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  <TBODY>
  <TR>
    <TD width=3D"100%">
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D247=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/Simon3Dtitle.jpe"=20
      width=3D346></FONT></P>
      <P align=3Dcenter><B><FONT face=3D"Comic Sans MS" size=3D4>By =
Adventure Soft=20
      Publishing</FONT></B></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS" =
size=3D4>Walkthrough by=20
      MaGtRo&nbsp;&nbsp;&nbsp; May, 2002</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Game Play:</B> The =
game is by=20
      keyboard manipulation and the mouse can be used only in the Spell =
book.=20
      Read the manual for more complete explanations. The Start Menu has =
the=20
      Start game, Install/Reinstall, Uninstall, Setup and Exit. The =
setup menu=20
      shows the video, sound and keyboard options. The default keyboard =
controls=20
      are: Movement - direction arrows, Action - Ctrl or enter, Use item =
- Alt,=20
      Examine - X, Crouch - Z, Lookaround - Tab, Walk/run - Shift, =
Sprint - Caps=20
      Lock, Cycle inventory - C and Open spell book/inventory - =
Spacebar. When=20
      the spacebar is pressed the display shows 3 boxes on the right (G =
-=20
      groat&nbsp; Simon is carrying, Eye icon - what Simon is looking at =
and=20
      Hand icon - what Simon is carrying at the moment). To get the main =
menu=20
      for the game during the opening sequence press ESC and not the =
space bar.=20
      A selection will appear and choose to load game from this =
selection or a=20
      possible glitch might happen. The Spell book is on the left of the =
screen=20
      and has the Disk options (load, save or quit), <B>Inventory</B> =
and Game=20
      options (Graphic - color, resolution, dithering and gamma control; =
Sound -=20
      adjusts various sound options and other options (subtitles). To =
combine=20
      objects, place one item in the hand icon and then double click the =
mouse=20
      on the combining item in inventory. Pressing Esc returns to the =
main=20
      screen of the options selected. Pressing any keyboard control =
presently=20
      used toggles it back to the default - walk/run or if the spacebar =
is=20
      toggled back to the game. There are lifepads scattered around =
whenever a=20
      dangerous action might cause Simon to die and restores him to =
life. The=20
      map is shown when Simon rides a Rainbird and it will land on a =
glowing=20
      area that Simon looks at. There are telephone booths also =
scattered about=20
      for rapid transport to another place shown by a zone map. Some of =
the=20
      booths are broken shown by red dots and when seen in the game have =
a red x=20
      taped on it. Rainbirds do not fly at nights and only in open =
space.=20
      Reinstalling DirectX 8.1 from the official Microsoft site might =
help with=20
      glitches in the game. </FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dleft><FONT face=3D"Comic Sans MS">A short outline of =
the previous 2=20
      Simon adventures is explained. The present adventure starts with =
Runt=20
      showing his latest accomplishment (a new body for Sordid) to =
Sordid who is=20
      in Simon's body. Sordid transfers to the new body. Runt and Sordid =
hunt=20
      for the Ancient One. The next scene shows a scantily clad woman =
dragging=20
      Simon's body to the top of a temple pyramid. Calypso, the Head =
priest and=20
      another priest are also present. Simon's body is placed in the =
hole. His=20
      soul (in a bottle carried by Calypso) is joined to his body. It =
takes 7=20
      days and nights for the joining to happen. If successful, Simon =
will still=20
      have to prove himself if he is worthy of the gift. Calypso and the =
woman=20
      go back to Poliganis.</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><B>Chapter 1 - To =
Complete the=20
      Joining of Simon's Body and Soul</B></FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><B>Inside the =
Temple of=20
      Life</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Chamber of =
Rebirth</B> - Simon=20
      wakes up in the Chamber of Rebirth. Go to the lever on the right =
pillar by=20
      the door. The fairy Godmother hired by Calypso from the Godmother =
agency=20
      appears. She will guide you through the game manipulations. Look =
at lever=20
      until it is shown under the eye icon on the top right, then press =
the=20
      action key (ctrl). The door opens.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Hallway</B> =
-&nbsp; Turn to=20
      hallway on top of screen and go to the right. A life pad with an =
Ankh icon=20
      on it is seen and is explained by the fairy godmother (something =
dangerous=20
      is about to happen). Go back down to the hallway until the end, =
turn left=20
      and forward to the next corner. On the right is wall panel with a =
face in=20
      the center and gems in 3 corners of its frame. Get (Ctrl) the =
<B>blue</B>,=20
      <B>green</B> and <B>yellow</B> gems. The fairy godmother appears =
to=20
      explain about inventory and spell book. Double clicking the left =
mouse=20
      button also can be done as "use item" button. Go forward until the =
next=20
      corner, left, forward pass a sarcophagus and forward to the =
opening at the=20
      end of the hall. Enter.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Chamber of =
Wisdom</B> - As=20
      soon as you enter, a Golem drops from the ceiling. He prevents you =
from=20
      getting the object on a stand at the center of the room. A red ray =
shoots=20
      out from a head on one wall passing the red gem on the golem's =
head. There=20
      are 3 more heads similar to that one around the room. Look at them =
and=20
      note that they have a space in their mouths for something. Across =
the door=20
      you entered in is a locked door with a keyhole in the left frame =
of the=20
      door</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to =
neutralize the=20
        golem</U>:&nbsp;&nbsp;&nbsp; Look at the color on the golem's =
head and=20
        their sequence. Hmm. Place the gems in the heads' mouth around =
the room=20
        in the same order as that of the golem's head. Since the =
<U>red</U> gem=20
        is already in place, place (Alt) the <U>green</U> gem (in hand =
in=20
        inventory) to the right head. Go pass the locked door, then=20
        <U>yellow</U> gem and then <U>blue</U> gem. Different colored =
rays join=20
        at one point. Move towards the door and then forward to entice =
the golem=20
        to catch you until the golem's head hit the center of the =
joining of the=20
        rays of light. The golem falls down and=20
disappears.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Get (Ctrl) the =
<B>key</B> on the=20
      center stand. Use (Alt) the key on the keyhole and the door will =
open.=20
      Enter and see another life pad.&nbsp; </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Hallway</B> - The =
fairy=20
      godmother appears to explain about run and sprint controls. Sprint =
down=20
      the hallway and a boulder will drop from the ceiling and will =
flatten you=20
      if you are not fast enough.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to escape =
the=20
        boulder</U>:&nbsp;&nbsp;&nbsp; Sprint (Caps lock and arrow keys) =

        <B>forward</B> to the end of the hallway, turn <B>left</B>, =
sprint=20
        <B>forward</B> and turn <B>left</B> to an open dimly lit doorway =
just=20
        before the end of the hall. Toggle/press Caps lock to go back to =

        walk/run. Walk forward. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Chamber of no =
walkway/lava=20
      pit</B> - Fairy godmother appears to explain about lookaround =
controls=20
      (Tab). Lookaround and down at the pit at the center of the =
chamber. See a=20
      lighted path crisscrossing through to the other side. Position =
Simon in=20
      front of the lighted path and walk <B>forward</B>. Simon will stop =

      whenever the path ends. Then turn <B>left,</B> <B>forward, right, =
forward,=20
      left, right </B>and<B> forward</B> to the other side. Enter the =
doorway,=20
      forward, right and forward to the next corner. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">The fairy godmother =
appears and=20
      explains about crouch/crawl (Z) control and leaves after warning =
of "Don't=20
      let the eye see you". Another life pad is seen at the corner. Go =
to the=20
      door and the door opens. Bats fly out. Enter.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>The Eye Room</B> - =
The chamber=20
      has a giant Eye on a head mural at the far wall. The Eye roams =
around and=20
      will zap you dead if it sees you. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to evade the =

        Eye</U>:&nbsp;&nbsp;&nbsp; Crawl (Z), turn a little to the =
<B>right</B>,=20
        <B>forward</B> to hide behind the pillar. Turn a little to the =
right and=20
        see a lever on the wall. Crawl <B>right</B> to the wall, turn=20
        <B>left</B> and crawl <B>forward</B> keeping by the wall until =
hidden=20
        behind a fallen pillar. Turn right and toggle crawl (press Z) to =
stand=20
        up. <B>Pull lever</B> (Ctrl) and immediately crouch down. The =
door at=20
        the far corner opens.<B> Turn</B> around to center of chamber =
and crawl=20
        <B>forward</B> to pillar base in front of the Eye. With the =
pillar base=20
        in front of you, <B>turn</B> a little to the left and see the =
opening at=20
        the <B>left</B> corner of the chamber, crawl towards the opening =
and=20
        hide behind debris at the left of the Eye. <B>Turn</B> around =
and see=20
        the open doorway. Enter and toggle =
crouch.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go forward until =
closed door,=20
      look at door for Simon to say "it looks final" (in my game, if I =
didn't=20
      have him say this, the game goes to the main menu) and press =
action=20
      (Ctrl).</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><B>Outside of=20
      Temple</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Forward to outside of =
temple.=20
      Notice that Simon's body flickers from solid to transparent. Move =
forward=20
      and turn right at path and forward to an open raised temple stand =
with the=20
      sitting High Priest.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>High Priest</B> - =
Talk to the=20
      High Priest. He explains about the process of rejoining of the =
body and=20
      soul that was separated, not dead. To be complete or solid, a =
sacred peach=20
      has to be eaten. The peach tree absorbs excess life force to make =
a peach.=20
      The peach has to be ripe and dropped from the tree - not picked =
before its=20
      time. If the peach is picked before its time, untimely death of a =
person=20
      will occur. The sacrificed person's life force will fill the space =
left by=20
      the peach. The explanation about the peach triggers the peach tree =
to show=20
      a peach hanging down from the tree. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">The High Priest gives =
the=20
      <B>letter</B> from Calypso. Calypso wants you to meet him in =
Poliganis and=20
      explains about the scantily clad woman that helped him. He sends =
20=20
      groats. After you have eaten the peach, he wants you to meet the =
woman at=20
      the North Gate of Poliganis. The High priest gives the <B>20 =
groats</B>=20
      and directions to Poliganis. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Peach Tree</B> - =
Go down the=20
      steps, forward and left to the sacred tree. See the hanging peach =
that you=20
      cannot reach. Go back down, left and see&nbsp;steps to the top of =
the=20
      pyramid.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Top of pyramid =
-</B> Climb the=20
      pyramid. Talk to the bell keeper. The ringing of the soul bell =
guides the=20
      souls of the dead to the peach tree. Choker cola keeps him awake. =
Go the=20
      left side of the telescope. Pick the telescope up and get =
<B>magnifying=20
      lens</B> and the <B>telescope tube</B>. Go down and left to =
"Souvenirs"=20
      sign. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Tomb Trader</B> - =
Enter the=20
      open entryway. Talk to the seller at the store and buy a <B>Choker =

      Cola</B> for 5 groats. Go to the grounds. See a vandalized =
telephone booth=20
      at the far left corner of the temple grounds (it will be fixed =
later).=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Temple Housing</B> =
- Enter the=20
      open doorway at left of the telephone booth. Go forward to the end =
of the=20
      compound and see a big hut/barn. Enter the big door. Turn left, =
forward=20
      and find a contraption with a ramp. At the side is a lever and =
inside the=20
      contraption is a sign that says "Cow here". Pull the lever and see =
the=20
      treadmill move. Exit the barn property. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Judas in Pool of=20
      Punishment</B> - Turn right, forward pass the cart and see Judas, =
a priest=20
      standing at the center of the pool. Walk close to him and end up =
standing=20
      in the pool also. Automatically talk to Judas. He is miserable and =
is=20
      punished because of a very grievous sin that he confessed. He =
picked a=20
      peach with his chakara before it was ripe. Take note where Judas =
stood to=20
      pick the peach with the chakara . Exhaust all dialogue with him. =
He=20
      explains how to use the chakara and tells where the chakara is =
hidden - in=20
      Judas' cabin, under Nun Magazine hidden under the bed. Ask to take =
the=20
      chakara off his hands. Exit the pool, turn right and forward to =
the hut=20
      close to the wall and small pond. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to get the=20
        Chakara</U>:&nbsp;&nbsp;&nbsp; Open the door (will not open =
until Judas=20
        tells you where the chakara is). Stand on the left side of the =
bed close=20
        to the wall, crouch, lookaround down and get (Ctrl) the <B>Nun's =

        magazine</B> and will automatically get the <B>chakara</B>/yoyo =
also.=20
        Fairy godmother appears to explain how to use the chakara and =
tells you=20
        to steal the peach. Exit to the Temple grounds and go to the =
Peach=20
        tree.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Peach Tree</B> =
-</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to get the=20
        Peach</U>:&nbsp;&nbsp;&nbsp; Stand to the right side of the =
tree, turn=20
        to face it (like Judas). Go as close to the hanging peach. Look =
up to=20
        it. Place the chakara in the "in hand" box by selecting it in =
inventory.=20
        Press Alt to equip the chakara, look/aim at the peach and press =
Action=20
        (Ctrl) key to do the act. The peach falls on the ground. Toggle =
Alt.=20
        Press Ctrl to pick up the peach. Eat the peach and see a cut =
scene that=20
        shows a ninja die when a tree falls on him. The woodworms cut =
the tree=20
        down. Now, Simon is solid again. Go down and see the high=20
        priest.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>High Priest</B> - =
Talk to him=20
      about having eaten a peach and is ready to leave. You can not =
bring=20
      yourself to confess. Exit the temple after informing the Priest =
Guard that=20
      you have eaten a peach.</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><B>Chapter 2 - To =
Get to=20
      Poliganis</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">To get to Poliganis, =
the High=20
      priest said to follow the sign posts until the North Bridge. Let =
us the=20
      check the places around the route also. Go past the sign post, =
towards=20
      Lake Wotthayhe.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>It's a Beach</B> - =
At the=20
      beach by Lake Wotthayhe, there is telephone booth. If you enter =
the phone=20
      booth, you will access the map, click on any green area and will =
be=20
      transported there. The black spots are important places close by. =
At the=20
      beach area, there is a dock with boxes, diving ramp and a changing =
room.=20
      There is also a Rainbird landing pad on the ground. Go back =
towards the=20
      sign post to walk (as described below) or you can go via the phone =
booth=20
      straight to Completely Safe Bridge Over A Deadly Gorge and work =
your way=20
      down.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D294=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/Forest%20Map.jpe"=20
      width=3D336></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Warning Sign</B> - =
Go forward=20
      to the sign post. Take the road to Poliganis and forward until the =
warning=20
      sign - "Beware of the woodworm - warning about incredible dangers =
to=20
      woodworm attacks ". Pick up the <B>warning sign</B> eaten by the=20
      woodworm.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Forward to next sign =
post, turn=20
      right, forward, climb the mountain until the big tree at the cross =
road.=20
      There are 4 possible paths here - 2 on each side. Let us check =
some of the=20
      places. Take the lower left ramp. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Fat Bloke</B> - Go =
forward and=20
      enter the gate on the left. Go behind the fat bloke with hat and =
pick his=20
      back pocket to get the <B>butterfly book</B>. Face and talk to =
him. Ask=20
      the Entomologist what is in it for you. He will pay for =
butterflies=20
      collected. He gives you his <B>net</B> and <B>specimen jar</B> and =
says=20
      that the bigger and brighter the butterflies, the more expensive =
it is.=20
      Exit the field. Turn left and go forward. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Sleeping =
Foliage</B> - The=20
      purple flowers on the right of the road snores. There is a =
rainbird=20
      landing pad close by. The path goes through a tunnel under the =
mountain.=20
      Let us check those places later. Turn around and pass the sleeping =

