~Simon The Sorceror 2 (LR)

SOLUTION
--------

By Lu Richardson


General tips:

As ever, sweep the mouse around in each screen to spot items, 
keeping an eye on the message line under the play area.  Names 
appear and disappear very quickly at times, and you might miss 
something important.  Examine everything, very often you get a 
clue.  Talk to everyone you come to.  Sometimes you have to speak to 
them twice before you can get into a conversation.  The lines you 
use don't seem to be important, so start at the top and try to use 
them all.  Try and pick up everything you can, and then examine it.  
Some things can be opened to reveal others.   You can attempt the 
puzzles in any order, provided, of course, you've got the right 
items.  When I say "Watch" it's because a sequence beyond your 
control will unfold.

Need I say it, the object of this solution is to help you complete 
the game, not to spoil it.  So read only up to where you are stuck!


Specific tips, from the start:

THE TOWN

Go back into Calypso's shop and get the baseball bat and the dye.  
Leave.  Look at the poster.

Exit and go to the Castle.  Talk to the guards and find out all 
about the local money.

Go to the Magician's Competition, talk to the Clerk to join and go 
into the tent.  Talk to all the magicians.  Leave.

Go to the Street of Traders.  Talk to the ironmonger - help him with 
his money troubles by answering 15, 1 and 3.  You get a crowbar in 
return.  Now go on and look at other denizens of the street.  Look 
at the Fat Bloke, go into the Pet Shop and have a good nose around, 
talk to the owner.  Go into the Joke Shop and look around - pick up 
the Joke Book.  Talk to the Joke Seller.  Leave and, before you exit 
the Street, note the railings by the ironmonger.

Go to the Docks.  Talk to Goldilocks when she pops up from behind 
the crate.  At the end, use the crowbar on the crate.  Watch.  Pick 
up the wig and the dinghy.  Go right and talk to Um Bongo.  Exit 
right.

Go to the 3 Bears Cottage, open the letterbox and get the letter.  
Leave.

Go to the Loan Office, talk to the jester and give him the joke 
book.  You get a bladder in return.  Use the crowbar on the grating 
and go down.  A great big spider will scare you off.  Up you go.

Enter the office and talk to the secretary, asking for a loan - any 
will do.  Open the door to the right and go in.  Watch.  When you 
get the chance, look at the in-tray on the desk and use the bears 
letter on it.  Leave.  Watch.

Go to 3 Bears Cottage and enter it.  Look around, go right, pick up 
the gloves and move the tap.  Watch.  Go back to the cottage and 
talk to the big bear.  Give him Goldilock's wig and ask for some 
porridge.  Leave.

Go to Tattooist's, read the signs and then use the ladder.  Open the 
door and go in.  Talk to each guy in turn, starting from the right.  
When you come to the Frying Pan man, the Fish man will give you a 
note pad.  Use that on the Frying Pan man and you'll get a 
brochure.  When the time comes, wear the porridge.  You will get a 
bag.  Leave and look at the bag - inside, all sorts of goodies and 
also a wad of money.

Go to Muc Swampling's.  Talk to the mascot guy, ask for a voucher as 
well as the balloon and use all the lines.  Go inside the restaurant 
and talk to the tattooist and also to the Anorak man.  Talk to the 
waiter and ask to use the voucher.  You get a kiddie's meal.  Ask for 
a Swamp shake, any.  Ask to see the boss.  Leave.  Open the meal bag 
and see what's inside.

Go to the Town Square and go left to talk to the accordion player.  
Give him the baseball bat.  Watch.  

Go to the Street of Traders and use the balloon on the railings.  
Pick up the poster which will have appeared by the Pet Shop.  Leave 
and go to the Docks.  Give the poster to Um Bongo.

Go to the Town Square and go left to speak to Um Bongo.  You will 
eventually give him the bladder.  Watch.  The storm will have swept 
the spider away, in the sewer.

Go to the Street of Traders.  Go into the Joke Shop and talk to the 
seller.  Ask him to make you a Swampling costume - give him the 
model which came with the meal.  He'll send you off to get some 
cloth.

