Walkthrough - Guide for Simon the Sorceror 2
Scroll down to read our guide named "Walkthrough" for Simon the Sorceror 2 on PC (PC), or click the above links for more cheats.
Simon The Sorcerer II (PC) Walkthrough By Loopy (email@example.com) ================================================================== Version V1.2 This walkthru will detail in some depth the steps you need to take to clock the game. Be warned, I have been known to write in great detail so that this walkthru will be very long. Walkthrough ----------- (BTW, To skip the intro, press F5.) Simon meets Calypso and Alix and after the discussion, it can be learnt that, to get Simon back to his original world, he needs to find the Mucusade. Once you get control, go back inside and pick up the Baseball Bat (next to the cupboard), Dye (on the shelf to the right of the screen) and, if you want to, hurl a few insults at Alix while you're there. Once done, leave the Magic Shop and head north (this is known as "leaving the scene" and I'll be using this phrase a lot throughout this walkthru, so make sure you get used to it.) Go to the Town Square and talk to the Dancers. Simon will decide to watch for a bit. After a while, one of the Dancers' sticks will break. Give the Baseball Bat to the Dancers and watch the EXTREMELY painful scene. If you're a female, you probably won't feel the pain as much (and I'm not being sexist - honest!) Leave the scene by going east and head to the Castle. Try to get in and find out that you're going to have to bribe the guards before you can get in. They'll explain the currency and here's what they say: 1 Dollar = 256 pence 16 Pence = 1 Grout 64 Pence = 1 Crown 2 Crown = 1 Queen's Shilling 3 Crown = 1 King's Shilling 5 Dollar = 1 Silver Sovereign 3 Silver Sovereign = 1 Gold Sovereign 45 Dollar = 1 Royal Crest Now, go to the Street of Traders, pick up the Poster for the Dance Instructor and talk to the Ironmonger until he asks for help filling in his Tax Return. Using the information the guards of the castle gave you, answer his questions and give him the answers. Or, if you can't be bothered to use your head, here they are: 1. 1 Gold Sovereign = 3 Silver Sovereigns = 3x5 Dollars = 15 Dollars 2. 16 Grout = 16x16 Pence = 256 Pence = 1 Dollar 3. 1 Gold Sovereign = 15 Dollars. Now since 45 Dollars = 1 Royal Crest, this means that there are 3 Gold Sovereigns (3x15) in 1 Royal Crest (Talk about Edutainment!) After you're done, he gives you a Left-Handed Crowbar. Go to the Pier. Here, depending on which side of the Pier you chose, you can see either Um Bongo or Goldilocks (hiding behind some Crates.) If you see Um Bongo, give him the Poster you picked up from the Street of Traders and move west to see Goldilocks (she peeks her head from behind the Crates every so often. Talk to her when you see her head.) If you see Goldilocks, talk to her. Ask why she's still here. She'll explain that she's trying to get away from the Three Bears and can't open the Crate. Use the Crowbar on the Crate. She'll get in and leave behind an Inflatable Rubber Boat and her Wig (try wearing the Wig, just for fun.) Pick both up. Go and see Um Bongo if you haven't already done so. Once you've spoken to both Goldilocks and Um Bongo, exit east or west (it doesn't matter which way, as long as you leave the scene.) Right, next, the Three Bears house. Go there, open up the Letter Box and take the Letter that's inside. Remember, you can't get in because the security is way too strong. We're going to have to find another way in. Go to the Loan Office and take out a loan (it doesn't matter which.) When prompted, open the Manager's Door and go inside. Talk to him to find out where that tube leads to and then ask him about the paperwork for the loan. When he dives under his desk to look for it, quickly put the Three Bears' Letter on his Inbox. Now, leave and watch the scene. Guess what, the Three Bears' house gets bombed. Go there and now you can enter. Go inside, head for the kitchen (east) and pick up the Rubber Gloves and turn off the tap -- make sure you turn off the tap LAST. The bears arrive home and Simon hides in the chimney. They light the fire and he pops out like a Champagne cork, landing at the Fountain. Leave west and head back to the Three Bears house. Hand over the Goldilocks wig and