      foliage, turn left and pass to a gated opening.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Lonely Hut</B> - =
Go forward=20
      and see the hut, outhouse and telephone booth. The hut is locked =
and there=20
      are cola cans scattered outside. There is a road to the upper =
right that=20
      will lead back to the crossroad by the tree.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Butterfly =
Meadow</B> - Go in=20
      the gated opening across the road by the crossroad tree. =
</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to catch=20
        butterflies</U>:&nbsp;&nbsp;&nbsp; Place the net on hand, press =
Alt to=20
        equip yourself and Ctrl to swing it when a butterfly is seen. =
Swing the=20
        net and see the path the net takes. Then when a butterfly is =
seen, wait=20
        for the butterfly to be close to where the swing path of the net =
is=20
        before pressing Ctrl. Walk back and forth in the meadow close to =
the=20
        gate to look for butterflies. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">When you catch a =
butterfly, go=20
      back to the Fat Bloke. Talk to him and he will pay you for the=20
      <B>butterflies</B>. A yellow and red Peacock is 10 groats, bright =
brown=20
      Viceroy is 2 groats, Painted Lady for 20 groats and blue Adonis is =
4=20
      groats. He wants you to catch a Purple Emperor. Go back to the =
meadow and=20
      try to catch a Purple Emperor. Look at the book and read that the =
most=20
      expensive butterfly is the Purple Emperor worth at least 250 =
groats (might=20
      be a trigger for the appearance of Purple Emperor). Finally, catch =
the=20
      <B>Purple Emperor</B> and go back to the entomologist. He will try =
to=20
      cheat you on the price but since you read the price book, you get =
<B>250=20
      groats</B> for the butterfly. Go back to the crossroad.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Inbred Yokel (and =
COW!)</B> -=20
      Continue to the upper right path on the crossroad by the tree. =
Enter a=20
      gated opening to the right and meet the yokel and Daisy. There is =
also a=20
      phone booth here. Talk to the yokel twice. He is waiting for a =
witch to=20
      come along to give him magic beans in exchange for Daisy, a fine =
milking=20
      cow. He said if you see a witch to get him some beans and Daisy =
will be=20
      yours. There is another exit that goes to the butterfly meadow. =
Exit back=20
      to the main road. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Volcano =
Photopoint</B> - Go=20
      forward and then enter a gated opening on the left. There is a =
phone booth=20
      here also. Close to the fence under the volcano, lookaround up and =
see a=20
      rainbird flying. Lookaround down shows the water flowing from the=20
      waterfall to the left. Exit and turn left. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go forward; pass a =
clearing to=20
      the Waterfalls on the left, the Random Pile of Rocks on the right =
and a=20
      clearing to the right. A sound is heard when you enter the =
enclosed/walled=20
      road. Go back to the clearing now on the left side. Forward and =
left to an=20
      open gate.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Large Hole</B> - =
Enter and=20
      forward to the hole at the middle of the enclosed clearing. See a =
treasure=20
      hunter stuck down the hole. Exhaust the dialogue. He is looking =
for the=20
      Treasure of Fred the Pirate. He is carrying a metal detector. =
</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To use the =
chakara to help=20
        him</U>:&nbsp;&nbsp;&nbsp; Place the chakara on hand. Press Alt =
to equip=20
        it, look down and aim for the inner left hand (by thumb) of the =
treasure=20
        hunter and then Ctrl to use it. You bring up the <B>metal =
detector</B>.=20
        The fairy godmother appears to explain how to use the metal =
detector. Go=20
        back out the area and turn right. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Random Pile of =
Rocks</B> - Go=20
      back out to the main road and turn left back towards the Random =
Pile of=20
      Rocks. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To get the=20
        treasure:</U>&nbsp;&nbsp;&nbsp;&nbsp; Place the metal detector =
in hand=20
        and press Alt. The metal detector starts to ding and the sound =
gets=20
        faster at the center of Random Pile of Rocks. When Simon finds =
the area,=20
        lookaround/tab down and you will see a hexagon. Place the =
warning sign=20
        on hand, check if the hexagon is in the eye icon box and =
use/press Alt=20
        the makeshift shovel/warning sign. The sign breaks, leaving a=20
        <B>stick</B>. The chest recovered is full of <B>tarnished =
washers</B>.=20
        In inventory, place the washer in hand and then double click the =
Choker=20
        cola to get <B>shiny washers</B> and empty can of <B>Choker =
Cola</B>. Go=20
        back to the path by the Large Hole.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Tilled Field</B> - =
Pass the=20
      opening to the Large Hole; go forward until a tilled brown field =
with some=20
      stacked hay is found. Use the metal detector by placing the metal =
detector=20
      in hand and press Alt. Use the metal detector around the field and =
find=20
      some <B>22 groats</B> dropped by somebody. The metal detector =
pings the=20
      closer you get to metal and eventually Simon will automatically =
put it=20
      away when the treasure is found. Go back out of the tilled field, =
turn=20
      right and forward. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Reservoir Control =
Hut</B> -=20
      See a telephone booth and a hut with a dwarfish warning sign in =
front of=20
      it. Climb up and see a locked door. Climb up the ladder and see a =
stuck=20
      trap door. There is also a rope that is attached from a wooden =
contraption=20
      down into the hut. Go back down and down the hillside. See the =
ninja that=20
      died under a fallen tree when you picked the pear back at the =
temple. Walk=20
      forward and see a cave that can not be entered at the side of the=20
      mountain. Go straight to the road.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>S.I.G.N.</B> - A =
telephone=20
      booth and a golem post is seen at the crossroad. The road to the =
left goes=20
      to the road by the Random Pile of Rocks. The golem post is =
<B>S</B>ignal=20
      <B>I</B>ntegrated <B>G</B>olem <B>N</B>arrative - it directs =
travelers to=20
      where they want to go. He takes water and mineral through his =
roots but=20
      has a craving for sweet, sweet liquor - Whiskey. He asks for a =
drink.=20
      Sorry! Turn left and up the road to the bridge.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Completely Safe =
Bridge Over A=20
      Deadly Gorge</B> - There is a rainbird landing pad and across the =
way, a=20
      phone booth. Go to the start of the bridge. The bridge is gone. =
Talk to=20
      the man on the other side. He, the Count wants to cross because of =
the=20
      competition in Acre Gap. He wants the Gnome Firing Trophy and will =
help=20
      you cross the gorge if you can get it for him. The competition =
ends at=20
      sunset.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Time to use the phone =
booth.=20
      Enter and select using the mouse, Lonely Hut from the map. Turn =
around and=20
      exit through the gated opening (not the road) to get to the =
sleeping=20
      foliage. Turn right, go forward, down the tunnel and outside to =
the=20
      clearing by the river. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dungnomin' =
Tree</B> - Walk=20
      around and notice bull's-eye on trees. Look up at the suspended =
walkways=20
      and see gnomes crossing. There must be a gnome village close by.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Walk by the fence on =
the right=20
      and see 3 colored geometric shaped box on the ground. One of them =
states=20
      "Chase Me". Down below is a pink clearing of the Strangely Pink?=20
      destination on the map. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Candies</B> =
-&nbsp;You have 7=20
      seconds to sprint from candies to the next candies and run over =
them until=20
      you reach the Strangely Pink? area. Gain another 7 seconds every =
time you=20
      sprint over candies. </FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>The =
path:</B> Use the=20
            sprint mode (Caps Lock) and be sure to run OVER the candies. =

            </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">&nbsp;1. Stand =
on the left=20
            side of the candies facing towards the trees diagonal to the =
fence=20
            on your back. Step on the 3 starting candies. =
</FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">2. Towards the =
trees where=20
            you can see blue candies on the ground</FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">3. Straight to =
red and=20
            yellow candies on the ground. </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">4. Turn around =
to the left=20
            (~170 degrees) and run over 2 candies. </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">5. To the fence =
corner with=20
            2 candies. </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">6. Towards one =
candy close=20
            to the tunnel entrance. </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">7. Turn to the =
left and=20
            sprint straight to 2 candies by the hint =
rock.</FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">8. Forward to =
one candy by=20
            the shore. </FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">9. Turn =
slightly left=20
            towards the phone booth and sprint over to the pink=20
          candy.</FONT></P></TD></TR>
        <TR>
          <TD width=3D"100%">
            <P align=3Dleft><FONT face=3D"Comic Sans MS">10. Turn left =
towards the=20
            Strangely Pink? area and sprint over the last set of =
candies.=20
            Whew!!!! A candy cottage=20
      appears.</FONT></P></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Strangely =
Pink?/Candy=20
      Cottage</B> - Enter the yummy door. A message on the witch's =
answering=20
      machine states not to take anything out of the house that you =
didn't come=20
      in with. Look at the oven and cauldron. Go to the corner table and =
read=20
      the spell book. The recipe for making Magic Beans is mix a handful =
of=20
      kidney beans, some water, sugar, vegetable extract and the sweat =
of a=20
      frog. Go around to the other side of the room to a spinning wheel. =
Touch=20
      the needle, prick your finger and falls under a sleeping beauty =
spell.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">You can hear somebody =
pass=20
      through thorn bushes, come in and finds a damsel in distress and =
kisses=20
      her awake. Oops! It's you being kissed awake by the Hero - Prince =
Valiant.=20
      He wants a needle because he tore his clothes going through the =
thorn=20
      bushes. Simon gives him the needle he pricked himself with and =
Prince=20
      Valiant leaves the cottage. Exit the house and see Prince Valiant =
turned=20
      to a frog. The witch was serious about not taking anything out of =
her=20
      house - the needle you gave changed him. Look at Prince Valiant's =
clothes=20
      on the walkway and pick up the <B>needle</B> still coated with =
sleeping=20
      potion. The Strangely Pink? place in the map changes to Candy =
Cottage.=20
      Turn right to Hint Rock.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Hint Rock</B> - Go =
forward=20
      until the big Hint rock that nearly blocks the path. Turn to the =
shallow=20
      water on the river, turn right and wade to the green clearing =
surrounded=20
      by the mountains. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Nearly secret area =
</B>- There=20
      is another telephone booth here. Go forward to a cave under the =
mountain=20
      and hear somebody hammering. Talk to the pile of rocks. The Prince =
of=20
      dwarves asks a favor - he wants someone to light his dynamite for =
him=20
      since he lost his tinderbox. The fuse on the dynamite is pushed in =
between=20
      the pile of rocks. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To light the=20
        fuse:</U>&nbsp;&nbsp;&nbsp;&nbsp; Place the magnifying glass on =
hand and=20
        then use it on the dynamite. The sun rays pass the lens and =
lights the=20
        fuse of the dynamite. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">The rock pile =
explodes and the=20
      dwarf prince comes out. He is very hungry. He wants fish, boiled=20
      preferably. He will give you Hammor, his hammer if you feed him. =
He tells=20
      you to help yourself to his supply inside the cave. Enter the cave =
and=20
      pick up a <B>stick of dynamite</B>. Talk to the Dwarf prince about =

