog and Fruit
Inn: Bar – Talk to barman about the ninja
ghost he heard just a few minutes ago upstairs in the corridor. At the end
of the bar, pick up the empty pint glass.
Games
Room – Look at the pool table. Something jammed in the coin slot. Use
the tong on the pool table and get a gold coin. Use the pool table
again and use 1 groat but find it blocked. Look again and find a rat in
there that bit you. Use cat found in the overturned dumpster – garbage on
pool table. The cat would not come out after the fight.
Beer
Garden – Talk to Wig Trader and she wants a wig or wig equivalent to
trade for what she is wearing. Find about God, Harry Wigsner and the
wigologists. Notice the picnic table and that the glass roof to Calypso’s
Private room is gone after you dropped through it.
Bar –
Ask the barman about the pool table and he says that the white ball and
cue are stolen. There are only 2 balls in there anyhow and won’t be fixed
until the repairman comes.
Around the Town: All other places are closed except the Inn and the Church. Bell Tower – Pull (Ctrl) bell rope and
use (Ctrl-hold again) the rope to keep climbing up. Look out the window
and see Goldilocks. Go through window and talk to Goldilocks. She is
stealing lead off the roof. She wants you to take it out of here and to
stash the loot before anybody notices – 2 tons of lead. Then meet in the
pub later. Time to go to the forest.
Forest
You can ride the rainbird to move
from town to forest and back. Landing sites in Poliganis are The Inn,
Rotable Junction, South Gate and Justice Square. Landing sites in the
forest are Rope bridge, Lonely Hut, Temple and Dungnomin’ Tree.
Nearly secret area – The
cave in Nearly secret area is blocked and the dwarf is not
there. Dungnomin’ Tree – There are a lot of
missing person poster around. Best to keep away from the gnome
village.
Sleeping foliage – Now
that you have the plant book, identify the sleeping foliage to be Dopius
Calandra, plant that induces deep sleep for several hours. Pick some Dopius Calandra.
Reservoir Control Hut and
Fallen Tree – The hut is still locked. Go down the hill to the tree
where ninja died. There is a valuable item wedged tight under the tree.
The woodworms that are in the tree want weapons for their insurrection
before they help you get the valuable item under the tree.
Large Hole – The treasure
hunter wants to catch a mole that he trains to find gold. They also bring
sustenance to him. The mole can be trained to find anything by rubbing the
thing he wants to find on them. Look around the area and see a lot of mole
holes. Catch a mole by waiting for a mole to pop
up and be in the eye window and use the gold coin on
hand. Train the mole to hunt for the CD by using
mole on Feeble File CD labeled ashtray in inventory and get mole
trained to sniff CD’s.
Clan BattleBeard Camp –
This is formerly the Volcano Photopoint. Watch as a dwarf climb on
catapult after drinking spirit and yelling. See him get catapulted and
eaten by Sodinell, the dragon. Talk to dwarf by the brewing area. Clan
BattleBeard is called by the Prince of Dwarves to kill the Dragon
Sodinell. The spirit that the dwarves drink before being catapulted is
BeserkerBrau, a dwarf spirit that eats through metal. When asked about the
keys to the building, the dwarf said Axegrinder just went up and he
usually has them. Ask for some spirit but the dwarf said no. Use Dopius
Calandra plant on the dwarf spirit to add extra flavoring. A dwarf comes
out of the tent, drink brew, get catapulted and eaten by the dragon. The
dragon drops to the ground after eating the dwarf that drank the sleeping
foliage plant. Ask for the brew again by using the pint glass on brew pot
– to get pint glass full of highly acidic Dwarf Spirits.
Waterfalls – Go outside
the camp into the waterfalls area. Look at the sleeping dragon. Use the
metal detector on dragon and hears metal in stomach.
Dragon Lair – Fly a
rainbird and land inside volcano. Notice the coins dropping from a spout
on the side of the volcano. Use the trained mole on the treasure. The mole
pulls out a locked chest. The chest has a padlock with no keyhole on it.
Use the dwarf spirit on the padlock to get Thick glass case with CD
inside. Look at gong and use hammer on gong. It broke! Use bell on
gong stand. Use hammer on bell and the sound breaks the glass case. Pick
up CD. Ride the rainbird to go to Calypso at the Inn.