take up the offer of porridge. Next, the Tattooist. Head there. You'll find it shut. Move the Ladder so it comes down and climb up it. Open the door and enter. Talk to the Saucepan Man. The Fish Man gives you a Pad and Pen -- the Saucepan Man's taken a vow of deafness. Use the Pad when you want to talk to SPM. It turns out that there's a vacancy for a Porridge Wearer. Wear the Porridge and SPM will give you a membership pack. Look at it to get all the stuff inside. (BTW: After this, Simon will NOT wear the Porridge again. Try it if you don't believe me.) Okay, next place: MucSwamplings. Simon will chat with the Swampling -- who doesn't happen to be the real one. Chat with the fake Swampling further, get the Balloon and Voucher. Now enter the building. Talk to the Tattooist and the Anorak and use the Voucher with the Waiter at the counter to get the Kiddie Meal. Look inside to get the contents. Now leave. Note that the Tattooist said he wasn't going to return to work until the clock said 2 O'Clock. Head back to the Street of Traders and head into the Joke Shop. Keep re-entering and talking until you can ask him to make you a Swampling costume (you'll give him the model of the Swampling that you got from the MucSwampling Kiddie Meal.) He'll tell you that he can make you the costume, provided that you can get him some Green Cloth. Leave and talk to the Fat Bloke. He'll sell you some Cloth on condition you find him a Lamp in an underground passage. Easy enough. Head to the end and pick up a Lamp. You'll eventually find the right one. Head back and talk to the hole where you entered. The Ladder will drop. Climb it and you'll get the Cloth -- but it's white, not black. Problem. We'll sort this out later on. Head to the Magic Competition and sign up. Go inside and talk to all of the magicians. Hmmm. Seems like tough competition. Better narrow it down. Talk to the guy with the ear trumpet (he's on the left of the room.) Use the Swamp Shake on him and you'll tip half of it down his ear trumpet (eeww!) He won't be able to hear a thing now! Try to use the Dye (from Calypso's shop) with the cloth and Simon explains you need to use the dye with some water first. Head to the Fountain and use the Dye there. The entire Fountain will start spewing green water. Put the Cloth next to the Washing Lady's Basket and wait for her to wash it, dying it green in the process. (It's weird that they don't seem to notice the change in colour of the cloth.) Take the Cloth back to the Joke Shop on the Street of Traders. Give it the Joke Man and get your Swampling Outfit. Pick up the Joke Book on your way out (make sure the owner's got the mask on or he'll see you.) Head next door to the Pet Shop. All the animals here are the results of two animals being genetically combined. Use the Rubber Gloves on the Turtle (?) in the cage on the right of the shop. If you don't, Simon will get a nasty electric shock (the Turtle has been combined with a group of Electric Eels.) Make sure you try picking up the Turtle without the Gloves first. Put the Turtle/Eel creature in the end (one) cage of the Machine (which can split or combine animals) and push the Lever to the left. Start the Machine (Green Button) to split the Turtle into a Turtle and some Electric Eels. Pick up the Turtle (no more electric shocks this time) and the Glow-Worms and put the Worms into the Cage where you took the Turtle out of. Push the lever into the other direction and start up the Machine again. You'll find some super-charged Glow-Worms. The owner comes out and lets you keep the Worms. Head to MucSwamplings and enter. Wear the Swampling costume and you'll head out back, into the Kitchen. Go upstairs and you'll find the real Swampling. Talk to him and agree to get him some Swamp Mud. He'll give you a Bucket for the Mud. Leave MucSwamplings and go to the Swamp. You'll end up near the Loan Office -- you can't get any closer. Talk to the Jester and give him the Joke Book. He'll give you the bladder in return. Nearby, there's a drain cover. Use the Crowbar to open it. Inside, is a Giant Spider so we need to flush it out, but where are we going to get so much water? Ah-ha! Um Bongo's Rain Dance! Head to the Town Square and give him the Bladder. He'll start up his Rain Dance and Simon will get soaked. Head back to the