      everything. He needs a hero to help rescue his people enslaved by=20
      Sodinell, the dragon when the dwarves accidentally mined to his =
lair. Use=20
      the phone booth. The hint rock disappears from the map and the =
nearly=20
      secret area appears on it. Select It's a Beach as =
destination.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>It's a Beach</B> - =
Climb the=20
      diving board ladder. As soon as you reach the top, turn around and =
see the=20
      sun rays. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To catch a=20
        fish:</U>&nbsp;&nbsp;&nbsp; In inventory, place dynamite in =
hand. With=20
        the mouse, double click on magnifying lens&nbsp; to make <B>lit=20
        dynamite</B>. Place lit dynamite in hand and then double click =
specimen=20
        jar combining them into <B>specimen jar with lit dynamite</B>. =
Go to the=20
        end of the diving board and use specimen jar with lit dynamite. =
No alive=20
        fish is seen anywhere. It explodes in the water and fish floats =
dead. Go=20
        down to the water and pick up <B>boiled fish</B> cooked by =
dynamite.=20
        </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Use the phone booth =
to go back to=20
      the dwarf prince at Nearly Secret Area. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Nearly Secret =
Area</B> - Give=20
      the Prince the boiled fish. He is grateful enough to extend a =
welcome to=20
      his underground home. He gives you the hammer, Hammor. When the=20
      <B>hammer</B> is raised, thunder is heard (Thor?). Use the phone =
booth to=20
      Pointless Bridge or walk back pass the Candy Cottage to the very =
end.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Pointless =
Bridge</B> - Exit=20
      the phone booth and go forward close to the reservoir with the 2 =
trees=20
      behind and right of you. Use the metal detector. Find <B>20 =
groats</B>.=20
      Check out the bridge behind the phone booth. Look at Mysterious =
Isle just=20
      across the water between the bridge and the mainland.&nbsp; Go =
back to the=20
      phone booth and select Acre Gap or walk back towards Candy Cottage =
and=20
      turn right at the Gap between the hillocks. </FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D1 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-BOTTOM-WIDTH: 0px; BORDER-COLLAPSE: collapse; =
BORDER-LEFT-WIDTH: 0px; BORDER-RIGHT-WIDTH: 0px; BORDER-TOP-WIDTH: 0px"=20
      width=3D"85%">
        <TBODY>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS"><B>To get =
money</B>=20
            (recap):</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">1. Catch =
butterflies for the=20
            fat bloke, preferably Purple Emperor.</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">2. Use the metal =
detector at=20
            Tilled Field close to Large Hole and at Pointless Bridge =
area close=20
            to the reservoir and Mysterious=20
      Isle.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Acre Gap</B> - Go =
forward and=20
      see a phone booth. Read the sign on the left post about the 5th =
Annual=20
      Gnome Firing Contest. Go forward through the lane to the =
competition area.=20
      Enter the white tent and talk to the nasty Lord Fnar in a Robin =
Hood=20
      outfit. Enter the next brown tent and talk to the man with the =
hat,=20
      Fragmaster. Go to the firing area and watch the competition. Lord=20
      Fwahnah/Fnar (too long a name to write down) is leading with a =
score of 9=20
      and the Fragmaster has a score of 8. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to the big red =
tent. Look at=20
      the Annual Gnome First Prize Trophy. Try picking it up and an =
alarm is=20
      sounded. Talk to the man writing on the desk. Join the competition =
and pay=20
      the 50 groats registration fee. He explains the rules. He gives =
you a=20
      <B>bowl</B> for the free Chili in the tent. You have to supply =
your own=20
      gnome and you can catch one from the village close by. You are =
allowed to=20
      fire anyway you want (Simon says like a dynamite powered telescope =
tube),=20
      just don't pass the white line. To win, you must hit the =
bull's-eye or as=20
      close to it by the end of the day. Gnomes are attracted to shiny =
objects.=20
      Go to the big pot of chili and help yourself. Simon eats the chili =
but=20
      spits out the <B>kidney beans</B>. Go to the phone booth outside =
and=20
      select Temple of Life.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Temple of Life</B> =
- Go to the=20
      Tomb Trader and return the empty can of Choker Cola and get 1 =
<B>groat</B>=20
      refund. Buy another can of <B>Choker Cola</B>. Climb the pyramid =
to the=20
      bell keeper. Place the poisoned needle on hand. Use (Alt) the =
poisoned=20
      needle on bell keeper. He drops to sleep and falls in the hole. =
Pick up=20
      the <B>bell</B>. Go back to the phone booth and select Candy=20
      Cottage.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Candy Cottage</B> =
- Enter the=20
      cottage. Place the frog in the oven to get a <B>sweaty frog</B>. =
Go up the=20
      ramp and place the sweaty frog (Simon squeezes the sweat out of =
the frog=20
      to the cauldron), choker cola and kidney beans in the cauldron. =
Poof! The=20
      <B>magic beans</B> are in inventory. Exit the house, use the phone =
booth=20
      to go to the Inbred Yokel.</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D1 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-BOTTOM-WIDTH: 0px; BORDER-COLLAPSE: collapse; =
BORDER-LEFT-WIDTH: 0px; BORDER-RIGHT-WIDTH: 0px; BORDER-TOP-WIDTH: 0px"=20
      width=3D"85%">
        <TBODY>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">To make magic =
Beans=20
            (recap):</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">1. Buy Choker Cola =
from Tomb=20
            Trader at the temple.</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">2. Place frog =
(Hero) in oven=20
            at Candy Cottage.</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">3. Register for =
the Annual=20
            Firing Competition, get a free bowl of Chili and =
automatically get=20
            kidney beans.</FONT></TD></TR>
        <TR>
          <TD=20
          style=3D"BORDER-BOTTOM: medium none; BORDER-LEFT: medium none; =
BORDER-RIGHT: medium none; BORDER-TOP: medium none"=20
          width=3D"100%"><FONT face=3D"Comic Sans MS">4. Add all 3 =
ingredients to=20
            cauldron at Candy =
Cottage.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Inbred Yokel (and =
COW!)</B> -=20
      Give the magic beans to the yokel. He throws it on the ground and =
grows a=20
      bean plant. The Yokel tells Daisy to go to the temple. Go to the =
phone=20
      booth and select Temple.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Temple of Life</B> =
- Go to the=20
      barn at the Temple Housing area. Go to the weird contraption and =
find=20
      Daisy inside the machine. Press the lever in the contraption. =
Daisy gets=20
      milked and the machine processed it to produce butter that goes =
out the=20
      slot by the lever. Pick <B>butter</B> up. Go back to the phone =
booth and=20
      select Dungnomin' Tree.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dungnomin' =
Tree</B> - Walk to=20
      the biggest tree and look at the door. Crouch (Z) before you open =
door.=20
      Crawl forward to the heart of the tree and see little goblin =
houses. Go to=20
      the mushroom house on the right and talk to the goblin. All the =
goblins=20
      hide. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To catch a=20
        goblin:</U>&nbsp;&nbsp;&nbsp; Place washer cleaned with cola on =
hand.=20
        Use (Alt) sparkling clean washer on mushroom house to entice the =
shiny=20
        object loving goblin. A goblin walks out of the house and starts =
picking=20
        up the scattered washers. Place the bell on hand from the =
temple. Use=20
        (Alt) bell on goblin.&nbsp; If you look in the bell now, the =
goblin will=20
        bite you and escape. Place the hammer, Hammor on hand and use =
(Alt) it=20
        on the bell with the goblin inside. The <B>vibrating gnome</B> =
is now in=20
        inventory. Crouch (Z) and exit. Go to the phone booth and select =
Acre=20
        Gap.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Acre Gap</B> - =
Time to win the=20
      trophy.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>Assembling the =
Firing=20
        equipment:</U>&nbsp;&nbsp;&nbsp; Place the goblin in the =
telescope but=20
        would not go in. We need to grease him up to fit inside. Use =
(double=20
        click) butter on gnome in hand to get <B>greasy gnome</B>. Place =

        telescope in hand. Use (double click) dynamite on telescope to =
get a=20
        <B>telescope with a stick of dynamite in one end</B> (small =
hole). Use=20
        (double click) greased goblin on telescope with a stick of =
dynamite in=20
        one end in hand to get&nbsp; a <B>telescope tube with a stick of =

        dynamite in one end and a vibrating buttered gnome in the =
other</B>.=20
        </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to the firing area =
and you=20
      will be introduced as the next contestant. Light up the dynamite =
by using=20
      (double click) the magnifying glass on telescope tube with a stick =
of=20
      dynamite in one end and a vibrating buttered gnome in the other. =
Watch=20
      Simon win by default and be given the <B>trophy</B>. All the tents =

      disappear. Go to the phone booth and select Completely Safe Bridge =
Over A=20
      Deadly Gorge.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Completely Safe =
Bridge Over A=20
      Deadly Gorge </B>- Talk to the Count. He talks you to throwing the =
trophy=20
      to him across the gorge. As for helping you cross, he shoots a =
rope to one=20
      of the pillars framing the life pad. Look at the thin piece of =
string=20
      spanning a large ravine. Guess, we have to tight rope across. Here =
goes!=20
      </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To tight=20
        rope:</U>&nbsp;&nbsp;&nbsp; Get (Alt) pole/stick and then use =
(Ctrl) the=20
        rope when Simon bends to look at the rope. Keep Simon in balance =
using=20
        the right and left keys. In the first part of the puzzle, Simon =
faces=20
        you, so that his movements will be in reverse of the keys. If he =
tilts=20
        to the right, we have to bring him to the left and the default =
keys will=20
        be the same direction as to where he tilts. So in the first part =
of the=20
        puzzle use the left keys when he tilts to the left and the right =
keys=20
        when he tilts to the right. It might be helpful to some gamers =
to turn=20
        the keyboard around during this part and use the usual key set =
up. The=20
        movement on the rope is like walking, left, right, left, right, =
etc.=20
        Wait for Simon's head to tilt to one side before bringing him =
back to=20
        center. Partway, the view changes to have Simon facing as you =
are and=20
        the left and right keys will work in the regular directions. =
Now, if=20
        Simon tilts to the right, use the left key to bring him back to =
the=20
        center and the right key when he tilts to the=20
left.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Glad that is over =
with! Walk down=20
      the tunnel to get to Poliganis.</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><B><FONT face=3D"Comic Sans MS">Chapter 3 - To =
Find=20
      Swampy</FONT></B></P>
      <P align=3Dcenter><B><FONT face=3D"Comic Sans =
MS">POLIGANIS</FONT></B></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Upon entering the =
North Gate of=20
      Poliganis, meet Melissa Leg, the scantily clad friend of Calypso. =
She=20
      brings you to the Inn where Calypso has a private room at the =
local=20
      tavern. She has the fuel for the wardrobe that can send you back =
to your=20
      time. In return, she wants you to find your Swampling friend for =
her and=20
      would not give the reason why. The Swampling disappeared and no =
one knows=20
      where. In the private room at the Inn, Calypso, gives you the =
<B>map</B>=20
      to the restaurant from a MucSwampling Lost Treasure Hunt meal =
deal. Exit=20
      the room, forward, right of screen, right of screen, left up the =
stairs=20
      and exit to the Inn.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D275=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/Poliganismap.jpe"=20
      width=3D368></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit =
Inn</B>:=20
      <B>&nbsp;&nbsp;&nbsp; Bar</B> - Turn to the bar and see a whiskey =
on the=20
      bar shelf. Remember the S.I.G.N. at the forest wanted a drink. =
Talk to the=20
      bartender that wouldn't sell you alcohol without an ID and learn =
about the=20
      ninja ghost that scared the customers in the toilet and upstairs =
corridor.=20
      Talk to the Salesman and he gives you a <B>vacuum cleaner =
pamphlet</B>.=20
      Place the pamphlet on hand and press Alt to read the pamphlet - =
The=20
      Vaculux 2000 is so powerful it can suck the feathers off a duck, =
molten=20
      lava or things small as insects. Try using the chakara on the =
bottle of=20
      whiskey and the bartender keeps catching it. Exit the bar via the =
door by=20
      the jukebox on the left of the bar. Climb the stairs and out of =
the inn.=20
      Notice the lady streetwalker that you can not interact with. Turn =
right=20
      and walk forward. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Walking=20
      around:&nbsp;&nbsp;&nbsp; </B></FONT><B><FONT face=3D"Comic Sans =
MS">Busted=20
      C</FONT></B><FONT face=3D"Comic Sans MS"><B>art</B> - Look at =
muscleman and=20
      the jack holding the cart up. Use hammer on jack. Pick up =
<B>jack</B>.=20
      Walk forward until MucSwampy's.<B>&nbsp;&nbsp;&nbsp; =
</B></FONT></P>
      <P align=3Dleft><B><FONT face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp; =

      </FONT></B><FONT face=3D"Comic Sans MS"><B>Mucswampy's</B> - Read =
the signs=20
      and try to open the door. It is boarded up good and=20
      tight.&nbsp;&nbsp;&nbsp; <B>Pizza Lord</B> is =
closed.&nbsp;&nbsp;&nbsp;<B>=20
      Laundromat</B> - One washing machine is not=20
      broken.&nbsp;&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Church of St. =
Troy</B>: Turn=20
      right at Rotable Junction and go to the Church of St.=20
      Troy.&nbsp;&nbsp;&nbsp;&nbsp; <B>Grounds</B> - At the left side of =
the=20
      church is a tree that has fruits. Use (Alt) hammer on tree and =
pick up=20
      <B>horse chestnut</B>. At the right side of the church is the Bell =

      Tower.&nbsp;&nbsp;&nbsp; <B>Bell Tower</B> - Enter and pull (Ctrl) =
the=20
      bell rope. Press Ctrl again and hold to get Simon to climb the =
bell rope.=20
      Go out the window into the roof and look around. Go back down the =
bell=20
      rope and exit. Walk to the back of the church and see another door =
that=20
      goes to the <B>Memorial Room</B>. Across the crypt door is the =
gate to the=20
      street. Exit and continue walking until you see a cheese =
wagon.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Mr. Cheese =
Wagon</B> - Follow=20
      the big open topped cheese wagon and step in front of it. Talk to =
Mr.=20
      Cheese and eventually he will give you a wedge of <B>cheese</B>. =
Follow=20
      him to see where he goes. He stops at the Cheesy Bros. in the =
Warehouse=20
      area. Watch the cheese wagon man get money for not delivering his =
cheese=20
      to the Cheesy Bros. because there is too much cheese already. =
Follow Mr.=20
      Cheese drive around town from Warehouse area to the Justice Square =
where=20
      he turns around and goes back to the Cheesy Bros. to get more=20
      money.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Justice=20
      Square</B>:<B>&nbsp;&nbsp;&nbsp; Allotment</B> - Take the lane off =
the=20
      square at the right side and see vegetable gardens and a green =
shed. In=20
      front of the green shed is a pot of varnish.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;=20
      <B>&nbsp;&nbsp;&nbsp; Pond</B> - Look at the duck swimming in the =
pond and=20
      get 2 <B>groats</B> from the pond, another source of money. There =
is a=20
      female in stocks and she looks familiar. Remember Goldilocks from =
Simon=20
      the Sorcerer 2. She has half of a treasure map won in a seedy =
tavern in=20
      her bra. After showing your full map to her, she will split the =
treasure=20
      with you for the full map. She wants to be freed and can get you =
into=20
      MucSwampy's. The keys are in the sheriff's office. </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Sheriff's office</B> - Enter the office and see the sheriff =
snoring.=20
      The keys are in the metal locker behind him. Walk carefully so as =
not to=20
      wake him. Traverse carefully one step at a time pass the empty =
cans of=20
      Choker Cola and the file cabinet on the left to the metal locker =
on wall.=20
      Open the metal locker but it squeaks. Use butter on the locker =
hinges and=20
      open the locker door. Pick up the <B>keys</B>. If you wake the =
Sheriff up,=20
      he will just send you out of the office until he finally sends you =
to lock=20
      yourself in the cell, which of course you leave open. Go back out =
and free=20
      Goldilocks. She will meet you at MucSwampy's. Use the phone booth =
to go=20
      MucSwampy's.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>MucSwampy's</B> - =
Meet=20
      Goldilocks coming out of MucSwampy's. Enter the now accessible =
restaurant.=20
      Look at the sachets of vinegar on the counter. Enter the red door =
behind=20
      the counter. Go pass the kitchen and enter the door marked =
"private". Go=20
      to the desk and crouch. Press the red button marked "sekret". A =
secret=20
      door open. Take the lift down. Look at the papers on the table in =
the=20
      swamp room and see "housing development in the swamp" pamphlets =
and=20
      housing plans. Swampy is now an activist and has gone to the swamp =
to stop=20
      the housing development. Exit back to the restaurant =
proper.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">A very fat wizard in =
green orders=20
      swampy burger with no sesame seeds in the bun, worm fries and =
swamp=20
      shakes. Simon picks the <B>sesame seeds</B> out. Exit the =
restaurant. Let=20
      us continue to check the town.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Warehouse Area</B> =