Poliganis
Dog and Fruit
Inn:Private Room – Talk to Calypso. Simon,
King of Fools must defeat Sordid with the help of the Lady of Steel, the
real Melissa Leg; Hero of Light, Coneman the Barabrain; Jar Nin, the King
of East and Prince Brave, Prince Valiant. To get their help Calypso said
to give them Invitation to help save the world at Sordid’s
Fortress, RSVP and they will come.
Ask about the King of East. The
ninja, Jar Nin must have his body and soul rejoined at the Temple. To
collect his soul in the bottle, the bottle must have something of
value to him. If successful, the bottle will glow green. Simon explains
about his stealing the bell, so Calypso has to bring Jar Nin to the temple
himself. Jar Nin’s nose was burned in a smoking competition. As for Prince
Brave, his transformation is a standard witch curse situation and can be
reversed by being kissed by a princess. Princess Austin is now of age and
a tournament for her betrothal and to find a suitor is arranged. Grandulf,
the wizard is doing the opening fireworks display. He would want something
in return for his aid to gain access to the princess.
Chapter 5 – Invite the 4
Heroes to Help Save the World
Coneman the Barabrain – Go
to the busted cart and give the invitation to Coneman under the cart.
After taking him out from under the cart, Coneman, the Nordic warrior
complains about his very bad back. He wants you to fix it before he can
help with saving the world.
Tournament Entrance – Talk
to Grandulf. He needs help with the fireworks display before the
tournament begins. Meet him at the door tonight and he will show you the
ropes. Go back to the bedroom at the Inn and go to sleep. Wake up and
return to the tournament entrance and meet Grandulf.
Fireworks – Grandulf
explains that there are 4 buttons for firing and that the right
fireworks should be fired at the right moment. There is a special
monitor to do so. The Fairy godmother appears to explain further about
the change in keyboard control. Press the correct key when the
corresponding ball passes the lit green square on the right of the
console.
Keyboard
key
Color of
Balls
Fireworks
Action key
(Ctrl)
Red
Rocket
Use Item
(Alt)
Blue
Banger
Left
Arrow
Yellow
Roman
Candle
Right
Arrow
Green
Catherine
Wheel
After a successful fireworks
display, Grandulf says you can comeback anytime at night as long as
you stay away from the guards. The tournament is now open.
Go back inside and walk forward
the tents. The opening is close to the wall. Go to the tent at the center.
Crouch to get in and see the Princess you saw at the swamp. Try to wake
the princess up and she thinks you are Johnny, her dreamboat. Look around
and see a poster of a Johnny Lightnin X, with black hair, purple robe and
wearing shades. Go back to the bedroom in the Inn to wake up in
daylight.
Carnival: Go to the
road off Magic Square that had the closed gate before. The carnival will
open only after the tournament is declared open and is accessible only
during the day. Enter the Carnival and meet the 2 demons you have met in
the 2 previous episode of Simon the Sorcerer. They are now into stealing
money through crooked games in the carnival.
Acupuncturists – Enter the center enclosure. Look at the sign in
front of the caravan about backaches. Enter the caravan and meet the 2
demons. Talk to them about acupuncture and backaches. They do not do house
– street calls. They charged 10 groats.
Seaside
Shooting – Play the game for 5 groats. Use the chakara, hitting 10-14
ducks will entitle to a free game, hitting 15-19 targets will win 3x the
game fee, another source of money and to hit all 20 ducks will win a teddy
bear. Hit 20 ducks. The free game is not true and will still be deducted
from your money. To help in the shooting, place an X on the monitor where
the chakara will hit and use that as target for the ducks. Wait for the
next set of targets to come out because sometimes the same targets pop up.
Move the right and left arrows only after you have centered it on the
target. The ducks appear in 2 (I think!) sets of sequences and if you can
remember the sequence, you can anticipate where to shoot. Good luck!
Receive the moth eaten teddy bear, formerly owned by a
dog.
Invadertron – There are 2 of these machines. Just like the classic
space invaders, hit all the flying targets to gain the high score. The
prize is a pair of shades and more groats, another source of
money.