Loan Office and climb down into the Sewers. The Spider will be gone now. Head left until it goes pitch black. Use the super-charged Glow-Worms to see in the dark. Keep going left until you find a Ladder. You'll also find the Spider -- not that it's going to be a problem anymore. Climb up the ladder. This is the Swamp. Now, to get Swampy's Swamp Mud. Head right as far as you can go and use the Bungee Rope with the Railings nearby and Simon will tie himself up. Next, use the Bucket with the Mud to get a sample. Leave via the Sewers. Leave the Loan Office scene and head for MucSwampling. Enter and wear the costume again. Go upstairs and talk to the Swampling. He'll give you some Swamp Stew (not again...) Leave MucSwamplings and head for the Street of Traders. Go into the Joke Seller's shop and give him the Stew. He'll make a Stink Bomb and give it to you. Now, to eliminate the Magic Competition opponents. Head to the Magic Competition tent, go inside and use your brand new Stink Bomb. Re-enter the tent. All but one will remain, the deaf one. Pick up the Spell Book. Since we've already eliminated the remaining wizard (he can't hear anything, remember?) Simon's the only one left so he wins and gets the Wizard ID. Head to the castle and show the ID to the Door Guard who'll let you in. Inside, you have an argument with the Prince. Once the argument is over, open and enter the castle door. Head left and you'll speak with the King who asks Simon to go to the Nursery and make the Baby sleep. Sound easy? Not really... To make the Baby sleep, we'll need to do several things. First, leave the Throne Room and pick up the Cymbals. Open up the two doors and go in. The one on the left has the Sleeping Princess -- we'll deal with her later on. The one on the right has the Baby we need to shut up. In this room, pick up the Klaxon and the Football Rattle (both on the floor, near the cradle.) Use the Wedge on the cradle to ll stop it from rocking. Pick up the Cog from the wall, to the right of the window. Leave the room, head right, right, leave the scene and head for MucSwamplings. Here, go round back by heading left. Examine the Dustbin here for a Fishing Rod. Enter and Wear the Swampling Costume like before. Here, use the Cog you picked up on the back end of the Clock on the wall and it'll start working again. Leave the back room and you'll notice that the Tattooist has gone. Go to the Tattooist's parlour and enter. Talk to the Tattooist and pick up the leaflet on your way out. Head back to MucSwamplings and give the leaflet to the Anorak Guy (you don't need to wear the Costume this time.) Head to the Tattooist's again and go in again. You'll be the 1000th customer and be entitled for a free tattoo. Make sure you opt for the "Crown and Swords" one (you'll see why later.) Head for the Swamp now and go all the way left (we went right last time to pick up the Swamp Mud.) Talk to the Lady of The Lake. Use the Fishing Rod with the Lake to get a Fish (you'll use the Maggot automatically.) Head to the Castle, go in, and go left all the way to get to the Throne Room. Here, use the Fish on the Royal Seal. Make your way out (left, right all the way then south) and head back to the Swamp. Talk to the Lady again and you'll show her the Royal Seal. She'll take off her gear and leave it behind. Pick up all her gear and use the Air Tank on the Rubber Dinghy to inflate it. Use the Dinghy to cross the lake. Walk right and up to the Sword. Pick it up (which should be no problem, since you've got that tattoo...) Head left, use the Dinghy to cross the lake again. Now go right and head back to the Castle. Enter and give the Prince the Sword. He'll trade his Peashooter and Pea for it. Go left, into the left room (the one with the Sleeping Princess) and use the Pea on the Mattresses. The Princess will wake up. Talk to her about the Baby and she'll give you a Lolly. Go into the Baby's room and give the Lolly on the Baby -- who'll promptly throw it out of the window. Leave the room, go right and pick up the Lolly. Head right and down and make your way to MucSwamplings. Enter, wear the Costume, go up and talk to Swampy. Ask him about his life and kids and talk to the kids. Give them the Lolly and they'll drop a bottle of Milk which Simon picks up. Go left, down, right, leave the scene