~Simon the Sorcerer 2

Complete Solution contributed by Bernd Wolffgramm.


Contents:
  
  The Town
  The Pirate Ship
  The Island
  The Valley of Doom


Note: 


This walk-thru attempts to follow the storyline when at all 
possible, although a better feel for the game can be had by 
generally TALKing to more people about different things. There is 
probably a "faster" way through the game...of course, if all you're 
trying to do is finish the game quickly, why are you really playing 
it? 

The following word conventions are used to represent the icons on 
the bottom of the playing screen. 

MOVE = Simon moving two arrows
OPEN = Box opening/closing
LOOK = Magnifying glass
TAKE = Magnet picking up nail
TALK = Mouth
USE  = Hammer hitting nail
WEAR = Top hat
GIVE = Present

You can press F5 at any time to skip through a long cut-scene, or 
press F10 to highlight all "usable" objects on the current screen. 


~PART 1: THE TOWN

Go back into Calypso's shop. TAKE the baseball bat and the dye. 
Leave the shop. Go to the castle. Ask the guards how much a dollar 
is worth. Leave the castle. Go to the 3 Bear's Cottage. OPEN the 
letterbox and TAKE the letter. Go to the Street of Traders. TALK to 
the dwarf ironmonger. After he is done talking, TALK to him again. 
Ask him how the ironmongering trade is doing. Offer to help him with 
his money problem: there are 15 dollars in a Gold Sovereign, 16 
groats in a dollar, and 3 Gold Sovereigns in a Royal Crest. The 
ironmonger will give you a crowbar. Go down the stairs to the pet 
shop. After chatting with the owner, try to TAKE the electric 
turtle. After getting zapped, leave the pet shop and go left to the 
joke shop. TAKE the joke book, LOOK at the Stinko Kit sign, and TALK 
to the Joke Seller. After getting squirted, leave the joke shop. 
Leave the Street of Traders. Go to the Loan Office. GIVE the joke 
book to the Jester; he'll give you a bladder in return for cheering 
him up. USE the crowbar on the drain cover. Walk into the sewers, 
and try to go left. A large spider will come out and scare you back 
out of the sewers. Go into the Sunshine Loan Company. TALK to the 
secretary. After picking one of the loans (doesn't matter which), 
OPEN the door to the manager's office. While the manager is looking 
for the proper form, USE the letter from the 3 Bear's Cottage on the 
in-tray. Leave the Sunshine Loan Co (The 3 Bear's Cottage will be 
promptly bombed). Go to the 3 Bear's Cottage. Walk into the house. 
Walk to the right, into the kitchen. TAKE the rubber gloves. MOVE 
the tap to turn it off. The Three Bears wil come home and an 
animation sequence will ensue. You will be "teleported" to the 
Fountain area. Go to the left and leave the Fountain area. Go to the 
Docks. Whichever side of the dock you pick, walk to the right and 
TALK to Um Bongo. He'll eventually tell you that he is missing his 
dancers. Walk to the left of the dock and TALK to Goldilocks. Ask 
her why she is hiding behind the crates, then tell her you'll be 
back. USE the crowbar on the crate. After she climbs in, TAKE the 
wig and the rubber dinghy. Leave the docks. Go back to the 3 Bear's 
Cottage and walk into the house. After talking with the Papa Bear, 
GIVE him the wig to help with his forensic search. He'll thank you, 
and Mama Bear will give you some porridge as a reward. Leave the 
house. Go to the Town Square. TALK to the Accordion Player. One of 
the Morris dancers will break his stick. GIVE the baseball bat to 
the Accordion Player; he'll get K.O.'ed by a butterfingered dancer. 
Leave the Town Square. Go to the Tatooist. MOVE the ladder. Climb up 
to the door and OPEN it and go into the Insane Society. TALK to the 
Frying Pan man; The Fish Man will give you a note book since the 
Frying Pan Man has taken a vow of "deafness". USE the note book on 
the Frying Pan Man and ask him about how to join. He'll tell you 
there is an opening for a porridge wearer. Tell him you'll go get 
some porridge. WEAR the porridge you got from the 3 Bear's Cottage. 
The Frying Pan Man will give you a junk bag. After leaving the 
Insane Society, OPEN the junk bag to get a 100 dollars, a bungee 
rope and a wedge. Leave the Tattooist area and go to MucSwampling's. 
TALK to the mascot and get a balloon and a discount voucher. Go to 
the left side of the screen and LOOK at the dustbin there. You'll 
find a fishing rod. Go back to the right of the screen and go into 