Wonder
Wheel – Spin the wheel to land on either win or lose area. The game is
rigged.
Test
your Strength – Talk to the dwarf prince. Since he lost his clan to
the dragon, he needs a purpose in life. He needs a symbol to unite dwarves
around the world. Give him Hammor, the hammer he gave you. But before he
sets out to do so he needs to prove to himself that he can beat the “Test
your strength” game. Talk to the demon to convince him to allow the
dwarf prince to play. The demon will eventually let the prince play. Go
behind the demon, talk to him and he will turn his back to the
dwarf prince. The dwarf will change the mallet he was told to use to
Hammor and wins the game. The prize is a black T-shirt which you
will get from the prince.
Bonzo’s
Ball Bonanza! – The object of the game is to shoot the ball through
the clown’s teeth. Something’s definitely crooked here! The ball looks
like it is too big to enter the mouth. The prize is to be a Coneman action
figure.
Aqua
Derby – The object of the game is to have your horse win the race by
shooting water through open circles. Hold down the Ctrl key while shooting
water into an open circle, wait until your horse move and do the other two
holes or until the horse reaches the end. The opening of the circles occur
in counterclockwise sequence. Billy the Kid is the opponent in this race.
Win a bucket of green plastic toy soldiers with real plastic
weapons.
Voodoo
Circle – Enter the lane between Wonder Wheel and Test your Strength.
Enter the enclosure on the right and see a circle of skulls. Use action
key on cobra lever at left of the circle to go to a lower level. Talk to
the voodoo demon selling magic amulet about making voodoo dolls. What are
needed are a doll and some children’s teeth. Hit cobra lever again to go
back up to the circle of skulls.
Go to the opening on the hedge
across the entry to the voodoo enclosure, just to the right of the cobra
lever. Crouch straight forward and right to the end. Come out to the
enclosure for the Wonder Wheel. Look up at the magnet attached to the back
of the wheel. Take the magnet. Exit to the outside lane and enter
the enclosure at the opposite side of the Voodoo place.
Cotton
Candy stand – Go down the steps. Buy cotton candy floss for 3
groats.
Flea
Circus – See fleas perform. Use the teddy bear on fleas and get teddy bear infested with fleas.
Go back to Wonder Wheel and play the game and win a peashooter (leguminous vegetable projector).
Talk to kid that is following
you. He wants a red gobstopper and you promise to get one for him. Exit
the carnival. All the prizes at the different arcade stalls should be
won.
Dog and Fruit
Inn:Game Room – Use the flea infested teddy
bear formerly owned by a dog on pool table and the cat will jump out of
the table. Get the red and yellow pool
balls.
Beer
Garden – Give the cotton candy floss to the wig trader. She will give
her wig in trade. Go back to the carnival.
Carnival:Bonzo’s Ball
Bonanza! – Play the game but this time use the yellow pool ball. You
are given 3 large yellow balls to use. Remember to place the yellow pool
ball in the hand box and to press Alt when ready to shoot the yellow pool
ball. If you miss the first few tries, the yellow pool ball returns to the
inventory and you can play again. Get a Coneman action figure as
prize.
Kid
– Give the red pool ball to the kid that wants a red gobstopper and he
will give you his pre-chewed gum. He chews the red ball and loses teeth in the process.
Voodoo
Circle – Use the cobra lever and enter the voodoo demon tent.
Automatically, give the teeth to the voodoo demons and they eat it as
snack. They then do an incantation on the Coneman doll you gave to them.
You get a Coneman action figure voodoo-ified and full of
needles.
Acupuncturist – Give the needle filled Coneman doll to the
acupuncturists. Watch as Coneman’s back is fixed and he decides to forego
his revenge on that puny boy later and save the world first.
To fix the back of
Coneman (recap):
1. Win the Teddy bear
from Seaside Shooting at the Carnival.
2. Get the fleas from
the flea circus using the teddy bear.
3. Get the yellow and
red pool balls at the pool table at the Inn by removing the cat with
the flea infested teddy bear.
4. Win the Coneman
action figure at the Bonzo’s Ball Bonanza! in the carnival using the
yellow pool ball.
5. Give the red pool
ball to the kid in the carnival and get teeth.
