Simon the Sorceser

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Oldgirls
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Simon the Sorceser

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In order to make it easier for our readers to go through this, or whatever, enough a complicated game we present today the first part of a full walkthrough of its walkthrough. The main character is a little wizard, or actually a sorcerer's apprentice, Simon has an extremely difficult task to complete. From the letter left by our teacher, we learn that the Great Mage Calypso was tricked into being kidnapped by no less insidious sorcerer Sordid. The bad guy has been around for a long time the magician wanted to gain power over the whole world. Now, thanks to the confusion that reigned in the land, it was a great chance to fulfill these plans. After kidnapping and imprisoning the greatest opponent, Calypso, now no one and nothing should stand against him the way. However, as is usually the case in good games, he still found himself one daredevil who can prevent evil from spreading, free Calypso and, if possible, punish the evil one Sordid. This role fell to the little one an adept of secret knowledge - Simon. Before we go looking for Calypso, let's do a thorough search his hut. The refrigerator is admittedly closed. but fitted with it the magnet will definitely be useful to us on the further journey; as well as the scissors from the drawer. So equipped we leave the seat of the Grand Master and set out to search for him.

The first steps are as follows It befits a true magician to the nearby pub "Under the drunken dwarf". When you pass the blacksmith, let's take advantage of his preoccupation with work and take the rope and the dome of the bell. We see a drunken gnome sleeping in a pub. By the length of his chin we can say that He has been in this blessed state since a long time. You have to help the poor and cut them with scissors that unnecessary face ornament. For ecological reasons, of course, we hide it in our hat. On a slot machine similar to Fruit Machine you will find a stray box matches. In the next room you will meet mages playing in cards. In a few sentences we don't have to tell them about our plans to stay magician. But in order to achieve the goal and to get their dream diploma, we have to bring them a magic wand. Simonastarted after some embrace a dream, therefore remember the purpose of your mission, let's leave this place quickly. decided to stock up for this drugs. Luckily hero the pharmacy turned out to be empty at this hour. We take empty quickly glass container and cough syrup and ... we move on. Thanks to the right questions, we can get lots of valuable information. Of course, collect the owl feather that falls during the conversation in the hat. When we decide that further conversation with the owl will not bring anything new, we move on, through the forest 3, then forest 4 and then ... what a horrible one noise? Some deaf virtuoso, I guess he exercises on his tube. Because on our ears, or rather on Simon's ears, we retreat through forest 4 until the excavation site. Here we are honored to meet you famous paleontologist Dr. von Jones. However, like any true scientist, he is so engrossed in his own job not to talk to him too long.

There is a few steps further gnomes cave. Did the owl not mention the stones lying next to it her? Of course!!! Never without this password we wouldn't get in. Actually, but let's do first use of a beard obtained earlier. Finally Inside, with a beer, we can rest and think about the way forward. After carefully analyzing the situation (the stairs are guarded), we decide to take a look to the right. The gnome, drunk as a bale, provokes jokes. Using a pen, we tickle the snorer, but he remains unfazed and with disgust turns to the other side. But what is this there is a key under the gnome. Yes the opportunity is not to be missed. After taking the key, go outside. Now we can take the beard off The headquarters is nearby goblins. Unfortunately, we find closed doors everywhere. After that enough an unpleasant party, we notice a piece of paper with a shopping list lying on the ground. We take her and go to shop in the village. Siamese twins they don't look like dilettantes, they give in however, fall back on the patient's history errand boy and promise to prepare the ordered goods. The hike will continue through the middle of the forest 8 to the woodcutter. He looks like it like a potential suicide - no wonder, since he has a whole forest to cut axes. In your goodness look for him. To that is, itself, receives metal. Dressed in this way, we continue our journey. The noise of the tube compels Simon to take the road.

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The next steps are: forest 4 - giant, forest 1, by the log and. who's here, who's saying that? Relax, let's sit next to the trunk. Well, well, bark beetles. We encounter the first major problems at the bridge. Not only that we have such a difficult task to do, it's also such a meatball. After a quiet conversation (how can you talk so long?), Here we are even able to turn back. Fortunately, the stupid troll has never seen a whistle before. We give it to him in exchange for the opportunity to pass. Who would he thought, so big and so stupid. One expert glance allows you to notice the brooms standing against the wall. Everyone who has ever had contact with fairy tales knows what for such brooms are used. Since no one is in sight, we decide to take it as souvenir. Unfortunately, sorcerers can not only fly on brooms. but also become invisible. Suddenly the owner shows up and drives us out of her house. We activate the bell with the help of the one taken from the blacksmith measure (heart) and ... take cover. Too late. Only now does Simon discover the advantages his hat. Our fearless hero, however, will not be beaten off guard and stubbornly continues his tour of the tower. The beauty that inhabits it transforms in front of our hero. 100% pig (well, it happens and yes). Surprised we come back to After saving them before drowning he said the beans are magic, but somehow you don't see it well, we'll wait and see.