      -&nbsp;&nbsp;&nbsp;&nbsp; <B>Adventure Soft Warehouse</B> - Enter =
the=20
      fenced warehouse on the right before the circle. Look in the boxes =
of=20
      Feebles Files outside the building. Get Feebles File <B>CD aka=20
      ashtray</B>.<B>&nbsp;&nbsp;&nbsp; Cheesy Bros. Warehouse</B> - =
Enter and=20
      see boxes and boxes of cheese. Follow the map to Back =
Alley.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Back alley</B> =
-&nbsp; Enter=20
      the opening on the wood fence and see several dumpsters. Pick up =
the=20
      <B>cat</B> inside the overturned dumpster at the end of the alley. =
The=20
      alley to the north is blocked by a dog in =
wheels.&nbsp;&nbsp;&nbsp; <U>To=20
      see the dumpster</U> - position Simon to stand by the right corner =
of the=20
      dumpster close to the dog. Open dumpster and see a =
<B>trainer</B>/shoe in=20
      there. Use the trainer on dog and automatically trap the dog in =
the=20
      dumpster. Get a <B>shoelace</B> in inventory. Go forward and turn=20
      right.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Manhole</B> - =
Remove the=20
      manhole cover and go down. Walk to the door and knock. They want =
you to=20
      knock the password to be allowed in. Fairy godmother appears to =
tell you=20
      how to enter the password. Press action key and then press action =
keys=20
      again to start the password sequence. What password? Go back up =
and talk=20
      to the kids at the end of the alley. They will tell you the =
password for=20
      the secret room if you give them a new game that involves the use =
of a=20
      ball. Look up the wall and see an open window. Find a phone booth =
and go=20
      to Magic Square.</FONT></P>
      <P align=3Dleft><B><FONT face=3D"Comic Sans =
MS">Magic</FONT></B><FONT=20
      face=3D"Comic Sans MS"><B> Square:</B>&nbsp;&nbsp;&nbsp; <B>Wizard =
Guild=20
      </B>- Notice that every time you try to enter Eight Wander, it =
turns to=20
      the golden ornate door of the Wizard Guild. Enter and talk to the =
Wizard.=20
      He says that you need someone to sponsor you as apprentice.=20
      <B>&nbsp;&nbsp;&nbsp; South Gate</B> - There are 3 roads going out =
of the=20
      Wizard Square, one to go back to town, one to a closed gate and =
one to the=20
      South Gate. Talk to the 2 orcs at the South Gate and find out that =
you=20
      need to have proper papers to leave. The Big Wiz, Sordid is =
looking for=20
      the magical boots. Go back to Dog and Fruit Inn.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn</B>:&nbsp;&nbsp;&nbsp; Enter the bar. The door at the other =
end of the=20
      room goes to a corridor, then Games Room, Beer Garden and upstairs =
to the=20
      bedrooms.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Games=20
      Room</B> - The Jukebox takes a groat for each song. Standing at =
the far=20
      side of fireplace, look at fireplace and see it is smoking a lot. =
Look at=20
      the ornate glass window above the target. The orc does not want =
you to=20
      open the window. Talk to the orc and he challenges you to a Dart =
game - 3=20
      darts and the higher score wins 5 <B>groats</B>, a source of money =
if you=20
      win. Fairy godmother appears to explain how to play the dart game. =
The=20
      bibbling circles is the target, look at throwing hand to control =
the dart.=20
      The higher the tip of the dart is positioned, the faster and =
stronger the=20
      dart will be shot. The lower the tip of the dart is&nbsp; =
positioned, the=20
      slower and lower the result will be. The target circles can be =
moved by=20
      the direction keys. Press the action key (Ctrl) starts the hand =
movement=20
      and the release of the key releases the dart.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Beer Garden</B> =
- Pick up=20
        the BBQ <B>tongs</B> and look at the lit grill.&nbsp;&nbsp;=20
      </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Upstairs</B> -&nbsp; Climb the stairs. Go forward the corridor =
and then=20
      turn to the left hallway.&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans =
MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;&nbsp;&nbsp;=20
      <B>Left hallway</B> - Pick up the nice thick <B>blanket</B> from =
the=20
      drawer at the end of the hallway. To the right is Room 4 your =
bedroom that=20
      is still locked.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans =
MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nb=
sp;&nbsp;&nbsp;&nbsp;=20
      <B>Wooden Fire Door</B>&nbsp; - Walk to the other end of the =
hallway and=20
      then turn right. To keep the door open and to be able to go out =
without=20
      being shutout - Position Simon by the right side of the wall close =
to the=20
      hinges of the door, look at the door and then use the wedge of =
cheese on=20
      door. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Step down outside at =
the back of=20
      the Inn. Turn to right and go forward to the storage area under =
the Inn.=20
      Open the crate-like entry to the cellar. </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans =
MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Cellar</B> - Move the crates to get to the far corner to shut =
off the=20
      pipe that brings beer to the bar. The beer barrels can be rolled =
and the=20
      crates pushed. Move Simon in the direction you want the barrels=20
      moved.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS">&nbsp;<U>To move =
the barrels=20
        and crates:</U>&nbsp;&nbsp;&nbsp; Start by moving the barrel =
closest to=20
        the stairs and by Simon's right to the far end. Go forward to =
the space=20
        cleared by the barrel with the stairs on your right. Move the =
crate that=20
        is in between the barrels. Go back to the aisle where you =
started at and=20
        move the crate towards the stairs. Move the barrel in front of =
you so=20
        that it hits the first crate you moved. Now there is space to =
move to=20
        the tap connected to a beer barrel at the far corner of the =
cellar.=20
        Close the tap and go back up to the bar.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans =
MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Bar</B> - Talk to the depressed salesman and he will order =
another=20
      beer. Thinking that he is out of beer, the barman will check the =
beer=20
      source at the cellar and leaves. Use (place chakara on hand, press =
Alt and=20
      then action key) the chakara to get the whiskey <B>bottle of full =
of sweet=20
      liquor</B> (remember S.I.G.N.). The barman comes back and thinks =
that the=20
      ghost turned the tap off.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Calypso's Private room</B> - Talk to Calypso about the border =
control=20
      patrol. Sordid has got his orcs at the gate. Porkins, the fat =
wizard in=20
      green that you met at MucSwampy's is an expert forger. He =
frequents the=20
      Eight Wander Club. An exclusive club that allows only bona fide =
member of=20
      the guild through the magic portal. Calypso sends you to the Guild =
and to=20
      tell them you are his apprentice and then take the test to become =
a=20
      genuine wizard. (To get to be Calypso's apprentice, the secret =
room at=20
      MucSwampy's must be seen, talked to the Orcs at the South Gate and =
talked=20
      to the Wizard Guild wizard). Go to the Wizard Guild.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Wizard Guild at =
Magic=20
      Square</B> - Talk to Wizard. Based on Role playing games, you get =
a magic=20
      rating of 1 and you have to get your own familiar, a sprite that =
can be=20
      found at the forest out of town. The sprites come out only at=20
      night.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn:&nbsp;&nbsp;&nbsp; Calypso's Private room </B>- Talk to =
Calypso, he=20
      booked a room upstairs where you can sleep and he recommends using =
a net=20
      to catch the sprite. Find a <B>key</B> to your room in inventory. =
Go=20
      upstairs to Room 4.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Room 4=20
      bedroom</B> - Lie down and find out that the pillow is filled with =

      polyester that you are allergic to. Simon discards the filling and =
gets an=20
      empty <B>pillowcase</B>. You can not sleep without a nice floppy =
pillow.=20
      Open the window. Go (Ctrl) to the flat roof outside. Look at the =
chimney=20
      at the northeast corner of the roof that leads down to the games =
room. Use=20
      (Alt) the blanket on the chimney. The games room becomes smoky and =
the orc=20
      opens the window. Go back to the Games room.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Games=20
      Room</B> - Play a game with the orc. Shoot the dart out of the =
window and=20
      forfeit the game. Go to the alley outside to get the=20
      dart.<B>&nbsp;&nbsp;&nbsp; Alley outside the inn</B> - Once =
outside, turn=20
      left, forward and left to the alley beside the inn. Pick up the=20
      <B>dart</B> at the corner of the building across the games room =
window.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>&nbsp;&nbsp;&nbsp; =
Bar</B> -=20
      Talk to the barman about having your room cleaned. Evette, the =
French maid=20
      will clean your room with the new vacuum cleaner. You can not go =
to your=20
      room because a barrier is placed to block the stairs. </FONT></P>
      <P align=3Dleft><B><FONT face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp; =

      </FONT></B><FONT face=3D"Comic Sans MS"><B>Left Hallway</B> - Go =
out of the=20
      Inn through the front door and enter again through the cheese =
wedged door=20
      in the back. Go to the hallway by your bedroom and pick up the =
<B>vacuum=20
      cleaner</B>. Go to the phone booth.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Justice Square</B> =
- Go to the=20
      pond. Look at the pond to get more <B>groats</B>. Move to the side =
of the=20
      pond closest to the stock. Place vacuum cleaner at hand. Look at =
duck and=20
      immediately, use (Alt) the vacuum cleaner. You get <B>feathers</B> =
in=20
      inventory. Combine (place one of the item in hand and the double =
click the=20
      other item) feathers and pillow case to get a <B>floppy =
pillow</B>. Go=20
      back to the Inn.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn</B>:&nbsp;&nbsp;&nbsp;&nbsp; <B>Bar</B> - Ask the barman for =
your keys=20
      back. Go to your bedroom.<B>&nbsp;&nbsp;&nbsp; Bedroom</B> - Use =
pillow on=20
      bed. Use bed. Try to sleep but snoring keeps you awake. Go out and =
knock=20
      on room 5. Go back to your bedroom, open window and walk to open =
window of=20
      room 5. Try to wake snorer up. Use jack on snoring man to turn him =
on his=20
      side and stops snoring. Go back to your bedroom and sleep. You =
wake up and=20
      it is now night time. Exit the Inn and go to Pizza Lord via walk =
or phone=20
      booth to MucSwampy's and then walk.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Pizza Lord</B> - =
Talk&nbsp; to=20
      Pizza man that takes order. He sells his Pizza for 10,000 groats =
but free=20
      if not delivered in one minute. He delivers anywhere using the=20
      <B>pizzerina</B> - a special flute type thing that summons Pizza.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Time to catch a =
familiar. Go to=20
      the gate to the forest. Exit gate and go to the forest. =
</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Forest</B> - Use =
the phone=20
      booth by the bridge. Select S.I.G.N. site. </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>S.I.G.N.</B> - Give him whiskey and he becomes an aggressive =
drunk. Ask=20
      him for directions now.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Butterfly meadow</B> - Use the phone booth to go to the Inbred =
Yokel=20
      area. Take the left lane to the butterfly meadow. Use net to catch =
a=20
      sprite. The sprite burns through the net and a man holding a =
sprite in a=20
      metal lantern tells you to use a container that doesn't burn =
through. Hmm=20
      - net with hole (idea!!!). Go back to phone booth and select =
Lonely=20
      Hut.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Lonely=20
      Hut</B> - Talk to role players. They will not give you their =
sprite and=20
      can not join the game. You can have the sprite when they stop =
playing.=20
      They want a pizza. One of the players says with no anchovies. Go =
outside=20
      and use the pizzerina to order pizza. Order the whole works and =
especially=20
      ask for additional cheese to cover the anchovies. If you order =
pizza with=20
      anchovies and one of the player sees it he will ask for a reorder =
since=20
      anchovies will make him sick. Watch the pizza delivery boy rush =
and get=20
      detained by asking directions from the drunken S.I.G.N. post. The =
whole=20
      works pizza with extra cheese arrived later than one minute and =
you get it=20
      free. The players eat it and the one player gets sick and they =
call it a=20
      night. You get the <B>sprite</B>. Go back to the Wizard =
Guild.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Wizard Guild</B> - =
You are=20
      given the TEST after showing the sprite. The Test fizzled out and =
you=20
      passed by default. You are given a <B>Wizard handbook</B> and your =