6. Give the teeth and
Coneman doll to voodoo demons at the voodoo circle in the carnival
and get Coneman voodoo doll.
7. Give the Coneman
voodoo doll to the acupuncturist at the
Carnival.
Launderette – Place the
blonde wig from the wig trader and the black t-shirt won by the dwarf
prince in the washing machine. Start the machine and later get a dyed
black wig.
Bedroom – Go back up to
the bedroom and sleep. At nighttime, go back to the princess via
Tournament entrance.
Tournament entrance –
Enter the entrance, forward and enter the tent area through an opening by
the wall. Crouch to enter her tent. Go to the poster of Johnny X and look
at it. Use magic spell book. Use the left arrow key (Polmar – red) and
right arrow key (Gazza – blue) keys and press Ctrl to change your robe to
purple. Wear the black wig and the shades. Wake the princess up and she
will say that she will give you, Johnny a kiss. Use frog on princess. She
wakes up screaming and will shoot you with her bow and arrow. Watch the
escape and Grandulf is hit instead of you. Outside the tournament
entrance, the frog changes to Prince Brave aka Valiant. He accepts
Calypso’s invitation. 2 down 2 to go.
Change your robe back to red. Go
back to the inn and sleep to wake up at daylight.
How to change the
frog back to Prince Valiant (recap):
1. At carnival, buy
cotton candy floss, win an Invadertron game to get shades and get
black T-shirt from the dwarf prince, who won the Strength
Contest.
2. At the Beer Garden in
the Inn, trade the cotton candy floss for a wig with the wig
trader.
3. In Launderette, wash
the wig and the T-shirt together to get a black wig.
4. Wake up princess,
wearing black wig, shades and purple colored robe.
5. Get the princess to
kiss the frog.
Forest: Woodworms by Reservoir Hut – Give the woodworms the bucket of green
plastic toy soldiers with real plastic weapons won from Aqua Derby. The
woodworm liberation army eats the tree up. Watch Simon handle terrorists.
He picks up Jar Nin’s necklace.
Church’s Memorial Room –
Go to the memorial room at the church. Upon entering, turn to Simon’s
left, forward midway the aisle, turn to the memorial wall and see Nin
Jar’s memorial. Simon will say ” So Nin Jar’s ashes are there”. This
drawing/plaque where the ashes are can be seen early in the
game.
Place in Jar Nin’s plaque
– Call the rainbird and see the place on the plaque appear in the map. Fly
straight from the rope bridge of the forest and left of Poliganis to the
formerly empty land. Land. Go forward to the ashes at the center of the
slab. Use vacuum cleaner on it to get vacuum cleaner full of ashes.
Go back to Inn.
Dog and Fruit
Inn:Left Hallway by bedroom – Combine Jar
Nin’s necklace and the empty soul jar to get jar with necklace. Go
close to the mirror and use the jar with necklace. When successful, the
jar turns green to get jar with Nin Jar’s soul in
it.
Private room – Give the ashes and soul of Jar
Nin to Calypso. The ninja will come to the Inn when the joining is
completed.
How to get Jar Nin’s
ashes and soul (recap):
1. In the carnival, win
the Aqua Derby to get toy soldiers and weapons.
2. Give toy soldiers and
weapons to woodworms at the tree in the forest where Jar Nin died
and get necklace.
3. In the Memorial Room
at the Church, look at the plaque of where the ashes of Jar Nin are
placed.
4. Collect the ashes
using vacuum cleaner in the place in the plaque.
5. Place the necklace in
the soul bottle and collect the soul of Jar Nin at the hallway
outside the bedroom.
6. Give the soul and
ashes to Calypso.
Tell the Barman about the ghost
and listen to another person’s plan destroyed by you. Go back to Calypso’s
Private Room and talk to all the heroes there.
Church
Tower: Time to help Goldilocks. On the way to the
church take note of the rickety bridge and the 2 ton weight limit assigned
to it. Take note also of the water flow of the river.
