

Use the sousaphone to wake him up and he will knock over the tree blocking your path. Now use your map to go to the Sleeping Giant. Talk to Golum and give him your specimen jar, so you get his fishing rod. Jump over to the crossroads, then go north-east and climb down the vines again. Go back and put the watermelon in the sousaphone (which you will then be given). Use your map to get back zap to the troll bridge.
Simon the sorcerer 2 walkthrugh free#
Head back to the shop and buy the White Spirit and the hammer (with a free nail!). Go to the Dodgy Geezer (street vendor) and sell your gem for 20 gold pieces. Give the shopping list to the shopkeeper. Go back to the village (using the map) and enter the shop. Go south-east, east and talk to the woodcutter until you have his metal detector. Go east four times to reach the sleeping giant, then use your map to go to the Centre of the Forest. For now you can't go any further, so exit the house. He should leave to gather more ingredients, so move the chest and open the trapdoor. Pour the second bowl into your specimen jar, and eat the third one. Walk east until you reach the Swampling's House, and open the door. Now go east, north-east and go into the cave. Make the dwarf an offer, and give him the beer voucher, in exchange for a gem. Use your key on the door and walk inside. Talk to the dwarf in the middle of the screen, then pick up the hook. Use the feather on the sleeping dwarf, then pick up the key he was concealing. Give the beer barrel to the guarding dwarf on the left, and follow him downstairs.
Simon the sorcerer 2 walkthrugh password#
Wear your beard and then walk into the cave - answer the password when they ask. Pick up the rock and have a closer look at it to find the Dwarf's password. Talk to the hole before heading east to the Centre of the Forest. Use your map to go to the Wise Owl, and from there go east, east, north-east. Wait for a while and you will get a voucher. Talk to the barman and order a drink - as he disappears behind the counter, use your wax in the beer barrel. Pick up the smoke-box and the hat, then go outside and use the smoke-box on the beehive. Use the Repulser (pig) with the chocolate door, then walk inside. Use your beans in the compost pile, then pick up the watermelon. Go to Calypso's House and walk to the backyard. Walk to the vines in the bottom left corner of the screen, then talk to Golum for a while. Use the hair again to exit the tower, then head west, north-east. You will end up kissing the Repulser and taking it with you. Ring the bell, then after you recover, climb the hair. Now go east, south-east and use your clapper with the bell. Walk straight back to the west and pick up the beans from the puddle of water. Suggest to water the beans, and you will automatically pour your bucket of water on them, then leave the screen. Use the map to return to the troll bridge, and talk to the troll until he steals your whistle and blows it.Īfter the cutscene, take the placard, and head east 3 times to meet Oaf. From here go west, south, and remove the thorn from the barbarian's foot, so he will give you his whistle. Talk to him several times for some hints, then be sure to take the feather he loses. Use your map to get back to the village, then leave again by going west, and head east, north, east to find the Wise Owl. Now head east 4 times to watch the conversation between the troll and the goats. Go south, west to reach the Witch's Cottage - use the handle on the well to bring up the bucket so you can take it. Talk to the woodworms by walking around the tree trunk. Quest for the StaffĮxit town by heading west twice, then head east, south, east, east to reach a tree trunk. Head into the room on the right and talk to the 4 wizards to learn of your quest for the staff. Pick up the box of matches from the fruit machine on the left, then cut the sleeping dwarf's beard off with your scissors. Go to the Drunken Druid by heading east 3 times, and go inside. Go inside and take the cold remedy and the specimen jar. Now go to the Druid's House by heading east then west, and pick up the ladder. Combine the rope and magnet to make a single item. Take the rope and clapper (on the table). Go outside and head east to the blacksmith. Starting off in Calypso's House, take the magnet from the fridge, and the scissors from the drawer.