      specialty is Fashion Magic. Look at the wizard handbook and the =
fairy=20
      godmother will appear to teach you how to cast spells. The magic =
spells=20
      are based on the 3 primary colors - red (Polmar), yellow =
(Tragicke) and=20
      blue (Gazza). The colors can be combined. To cast a spell, place =
the book=20
      in hand, press use object (Alt) and then use the different arrow =
keys:=20
      left for red, up arrow for yellow and right key for blue. Press =
the action=20
      key and the spell will be cast or press the down arrow to cancel =
the=20
      spell. If you get stuck in a magic place, think of the colors you =
see.=20
      Exit. Eight Wander is closed at night. Go back to Inn to sleep and =
wake up=20
      at daylight.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Eight Wander</B> - =
Enter and=20
      talk to the face on the wall of the bar. Porkins left for the =
yellow room.=20
      This is a runaround. Go the colored circles at the platform. =
Instead of=20
      stepping on the yellow circle to light it to go to the yellow =
room, just=20
      come back to the white room. Light up all the colors to make white =
in the=20
      platform and enter the meshed elevator. You will come back to the =
white=20
      room again and see Porkins. Talk to Porkins about trying to get to =
the=20
      swamp. A street urchin stole his magic quill and he can not do any =
forgery=20
      without it. The street urchins are headed by Billy the Kid and =
they=20
      escaped him down a sewer grill. To exit the club, turn off all the =
lights=20
      on the platform by walking over them and then ride the elevator. =
Go to=20
      Back Alley.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Back =
Alley:&nbsp;&nbsp;&nbsp;=20
      </B>&nbsp;<B>Street Urchins</B> - Use the net with hole on the =
open window=20
      at the far end of the alley where the kids are. Talk to kids and =
show them=20
      how to play basketball. The door code is D-D-DDD-DDDD-DD (Let's =
Go!). Go=20
      down to the manhole.&nbsp;&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Manhole</B> - Go to the door. Knock (Ctrl) on door.&nbsp; Simon =
will=20
      say "Guess I better knock". Wait 1-2 seconds. Then use the action =
keys=20
      (Ctrl) to knock the code. Talk to the kids. The two kids will not =
let you=20
      play until you have your own conker. Exit. </FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>How to make =
a=20
            conker</U>:</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. Have the =
horse=20
            chestnut from tree at the Church ground.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. Use (double =
click)=20
            dart on chestnut (on hand) to poke holes on the chestnut. =
The=20
            inventory description said - baking, varnishing and soaking =
in=20
            vinegar.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. Go to Beer =
Garden at=20
            Inn and place (Alt) holed chestnut on the hot grill to bake =
the=20
            chestnut. </FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Go to the =
green shed=20
            at Allotments by Justice Square and use the varnish on the =
chestnut=20
            to make the skin tougher.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Use vinegar =
at=20
            MucSwampy's on the chestnut to toughen the core of the =
conker.=20
            </FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">6. Now combine =
the=20
            conker and the shoelace/string. The conker is=20
        made.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans =
MS"><B>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      Manhole</B> - Play the game for the magic quill rather than money. =
Just=20
      keep on hitting his conker and eventually win and get the =
<B>quill</B>. Go=20
      back to Porkins.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Magic=20
      Square:</B>&nbsp;&nbsp;&nbsp; <B>Eight Wander</B> - Give the quill =
to=20
      Porkins and get <B>documents</B> for the border =
guards.&nbsp;&nbsp;&nbsp;=20
      <B>South Gate</B> - Show the documents to guards. They accept it =
but are=20
      not allowed to open the gate. They will give you a rainbird =
<B>horn</B> to=20
      call rainbirds, in return for some inventory that you do not need =
anymore.=20
      The fairy godmother appears to explain how to call a rainbird. =
Blow horn=20
      and they will come. They can fly only in places without cover or =
outside=20
      but not at night. They will not land in evil places. Use the arrow =
keys to=20
      control the direction they fly. If you see a good landing spot use =
the=20
      Ctrl keys to land. The landing spots light up when close to =
it.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to rainbird pad =
close to the=20
      guards and blow horn. The next scene is riding on the rainbird and =
seeing=20
      the landscape below. Fly to the swamp and see rainbow color lights =

      emanating from the ground when you pass through it. Press Ctrl to =
land in=20
      the Swamp.</FONT></P>
      <P align=3Dcenter><B><FONT face=3D"Comic Sans =
MS">SWAMP</FONT></B></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">You might want to =
raise the=20
      brightness and gamma control under options to see better. Read =
poster=20
      about the luxury development poster. Enter the open gate and see a =

      crocodile swimming around the swamp. On the left side is =
quicksand. In the=20
      passage between the quicksand and crocodile is an incidental man =
trying to=20
      chop a tree down.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Man with the =
Axe</B> -&nbsp;=20
      Above him is a beehive. Somehow we have to get the axe. Look at =
the=20
      conveniently placed vine on the cliff right behind the man. Climb =
the=20
      vine. Walk to the right of the ledge and see the beehive. Use the =
chakara=20
      on the beehive. The beehive falls and bees attack the man. Go down =
and=20
      pick up the <B>axe</B>. Go to the beehive and use vacuum cleaner =
to=20
      collect bees to get <B>Hoover full of bees</B>. Climb the vine =
again and=20
      use the axe to chop the vine. The vine falls off to the ground. =
The axe=20
      breaks off and get <B>handle</B> and <B>axe head</B>. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Quicksand</B> - Go =
to the=20
      right of the ledge until the sign. Turn around and see a girl in =
pink=20
      behind the cliff across the way. Look at the warning sign. Enter =
the small=20
      passage with the life pad. Meet the creature that wants you to =
follow him.=20
      Walk where the creature hopped to by following the angle and the =
distance=20
      he did and stopping at the location where he landed. You can save =
the game=20
      at each stop. Go to the tree area and pick up the <B>ropey =
vine</B>.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Crocodile</B> - Go =
as close to=20
      the crocodile by the croc landing pad and see him with his mouth =
open. Use=20
      the handle of the axe on crocodile's open mouth. Use the vine on =
the=20
      crocodile. Ride the crocodile to go directly across from where you =
are to=20
      the big island.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Big Island: =
</B>Park the=20
      crocodile by the croc landing pad.<B> </B>To the left is the =
Druid's area,=20
      across is the Tar pit, a bridge to get to the lawyer talking to =
the Swampy=20
      and the talking tree and another bridge to go to the man-eating =
plant.=20
      </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Druid's=20
      Compound</B> - Look at the tower protected by electric shocks =
(lightning=20
      magic), a greenhouse with dubious maple-like leaved plants, a dock =
and the=20
      house. Talk to the Druid. He gives a <B>plant book</B> to identify =
plants=20
      with. He will give some of his homemade gin if you collect 3 =
plants=20
      necessary for the preparation of the gin -&nbsp; Purple Stinkwort, =
Bogella=20
      and Smelly Woodruff. Talk to him again and he said that his mouth =
is=20
      beginning to get numb. Enter the house and pick up the <B>mortar =
and=20
      pestle</B> from top of the stove and the <B>stick</B> leaning on =
the side=20
      of the stove. Go to plant garden and look at the plants, identify =
Lady's=20
      Delight, Maiden's finger, Fairy's whisper, Virgin's surprise, =
Blertweed=20
      and blue Deadly Fish herb -&nbsp; from fruit when mashed up and=20
      administered orally will provide relief from bee sting and =
produces fruit=20
      only in direct sunlight.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Tar=20
      pit</B> - From the Druid's compound walk by the shore on the left =
side and=20
      see the tar pit. Use the bell on sticky tar to get <B>bell with =
swamp=20
      tar</B>. Then, place stick from druid house and use it on tar pit =
to get=20
      <B>stick with tar</B>. In inventory, combine stick with tar and =
axe head=20
      to make glued <B>axe</B>. Cross the bridge to the =
lawyer.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Lawyer</B> - Listen a while to Swampy talk to lawyer. The =
lawyer is=20
      trying to get Swampy to sign the contract. Talk to A. Snidebottom=20
      representing CosyGlow Homes. He frequently uses an insect =
repellant, made=20
      from a juice of a flower because he is allergic to bees. Swampy =
threatens=20
      the development with a big biological bomb that will fill the =
swamp with=20
      stew. The lawyer wants you to talk Swampy to leave before the =
construction=20
      crew arrives. He will eventually stop rambling. </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Talking=20
      Tree</B> - Wake the tree up with the glued axe. Talk to the tree. =
Try=20
      chopping the tree but can not do it because of guilt listening to =
the tree=20
      beg.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Inlet to the right =
of the Big=20
      Island</B> - Ride the crocodile to the right side of the entrance =
you came=20
      in. Enter the inlet.&nbsp;&nbsp;&nbsp; <B>Waterfall</B> - Behind =
the=20
      waterfall is a red flower identified by the book as <B>Bogella. =
</B>Pick=20
      it up. Ride inside the cavern.&nbsp;&nbsp;&nbsp; <B>Landing with =
Big=20
      Rock</B> - Park the crocodile. Look at the bird table. Place tar =
from bell=20
      and then sesame seed on the bird table. Pick up the <B>bird</B> =
that gets=20
      trapped. Look at the dodecahedron of pure stone. Ride the croc =
again to=20
      the other end of the swamp close to the tree with broken beehive =
where a=20
      crying lady is.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Princess and =
Hamster</B> -=20
      There is a small tunnel that goes under the rock in the island. =
Talk to=20
      the princess, the lady in pink seen from the vine ledge. She talks =
about=20
      Sir Squeaksalot, the hamster inside a plastic ball that is stuck =
up the=20
      tree. Use the chakara on the hamster (does not appear on the eye =
box) but=20
      it falls in the water. Ooops! </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Ride croc to the =
shore line of=20
      the big island between the Druid compound and the croc landing pad =
sign.=20
      The hamster will be thrown to the shore. Park the croc. Pick up =
the=20
      <B>hamster</B> inside a plastic ball. Oh dear, it's dead! Go to =
the Druid=20
      Compound and use the hamster on the lightning magic/ladder icon of =
the=20
      tower - Whew! That resuscitated the hamster. Go back to the island =
where=20
      the princess is.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to the back of the =
rock. Climb=20
      the lowest ledge up to the rock top by holding down the Shift key =
and then=20
      the forward arrow. Look down at the hole and use the book to =
identify the=20
      plant as the Purple Stinkwort, a beauty aid. Go back to the other =
side of=20
      the rock. Use the hamster on the small tunnel under the rock. He =
picks up=20
      the<B> Purple Stinkwort</B>. The hamster will not get the plant =
unless you=20
      have identified it with the book. Talk to the princess and =
automatically=20
      give her the hamster. As a reward she gives you her <B>sealskin=20
      earmuffs</B>, which she uses to not listen to her tutors. Go back =
to the=20
      big island and take the bridge to the Man-eating plant.</FONT></P>
      <P align=3Dleft><B><FONT face=3D"Comic Sans MS">Big =
Island:&nbsp;&nbsp;&nbsp;=20
      </FONT></B><FONT face=3D"Comic Sans MS"><B>Man-eating Plant</B> - =
Cross the=20
      bridge and identify the giant plant from the book as Audreyus =
Maximus, a=20
      plant that prefers birds. Simon says we need to distract it. Walk =
to the=20
      reeds on the left side as close as possible to the reeds before =
the plant=20
      eats you. Use the bird on man-eater. Walk around the man-eater to =
get to=20
      the cave behind it. With the reeds and the fence on your left, =
walk around=20
      the man-eater towards the reed infested wall. There is a clearing =
before=20
      the cave. All the steps taken by Simon is critical to get there, =
time is=20
      not the factor but the direct path to the cave. Be sure that you =
do not=20
      waste a step. Enter the passage and use the book to see what plant =
is in=20
      the cavern. Pick up the<B> Smelly Woodruff</B>. Exit through the =
other=20
      opening.</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>Where the 3 =
plants=20
            are (recap): </U></FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">Bogella - =
behind the=20
            waterfall in the inlet to the right of the swamp. =
</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">Purple =
Stinkwort - in=20
            the tunnel under the rock where the princess is. =
</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">Smelly =
Woodruff - in a=20
            cave behind the man-eating=20
      plant.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Talking=20
      Tree</B> - Use the ear muff and automatically chop the tree. Walk =
on tree=20
      to get to Swampy.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Swampy</B> - Swampy is holding the detonator for the Swamp bomb =
behind=20
      him. Swampy does not believe you are his friend. He wants you to =
be an=20
      honorary Swampling and to do so first, you must drink a whole bowl =
of=20
      swamp stew. Second, sing the Swampy song everyday. Try as you =
might you=20
      can not drink the swamp stew. Remember what the Druid said about =
his mouth=20
      getting numb. Go to the Druid.<B>&nbsp;&nbsp;&nbsp; Druid</B> - =
Give the=20
      druid the 3 plants and he will let you take a swig off from his =
liquor=20
      jug. Now you are drunk. Sprint (Caps lock) to Swampy. If you =
revive before=20
      drinking the stew, go back to the druid to have another swig of =
the potent=20
      gin.&nbsp;&nbsp; <B>Swampy</B>: - While drunk, drink the stew and =
falls=20
      unconscious. Upon awakening, Swampy tells you the Swampling =
song.&nbsp;=20
      Swampy wants you to get the lawyer to sign a <B>contract</B> that =
states=20
      that the 'undersigning personidge' must 'be leavings the Swamps =
alonses'.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Landing with Big =
Rock</B> -=20
      Ride the croc to the Landing with the Big rock and the bird table. =
Talk to=20
      the dodecahedron of pure stone and end up singing the Swampling =
song -=20
      Swampling stew, swampling stew, to your bog your swamp be true. =
Swampy be=20
      true. Swampling stew. The big rock moves and you can enter =
Swampy's=20
      hideout. Get the <B>oven gloves</B> and <B>turkey baster</B> from =
the=20
      table with the plans for the Swamp bomb. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Druids=20
      Compound:</B>&nbsp;&nbsp;&nbsp; <B>Tower</B> - Use the oven gloves =
on the=20
      ladder of the tower and climb up to the top and see a reflector =
that=20
      reflects light to the ground. Move the reflector using the =
directional=20
      arrows and the druid will get upset. Focus the light on the blue =
patch of=20
      plant at the plant garden area. Go down. <B>&nbsp;&nbsp;&nbsp; =
Garden</B>=20
      - Pick up the <B>Deadly Fish herb fruit</B> that provide relief =
from bee=20
      sting. Use the mortar and pestle on the deadly fish fruit to get =
<B>pestle=20
      and mortar containing mulched plant leaves</B>.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to get the =
lawyer to=20
        sign the contract</U> - Talk to the lawyer about the contract =
and get=20
        nowhere. Go to the broken beehive across the swamp and use =
turkey baster=20
        to get <B>honey</B>. Go back to the lawyer and use honey in the =
turkey=20
        baster on him.&nbsp; He is now splattered with honey. Use the =
Hoover=20
        (vacuum cleaner) with bees on lawyer.&nbsp; He gets bitten by =
bees and=20
        falls dying. He will do anything for you to help him and will =
sign the=20
        contract. Use turkey baster on pestle and mortar containing =
mulched=20
        plant leaves to get <B>turkey baster filled with plant =
juice</B>. Use it=20
        on lawyer. Watch as he tries to renege on his promise and =
Simon's=20
        threats. He signs the contract.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Swampy</B> - Show =
Swampy the=20
      signed contract. He is very happy and will go with you. Melissa =
Leg=20
      arrives and knocks Swampy cold. She then kisses you and changes to =
Runt.=20
      He lifts you up magically and disappears with Swampy. Simon drops =
on the=20
      detonator and the bomb explodes.</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><B>Chapter 4 - To =
Get the=20
      Seedy</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Calypso updates his =
journal. He=20
      talks about the prophecy of Nostramadus that should be happening =
now and=20
      misinterpretations of the prophecy. Simon drops from above, =
landing on the=20
      table. Calypso knows about Runt aka Melissa. He explains about the =