How to steal the cheese
truck – Go the gate in the back of the church and see a hedgehog kid
floating in the air holding 3 balloons. Aim the peashooter on the
balloon. Shoot at 2 balloons and leave the last yellow balloon intact
until the cheese wagon passes by. You can move about and the boy will
still be there. When the cheese wagon is underneath shoot the last
balloon to drop the hedgehog kid in the open topped cheese truck. It
looks like that the kid falls outside the truck but he is in the truck
if you do not see him on the road when the truck moves away. Follow the
cheese truck to the warehouse. Watch as the cheese inspector finds the
hedgehog kid inside the truck and no cheese. The hedgehog kid enters the
Cheese Bros. warehouse and eats all the cheese. Mr. Cheese and the
cheese inspector are out of a job and the scam is stopped. Ride the
wagon and fairy godmother explains how to drive the truck.
Drive the truck directly
underneath the stolen lead on the church rooftop. Enter the bell tower,
climb the bell rope to the roof and push the lead on to the truck. Drive
through the rickety bridge and the bridge collapses. Look at the water
flow of the river now and compare the flow of the river before the truck
dammed the river.
Forest:
Call the rainbird and fly over the forest and town. Note the inflow to the
river around the reservoir comes from 2 sources, one is the river that
comes in by the church in town that is now dammed up by the cheese truck.
This river flows out to the swamp and to another branch that joins by the
waterfall by the volcano in the forest to another source out of the world.
The river flows out around the forest and the reservoir. There is a gate
that holds back the river to the outside world just across Acre Gap and
dams the water to fill the reservoir. The reservoir surrounds the
Mysterious Isle. These river and reservoir system can be studied on the
map also. Alight at the beach.
It’s a Beach – Take a look
around. The water level is very low. Go to the left side of the beach
close to the reservoir and see that the Mysterious Isle has a pier with a
boat tied to it – somebody is there. Look down and see a phone booth in
the water. Walk around the shore and Pointless bridge and still not find a
way to get to the Mysterious isle. We need to lower the water table more
to get there.
Dragon by the waterfall
–
How to get the key from the
dragon’s stomach – Combine the stick with chewing gum to make chewing gum on the end of the pole. Combine magnet to it to make magnet stuck to pole with chewing gum. Use it on dragon. After
Simon’s procedure on the dragon he says, “needs lubrication”. Combine
butter to magnet on a pole to make lubricated pole magnet. Now
use it on dragon to get dwarven keys from the inside of a dragon.
“Eat your heart out Mr. Herriot!”
Reservoir Control Hut – Go
to Reservoir Control Hut. We have to release more water from the reservoir
by opening the dam gate. Go up the ladder to the roof and look at the
stuck trap door. Go down. Use the dwarven keys on locked door. It might
help to raise the gamma control here, to be able to see better. Pick up
the petrol on the right side by the wall and look at the pulley
system. Go to the other side of the wood wheel to see if we can raise the
gate. Push the spoke and realized that you cannot raise the gate. (Go to
the corner by the wheel. Glitch on this part shows a ladder that leads to
the roof of the hut at the corner but is really the ladder outside to go
to the roof). Look up to the trap door on the right side of the pulley
system. Use chakara to unstuck the trap door by aiming at the latch at the
bottom side of the trap door. Simon will say “Got it!”. Go back up to the
roof and trap door and open the trap door. Yikes! Shortcut to enter hut.
Pour gasoline on rope of the pulley mechanism. Now that you have sunlight
from the trapdoor, use mirror to light it. The rope holding the gate is
cut and now the water is released. You can go directly to Mysterious Isle
by phone booth or by the beach.
It’s a Beach or Mysterious
Isle – Look at the water table now and see that it is much lower. The
phone booth by Mysterious isle is accessible. Walk towards the boat that
is now hanging. Climb the rope that attached the boat to the pier. Go to
the ruins of a church. See Melissa look down at the lowered water table.
Enter and surprise Melissa. Give her the invitation automatically. Time to
go meet everybody.
Dog and Fruit
Inn: Calypso’s Private Room – Go back to
Calypso at the Private Room. They are planning the assault on Sordid’s
fortress by sneak attack. They think that Simon will not be of help. A
knock is heard and Runt enters with 2 guards. He placed a magic barrier
around the room. He disabled Coneman and blast Calypso also. Runt is
filled with evil glee about catching Simon, who he wants for himself and
Calypso, as well as the world’s 4 greatest heroes. When Runt leaves,
Melissa thinks that they should just wait it out but Simon thinks
otherwise. Talk to all the heroes and exhaust ALL dialogue. Coneman will
eventually get mad because of Simon’s “witty repartees” and beats him up
dead. Simon comes out alive by the front door of the Inn using the
lifepad. Go back in the Inn and find out you cannot get through the
barrier.