MucSwampy's. TALK to the Tattooist and TALK to the Anorak Man. TALK 
to the waiter and order a kiddie meal. OPEN the kiddie meal to find 
a Swampling model, swamp gum and a maggot. Leave MucSwampy's and go 
to the Street of Traders. TAKE the poster you see there, then go 
back down into the pet shop. USE the rubber gloves on the turtle to 
pick him up. USE the electric turtle on the cage to the right of the 
machine. Make sure the red lever on the machine is to left hand side 
of the machine, then USE the machine. The electric turtle will be 
split into electric eels and a normal turtle. TAKE the turtle from 
the left hand cage. TAKE the glow worms off the shelf. USE the glow 
worms on the empty cage next to the eels. Move the lever on the 
machine to the right hand side, then USE the machine again to make 
some supercharged glow worms. The owner will thank you and you will 
leave the store. Go to the joke shop. The Joke Seller will trick you 
again, but this time stay and TALK to him. Ask him if he can make 
you a Swampling costume. He will tell you that he needs some green 
material. Leave the joke shop and go right and TALK to Nefahpayup. 
Agree to his proposition to help him out, and he will show you to a 
cave where a magic lamp is. Walk to the right and TAKE the lamps. 
Eventually, you'll find the right one. Walk back to the left and 
TALK to the cave entrance to have a ladder let down for you. Walk up 
the ladder to exit the cave. Nefahpayup will give you some white 
cloth as a reward. Walk to the left and USE the balloon on railing 
near the ironmonger. Leave the Street of Traders and go the 
Fountain. USE the dye on the fountain. USE the white cloth on the 
basket. Leave the Fountain area and go to MucSwampling's. TALK to 
the mascot again and ask for another balloon. Leave MucSwampling's 
and go back to the Fountain area and your cloth will be clean and 
green. TAKE the green cloth and leave the Fountain area. Go to the 
Street of Traders. USE the second balloon on the railing. Go the 
joke shop and GIVE the green cloth to the Joke Seller. He will make 
you a Swampling costume. Leave the shop, and leave the Street of 
Traders. Go back to MucSwampling's. TALK to the mascot and ask for 
yet another balloon (DON'T TIE THIS TO THE RAILING YET!). Go into 
MucSwampy's, WEAR the Swampling costume to disguise yourself as an 
employee and you will walk up the staircase next to the waiter. 
After you appear in the kitchen, keep going up the stairs to your 
left to the Swampling's office. Chat with the Swampling and ask him 
to make some Swamp Stew. He'll tell you he needs some swamp mud for 
the recipe and he'll give you a bucket to collect some in. Leave the 
office, exit the kitchen and leave MucSwampling's. Go to the Docks. 
Find Um Bongo and GIVE him the poster you took from the Street of 
Traders. He'll head off to start training the Morris dancers. Go to 
the Town Square. TALK to Um Bongo again. He'll tell you his drum was 
broken in transit and he needs a new skin for it. You'll give him 
the bladder you got from the Jester and his troupe will whip up a 
massive rainstorm (that conveniently flushes that spider out of the 
sewer!). Go to the Loan Office. Climb down into the sewers (the 
spider will be gone) and head to the left. You'll stop right before 
the light disappears. USE the glow worms and you'll hook up a light 
source. Walk to the left and go up the ladder to the swamp. Walk to 
the right and up onto the broken bridge. USE the bungee rope on the 
railing, then USE the bucket on the mud below to collect a bucket o' 
mud. Leave the bungee cord on the railing and go back to the left of 
the sewer grating. USE your fishing rod on the lake and you'll 
eventually catch a fish. Walk to the right and go back down into the 
sewers. Walk to the right and go back up the ladder to the Loan 
Office area. Leave the Loan Office area and go to MucSwampling's. 
Enter MucSwamplings, WEAR the Swampling costume and walk up the 
staircase by the waiter. Keep going up the stairs to the Swampling 
and GIVE him the bucket of mud. He will make some powerful Swamp 
Stew and will give you a souvenir jar of it. Leave the Swampling's 
office, leave the kitchen and leave MucSwamplings. Go to the Street 
of Traders. Go to the Joke Shop and GIVE the Swamp Stew to the Joke 
Seller. He'll make you a free stink bomb. Leave the Joke Shop, leave 
the Street of Traders and go to the Magic Competition. TALK to the 