      prophecy and that Sordid is trying to open the doorway to the =
nexus. The=20
      nexus is the control center for the Universe. What Sordid needs =
the=20
      Swampling for, Calypso does not know. Sordid needs the magical =
boots to=20
      control the nexus. Calypso shows Simon what the magical boots look =
like=20
      and Simon recognizes it as a CD. Calypso wants Simon to get the =
"Seedy"=20
      from the Dragon's horde. The dragon is Sordinell, the same one =
that the=20
      dwarf prince talked about. Calypso wants Simon to enlist the help =
of the=20
      dwarves and to go to the forest.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn</B>:&nbsp;&nbsp;&nbsp; <B>Bar</B> - Talk to barman about the =
ninja=20
      ghost he heard just a few minutes ago upstairs in the corridor. At =
the end=20
      of the bar, pick up the empty <B>pint glass</B>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans =
MS">&nbsp;<B>&nbsp;&nbsp;&nbsp; Games=20
      Room</B> - Look at the pool table. Something jammed in the coin =
slot. Use=20
      the tong on the pool table and get a <B>gold coin</B>. Use the =
pool table=20
      again and use 1 groat but find it blocked. Look again and find a =
rat in=20
      there that bit you. Use cat found in the overturned dumpster - =
garbage on=20
      pool table. The cat would not come out after the fight.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>&nbsp;&nbsp;&nbsp; =
Beer=20
      Garden</B> - Talk to Wig Trader and she wants a wig or wig =
equivalent to=20
      trade for what she is wearing. Find about God, Harry Wigsner and =
the=20
      wigologists. Notice the picnic table and that the glass roof to =
Calypso's=20
      Private room is gone after you dropped through it.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>&nbsp;&nbsp;&nbsp; =
Bar</B> -=20
      Ask the barman about the pool table and he says that the white =
ball and=20
      cue are stolen. There are only 2 balls in there anyhow and won't =
be fixed=20
      until the repairman comes. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Around the =
Town:&nbsp;&nbsp;=20
      </B>All other places are closed except the Inn and the=20
      <B>Church.&nbsp;&nbsp;&nbsp; Bell Tower</B> - Pull (Ctrl) bell =
rope and=20
      use (Ctrl-hold again) the rope to keep climbing up. Look out the =
window=20
      and see Goldilocks. Go through window and talk to Goldilocks. She =
is=20
      stealing lead off the roof. She wants you to take it out of here =
and to=20
      stash the loot before anybody notices - 2 tons of lead. Then meet =
in the=20
      pub later. Time to go to the forest. </FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans =
MS"><B>Forest</B></FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D288=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/ForestC4.jpe"=20
      width=3D347></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">You can ride the =
rainbird to move=20
      from town to forest and back. Landing sites in Poliganis are The =
Inn,=20
      Rotable Junction, South Gate and Justice Square. Landing sites in =
the=20
      forest are Rope bridge, Lonely Hut, Temple and Dungnomin' =
Tree.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D260=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/Rainbirdtown.jpe"=20
      width=3D273></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Nearly secret =
area</B> - The=20
      cave in Nearly secret area is blocked and the dwarf is not=20
      there.&nbsp;&nbsp;&nbsp; <B>Dungnomin' Tree</B> -&nbsp; There are =
a lot of=20
      missing person poster around. Best to keep away from the gnome=20
      village.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Sleeping =
foliage</B> - Now=20
      that you have the plant book, identify the sleeping foliage to be =
Dopius=20
      Calandra, plant that induces deep sleep for several hours. Pick =
some=20
      <B>Dopius Calandra</B>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Reservoir Control =
Hut and=20
      Fallen Tree</B> - The hut is still locked. Go down the hill to the =
tree=20
      where ninja died. There is a valuable item wedged tight under the =
tree.=20
      The woodworms that are in the tree want weapons for their =
insurrection=20
      before they help you get the valuable item under the tree. =
</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Large Hole</B> - =
The treasure=20
      hunter wants to catch a mole that he trains to find gold. They =
also bring=20
      sustenance to him. The mole can be trained to find anything by =
rubbing the=20
      thing he wants to find on them. Look around the area and see a lot =
of mole=20
      holes.&nbsp;&nbsp;&nbsp; <U>Catch a mole</U> by waiting for a mole =
to pop=20
      up and be in the eye window and use the gold coin on=20
      hand.&nbsp;&nbsp;&nbsp; <U>Train the mole to hunt for the CD</U> =
by using=20
      mole on Feeble File CD labeled ashtray in inventory and <B>get =
mole=20
      trained to sniff CD's</B>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Clan BattleBeard =
Camp</B> -=20
      This is formerly the Volcano Photopoint. Watch as a dwarf climb on =

      catapult after drinking spirit and yelling. See him get catapulted =
and=20
      eaten by Sodinell, the dragon. Talk to dwarf by the brewing area. =
Clan=20
      BattleBeard is called by the Prince of Dwarves to kill the Dragon=20
      Sodinell. The spirit that the dwarves drink before being =
catapulted is=20
      BeserkerBrau, a dwarf spirit that eats through metal. When asked =
about the=20
      keys to the building, the dwarf said Axegrinder just went up and =
he=20
      usually has them. Ask for some spirit but the dwarf said no. Use =
Dopius=20
      Calandra plant on the dwarf spirit to add extra flavoring. A dwarf =
comes=20
      out of the tent, drink brew, get catapulted and eaten by the =
dragon. The=20
      dragon drops to the ground after eating the dwarf that drank the =
sleeping=20
      foliage plant. Ask for the brew again by using the pint glass on =
brew pot=20
      - to get <B>pint glass full of highly acidic Dwarf Spirits.=20
</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Waterfalls</B> - =
Go outside=20
      the camp into the waterfalls area. Look at the sleeping dragon. =
Use the=20
      metal detector on dragon and hears metal in stomach. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dragon Lair</B> - =
Fly a=20
      rainbird and land inside volcano. Notice the coins dropping from a =
spout=20
      on the side of the volcano. Use the trained mole on the treasure. =
The mole=20
      pulls out a locked chest. The chest has a padlock with no keyhole =
on it.=20
      Use the dwarf spirit on the padlock to get <B>Thick glass case =
with CD=20
      inside.</B> Look at gong and use hammer on gong. It broke! Use =
bell on=20
      gong stand. Use hammer on bell and the sound breaks the glass =
case. Pick=20
      up <B>CD</B>. Ride the rainbird to go to Calypso at the =
Inn.</FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans =
MS"><B>Poliganis</B></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn:</B>&nbsp;&nbsp;&nbsp; <B>Private Room</B> - Talk to Calypso. =
Simon,=20
      King of Fools must defeat Sordid with the help of the Lady of =
Steel, the=20
      real Melissa Leg; Hero of Light, Coneman the Barabrain; Jar Nin, =
the King=20
      of East and Prince Brave, Prince Valiant. To get their help =
Calypso said=20
      to give them <B>Invitation </B>to help save the world at Sordid's=20
      Fortress, RSVP and they will come. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Ask about the King of =
East. The=20
      ninja, Jar Nin must have his body and soul rejoined at the Temple. =
To=20
      collect his soul in the <B>bottle</B>, the bottle must have =
something of=20
      value to him. If successful, the bottle will glow green. Simon =
explains=20
      about his stealing the bell, so Calypso has to bring Jar Nin to =
the temple=20
      himself. Jar Nin's nose was burned in a smoking competition. As =
for Prince=20
      Brave, his transformation is a standard witch curse situation and =
can be=20
      reversed by being kissed by a princess. Princess Austin is now of =
age and=20
      a tournament for her betrothal and to find a suitor is arranged. =
Grandulf,=20
      the wizard is doing the opening fireworks display. He would want =
something=20
      in return for his aid to gain access to the princess.</FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><B><FONT face=3D"Comic Sans MS">Chapter 5 - =
Invite the 4=20
      Heroes to Help Save the World</FONT></B></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS"><IMG border=3D0 =
height=3D286=20
      =
src=3D"http://www.the-spoiler.com/ADVENTURE/Adventure.soft/simon.3d.1/Sim=
on3D_files/PoliganisC4.jpe"=20
      width=3D382></FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Coneman the =
Barabrain</B> - Go=20
      to the busted cart and give the invitation to Coneman under the =
cart.=20
      After taking him out from under the cart, Coneman, the Nordic =
warrior=20
      complains about his very bad back. He wants you to fix it before =
he can=20
      help with saving the world.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Tournament =
Entrance</B> - Talk=20
      to Grandulf. He needs help with the fireworks display before the=20
      tournament begins. Meet him at the door tonight and he will show =
you the=20
      ropes. Go back to the bedroom at the Inn and go to sleep. Wake up =
and=20
      return to the tournament entrance and meet Grandulf. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Fireworks</B> - =
Grandulf=20
        explains that there are 4 buttons for firing and that the right=20
        fireworks should be fired at the right moment. There is a =
special=20
        monitor to do so. The Fairy godmother appears to explain further =
about=20
        the change in keyboard control. Press the correct key when the=20
        corresponding ball passes the lit green square on the right of =
the=20
        console.</FONT></P></BLOCKQUOTE>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D1 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"65%">
        <TBODY>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS"><B>Keyboard=20
            key</B></FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS"><B>Color of=20
            Balls</B></FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT=20
            face=3D"Comic Sans MS"><B>Fireworks</B></FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Action key=20
            (Ctrl)</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT color=3D#ff0000=20
            face=3D"Comic Sans MS">Red</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT=20
          face=3D"Comic Sans MS">Rocket</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Use Item=20
            (Alt)</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT color=3D#0000ff=20
            face=3D"Comic Sans MS">Blue</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT=20
          face=3D"Comic Sans MS">Banger</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Left=20
            Arrow</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT color=3D#ffff00=20
            face=3D"Comic Sans MS">Yellow</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT face=3D"Comic Sans =
MS">Roman=20
            Candle</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Right=20
            Arrow</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT color=3D#00ff00=20
            face=3D"Comic Sans MS">Green</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT face=3D"Comic Sans =
MS">Catherine=20
            Wheel</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">After a successful =
fireworks=20
      display, Grandulf says you can comeback anytime at <U>night</U> as =
long as=20
      you stay away from the guards. The tournament is now =
open.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go back inside and =
walk forward=20
      the tents. The opening is close to the wall. Go to the tent at the =
center.=20
      Crouch to get in and see the Princess you saw at the swamp. Try to =
wake=20
      the princess up and she thinks you are Johnny, her dreamboat. Look =
around=20
      and see a poster of a Johnny Lightnin X, with black hair, purple =
robe and=20
      wearing shades. Go back to the bedroom in the Inn to wake up in=20
      daylight.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS"><B>Carnival</B>:&nbsp;&nbsp;&nbsp;&nbsp; Go =
to the=20
      road off Magic Square that had the closed gate before. The =
carnival will=20
      open only after the tournament is declared open and is accessible =
only=20
      during the day. Enter the Carnival and meet the 2 demons you have =
met in=20
      the 2 previous episode of Simon the Sorcerer. They are now into =
stealing=20
      money through crooked games in the carnival.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Acupuncturists</B> - Enter the center enclosure. Look at the =
sign in=20
      front of the caravan about backaches. Enter the caravan and meet =
the 2=20
      demons. Talk to them about acupuncture and backaches. They do not =
do house=20
      - street calls. They charged 10 groats.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Seaside=20
      Shooting</B> - Play the game for 5 groats. Use the chakara, =
hitting 10-14=20
      ducks will entitle to a free game, hitting 15-19 targets will win =
3x the=20
      game fee, another source of money and to hit all 20 ducks will win =
a teddy=20
      bear. Hit 20 ducks. The free game is not true and will still be =
deducted=20
      from your money. To help in the shooting, place an X on the =
monitor where=20
      the chakara will hit and use that as target for the ducks. Wait =
for the=20
      next set of targets to come out because sometimes the same targets =
pop up.=20
      Move the right and left arrows only after you have centered it on =
the=20
      target. The ducks appear in 2 (I think!) sets of sequences and if =
you can=20
      remember the sequence, you can anticipate where to shoot. Good =
luck!&nbsp;=20
      Receive the moth eaten <B>teddy bear</B>, formerly owned by a=20
      dog.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Invadertron</B> - There are 2 of these machines. Just like the =
classic=20
      space invaders, hit all the flying targets to gain the high score. =
The=20
      prize is a pair of <B>shades</B> and more <B>groats</B>, another =
source of=20
      money.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Wonder=20
      Wheel</B> - Spin the wheel to land on either win or lose area. The =
game is=20
      rigged.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Test=20
      your Strength</B> - Talk to the dwarf prince. Since he lost his =
clan to=20
      the dragon, he needs a purpose in life. He needs a symbol to unite =
dwarves=20
      around the world. Give him Hammor, the hammer he gave you. But =
before he=20
      sets out to do so he needs to prove to himself that he can beat =
the "Test=20
      your strength" game.&nbsp; Talk to the demon to convince him to =
allow the=20
      dwarf prince to play. The demon will eventually let the prince =
play. Go=20
      behind the demon, talk to him and he will <U>turn his back</U> to =
the=20
      dwarf prince. The dwarf will change the mallet he was told to use =
to=20
      Hammor and wins the game. The prize is a <B>black T-shirt</B> =
which you=20
      will get from the prince. </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Bonzo's=20
      Ball Bonanza!</B> - The object of the game is to shoot the ball =
through=20
      the clown's teeth. Something's definitely crooked here! The ball =
looks=20
      like it is too big to enter the mouth. The prize is to be a =
Coneman action=20
      figure.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Aqua=20
      Derby</B> - The object of the game is to have your horse win the =
race by=20
      shooting water through open circles. Hold down the Ctrl key while =
shooting=20
      water into an open circle, wait until your horse move and do the =
other two=20
      holes or until the horse reaches the end. The opening of the =
circles occur=20
      in counterclockwise sequence. Billy the Kid is the opponent in =
this race.=20
      Win a <B>bucket of green plastic toy soldiers with real plastic=20
      weapons</B>.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Voodoo=20
      Circle</B> - Enter the lane between Wonder Wheel and Test your =
Strength.=20
      Enter the enclosure on the right and see a circle of skulls. Use =
action=20
      key on cobra lever at left of the circle to go to a lower level. =
Talk to=20
      the voodoo demon selling magic amulet about making voodoo dolls. =
What are=20
      needed are a doll and some children's teeth. Hit cobra lever again =
to go=20
      back up to the circle of skulls.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to the opening on =
the hedge=20
      across the entry to the voodoo enclosure, just to the right of the =
cobra=20
      lever. Crouch straight forward and right to the end.&nbsp; Come =
out to the=20
      enclosure for the Wonder Wheel. Look up at the magnet attached to =
the back=20
      of the wheel. Take the <B>magnet</B>. Exit to the outside lane and =
enter=20
      the enclosure at the opposite side of the Voodoo place.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Cotton=20
      Candy stand</B> - Go down the steps. Buy <B>cotton candy floss =
</B>for 3=20
      groats.&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Flea=20
      Circus</B> - See fleas perform. Use the teddy bear on fleas and =
get=20
      <B>teddy bear infested with fleas</B>.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
Go back to=20
      <B>Wonder Wheel</B> and play the game and win a <B>peashooter=20
      </B>(leguminous vegetable projector).</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Talk to kid that is =
following=20
      you. He wants a red gobstopper and you promise to get one for him. =
Exit=20
      the carnival. All the prizes at the different arcade stalls should =
be=20
      won.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn:</B>&nbsp;&nbsp;&nbsp; <B>Game Room </B>- Use the flea =
infested teddy=20
      bear formerly owned by a dog on pool table and the cat will jump =
out of=20
      the table. Get the <B>red </B>and <B>yellow pool=20
      balls</B>.&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Beer=20
      Garden</B> - Give the cotton candy floss to the wig trader. She =
will give=20
      her <B>wig</B> in trade.&nbsp;Go back to the carnival.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS"><B>Carnival:</B>&nbsp;&nbsp;&nbsp; =
<B>Bonzo's Ball=20
      Bonanza!</B> - Play the game but this time use the yellow pool =
ball. You=20
      are given 3 large yellow balls to use. Remember to place the =
yellow pool=20
      ball in the hand box and to press Alt when ready to shoot the =
yellow pool=20
      ball. If you miss the first few tries, the yellow pool ball =
returns to the=20
      inventory and you can play again. Get a <B>Coneman action =
figure</B> as=20
      prize.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Kid</B>=20
      - Give the red pool ball to the kid that wants a red gobstopper =
and he=20
      will give you his <B>pre-chewed gum</B>. He chews the red ball and =
loses=20
      <B>teeth</B> in the process.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Voodoo=20
      Circle</B> - Use the cobra lever and enter the voodoo demon tent.=20
      Automatically, give the teeth to the voodoo demons and they eat it =
as=20
      snack. They then do an incantation on the Coneman doll you gave to =
them.=20
      You get a <B>Coneman action figure voodoo-ified</B> and full of=20
      needles.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;=20
      <B>Acupuncturist</B> - Give the needle filled Coneman doll to the=20
      acupuncturists. Watch as Coneman's back is fixed and he decides to =
forego=20
      his revenge on that puny boy later and save the world first. =
</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>To fix the =
back of=20
            Coneman</U> (recap):</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. Win the =
Teddy bear=20
            from Seaside Shooting at the Carnival.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. Get the =
fleas from=20
            the flea circus using the teddy bear.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. Get the =
yellow and=20
            red pool balls at the pool table at the Inn by removing the =
cat with=20
            the flea infested teddy bear.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Win the =
Coneman=20
            action figure at the Bonzo's Ball Bonanza! in the carnival =
using the=20
            yellow pool ball.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Give the =
red pool=20
            ball to the kid in the carnival and get =
teeth.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">6. Give the =
teeth and=20
            Coneman doll to voodoo demons at the voodoo circle in the =
carnival=20
            and get Coneman voodoo doll.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">7. Give the =
Coneman=20
            voodoo doll to the acupuncturist at the=20
        Carnival.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Launderette</B> - =
Place the=20
      blonde wig from the wig trader and the black t-shirt won by the =
dwarf=20
      prince in the washing machine. Start the machine and later get a =
<B>dyed=20
      black wig</B>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Bedroom</B> - Go =
back up to=20
      the bedroom and sleep. At nighttime, go back to the princess via=20
      Tournament entrance. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Tournament =
entrance</B> -=20
      Enter the entrance, forward and enter the tent area through an =
opening by=20
      the wall. Crouch to enter her tent. Go to the poster of Johnny X =
and look=20
      at it. Use magic spell book. Use the left arrow key (Polmar - red) =
and=20
      right arrow key (Gazza - blue) keys and press Ctrl to change your =
robe to=20
      purple. Wear the black wig and the shades. Wake the princess up =
and she=20
      will say that she will give you, Johnny a kiss. Use frog on =
princess. She=20
      wakes up screaming and will shoot you with her bow and arrow. =
Watch the=20
      escape and Grandulf is hit instead of you. Outside the tournament=20
      entrance, the frog changes to Prince Brave aka Valiant. He accepts =