Beer
Garden – Notice the open roof to the private room of Calypso. Talk to
the boy on the tire swing. Fairy godmother appears to explain how to use
the swing. Press the action key to start. Press the forward keys when the
swing starts to go forward (when the swing is at the very back close to
you) and the back keys when the swing starts to go backwards (when the
Simon’s feet are up and the swing is far from you). Timing is necessary.
Press the corresponding key when the swing is at the end of the motion
forward or backwards. Pick up the length of rope with the tire
attached. Tie the rope to the picnic table. Watch the talk with Calypso.
I thought this is the funniest part of the game and cracked
me up – Sorry about the editorial! We have to save the 4 heroes
taken by Runt to the fortress. The fortress is at the east and the
entrance is through a rocky tunnel in the mountain. Call the rainbird and
Sordid’s fortress appears in the map. Fly east of Poliganis.
Sordid’s fortress – See
the camps of the invasion army surrounding the fortress entrance. There is
an orc guarding the gate. He needs an identification card before he can
let you in. Only gobbos, orcs, metal things and trolls n’ stuff are
allowed in. The covered bridge is closed by a gate.
To get in the fortress the
first time – Change the color of your robe to black by using the
spell book and selecting all colors. Enter the tunnel and carefully walk
only on the dark areas. After passing 2 orc guards, you will hear a
gobbos sing and march towards you. Crouch (Z) and quickly enter the
lighted recess (practice to find a place to hear them come, go back to
the recess, crouch and enter). When the goblins march towards the
opening of the cave (when they are not on the screen anymore), quickly
go out, stand up, turn left and navigate the dark areas to the end of
the hallway.
Look in the mailbox by the
bridge. Pick up the mail which is an order for a crate of ‘usual’ from
Sordid to the Green Grocer in Poliganis. Go back out of the fortress
and do not worry about being caught this time. Call the rainbird and fly
to Poliganis.
Green Grocer – It is still
close. Use the order on the door of the greengrocer. Simon will insert it
in the mail slot. Listen to the frightened grocers. A crate is dropped
from above. Look on crate and see it marked with Sordid’s address. It’s
full of cauliflowers. Now to find the hedgehog kid. Go to
warehouse. Cheese Bros. Warehouse – Talk to the hedgehog kid and you will pick him up. Go back to the Green
Grocers. Green Grocer – Use the hedgehog kid on
crate of cauliflower. He also hates cauliflower but will eat it if cheese
covered. He is very full and feels like throwing up. Use the chakara on
him to get him to cover the cauliflower with cheese. Then he eats it
leaving an empty crate. Enter the empty crate now.
Chapter 6 – Save the
Universe
After being hauled as groceries,
Simon climbs out of the box and finds himself inside Sordid Fortress.
Colored Fireballs – The
object of this puzzle is to get up the ramp and evade or neutralize the
fireballs. In some instances evading the fireball can be done by dodging
out of the path or by crouching. Remember what the fairy godmother said –
If you get stuck in a magic place, think of the colors you see. The best
way is to change the color of the robe into the color of the released
fireball. After changing to the color of the released fireball, sprint up
the ramp as fast as you can until the next fireball is released. The
colored fireballs will be neutralized when it hits the same color of your
robe. Change color of robe again and sprint until the top.
Keyboard
Arrow Keys
Color
Combination
Color
Produced
Left
arrow
–
Red
Up
arrow
–
Yellow
Right
arrow
–
Blue
Left +
Up
Red +
Yellow
Orange
Left +
Right
Red +
Blue
Purple
Up +
Right
Yellow +
Blue
Green
Left + Up +
Right
Red + Yellow
+ Blue
White
Climb the ladder and enter Runt’s
laboratory.