clerk and enter the competition then walk into the tent. USE the 
stink bomb to clear away almost all of the competition. After you 
recover, re-enter the tent. One wizard will be left (he had a cold). 
After chatting with him, TAKE the spell book and USE your swamp 
shake on the one remaining wizard (to make him completely deaf). 
You'll be summoned as the only competitor and you'll (evenetually) 
be given the job as Royal Wizard and an ID card to prove it. Leave 
the Magic Competition and go to the Castle. When the guards ask for 
their money, give it to them. Walk up the door and after presenting 
your official ID, you'll be admitted to the castle. After chatting 
with the annoying little price, open the door to the castle and go 
in. Walk to the left, past the two doors and you'll enter the King's 
throne room. The king will inform you that your job is to make the 
crying baby in the castle go to sleep. Go to the left of the throne 
room and USE the fish you caught to the Royal Seal (ugh...) to tempt 
him into your hat. Leave the throne room, and OPEN the door on the 
right and go in. A baby will be crying; this is the one you're 
trying to get to go to sleep. USE your wedge on the cradle to stop 
it rocking, then TAKE the cog from the gear system. The baby will 
still cry, but go back out into the courtyard and leave the castle. 
Go to MucSwampling's. Enter MucSwampling's, WEAR the Swampling 
costume again, and go up the first staircase. USE the cog you just 
got on the clock mechanism to get the clock moving again. Go back 
out of MucSwampling's and go to the Tattooist. Enter the Tattooist's 
shop (he's back from lunch now) and inquire about getting a tattoo. 
After finding out that they cost far too much, you'll leave the shop 
after picking up a brochure. Return to MucSwampling's and GIVE the 
tattoo brochure to the Anorak Man. Leave MucSwampling's and return 
to the Tattooist. Walk in the shop and he'll inform you that you 
have won a free tattoo. Get the tattoo of the jewel-encrusted 
swords. Leave the shop and go to the Swamp. Go the far left of the 
Swamp area and a Lady of the Lake will appear. While talking to her, 
ask her if you can become a Lady of the Lake. She'll agree after 
seeing the Royal Seal, and she'll drop her air tanks and wet suit 
before leaving. TAKE the air tanks and the wet suit. USE the air 
tanks on the rubber dinghy to inflate it. USE the now-inflated 
rubber dinghy to paddle over to the Isle of the Sword. After 
reaching the island, TAKE the sword out of the rock (the tattoo made 
you "man" enough to do it). USE the rubber dinghy again to paddle 
back to the swamp, then go back down through the sewers to the Loan 
Office area. Leave the Loan Office area and return to the Castle. 
Enter the castle courtyard and GIVE the prince the sword. He'll give 
you his pea-shooter and a pea in exchange. Enter the main castle and 
OPEN the door on the left. USE the pea on the matresses to wake up 
the princess. Ask her for suggestions on how to stop the baby 
crying; she'll throw you a lolly. TAKE the lolly. The baby won't 
accept the lolly (try it if you like: it'll throw it down into the 
courtyard), so leave the princess' room, leave the courtyard and 
exit the castle. Go the MucSwampling's. Enter MucSwamplings, WEAR 
the Swampling costume again, and go up both staircases to 
Swampling's office. GIVE the lolly to the Baby Swamplings and they 
will drop their milk, which you will pick up. Leave MucSwampling's 
and return to the castle. Enter the baby's room and GIVE the milk to 
the baby to make it go to sleep. Leave the baby's room and go left 
into the throne room. Enter the door to the treasury by the King. 
After climbing the staircase, USE the swamp shake on the pentagram. 
Walk towards the treasury door and two demons will appear and be 
trapped by the swamp shake. Unfortunately, they also block the 
entrance into the treasury; time to find an alternate entrance. 
Leave the castle and go to Street of Traders. USE your third balloon 
on the railing and you'll lift off and end up in the royal treasure 
room. Walk towards the sarcophogus, and you'll fall through a trap 
door into the treasure vault. TAKE the Mucusade. Go back up the tube 
you just fell through, and walk back out the window to the awaiting 
balloons. After falling unexpectedly to the ground, go to 
Calypso's...or what WAS Calypso's...you'll be beaten up and dragged 
off to a pirate ship. 