      Calypso's invitation. 2 down 2 to go. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Change your robe back =
to red. Go=20
      back to the inn and sleep to wake up at daylight. </FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>How to =
change the=20
            frog back to Prince Valiant</U> (recap):</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. At =
carnival, buy=20
            cotton candy floss, win an Invadertron game to get shades =
and get=20
            black T-shirt from the dwarf prince, who won the Strength=20
            Contest.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. At the Beer =
Garden in=20
            the Inn, trade the cotton candy floss for a wig with the wig =

            trader.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. In =
Launderette, wash=20
            the wig and the T-shirt together to get a black =
wig.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Wake up =
princess,=20
            wearing black wig, shades and purple colored =
robe.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Get the =
princess to=20
            kiss the =
frog.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans =
MS"><B>Forest:</B>&nbsp;&nbsp;&nbsp;=20
      <B>Woodworms by Reservoir Hut</B> - Give the woodworms the bucket =
of green=20
      plastic toy soldiers with real plastic weapons won from Aqua =
Derby. The=20
      woodworm liberation army eats the tree up. Watch Simon handle =
terrorists.=20
      He picks up <B>Jar Nin's necklace</B>.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Church's Memorial =
Room</B> -=20
      Go to the memorial room at the church. Upon entering, turn to =
Simon's=20
      left, forward midway the aisle, turn to the memorial wall and see =
Nin=20
      Jar's memorial. Simon will say " So Nin Jar's ashes are there". =
This=20
      drawing/plaque where the ashes are can be seen early in the=20
      game.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Place in Jar Nin's =
plaque</B>=20
      - Call the rainbird and see the place on the plaque appear in the =
map. Fly=20
      straight from the rope bridge of the forest and left of Poliganis =
to the=20
      formerly empty land. Land. Go forward to the ashes at the center =
of the=20
      slab. Use vacuum cleaner on it to get <B>vacuum cleaner full of =
ashes</B>.=20
      Go back to Inn. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn:</B>&nbsp;&nbsp;&nbsp; <B>Left Hallway by bedroom</B> - =
Combine Jar=20
      Nin's necklace and the empty soul jar to get <B>jar with =
necklace</B>. Go=20
      close to the mirror and use the jar with necklace. When =
successful, the=20
      jar turns green to get <B>jar with Nin Jar's soul</B> in=20
      it.&nbsp;&nbsp;&nbsp; </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;=20
      <B>&nbsp;&nbsp;&nbsp; Private room</B> - Give the ashes and soul =
of Jar=20
      Nin to Calypso. The ninja will come to the Inn when the joining is =

      completed.</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>How to get =
Jar Nin's=20
            ashes and soul</U> (recap):</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. In the =
carnival, win=20
            the Aqua Derby to get toy soldiers and =
weapons.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. Give toy =
soldiers and=20
            weapons to woodworms at the tree in the forest where Jar Nin =
died=20
            and get necklace.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. In the =
Memorial Room=20
            at the Church, look at the plaque of where the ashes of Jar =
Nin are=20
            placed.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Collect the =
ashes=20
            using vacuum cleaner in the place in the =
plaque.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Place the =
necklace in=20
            the soul bottle and collect the soul of Jar Nin at the =
hallway=20
            outside the bedroom.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">6. Give the =
soul and=20
            ashes to =
Calypso.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Tell the Barman about =
the ghost=20
      and listen to another person's plan destroyed by you. Go back to =
Calypso's=20
      Private Room and talk to all the heroes there.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Church=20
      Tower:</B>&nbsp;&nbsp;&nbsp; Time to help Goldilocks. On the way =
to the=20
      church take note of the rickety bridge and the 2 ton weight limit =
assigned=20
      to it. Take note also of the water flow of the river.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to steal the =
cheese=20
        truck</U> - Go the gate in the back of the church and see a =
hedgehog kid=20
        floating in the air holding 3 balloons. Aim the peashooter on =
the=20
        balloon. Shoot at 2 balloons and leave the last yellow balloon =
intact=20
        until the cheese wagon passes by. You can move about and the boy =
will=20
        still be there. When the cheese wagon is underneath shoot the =
last=20
        balloon to drop the hedgehog kid in the open topped cheese =
truck. It=20
        looks like that the kid falls outside the truck but he is in the =
truck=20
        if you do not see him on the road when the truck moves away. =
Follow the=20
        cheese truck to the warehouse. Watch as the cheese inspector =
finds the=20
        hedgehog kid inside the truck and no cheese. The hedgehog kid =
enters the=20
        Cheese Bros. warehouse and eats all the cheese. Mr. Cheese and =
the=20
        cheese inspector are out of a job and the scam is stopped. Ride =
the=20
        wagon and fairy godmother explains how to drive the truck.=20
      </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Drive the truck =
directly=20
      underneath the stolen lead on the church rooftop. Enter the bell =
tower,=20
      climb the bell rope to the roof and push the lead on to the truck. =
Drive=20
      through the rickety bridge and the bridge collapses. Look at the =
water=20
      flow of the river now and compare the flow of the river before the =
truck=20
      dammed the river. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans =
MS"><B>Forest:</B>&nbsp;&nbsp;&nbsp;=20
      Call the rainbird and fly over the forest and town. Note the =
inflow to the=20
      river around the reservoir comes from 2 sources, one is the river =
that=20
      comes in by the church in town that is now dammed up by the cheese =
truck.=20
      This river flows out to the swamp and to another branch that joins =
by the=20
      waterfall by the volcano in the forest to another source out of =
the world.=20
      The river flows out around the forest and the reservoir. There is =
a gate=20
      that holds back the river to the outside world just across Acre =
Gap and=20
      dams the water to fill the reservoir. The reservoir surrounds the=20
      Mysterious Isle. These river and reservoir system can be studied =
on the=20
      map also. Alight at the beach.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>It's a Beach</B> - =
Take a look=20
      around. The water level is very low. Go to the left side of the =
beach=20
      close to the reservoir and see that the Mysterious Isle has a pier =
with a=20
      boat tied to it - somebody is there. Look down and see a phone =
booth in=20
      the water. Walk around the shore and Pointless bridge and still =
not find a=20
      way to get to the Mysterious isle. We need to lower the water =
table more=20
      to get there.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dragon by the =
waterfall</B>=20
      -</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to get the =
key from the=20
        dragon's stomach </U>- Combine the stick with chewing gum to =
make=20
        <B>chewing gum on the end of the pole</B>. Combine magnet to it =
to make=20
        <B>magnet stuck to pole with chewing gum</B>. Use it on dragon. =
After=20
        Simon's procedure on the dragon he says, "needs lubrication". =
Combine=20
        butter to magnet on a pole to make <B>lubricated pole magnet. =
</B>Now=20
        use it on dragon to get <B>dwarven keys from the inside of a =
dragon</B>.=20
        "Eat your heart out Mr. Herriot!" </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Reservoir Control =
Hut</B> - Go=20
      to Reservoir Control Hut. We have to release more water from the =
reservoir=20
      by opening the dam gate. Go up the ladder to the roof and look at =
the=20
      stuck trap door. Go down. Use the dwarven keys on locked door. It =
might=20
      help to raise the gamma control here, to be able to see better. =
Pick up=20
      the <B>petrol</B> on the right side by the wall and look at the =
pulley=20
      system. Go to the other side of the wood wheel to see if we can =
raise the=20
      gate. Push the spoke and realized that you cannot raise the gate. =
(Go to=20
      the corner by the wheel. Glitch on this part shows a ladder that =
leads to=20
      the roof of the hut at the corner but is really the ladder outside =
to go=20
      to the roof). Look up to the trap door on the right side of the =
pulley=20
      system. Use chakara to unstuck the trap door by aiming at the =
latch at the=20
      bottom side of the trap door. Simon will say "Got it!". Go back up =
to the=20
      roof and trap door and open the trap door. Yikes! Shortcut to =
enter hut.=20
      Pour gasoline on rope of the pulley mechanism. Now that you have =
sunlight=20
      from the trapdoor, use mirror to light it. The rope holding the =
gate is=20
      cut and now the water is released. You can go directly to =
Mysterious Isle=20
      by phone booth or by the beach.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>It's a Beach or =
Mysterious=20
      Isle</B> - Look at the water table now and see that it is much =
lower. The=20
      phone booth by Mysterious isle is accessible. Walk towards the =
boat that=20
      is now hanging. Climb the rope that attached the boat to the pier. =
Go to=20
      the ruins of a church. See Melissa look down at the lowered water =
table.=20
      Enter and surprise Melissa. Give her the invitation automatically. =
Time to=20
      go meet everybody.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Dog and Fruit=20
      Inn</B>:&nbsp;&nbsp;&nbsp; <B>Calypso's Private Room </B>- Go back =
to=20
      Calypso at the Private Room. They are planning the assault on =
Sordid's=20
      fortress by sneak attack. They think that Simon will not be of =
help. A=20
      knock is heard and Runt enters with 2 guards. He placed a magic =
barrier=20
      around the room. He disabled Coneman and blast Calypso also. Runt =
is=20
      filled with evil glee about catching Simon, who he wants for =
himself and=20
      Calypso, as well as the world's 4 greatest heroes. When Runt =
leaves,=20
      Melissa thinks that they should just wait it out but Simon thinks=20
      otherwise. Talk to all the heroes and exhaust ALL dialogue. =
Coneman will=20
      eventually get mad because of Simon's "witty repartees" and beats =
him up=20
      dead. Simon comes out alive by the front door of the Inn using the =

