Simon the Sorcerer чит-файл №5

This solve is intended for someone who's stuck at some point in the game, not
for someone who just wants to play it all through with no effort. If you
haven't been exploring the game on your own you'll have no idea where the
places are that I'm telling you to go to.

First, go to the troll bridge. The troll won't let you by because he's on
strike. In one of the forest scenes there's a barbarian with a thorn stuck in
his foot. Find him, talk to him, and Simon will pull the thorn out. The
barbarian will give you a whistle for you to blow when you need him. Go back
to the bridge and talk to the troll. He'll take the whistle from you and blow
it. The barbarian will appear and beat the troll up. The bridge is now open.

Beyond the bridge is an oaf. Talk to him. He needs water for his magic beans.
Go to the witch's cottage. There is a handle on the well. Use it an the bucket
will rise to the top. Get the bucket and go back to the oaf. You'll pour the
water on the beans and leave the screen. Turn around and go back. The oaf is
gone but some of the beans are still there. Get them and go to the back of
Calypso's cottage. Use the beans with the compost. A watermelon will grow.

Get the watermelon and go to the screen with the bard. Use the watermelon with
the sousaphone. It will jam and you'll talk the bard into giving it to you. Go
to the sleeping giant and use the sousaphone. The way to the upper mountains
is now open.

Go to the tower. The bell won't ring because it has no clapper. Go to the
forge. The clapper is on the table. Get it, return to the tower, and use it
with the bell. Now use the bell and hair will drop down from the top of the
tower. Use the hair to climb up into the tower. You'll end up with a pig
called Repulser.

Take Repulser to the "candy house" (the house with the beehive next to it) and
use her on the door. Now you can get inside. Get the smokebox and hat. Go to
the pub. There's a box of matches on top of the fruit machine. Get it and
return to the candy house. Use the smokebox on the beehive.

There's some wax on the beehive. Pick it up. Go back to the pub. Talk to the
barkeep and ask him to mix you a drink. While he's making the drink, use the
wax on the beer barrel behind him. Wait around. He'll throw out the beer
barrel and give you a voucher. Leave the pub and pick up the barrel.

Go to Calypso's cottage. Open the drawer. Take the scissors that are inside
and return to the pub. Use the scissors on the dwarf. You now have a beard. Go
to the screen that the dwarf mine is on and wear the beard. There is a rock
lying on the ground next to the mine. Pick it up and look at it. Enter the
mine. When you're asked for the password, you can say "beer" immediately
because you looked at the rock.

Inside the dwarf mine, try to go left. You'll be stopped by the guard. Give
him the beer barrel as a bribe. He'll go to drink it and leave the path to the
mining operation open. Unfortunately, the door leading from the mining
operation to the treasure room is locked.

Go to the Wise Owl's tree. Notice that the Owl drops a feather when he first
talks to you. Get the feather and return to the dwarf mine. Go to the right.
Use the feather on the dwarf who's sleeping on the ground. He'll roll aside,
revealing a key. Get the key and use it to open the treasure room door. Give
the treasure room dwarf the beer voucher. He'll reward you with a gem.

Go to the dodgy geezer and talk to him. Offer him the gem. He'll buy it for 20
gold pieces.

Go to the dragon's cave. The dragon has a cold. Go to the druid's house (it's
the house with the wagon wheel in front of it). There is a cold remedy on the
stump to the right of the stairs. Get it and go back to the dragon. Use the
remedy on the dragon and it will put him to sleep.

Go to the mining operation in the dwarf cave. There is a hook with a rope
attached to it hanging next to the door to the treasure room. Get it. Go to
the forge. There is a rope lying on the ground to the left of the barrel. Pick
it up. Go inside Calypso's cottage. Pick up the magnet that's on the fridge.

Return to the dragon's cave. Use the hook on the boulder hanging above the
entrance. This will let you climb above the cave. Use the rope with the
magnet. Then use the rope and magnet with the hole. Keep doing this until the
hoard runs dry.

Go to the woodman and talk to him. He needs an axe made of milrith to cut
through the enchanted trees in the area. He'll give you a milrith detector. Go
to the screen in the mountains with the small statue and use the milrith
detector.

The screen above the dragon's cave has a rock lying on the ground. Pick it up.
It has a fossil inside. Take it to Von Jones's dig and give it to the hole.
Von Jones will tell you to get the fossil out. Go to the forge and use the
rock with the anvil. The blacksmith will break the rock open and reveal the
fossil. Go back to Von Jones's dig and give the fossil to the hole. Tell Von
Jones that you marked where you found it with your metal detector.