~PART 2: THE PIRATE SHIP

After the captain's lecture, USE your spell book to break your 
chains. TAKE the eye patch off the skull next to "Mr T.". Try to 
climb up the stairs and the captain will stop you and eventually 
"enlist" you as his cabin boy. You'll be brought up to his cabin and 
he will eventually leave. TAKE a stuffed parrot. LOOK at his diary 
and you'll find a picture postcard of Kalimari. Leave the captain's 
room. GIVE the eye-patch to the pirate with the purple shirt pulling 
in rope. He'll give you a pair of sunglasses in return. Climb up the 
ladder to the right onto the poop-deck. USE the stuffed parrot on 
the real parrot to swap them. After the pirate questions the swap, 
USE the swamp gum on the stuffed parrot to hold him in place. Leave 
the poop-deck and you'll decide to sleep until you reach home. A 
cut-scene will appear depicting the fate of Calypso and his 
granddaughter Alix. After waking up, you will realize that you're 
still at sea. Climb back onto the poop-deck and TALK to the Bosun. 
He'll inform that the lookout corrected your attempt at re-directing 
the ship. Leave the poop-deck and go to the left of the pirate ship. 
USE the rigging to climb to the crow's nest. USE the picture 
postcard on the telescope. Climb down the rigging and go back to the 
poop-deck. MOVE the parrot so that it's facing back towards the 
Bosun. Leave the poop-deck. Go to the far left of the pirate ship. 
OPEN the door. TALK to the tough looking guy (Mr. T.) and ask him 
for a welding torch. Leave the cell, and walk behind the pirate who 
is repairing the plank. MOVE him off the ship. TAKE the hammer, 
nails and plank. Go to the right hand side of the pirate ship, OPEN 
the door to the right (closest to the screen) and go in. TAKE the 
knife. USE the knife on the hammock. TAKE the tinder-box. Leave the 
room and try to USE the welding torch on the chain. The captain will 
appear and tell you not to do it. After the captain leaves, try to 
use the torch on the chain again. The captain will re-appear and ask 
you where the first mate is, then disappear into the sleeping 
quarters. USE the plank on the door to the sleeping quarters to lock 
the captain in. Now, USE the welding torch on the chain to cut it. 
OPEN the door and climb down. TAKE the Mucusade. Go back up the 
ladder and you'll head down for another nap. After waking up you'll 
realize you're under attack. You'll end up on a remote island with 
no inventory. 