Runt’s Laboratory – You
are stuck to the floor. Runt explains their diabolical plans. They found
the location of the nexus, the control center of the universe. Sordid is
there making preparation for the invasion. Runt will follow soon after he
does some adjustment needed to the matrix. They do not need the Magical
Boots. Melissa and Coneman are imprisoned in a force field. The prisons
are controlled by 2 buttons that are in front of you, one that releases
the force field and the other changes them into something
small.
How to release Melissa and
Coneman – Combine peashooter and magnifying lens. Simon said that
using the Shift button will zoom in. Zoom and look straight on console
with 2 buttons in front of you. Target and shoot at the right release
button.
Use the voodoo doll with pins to
wake Coneman up. Coneman goes for Runt but Runt changes him to a duck.
Calypso arrives but accidentally pokes himself with his light saber and
dies. Now, Runt is out to get you with his light saber. When he first
attacks you, Runt said that his magic is absorbed by your robe.
How to fight Runt’s colored
light saber – Again, remember Fairy godmother’s advice – If you get
stuck in a magic place, think of the colors you see. Change to the
different colors of the saber blast shot at you by Runt. Then run to
similar colored button on the wall. When the colored blast hits you,
press the button to transfer Runt’s magic to the buttons. Do all the
buttons. Once all the colored buttons are glowing, Runt’s magic is gone
and there will be power build up.
Runt falls into the bottomless
pit. Coneman’s magic transformation was delayed and he, as duck flies over
the pit. His transformation back to human happened in an unlucky time and
also falls in the pit. Melissa wakes up and together enters the Nexus
gate, opened by the power build up.
Nexus – There is a giant
Swampy head above an entryway. Calypso’s ghost appears using power from
beyond. He states that the head is a representation of the builders of the
nexus.
Go to Swampy’s head. Look at the
head and Simon recommends that you sing the Swampling Song. Select the
words to the Swampling song: Swampling stew. Swampling stew. To your bog
your swamp be true. Swampy be true. Swampling stew. Swampy’s eyes light up
and an entryway opens up.
Magic red bridge – Cross
the bridge and be stopped by a Swampy guard. He explains that the bridge
can only be crossed from the other side. No running or jogging allowed on
the bridge. The bridge is just for people leaving the control center not
going to it.
How to cross magic bridge
with Swampy guard – The guard said no running or jogging, so press
and hold Shift key to walk forward. Since the bridge is only for going
out and not entering, when the guard comes out of the guard tower,
immediately turn back towards the entry door and walk like you are going
out of the control center. Be sure to walk straight in the middle of the
path and not veer off to the edge. Walk and not hesitate when the guard
is outside the tower. Once on the magic red path, count 16 – 17 steps
and then turned back to the start point, guard comes out and looks
around. Wait until he looks towards the entry door and as soon as he
turns to look away, turn back and continue the walk. Continue doing this
until the other end. The guard comes out 4-5 times until you reach the
end of the bridge.
Once across and see a
black starry universe, a major glitch happens. It will crash to the
desktop. As soon as I saw that starry universe again after replaying, I
immediately pressed the spacebar and saved the game. After opening or
loading the game, a red blank screen is seen but still have the 3 boxes on
the top right. I opened the inventory and chose to call the rainbird and a
graphic scene replaced the red screen and went on from there. I was
informed that if you keep at the middle of the bridge to the next ramp,
this will not happen.
Nexus Computer Room – Go
to the right and see Sordid lying on a bed, looking like he is in a coma.
Go to the left side and see Swampy lying on another bed, breathing but out
of it. Look at the computer and Calypso’s ghost will appear (Whoo, hooo,
oooo!) Calypso explains that Swampy’s and Sordid’s soul and body are
separated. Sordid’s soul entered the Nexus computer and took Swampy’s with
him. The Ancients are the creator of life, universe and everything. Swampy
is slang for the Ancients. The Nexus computer is the one that controls the
universe and if the power supply is pulled out, it will be the end of
everything. Calypso knows so much because he is in “Spirit Guide” persona.
Simon has to stop Sordid’s vile plan by entering the nexus computer. His
soul needs to be separated from his body. Calypso performed Simon’s
separation of soul and body. If something happened to either the soul or
body, the joining back will have a slim chance of happening. Enter the
computer.