Visit the Fat Bloke and talk to him.  You'll have to do him a 
favour.  Inside the cave, go right and pick up a lamp.  Watch.  At 
the end, walk left and look at the cave entrance.  Speak to it.  
When you come out, you'll get some white cloth.

Go to the Fountain and use the dye on it.  If you try to put the 
cloth in it, a washerwoman will ask you to put it by the basket.  Do 
so and wait.  When she's finished, pick up the cloth and take it to 
the Joke Seller.  You'll get a costume.

Go into the Pet Shop and use the rubber gloves on the turtle to pick 
it up.  Put it in the empty cage to the right of the machine (as you 
look at it) and use the machine.  Eels appear in the first cage to 
the left of the machine.  Pick up the turtle from the cage next to 
this one.  Get the glow worms and put them in the cage from which 
you took the turtle.  Use the lever and then the machine.  You get 
extra bright glow worms in the cage to the right.  The owner of the 
shop comes out and speaks to you.  You can go now.

Go to Muc's.  Talk to the guy and get another balloon.  Go inside 
and wear the costume.  Go in by the waiter, who'll let you through 
because he thinks you are the guy outside.  Once you are up the 
first flight of stairs, note the clock mechanism by the door.  Talk 
to the Phew Brothers, if you like.  Up another flight of stairs.

Talk to the Swampling and be nice to him, making a fuss about the 
swamp stew.  Offer to get some mud for him and he will give you a 
bucket.  Before you leave, note the babies and the milk.  

Go to the Loan Office and go down to the sewers.  Use the glow 
worms.  Keep going left till you can come up the other ladder.  Go 
first to the left and meet the Lady of the Lake.  Talk to her and 
say you want to have a bash at getting the sword - you'll find you 
need the Royal Seal.  Go right to the sewer entrance and right 
again.  Use the bungee rope on the railing and then use the bucket 
on the mud.  Go left to the sewers and get back to town.

Go back to the Swampling by the same method as before (i.e., wear 
the costume) and give him the mud.  Watch.  You end up with a jar of 
swamp stew.

Go to the Street of Traders, use the balloon on the railings and 
enter the Joke Shop.  Give the swamp stew to the seller and he will 
give you a stink bomb.

Go to the Magic Competition tent and use the stink bomb.  Watch.  At 
the end of the sequence, pick up the spell book from the chair and 
use the Swamp shake on the last magician left.  Watch.  You end up 
in front of the king.  Use the spell book and watch.  You get an ID 
card.

THE CASTLE

Go to the Castle and give the money to the guards.  Go to the door 
and you will show your ID card.  Enter and speak to the Prince - 
clearly, he wants a sword.  Go left, pick up the cymbals and enter 
the first door you come to.  Pick up the klaxon and the rattle, and 
use the wedge on the rocking cradle.  Pick up the cog from the 
mechanism.  Leave.  Go next door and try to wake the princess with 
the items you got next door.  Out.  Go along the corridor to the 
left, past the Royal Seal, and speak to the King.  You find out you 
have to quieten the baby.

Leave the Castle and go to Muc's.  Go to the left to the back door 
and pick up the fishing rod from the dustbin.  Go right to leave.  
Enter the restaurant, wear the costume and go up to the kitchen, use 
the cog on the clock mechanism.  When you come into the restaurant, 
you'll find the tattooist is gone.  Visit him and collect a flier.  
After that, go to Anorak man and give him the leaflet.  When you 
follow him to the tattoist you will see him come out a different 
man; this made you the 1000 customer.  Go in and have yourself 
tattooed - choose the crown one.

Go to the Swamp and use the rod on the lake.  You get a fish.  Go 
back to the castle and use the fish on the seal.  You pick it up.  
Go to the Lady of the Lake and speak to her.  She leaves you with 
her gear.  Pick up the air tanks and use them on the dinghy.  Use it 
and you will automatically go left.  On the other side, look at the 
sign.  Pick up the sword, go back to the dinghy and get back to the 
castle.