~PART 3: THE ISLAND

TAKE the shovel head. Go the the right and after chatting with the 
Beachcomber TAKE his towel. Go into the jungle. GIVE the kid the 
balloon and he'll repay you with a shell. TAKE the wooden pole. USE 
the wooden pole on the shovel head to make a shovel. Go back to the 
beach. USE the shovel. Simon will make a monster sandcastle and 
leave a large hole in the process. USE the towel on the hole. USE 
the shell on the towel. TALK to the Beachcomber and he'll walk right 
into the trap. After he falls down the hole, TAKE the Mucusade. Go 
back into the Jungle. Take the upper path to the left towards the 
dog. TAKE the dog. Enter the cafe and TALK to the waitress. Order a 
cup of decaf coffee. You'll fall asleep and a cut-scene will ensue. 
After waking up, order another cup of decaf (this time, its to-go). 
Leave the cafe and walk to the right into the cave. Try to TAKE the 
whiskey bottle and a genie will appear. Ask him for three wishes, 
then ask him to be teleported to Calypso's shop. He'll screw up and 
teleport you to an alien ship, then back again; he'll explain that 
his problem is that he needs to counter the effects of the whiskey 
on his system. What he needs is strong, caffeinated coffee. Leave 
the cave, and take the lower, left hand path. TALK to the dealer; 
you'll have to talk jive to him, then ask him for salmon. He'll 
offer you caffeine tablets...for a cost of 3 Gungas a piece. TAKE 
the dog whistle. Take the upper left hand path to the man who is 
being tortured. Go left to the generator. USE the dog on the 
generator. Go back to the right to the torture machine. MOVE the 
lever to the on position. Go back to the right to the dealer, then 
take the lower left hand path to the limbo competition. Talk to the 
Judge, and enter the competition. USE the dog whistle to divert the 
judges (they'll hear the screams of the tortured man) and you'll win 
the 3 Gungas. Go back to the right to the dealer. TALK to him to get 
the caffeine tablets. USE the tablets on the decaf coffee. Go back 
to the right to the cave where the genie is. USE the coffee on the 
whiskey bottle. Try to TAKE the whiskey bottle to summon the genie 
again. Ask him again to teleport you to Calypso's shop and this time 
he'll teleport you correctly. Walk into Calypso's shop. After a LONG 
cut-scene, you'll end up in the Valley of Doom, in a prison cell in 
Sordid's Tower. 