Go to the screen that you left your metal detector on. Look at the dirt around
Von Jones's hole and you'll see milrith ore. Pick it up and go back to the
woodcutter. He'll tell you that he needs it made into an axe head. Go to the
forge and use the milrith ore with the anvil. The blacksmith will pound it
into an axe head. Take the axe head back to the woodcutter. He'll go out to
chop down trees, leaving the door of his house open.

Go to the dragon's cave. There's a fire extinguisher inside. Get it and return
to the woodcutter's house. Go inside and use the fire extinguisher on the
fireplace. Now move the hook that's in the fireplace and you'll be transported
down to a secret room. There is mahogany on a shelf to the left. Pick it up
and take it to the woodworms' stump. Tell them you have it and they'll jump
into your hat.

Go to the room at the top of the tower. Use the woodworm on the floorboards.
This will let you get to the ground floor of the tower. There's a wedge
holding the door shut. Pick it up and open the door.

Go to the druid's house. There's a ladder leaning against the wall outside.
Pick it up, take it back to the tower, and use it with the hole in the floor.
Go down the ladder and open up the tomb. You'll be scared away, but come back
and open it up again. There is a loose bandage on the mummy. Try to take it
and the mummy will fall apart. Pick up the staff it drops.

Go to the back room of the pub. Give the staff to the wizards. Then give gold
coins to them to pay the membership fee. You're now an official wizard.

Go to the druid's house. There is a specimin jar on the left side of the upper
level. Take it. Go to the Swampling's house. Use the stew with the specimin
jar. The Swampling will then tell you he's run out of stew and go to get the
ingredients for more.

Go to the screen containing the bridge over the gorge. In the lower left hand
corner of the screen are some vines. Go to them and you'll climb down into the
gorge automatically. Talk to Gollum. He tells you that he's fishing for food.
Tell him that you have genuine swamp stew for him. He'll give you the fishing
pole in return. You'll automatically use it to fish the One Ring out of the
river.

Go to the goblins' fortress. There is a paper under a rock below and to the
right of the door. Get the paper and take it to the storekeeper. Go to the
front of the store, leave the screen, and then come back again. There should
be a box there now. Open the box and you'll be taken to the goblins' fortress.

Open the box to get out of it. Pick up the rat bone that's lying on the floor.
Look at the boxes and you'll see your spell box. Pick it up and look at it.
You'll find a piece of paper inside. Use the paper on the door, then use the
rat bone on the lock. Pick the paper up again and you'll have the key. Use the
key on the lock and open the door. Go to the right. You're in the main cell
block. Get the bucket and go down.

Talk to the druid. He thinks you're a demon because he can't see you. Remove
the ring and talk to him again. He tells you that he turns into a frog when he
sees a full moon. Use the bucket on the druid. Now pick up the flaming brand
that's in the brazier and use it on the druid. He'll turn into a frog. The
commotion has attracted the attention of the goblins so hide by opening the
iron maiden and walking into it.

Days later, the frog will return. Open the iron maiden, then walk over to the
frog and take the hacksaw that's in his mouth. Use the hacksaw on the bars and
you'll be free.

There is a gnarled old tree high up in the mountains. Talk to it. It wants you
to remove the pink splodge on it. Go to the shop. There is a bottle of white
spirit to the left of the storekeeper's heads. Buy it, take it back to the
tree and use it on the splodge. Talk to the tree again and you'll be told four
magic words.

Go to the witch's cottage. She first appears when you try to pick up the
broom. If you already tried to pick it up she'll appear the moment you walk in
the door. You must now fight a wizard's duel. This is actually
rock-scissors-paper played with transformations. Keep going back into the
cottage and playing until you win. You'll get the broom, but the witch will
cheat and turn into a dragon. Use the magic word that turns you into a mouse
to escape.

Go to the druid's house and talk to him. He tells you that he has a potion for
you, but needs a herb called frogsbane to help him with his lycanthropy. Go to
the Swampling's house. There is a chest on the floor below the chair. Move it
and then open the trapdoor that is revealed. Go down the ladder. You can't go
to the right because there's a loose plank. Go to the shop and buy a hammer
(it's hanging on the wall to the left of the shopkeeper's heads). Return to
the Swampling's house, go down, and use the hammer on the plank. Now you can
go to the right and get to Skull Island. On top of the skull is the frogsbane.
Get it and go back to the druid's house. The druid will give you the potion.
                               
Go to the row of climbing pins in the mountains. Unfortunately, there's one
missing. Go to the woodcutter's house. There is a pin on the table inside the
house. Get it and return to the row of pins. Use your climbing pin on the hole
and you'll be able to climb across the mountain.

The snowman on the other end won't let you pass. Go back to the torture room
in the goblins' fortress. On the floor between the doors and bars is a roll of
mints. Get them and return to the snowman. Consume the mints and the snowman
will be melted.