Give the sword to the prince and he will give you his peashooter.  
Go to the princesses room and use the pea on the mattresses.  Talk 
to her and ask her about the baby.  She will give you a lolly.  Take 
it to the baby, who throws it out of the window.

Go downstairs and pick up the lolly.  Go to Muc's and ask the mascot 
man for another balloon.  Go in.  Wear the costume and go to the 
Swampling.  Give the lolly to the babies to get the milk.

Go back to the Castle and give the milk to the baby.  You can now go 
to the King and go up the stairs to the Treasury.  You will come to 
a pentagram and, if you try go to over it, the two demons from the 
previous game will appear.  Talk to them and eventually, you get 
thrown down the stairs.

You could now go to the Street of Traders, use your third balloon on 
the railing and float upwards to the Castle only to be shot down by 
one of the demons.  However, you might like to skip that and save on 
shoe leather by going straightaway back up the stairs to the 
pentagram and using the Swamp shake on it.  When the demons come out 
they get stuck in it.  Now it's deffinitely the time to go and make 
with the balloons.

You will wind up inside the Treasury.  Go to open the Sarcophagus 
and you will drop through below.  Pick up the mucusade.  Open the 
door, if you like.  Go up the tube to the room above and leave 
through the window.  Watch.

Go to Calypso's.  Watch and be prepared to watch for a long 
time.  When you get the chance, use the spell book to free 
yourself.  Attempt to leave by the stairs and watch some more.

THE SHIP

You will finish in the Captain's cabin.  Look at the diary on the 
desk and you'll get a card.  Pick up one of the parrots.

As you come out, go next door.  Pick up the knife and use it on the 
hammock.  Pick up the tinder box.  Out and up the stairs.  Talk to 
the Bosun and then use your parrot on the other one.  Go down the 
stairs and go left talking to the pirates as you go.  Enter the last 
door and talk to the tough guy - ask him for a welding torch.  Pick 
up the skull by him and you get the eye patch.

Leave and hand the eye patch to the pirate with the shades to get 
them.  Back left, use the rigging to get up to the crow's nest.  Use 
the postcard on the telescope.  Down.

If you now go right and attempt to use the welder on the chain, the 
captain comes out and stops you.  Go back left and move the 
hammering pirate to push him overboard.  Pick up the hammer and the 
plank.

Go to the door through which the captain keeps coming out and use 
the plank on it - you nail it across and you can now use the welding 
torch on the chain.  Open the door, go down and retrieve your 
mucusade.  Now you can go up to the Bosun and use the chewing gum on 
the parrot.  Watch.

ON THE SHORE

Pick up the shovel.  Go right and talk to the beachcomber, pick up 
the towel.  Go up to the jungle.  Give the balloon to the kid (he 
gives you a shell) and pick up the wooden pole.  Use it with the 
shovel.  Go back to where you started, talking to the beachcomber on 
the way, and use the shovel.  Use the towel on the hole and the 
shell on the towel.  Talk again to the beachcomber, watch.

Go back to where the balloon was and go into the cave.  Pick up the 
bottle to hold a conversation with the Genie.  He's out of spirits.  
Out, go up left and pick up the dog.  Go into the Coffee House and 
talk to the waitress.  Ask for de-caff and watch.  Ask for another 
de-caff.  Leave.  Go back to the cave entrance and go down left 
along the path which runs parallel to the one leading to the Coffee 
House.

Pick up the whistle and talk to the dealer.  Ask for the salmon - 
you are after the caffeine.  Go left and talk to the Judge to enter 
the Limbo competition.  Leave and when you get to the dealer, go up 
to the right of him.

Talk to the man.  Go left and examine the generator.  Put the dog on 
the blue rollers and blow whistle.  Go right and move the lever of 
the machine to "on".  Blow the whistle and watch.  Now go all the 
way to the limbo competition and stand in front of the poles.  Use 
the whistle and watch.  You get the 3 bungas.  Go to the dealer, 
talk to him and get the caffeine.  Use that on the coffee cup you 
are carrying.  