~PART 4: THE VALLEY OF DOOM

Try to OPEN the door. Alix will give you a hairclip to pick the lock 
with. After opening the door, you'll be teleported (via a time 
stick) to the outside of a goblin camp. Go to the right, then go to 
the Dark Woods. You'll meet the little kid there, and he'll tell you 
he's hungry. Go to the right and TALK to the woodworms. After a long 
discussion with them, go to the far right of the woods and enter the 
witch's cave. You'll step on a cat at the entranceway and the 
witches will talk to you. They're having problems making a potion 
because of their impediments: one can't talk, one can't hear and one 
can't see. Help them out, and you get some of the potion. Leave the 
cave and leave the Dark Woods. Go to the Secluded Hut. The witches 
cat is in here now; you'll need it for later. After you introduce 
yourself, OPEN the door (which in fact, closes it). This will trap 
the cat inside the hut. Walk towards the soda bottles, and the cat 
will panic, run and knock itself out. TAKE 3 soda bottles (you'll 
get a straw automatically), the hanky and the cat. OPEN the door, 
and leave the hut. Go to the Volcano Rim. TAKE the Chemical Sprayer 
and the Plant Spotter's Guide Book. USE the straw on one of the 
sodas to make an empty bottle. USE the cat on the carnivorous plant; 
it'll salivate at the sight of it. USE the empty bottle on the 
saliva to collect it. Leave the Volcano Rim and go to the Goblin's 
Camp. USE the saliva on the goblin's goblets, then try to walk past 
them. They'll wake up, get mad, drink the poisoned wine, and fall 
asleep. TAKE the conch horn. Walk into the camp. TALK to the Elf. 
Offer to help him get some replacement perfume; he'll give you a 
perfume bottle to fill up. USE a full soda bottle on the perfume 
bottle to fill it. Enter the big tent to the left of the Elf. TAKE 
the food rations and the pepper. Go back to the Elf. USE the pepper 
on the elf. GIVE him your hanky. GIVE him the now full perfume 
bottle (he can't smell the difference anymore). He'll reward you 
with a block of wood. Walk to the left of the camp where two goblins 
are playing dice. USE the last full soda bottle on the fire to 
create some blinding smoke. While the two goblins are blinded, TAKE 
some of the goblin stuff. The goblins will begin to fight and one 
will leave his lucky (loaded!) dice behind. TAKE the dice. Go back 
to the right and leave the goblin camp. Go to the Secluded Hut. TAKE 
two more soda bottles. Leave the Secluded Hut. Go to the Dark Woods. 
GIVE the kid the food rations. GIVE the kid the full soda bottle. 
TAKE the magnifier he drops. Go the the right and GIVE the block of 
wood to the woodworms. They'll make you a set of wooden teeth. Go to 
the far right of the woods and enter the witches cave. GIVE the 
witch with no teeth the wooden teeth, GIVE the deaf witch the conch 
horn and GIVE the magnifier to the blind witch. They'll whip up a 
potion to turn someone into a dog. After the potion is done, USE 
your straw on a soda to empty it, the USE the empty soda bottle on 
the potion to scoop some up. Leave the witches cave and leave the 
Dark Woods. Go to the Secluded Hut. USE the potion on the Role 
Players. A Role Player will turn into a beagle (which you'll 
automatically take). Ask if you can join in their game. When you 
have started playing, ask if they mind if you use your own dice. 
You'll roll two 12's and win a interior decorator's wallpaper 
catalogue. Leave the Secluded Hut. Go to the Goblin Camp, walk into 
the camp and walk all the way to the left of the camp, into the 
entrance to Sordid's Tower. TALK to the guard "pigs". Tell them 
you're here on important business, and they'll make you show them 
your wallpaper catalogue, at which point you'll be admitted to the 
Tower. TAKE the tapestry. Walk into the eerie passage; you'll meet 
the security "horror" guard for the tower. After leaving him, go 
into the stairwell to the left. USE the tapestry on the pool of 
sweat to absorb the smell of the goblins. USE the soaked tapestry on 
the Chemical Sprayer to fill it with goblin scent. MOVE the lever on 
the generator to turn out the lights. Leave the room and go back 
down the eerie passage to the guard. After you have entered the room 
with the horror, USE the Chemical Sprayer to mask your scent, WEAR 
the dog (I know...this one took FOREVER to figure out) to change the 
dog into fuzzy slippers, then WEAR the fuzzy slippers. The guard 
can't see, smell or hear you now so just walk across the room and 
out of the door. Walk across the lava channel to the other side, and 
you'll take an exciting ride up to Sordid's chambers. Walk to the 
right of the chambers and TAKE the screwdriver. USE the screwdriver 
on Sordid's Hand to remove it, then USE the Hand on the Palm Print 
Identifier. TAKE the time stick. Walk to the left as if you were 
going to exit the chamber, and Runt will run out to try and stop 
you. That's it! The final LONG end-scene follows so sit back and 
enjoy... 

~                                T H E   E N D

~Player's Notes:

In playing this game, I noticed a few obvious "bugs" in game play 
and a few wickedly nasty puzzles. For instance, if while on the 
Pirate Ship you decide to put the postcard on the telescope BEFORE 
talking to the helmsman about the parrot, you never seem to land 
anywhere...or at least there are no clues as what to do. Also, the 
"floating balloons to reach the treasury" was totally non-obvious (I 
think I tried EVERY combo of object in the game on those stuck 
demons to get past them....argh). The queen mother of annoying and 
non-hinted puzzles is the "change the dog into fuzzy slippers". 
Sick. And damn annoying since I spent about an hour trying to pry 
the shoes off of the treadmill goblin's feet. Otherwise, an awesome 
game (albeit the humor is slightly hard to follow from a North 
American point of view), cool cut-scenes and animations (the 
morphing Simon at the goblin camp was GREAT!) and a fairly decent 
storyline. Look for Simon the Sorceror III hopefully... 