and head back to the Castle. Go up, left, into the right-hand room and give the Milk to the Baby -- who promptly shuts up (finally!) After silencing the baby, we now have the day off. Head out of the Baby's Room and go left into the Throne Room. Go right until you reach the King. There's a door above him. Enter it. You'll go up some spiral steps. Exit right and walk past the Pentagram. You'll meet the two Demons you sent back to Hell in the first Simon game (near the end of the game. You don't need to know this to complete the game, but it's useful background information.) Talk to them and they'll knock you back down the steps. Climb back up, use the Swamp Shake on the Pentagram (you've still got half left, remember?) and they'll appear again. This time, they'll get stuck -- severely stuck (this scene completely cracks me up each time I watch it.) Head downstairs, go left out of the Throne Room, right all the way and down to leave the scene. Now head for the Street of Traders. Use the Balloon (from the MucSwamplings Mascot) on the railings just to the left of where you entered the scene. Simon will tie the balloon up. Head to MucSwamplings, talk to the Mascot and get another balloon. Tie this one to the Railings. Repeat again so that you've got three balloons tied up to the Railings. Simon will be lifted by the three balloons and end up at the top of one of the Castle's towers. In the tower, walk onto the rug, drop down and pick up the Mucusade (it's got the Radioactive symbol on it.) Head into the tube on the right of the screen to go back to the room with the rug. Head through the window and Simon'll be dropped out of the sky by a bird. Leave the scene and head to Calypso's. Here, watch the scene and you'll find yourself on a Pirate Ship. We need to get off here and get the Mucusade back! First, to get rid of these damned chains. Use the Spell Book and pick up the Skull next to Simon and you'll get an Eye Patch instead. Next, try to go upstairs. After the scene, you'll end up in the Captain's Cabin. Look at the Diary from the table behind you and you'll get the Post Card. There are 3 stuffed Parrots in here (on the shelf to the right of the screen.) Pick up one and leave by going left. Next, open the door behind you (not the one you came out of, but the other one.) You'll see someone sleeping in a hammock. There's a knife here (at the foot-end of the hammock.) Pick it up and use it on the Hammock. The guy falls, but stays asleep. Above the fallen guy is a Tinder Box. Pick it up and leave the room. Talk to the guy with the Shades and trade your Eye Patch for the Shades. Go left to the next screen and push the Pirate that's repairing the ship. He'll end up overboard. Pick up the Hammer the Pirate was using (Simon will pick up the Nails as well) and the Plank as well. To the left is a door. Open it and you'll find yourself back in the place where you first found yourself on the ship. Talk to the Tough Looking Guy. Ask if he has a Welding Torch. Head up the stairs and to the right. Use the Torch on the Chain on deck. The Cap'n will come out and stop you. Use the plank on the door the Cap'n came out of and use the Torch on the Chain again. This time, the Cap'n can't stop you. Open the door and Simon will go down. Pick up the Mucusade and head back up again. Head left and climb up the Rigging to the left of the main central mast. You'll end up at the Crow's Nest. Use the Diary's Post Card you picked up on the Telescope in front of the sleeping Nest Boy and come back down. Head to the right of the ship, climb the ladder and talk to the Pirate there. Use the Stuffed Parrot (the one you picked up) with the real Parrot. Now use the Swamp Gum on the Stuffed Parrot to make it stick. Head left and watch the scene. When Simon revives on the beach, the only thing you've got is the Save/Load Post Card -- nothing else (damn.) What we need to do here is pick up the Mucusade (again) and return to Calypso's. So, to begin with, pick up the Shovel and go right. Pick up the Towel (and see that the guy has got our Mucusade.) Talk to the guy with the Mucusade. Head into the Jungle. Remember that kid? We spotted him at MucSwamplings a while ago. Give the Balloon to the Kid -- WITHOUT PICKING IT UP FIRST! You'll get a Shell in return. Pick up the Wooden Pole here and