We return to Calypso's house, to its rear We throw the beans on the composter where they grow quickly Take one of the fruits. Did the owl say something about the connection fruit with music? You have to check it out. We show with a handicapped musician the talents of the simons. We destroy the instruments with one accurate throw. a musician full of gratitude offers us his blasphemy. We go with her to the giants' cave. Further our path leads over a tree and a ravine to the sm ‹ka cave. The reptile has a very cold (in such a windy cave it's nothing normal) and doesn't feel like it too much for an interview. Simon's heart fondly reminds him of the medicine he took with him from the forest pharmacy. We apply the dragon's medicine from a safe distance. One, two, three, no action you have to wait a long time - the monster seems to be cured. Way to the fire extinguisher is free. At the back of the cave we discover a passage from which we are diligently we use. As we pass, we notice a strange stone. This time there is not on it, but there is something inside. We take it and move on. The way up, however, is impossible, unless ... we use two rock projections after which no longer we get out of trouble. Near the exit, we are caught by a talking tree. Yes, yes, the drowning man takes hold of the razor. In fluent English, he asks us to erase the mark on the trunk. For saving he promises to teach him before beheading us a few spells so necessary for a young adept of the arcane art. The stain however, only the spirit can remove it "White Spirit" brand store. And so back to the village. However, even in fairy tales, little can be bought without a penny. Taking advantage of Dick's weakness for tru fl and we manage to get beekeeping equipment. So equipped, we can try to steal some honey from the beehive in front of the door. Down what can it be useful?

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Thinking to tell you the truth, he doesn't like each other very much torture and even watch like others they do, the view is longer the finish line unbearable. It must though talk for a moment. The blacksmith seems get too busy with your work to interrupt it for some toddler. Trying to play a trick on him, we quickly put a stone (previously taken, with something inside) between the hammer and the anvil, and now, to our surprise, we obtain a fossil inside. Now quickly back to the inn. Over there we order 1 cocktail and a barkeeper he does not see it, we top it up earlier collected honey to ku fl a. After a while, the host puts out almost the entire barrel behind the door, where ours is waiting for her a cunning hero. After taking the barrel, we go to back to the dwarf cave. After the way we throw the fossil into the hole in which professor Mr. von Jones. We immediately arouse his curiosity. The professor is delighted. A little lie hasn't hurt anyone yet. Our sly fox told a story in which where we found the fossil exactly matches where we found something with a metal detector as the professor packs his things, Simon enters after putting on his chin gnomes holes The Heavy looks sad. The beer barrel seems to be perfectly in place. We follow the guard to the basement. How wonderful a place to bet on drinking.

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Simon however, he has no time to play, he overtakes the guard and jumps deeper the dig. Workers should not be disturbed, so we take the hoe and we open the door with the key. Too another drunk gnome is sad (co this, some epidemic?), he will do for beer however, everything. Continue with the map in the giant's kitchen, then to right and we are in front of ... the grave. we talk to the blacksmith with Gfeezer, who, squeeze your old goods. but be fooled and the same owned to the village store, Our new the rich man buys spirit there and hammer. We get the needle for free. In these in hard times, you have to be very careful with money.

Now quickly to the blacksmith, where we order a magic ax. This together, the blacksmith is extremely talkative and ready to make something useful out of such noble metal. We give So Milrith who is in skillful hands the blacksmith quickly takes the shape of the tool we need. We're going to the lumberjack. The visitor is like this heartbroken that no conversation is working. We give him the ax and go to the hut. What's on the table? Some strange item. Who can it belong to? From thinking it got Simon is a little warm. We put out the fire by using a fire extinguisher. Full of interest, we search the inside of the fireplace. The hook that catches our attention we move slightly. We are surprised to enter the woodcutter's treasury. Our everyone's dream appears to their eyes carpenter. However, we only take away a piece of mahogany and we take it quickly to the ravenous comedians. After We already have lodgers for a while (the worm was liked in Simon's hat). In return for hospitality they solemnly promise us to help.

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Disappointed and angry, we go to the Eye- the waterfalls (you know how it works waterfalls to cloudy nerves). Quite accidentally we attract the attention of our rising hero near the creeper. thanks to which we discover a wonderful place for fishing. Simon, known for his hobbies, does not last long views and Quickly jumps to stuff. When using a bit, we treat something disgusting properly creature. A scared little toddler almost falls into the water. Ashamed of his By deed, Simon offers a stranger as compensation for a gentleman but not what awaits him, but he is very happy. In return, she sued us to keep for a magic spell we hatch every now and then some iron objects. However, our patience is rewarded. The cast ring glistens in the sun and even provokes you to put it on finger. But what is it. You can't see ours hand. Oh, we're invisible. Including moment we are reminded of the words of the owl saying something about the goblins. "If the goblins don't see you, they can't hurt you." Our intuition tells us that it's time to go to the store, have Siamese brothers prepared goods from the list. In fact, there is a huge cardboard box in front of the store. Let's check if everything is there. and something pulls us inside. It's dark, we put on a new breast and only after a while we do it open the box. But what, the place in front of the store looked different. There may be something else in the box. Good old spellbook, which they had, of course, hidden in their hat. We examine the doors under the protection of the ring. While continuing to search the room, we find a rat bone. After a few tries, we could certainly push the key out with it from the buttonhole, but how to pull it afterwards on our site we look to book of spells. it may be useful. We insert a sheet of paper at the door and after a while of tinkering next to the lock, the key lands right on it

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WE all are OLD.
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