Beyond the snowman is Sordid's tower. The bridge will collapse as you get
close to the door. Use the broom and it will take you across the gap to the
door. Consume the druid's potion. You'll shrink and automatically walk through
a crack in the door.

Chippy will take you to Sordid's garden. Pick up the maple leaf lying on the
ground. Walk to the bucket and you'll automatically pick up a matchstick.
There is a stone lying on the ground near the left edge of the screen. Pick it
up and go to the left.

Try to pick up the lily leaf and you'll pull it to the shore. Use the
matchstick with the lily leaf. Use the maple left with the matchstick. This
boat can't get you to the other end of the puddle, though, because the water
isn't deep enough. Use the hair you got from Chippy on the tap. Unfortunately,
it's caked with rust. Get the seeds that are near the left edge of the screen
(you'll take the boat over there automatically). Use the stone on the seeds
and they'll be pulped into oil. Use the oil on the tap. Now move the hair and
some water will flow out of the tap. Now you can sail your boat all the way
across the puddle.

On the other side of the puddle is a frog that will try to eat you if you get
too close. Look at the water just below the fisherman's feet. There is a
tadpole swimming in it. Pick it up. Talk to the frog and threaten to hurt the
tadpole. The frog will leave. Now you can pick up and consume the mushrooms
that the frog was sitting on. You'll be returned to your regular size.

Open the door and walk into the tower's entry level. The chest there is
actually a monster, and you'll be forced to retreat from it. The tree in the
garden has a branch you can take. Do so, go back into the tower, and use the
branch on the chest. It will be rendered harmless.

Go to the laboratory at the top of the tower. The teleporter there could get
you out of the tower, but the demons won't tell you how to work it unless you
can send them back to the pit. Sordid's spell book is in the bookcase with the
monster skull on it. Get it and look at it. You find that in order to send the
demons home you must have eight candles, a mouse, a human skull, and know the
true names of the demons.

The demons won't just tell you their true names - you're going to have to be
sneaky. Go to Sordid's bedroom. If you look at the mirror there, it will tell
you that it can see out of any reflective surface anywhere in the world. There
is a shield in the entry level. Get it and take it to the laboratory. The
center table has a hook on it. Use the shield with the hook. The shield is
pretty tarnished, though. There are some chemicals on the table. Pick them up
and use them on the shield. Now it will shine brightly. Go to the bedroom,
talk to the mirror, and ask to see the demons. You'll learn their true names.

Pick up the pouch and the sock. Use the pouch with the sock. Now use the pouch
with the hole at the base of the stairs. You've just caught a mouse.

Go to the entry level. There is a spear hanging in a rack of weapons. Pick it
up. Go to the torture room. There is a human skull hanging from the top of the
screen. Use the spear on the skull and it will fall to the floor. Pick the
skull up.

Pick up the chest. Move the lever. This will raise a stone block and expose
the top of another block. Use the chest with the exposed block. Move the lever
to drop the block and crush the chest. Move it again to raise the block. Pick
up the candles that were in the chest.

Go to the laboratory, talk to the demons, and tell them that everything's
ready. They'll tell you how to operate the teleporter and you'll send them
back to the pit.

Go to the bedroom. Get the magic wand that's lying on the table below the
mirror. Pick up the book lying on the bed and look at it. It will tell you
that a wand can only be destroyed by being dropped into the Fiery Pits of
Rondor. Go back up to the laboratory, enter the teleporter, and say that you
want to go to the Fiery Pits of Rondor.

The attendant at the pits won't let you past because you don't have enough
money to buy a ticket. He'll give you some free brochures, though. Look at the
brochures and you'll find an elastic band. On the floor near the fire bell is
a sapling and a pebble. Pick them both up. Use the sapling with the elastic
band to create a crude catapult. Use the catapult with the fire bell and
you'll set it off. The attendant will run away, leaving the way clear for you
to enter the pits.

Go two screens to the right and you'll see Sordid. The fire system put out the
fire in the pit and he's trying to relight it. Use the wand on him and he'll
be turned to stone.

The wand must be destroyed in order to free Calypso and the other heroes from
its curse. Go back to the souvenir booth. There is a box of souvenir matches
on the right side of the counter. Pick them up and return to the pit. Use the
matches with the pit and the fire will be relit. Use the wand with the lava
and it will be destroyed.

One small problem...Sordid has come back to life as well! He'll try to kill
you by wrecking the bridge and teleporting you to the empty space where it
used to be. You're a little hardier than he expected, though. There's a bucket
of floor wax on your side of the screen. Pick it up and go back to the right.
Once he starts casting his spell you'll have a few seconds
to use the floor wax on him. Sordid will fall into the lava and be killed. You
are a winner!