go right, back to the Beach. Combine the Shovel and the Pole and use the Shovel. Simon will create a Sand Castle. Now, use the Towel on the Hole you made whilst making the Sand Castle and use the Shell with the Towel. Aha! A trap! Go right and talk to the kid again. He'll fall into the trap. Pick up the Mucusade from his stuff, watch the "Devils & Angels" scene and head into the Jungle again. Inside the Jungle, go to the top-left and you'll find a Fierce Dog. Pick it up (carefully) and continue left, enter the Cafe and talk to the waitress. Get a free coffee and fall asleep. Get another cup -- which you'll keep for later. Exit the coffee shop, click on the path below you and you'll walk all the way round. Exit left. Talk to the Dealer here and ask him "How's it hanging?" then "Got any salmon?" and then pick up the Whistle from the ground. Head north further into the Jungle and you'll see a guy tied up on what looks like a rack. We'll come back later. Go left and use the Dog on the Generator. Now, go right and pull the lever. Now, use the Whistle and watch happens... Talk about torture! Once you're done, go back and pick up the Dog again. We'll need him later on... Now, head right, go down the path heading left and talk to the Judge. You're going to take part in a Limbo Contest. How are we going to go that far down? Cheat, that's how. Use the Whistle and you'll get three Bungas (that's the local currency.) Go right and talk to the Dealer. You'll end up with some Caffeine Tablets. Combine the tablets with the Coffee. Go right, right and enter the Cave -- it's below the Giant Sign. Try to pick up the Bottle and talk to the Genie. Keep talking until you've used up all dialogue options. Use the laced Coffee with the Bottle and try to pick it up again. This time, wish to be returned to Calypso's. Remember a while ago, Calypso and Alix were being harrassed by those two Demons? Well, enter the shop and watch the scene. After the scene, Simon will be in the same cell as Alix. Talk to her to find out a few... uhm, things. Open the door on the right of the cell. Alix will help by giving you a Hair Pin. Simon will leave and you'll find Runt (from the intro) chasing... Another Simon? This Simon uses a branch of some sort and teleports you out of the Goblin Camp. From here, go right to leave the scene (like before, in the old world.) Head for the Dark Woods. In Dark Woods, you'll find the little kid you saw at MucSwamplings and at the beach. Walk all the way to the right and enter the Cave. You'll step on a Cat (who runs out of the door.) You'll meet the three Witches -- each with some part of their anatomy missing. We'll meet them again later on. Leave the house, go all the way to the left and make your way to the Secluded Hut. Close the door, pick up the Hanky and three Soda bottles. The Cat you stepped on earlier on runs into the door when you approach it. Pick it up (it's been knocked out.) Leave the scene and head for the Volcano Rim. Pick up the Chemical Spray and the Plant Spotter's Guide Book. Use the Cat with the Plants -- who'll promptly drool their saliva all over the ground (guess they weren't taught any manners...) Use the Drinking Straw with one of the Soda Bottles to empty it and use the empty Bottle on the Saliva. Now, leave the scene and head for the Goblin Camp. Use the Saliva you just picked up with one of the Guard's Goblets (either one, it doesn't matter which.) Now, try to enter the Camp. You'll knock out the two Goblins. Pick up the Conch Horn (it's on the right-hand side of the entrance) and enter the camp. Go into the Big Tent and pick up both the Pepper and the Food Rations inside. Exit and talk to the Elf in the cage and you'll get a Bottle of Perfume -- which is empty. Again, we're going to cheat. Use the Pepper with the Elf and then give the Hanky to the Elf (you've got to be quite quick.) Combine the Soda bottle and the Perfume Bottle and give this back to the Elf. Next step, go left and use the Bottle of Soda on the Fire here. Now, be quick and pick up the Stuff in front of the big Demon. The two Demons will fight. Make your way out of the Camp, leave the scene and head for the Secluded Hut. Here, again pick up three Soda Bottles and make your way to the Dark Woods again. Give the Soda and Food Rations to the kid, watch his