Inside the Nexus Computer
– Find yourself inside the computer.
Path to get to Sordid
and Swampy inside the Nexus Computer:
1. Upon arriving in the
computer, turn around and go to 3 green transporters.
2. Take the right
transporter.
3. Arrive at a passage
that has giant multicolored wires at the left.
4. Climb passage to blue
ramp.
5. Go down the other
strip.
6. Turn right at lighted
arched passage.
7. Walk down the dimly
lit green passage.
8. Out to bright green
passage beside the big multicolored wires on the left.
9. Turn right on
crossroad.
10. Turn right
again.
11. Enter passage with
1995 U.K. written above it and see 3 green
transporters.
12. Take the right
transporter and see Swampy and
Sordid.
It is best that as soon as you
reach the passage going into the transporter that will get you to Sordid
and Swampy, retrace your steps going back to the transporter room with 3
pads as a practice and to know the path to be taken.
Swampy is glad to see you and ask
that you help him. Sordid talks about his plan to use Swampy to change the
automatic control of the Nexus to manual, so that he can rule the
universe. Swampy’s ancestors 100,000 generations back were the creators of
the Nexus. Swampy being the last of his line can run the machine. Swampy
presses a button and removes the automatic control. He pulls a lever to
change it to manual. Oh Gee! He did the memory erase and deleted the
Nexus!! Sordid escapes.
You have 2 minutes to get Swampy
out and escape or escape by yourself. Swampy urges you to go and leave him
because his leg is tied to a ball and chain. You can use the vacuum
cleaner on Swampy but there would not be enough time to get back out.
Decision time! Go to the portal by yourself or with Swampy and go through
the maze again. The lights flicker on and off. Sordid flies to get outside
the computer ahead of you. He knows the path so you can follow him if
lost. You have to beat Sordid to the computer room and leave him trapped
in the Nexus.
Return Path to Nexus Control
Room* – The object of the return path is to reach the transporter room
with 3 pads. The only variant from the path above is when you reach the
blue ramp and go down, you will get to a room with a single transporter
pad and with FBI OMNI written on the wall.
Return Path to Nexus
Control Room:
1. Right and
forward.
2. Left and forward to
middle ramp.
3. Left on middle ramp
and forward.
4. Walk the enclosed
passage going up with 3 ramps.
5. Walk the arched
ramp.
6. Left to go to blue
pad.
7. Down the other
ramp.
8. Enter and stand on
single transporter pad in a room with FBI OMNI on the
wall.
9. Go out and climb red
edge strip to Red pillar with C1557 on it.
10. Go around to the
right and climb up the strip.
11. Walk the enclosed
passage with 4 ramps.
12. Climb another
ramp.
13. Left to transporter
room with 3 pads.
14. Take the middle
transporter and come out to the Nexus computer
room.
Be sure that before you continue the
game, you have the CD ROM with Auto Notification checked or on in the
Device Manager of the computer you are playing on.
Last puzzle – Your body and Swampy’s
are still in their beds but Sordid’s is gone. The computer is going
haywire. There is no keyboard. You have a CD in inventory and no place to
insert it. Since there is no eject button for the CD ROM drive of the
Nexus computer, eject your CD drive, the one you are playing on. You
will get an eject auto notification. In some replays, I did not get one.
Click OK. If the game frame disappears, just click it back up from the
toolbar at the bottom of the desktop. The CD Rom drive of the Nexus
computer in the game opens and Simon inserts the CD aka Seedy aka Magical
Boots. The Nexus computer is now working.
The computer asks “Where would you like to
go today?” Simon types “Home”. He realizes he needs Calypso for the
joining of his body with his soul. While shouting for Calypso, a body
comes out of the Nexus computer. It is another Simon the Sorcerer trapped
in the Nexus for a long time. The new Simon says that any good that
exists, an equal and opposite incarnation that is evil is. Those never
meet but then, they did.
“Got control of the universe
have we. Right then, let’s have some fun” says the Other Simon the
Sorcerer.
The End
Watch the ending credits
and see the outtakes from the making of the game. 🙂
*Thanks to Michael
Barnes.
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Questions or Comments on this Walkthrough, Please write to:
MaGtRo