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Just Adventure original

Simon the Sorcerer 3D Walkthrough

6 sections about 81 minutes to read

Simon the Sorcerer 3D screenshot 1

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.

Simon the Sorcerer 3D screenshot 2

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.

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