belly inflate (hmm, must have been dehydrated food rations) and pick up the Magnifying Glass. Head right and have a look at the Antiques on sale. You'll meet a group of Woodworm -- not the ones from Simon 1, though. These guys have more of an attitude than the previous ones. Talk to them and give them the wood from the Elf when prompted. You'll get a set of Wooden False Teeth. Go right all the way and into the cave with the three Witches. Give the Teeth to the Witch on the left, the Conch Horn to the one in the middle and the Magnifying Glass to the one on the right. Watch the scene. Use the Drinking Straw with a Soda Bottle to empty another bottle and use it with the Potion to get a sample. Leave the Witches' House and head left until you leave the scene. Head for the Secluded Hut again. Here, use the Potion on the Role Players. Play with the remainders and use your own Dice (the one you picked up in the Camp) when the option appears. You'll get a Catalogue. Leave the Hut and go to the Goblin Camp. Go left until you pass under the rib-cage of a giant skeleton. You'll find a large door and two of the Demons that kidnapped Alix. Walk up to the door and tell them "Are you threatening me?" and then "I'm here on important business." Simon will pretend to be the Decorator and show the Demons the Catalogue he picked up from the Role Players. They will let you in. Inside the castle, go north into the Eerie Passage and talk to the monster. Once done, Simon will leave. Pick up the Tapestry from the wall on the right of the screen. On the left is a stairway, go down it. You'll find a goblin running, generating the electricity for the castle. Use the Tapestry on the Sweat underneath the Demon and then use it with the Chemical Sprayer. The Spray Can will now contain the Goblin Sweat. There's lever just above eye- level on the screen. Move it. You're completely blind now, but don't worry, if you can, crank up the Brightness and Contrast knobs on your monitor. If you don't have any Brightness/Contrast knobs (like me), don't worry, just do as I say. Click on the right edge of the screen and then in the middle of the screen (Eerie Passage.) You'll be in the same room as before -- the room with the big monster. Don't move yet. Now the tricky part. First, use the Chemical Sprayer to make Simon smell like a Goblin. Next, wear the Puppy (yes, WEAR the Puppy. Simon will turn them into slippers. Hehehe... Hush Puppies!) Wear them again and Simon will make his way past the monster (not that you can see this, of course.) Okay, we're nearly there. Walk to the left of the screen and Simon will make his way to the top of the Tower. Here, Simon explains that earlier on, he saved himself so, according to the rules of causality, he must go and save himself again. Because of this, he needs to find the Time Stick -- that branch the other Simon used on him. Confused about causality? Well, what Simon means is that, the other Simon was from the future. If he doesn't do what the future Simon did (namely saving his past self), then the past self cannot go on to become him, the future version of the past self. Therefore, he must proceed to do what the future version of himself did and save his past self.) Anyway, back to work. On the screen to the right of this screen is a Screw Driver. Pick it up (it's near the Case and the Palm Reader.) Use the Screw Driver with Sordid's Hand (it's on that machine which is sitting on all the smoke.) Use Sordid's Hand on the Palm Reader and pick up the Time Stick. Now, we need to find the past Simon. Walk left and watch the closing scene... So, will Simon get his body back? Who knows? Will Simon 3D tell the answer? I don't know. We'll have to wait and see... If you want to write a FAQ/Walkthru for Simon 3D when it comes out, let me know. I'd like to hear about it! TTTTTT HH HH EEEEEE EEEEEE NNN NN DDDDD TT HH HH EE EE NNNN NN DD DD TT HHHHHH EEEEEE EEEEEE NN NN NN DD DD TT HH HH EE EE NN NNNN DD DD TT HH HH EEEEEE EEEEEE NN NNN DDDDD **************************************************************************** FAQ (C) Loopy (firstname.lastname@example.org) All other (C) Copyrights Acknowledged **************************************************************************** ****************************************************************************