Go to the cave and use the coffee on the bottle.  Pick it up and ask 
to go back to Calypso's.  Once there, enter the shop and watch.

VALLEY OF DOOM

After you've done talking to Alix, try to open the door.  Watch.

You turn up at the Goblin Camp.  Attempt to enter.  No good - but 
observe the goblets.  Exit right.

Go to the Secluded Hut.  Talk to the guys and pick up a bottle of 
soda and the hanky.  Leave.  Go to Dark Wood.

Give the bottle of soda to the kid.  Go right and talk to the 
woodworm.  Go right again and talk to the witches - it's a case of 
speak no evil, hear no evil and see no evil.  The cat, you'll 
notice, will scarper.

When you come out of the cave and walk left, you'll see the cat.  
Try and catch it.  He scarpers once more.  Leave the Wood and go to 
the Secluded Hut.  The cat should be there.  Close the door and try 
to get the cat - he knocks himself out and you can pick him up.  
Take another bottle of soda and use the straw on it to empty it.  
Leave.

Go to the Volcano's rim.  Pick up the sprayer and the book.  Examine 
the book for a hint on what to do next.  Yes, you are right.  Give 
the cat to the plant, then collect the saliva with the empty bottle.

Go to the Goblin Camp and use the saliva on the goblets.  Attempt to 
go in and wait till the goblins drink and pass out.  Pick up the 
conch horn above the guard to the right.  In.  Talk to the Elf, he 
wants some perfume and will give you a bottle for it.  Enter the 
tent and pick up the rations and the pepper.  Out.  Go left and look 
at the goblins gaming, then go to the left and attempt to enter the 
dark castle.  Say you are a decorator but left your book at home.

Leave the Camp and go to the Secluded Hut.  Pick up a soda and use 
it on the perfume bottle.  Pick up another soda and leave.  Go back 
to the Camp and to the Elf, use the pepper on him and then give him 
the hanky.  After that, give him the bottle of perfume and he will 
give you a block of wood.  Go left and use the bottle of soda on the 
fire, then pick up some "stuff".  The two goblins start quarrelling 
and a pair of dice are dropped.  Pick them up.  

Leave the camp and go to Dark Wood.  Give the rations to the kid and 
he will swell up and drop the magnifying glass.  Pick it up.  Go 
right and give the wood to the woodworm.  You get a pair of wooden 
dentures.  Go to the witches and give them, from left to right, the 
teeth, the conch horn and the magnifying glass.  Watch.  Use your 
empty bottle on the potion in the cauldron.

Go to the Secluded Hut and give the potion to the players.  One of 
them turns into a puppy - offer yourself to fill in.  Play and use 
your own dice.  Watch.  As soon as you have the wallpaper catalogue 
and can leave, go to...

THE DARK CASTLE

The monsters will let you through.  Pick up the tapestry to the 
right and go down the stairs.  Use the tapestry on the sweat on the 
floor and that on the chemical sprayer.  Note the lever.  Up and go 
through the Eerie corridor.  Watch.  Click anywhere to put Simon 
together again and talk to the beast.  Go out and come in again.  No 
go.

Go down the staircase and move the lever - in the dark, go through 
the Eerie corridor.  You are spotted again.  Enter once more and 
wear the puppy.  You magic it into shoes - wear them, but you are 
spotted again.  Go through the Eerie corridor once more, use the 
chemical sprayer and wear the shoes.  Now you will walk 
automatically to the left and beyond the beast.

Walk left through the door and look at the Nasty Chappy.  Continue 
right and look to the right of the case for a screwdriver.  Use that 
on the hand and pick it up.  Open the case.  Use the hand on the 
inprint, go left.

Watch.  Lots.  Indeed, to the disappointing end of this game.  At 
the end of the credits you will be told "To be continued..."  Curses!


Copyright (c) 1995 Eurowave Leisure Ltd.