      lifepad. Go back in the Inn and find out you cannot get through =
the=20
      barrier.</FONT></P>
      <P align=3Dleft><FONT=20
      face=3D"Comic Sans MS">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; =
<B>Beer=20
      Garden</B> - Notice the open roof to the private room of Calypso. =
Talk to=20
      the boy on the tire swing. Fairy godmother appears to explain how =
to use=20
      the swing. Press the action key to start. Press the forward keys =
when the=20
      swing starts to go forward (when the swing is at the very back =
close to=20
      you) and the back keys when the swing starts to go backwards (when =
the=20
      Simon's feet are up and the swing is far from you). Timing is =
necessary.=20
      Press the corresponding key when the swing is at the end of the =
motion=20
      forward or backwards. Pick up the length of <B>rope</B> with the =
tire=20
      attached. Tie the rope to the picnic table. Watch the talk with =
Calypso.=20
      <FONT size=3D2>I thought this is the funniest part of the game and =
cracked=20
      me up - Sorry about the editorial! </FONT>We have to save the 4 =
heroes=20
      taken by Runt to the fortress. The fortress is at the east and the =

      entrance is through a rocky tunnel in the mountain. Call the =
rainbird and=20
      Sordid's fortress appears in the map. Fly east of Poliganis. =
</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Sordid's =
fortress</B> - See=20
      the camps of the invasion army surrounding the fortress entrance. =
There is=20
      an orc guarding the gate. He needs an identification card before =
he can=20
      let you in. Only gobbos, orcs, metal things and trolls n' stuff =
are=20
      allowed in. The covered bridge is closed by a gate.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>To get in the =
fortress the=20
        first time</U> - Change the color of your robe to black by using =
the=20
        spell book and selecting all colors. Enter the tunnel and =
carefully walk=20
        only on the dark areas. After passing 2 orc guards, you will =
hear a=20
        gobbos sing and march towards you. Crouch (Z) and quickly enter =
the=20
        lighted recess (practice to find a place to hear them come, go =
back to=20
        the recess, crouch and enter). When the goblins march towards =
the=20
        opening of the cave (when they are not on the screen anymore), =
quickly=20
        go out, stand up, turn left and navigate the dark areas to the =
end of=20
        the hallway.</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Look in the mailbox =
by the=20
      bridge. Pick up the mail which is an <B>order for a crate of =
'usual' from=20
      Sordid to the Green Grocer</B> in Poliganis. Go back out of the =
fortress=20
      and do not worry about being caught this time. Call the rainbird =
and fly=20
      to Poliganis.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Green Grocer</B> - =
It is still=20
      close. Use the order on the door of the greengrocer. Simon will =
insert it=20
      in the mail slot. Listen to the frightened grocers. A crate is =
dropped=20
      from above. Look on crate and see it marked with Sordid's address. =
It's=20
      full of cauliflowers. Now to find the hedgehog kid. Go to=20
      warehouse.&nbsp;&nbsp;&nbsp; <B>Cheese Bros. Warehouse</B> - Talk =
to the=20
      <B>hedgehog kid</B> and you will pick him up. Go back to the Green =

      Grocers.&nbsp;&nbsp;&nbsp; <B>Green Grocer</B> - Use the hedgehog =
kid on=20
      crate of cauliflower. He also hates cauliflower but will eat it if =
cheese=20
      covered. He is very full and feels like throwing up. Use the =
chakara on=20
      him to get him to cover the cauliflower with cheese. Then he eats =
it=20
      leaving an empty crate. Enter the empty crate now. </FONT></P>
      <HR color=3D#ff0000 width=3D"50%">

      <P align=3Dcenter><B><FONT face=3D"Comic Sans MS">Chapter 6 - Save =
the=20
      Universe</FONT></B></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">After being hauled as =
groceries,=20
      Simon climbs out of the box and finds himself inside Sordid =
Fortress.=20
      </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Colored =
Fireballs</B> - The=20
      object of this puzzle is to get up the ramp and evade or =
neutralize the=20
      fireballs. In some instances evading the fireball can be done by =
dodging=20
      out of the path or by crouching. Remember what the fairy godmother =
said -=20
      If you get stuck in a magic place, think of the colors you see. =
The best=20
      way is to change the color of the robe into the color of the =
released=20
      fireball. After changing to the color of the released fireball, =
sprint up=20
      the ramp as fast as you can until the next fireball is released. =
The=20
      colored fireballs will be neutralized when it hits the same color =
of your=20
      robe. Change color of robe again and sprint until the =
top.</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D1 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"65%">
        <TBODY>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Keyboard=20
            Arrow Keys</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Color&nbsp;=20
            Combination</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT face=3D"Comic Sans =
MS">Color=20
            Produced</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Left=20
            arrow</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">-</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#ff0000=20
            face=3D"Comic Sans MS">Red</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Up=20
            arrow</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">-</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#ffff00=20
            face=3D"Comic Sans MS">Yellow</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Right=20
            arrow</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">-</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#0000ff=20
            face=3D"Comic Sans MS">Blue</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Left +=20
            Up</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Red +=20
            Yellow</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#ff9900=20
            face=3D"Comic Sans MS">Orange</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Left +=20
            Right</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Red +=20
            Blue</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#800080=20
            face=3D"Comic Sans MS">Purple</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Up +=20
            Right</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Yellow +=20
            Blue</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#00ff00=20
            face=3D"Comic Sans MS">Green</FONT></TD></TR>
        <TR>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Left + Up +=20
            Right</FONT></TD>
          <TD align=3Dmiddle width=3D"33%"><FONT face=3D"Comic Sans =
MS">Red + Yellow=20
            + Blue</FONT></TD>
          <TD align=3Dmiddle width=3D"34%"><FONT color=3D#ffffff=20
            face=3D"Comic Sans =
MS">White</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Climb the ladder and =
enter Runt's=20
      laboratory.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Runt's =
Laboratory</B> - You=20
      are stuck to the floor. Runt explains their diabolical plans. They =
found=20
      the location of the nexus, the control center of the universe. =
Sordid is=20
      there making preparation for the invasion. Runt will follow soon =
after he=20
      does some adjustment needed to the matrix. They do not need the =
Magical=20
      Boots. Melissa and Coneman are imprisoned in a force field. The =
prisons=20
      are controlled by 2 buttons that are in front of you, one that =
releases=20
      the force field and the other changes them into something=20
small.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to release =
Melissa and=20
        Coneman</U> - Combine peashooter and magnifying lens. Simon said =
that=20
        using the Shift button will zoom in. Zoom and look straight on =
console=20
        with 2 buttons in front of you. Target and shoot at the right =
release=20
        button. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Use the voodoo doll =
with pins to=20
      wake Coneman up. Coneman goes for Runt but Runt changes him to a =
duck.=20
      Calypso arrives but accidentally pokes himself with his light =
saber and=20
      dies. Now, Runt is out to get you with his light saber. When he =
first=20
      attacks you, Runt said that his magic is absorbed by your =
robe.&nbsp;=20
      </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to fight =
Runt's colored=20
        light saber</U> - Again, remember Fairy godmother's advice - If =
you get=20
        stuck in a magic place, think of the colors you see. Change to =
the=20
        different colors of the saber blast shot at you by Runt. Then =
run to=20
        similar colored button on the wall. When the colored blast hits =
you,=20
        press the button to transfer Runt's magic to the buttons. Do all =
the=20
        buttons. Once all the colored buttons are glowing, Runt's magic =
is gone=20
        and there will be power build up. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Runt falls into the =
bottomless=20
      pit. Coneman's magic transformation was delayed and he, as duck =
flies over=20
      the pit. His transformation back to human happened in an unlucky =
time and=20
      also falls in the pit. Melissa wakes up and together enters the =
Nexus=20
      gate, opened by the power build up. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Nexus</B> - There =
is a giant=20
      Swampy head above an entryway. Calypso's ghost appears using power =
from=20
      beyond. He states that the head is a representation of the =
builders of the=20
      nexus. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Go to Swampy's head. =
Look at the=20
      head and Simon recommends that you sing the Swampling Song. Select =
the=20
      words to the Swampling song: Swampling stew. Swampling stew. To =
your bog=20
      your swamp be true. Swampy be true. Swampling stew. Swampy's eyes =
light up=20
      and an entryway opens up.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Magic red =
bridge</B> - Cross=20
      the bridge and be stopped by a Swampy guard. He explains that the =
bridge=20
      can only be crossed from the other side. No running or jogging =
allowed on=20
      the bridge. The bridge is just for people leaving the control =
center not=20
      going to it. </FONT></P>
      <BLOCKQUOTE>
        <P align=3Dleft><FONT face=3D"Comic Sans MS"><U>How to cross =
magic bridge=20
        with Swampy guard</U> - The guard said no running or jogging, so =
press=20
        and hold Shift key to walk forward. Since the bridge is only for =
going=20
        out and not entering, when the guard comes out of the guard =
tower,=20
        immediately turn back towards the entry door and walk like you =
are going=20
        out of the control center. Be sure to walk straight in the =
middle of the=20
        path and not veer off to the edge. Walk and not hesitate when =
the guard=20
        is outside the tower. Once on the magic red path, count 16 - 17 =
steps=20
        and then turned back to the start point, guard comes out and =
looks=20
        around. Wait until he looks towards the entry door and as soon =
as he=20
        turns to look away, turn back and continue the walk. Continue =
doing this=20
        until the other end. The guard comes out 4-5 times until you =
reach the=20
        end of the bridge. </FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" size=3D2>Once across =
and see a=20
      black starry universe, a major glitch happens. It will crash to =
the=20
      desktop. As soon as I saw that starry universe again after =
replaying, I=20
      immediately pressed the spacebar and saved the game. After opening =
or=20
      loading the game, a red blank screen is seen but still have the 3 =
boxes on=20
      the top right. I opened the inventory and chose to call the =
rainbird and a=20
      graphic scene replaced the red screen and went on from there. I =
was=20
      informed that if you keep at the middle of the bridge to the next =
ramp,=20
      this will not happen.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Nexus Computer =
Room </B>- Go=20
      to the right and see Sordid lying on a bed, looking like he is in =
a coma.=20
      Go to the left side and see Swampy lying on another bed, breathing =
but out=20
      of it. Look at the computer and Calypso's ghost will appear (Whoo, =
hooo,=20
      oooo!) Calypso explains that Swampy's and Sordid's soul and body =
are=20
      separated. Sordid's soul entered the Nexus computer and took =
Swampy's with=20
      him. The Ancients are the creator of life, universe and =
everything. Swampy=20
      is slang for the Ancients. The Nexus computer is the one that =
controls the=20
      universe and if the power supply is pulled out, it will be the end =
of=20
      everything. Calypso knows so much because he is in "Spirit Guide" =
persona.=20
      Simon has to stop Sordid's vile plan by entering the nexus =
computer. His=20
      soul needs to be separated from his body. Calypso performed =
Simon's=20
      separation of soul and body. If something happened to either the =
soul or=20
      body, the joining back will have a slim chance of happening. Enter =
the=20
      computer. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Inside the Nexus =
Computer</B>=20
      - Find yourself inside the computer.</FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS"><U>Path to get =
to Sordid=20
            and Swampy inside the Nexus Computer:</U></FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. Upon =
arriving in the=20
            computer, turn around and go to 3 green =
transporters.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. Take the =
right=20
            transporter.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. Arrive at a =
passage=20
            that has giant multicolored wires at the left. =
</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Climb =
passage to blue=20
            ramp.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Go down the =
other=20
            strip.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">6. Turn right =
at lighted=20
            arched passage.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">7. Walk down =
the dimly=20
            lit green passage.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">8. Out to =
bright green=20
            passage beside the big multicolored wires on the =
left.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">9. Turn right =
on=20
            crossroad.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">10. Turn right =

            again.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">11. Enter =
passage with=20
            1995 U.K. written above it and see 3 green=20
transporters.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">12. Take the =
right=20
            transporter and see Swampy and=20
      Sordid.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">It is best that as =
soon as you=20
      reach the passage going into the transporter that will get you to =
Sordid=20
      and Swampy, retrace your steps going back to the transporter room =
with 3=20
      pads as a practice and to know the path to be taken.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">Swampy is glad to see =
you and ask=20
      that you help him. Sordid talks about his plan to use Swampy to =
change the=20
      automatic control of the Nexus to manual, so that he can rule the=20
      universe. Swampy's ancestors 100,000 generations back were the =
creators of=20
      the Nexus. Swampy being the last of his line can run the machine. =
Swampy=20
      presses a button and removes the automatic control. He pulls a =
lever to=20
      change it to manual. Oh Gee! <B>He did the memory erase and =
deleted the=20
      Nexus!! </B>Sordid escapes.</FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS">You have 2 minutes to =
get Swampy=20
      out and escape or escape by yourself. Swampy urges you to go and =
leave him=20
      because his leg is tied to a ball and chain. You can use the =
vacuum=20
      cleaner on Swampy but there would not be enough time to get back =
out.=20
      Decision time! Go to the portal by yourself or with Swampy and go =
through=20
      the maze again. The lights flicker on and off. Sordid flies to get =
outside=20
      the computer ahead of you. He knows the path so you can follow him =
if=20
      lost. You have to beat Sordid to the computer room and leave him =
trapped=20
      in the Nexus. </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS"><B>Return Path to =
Nexus Control=20
      Room</B>* - The object of the return path is to reach the =
transporter room=20
      with 3 pads. The only variant from the path above is when you =
reach the=20
      blue ramp and go down, you will get to a room with a single =
transporter=20
      pad and with FBI OMNI written on the wall. </FONT></P>
      <DIV align=3Dcenter>
      <CENTER>
      <TABLE border=3D0 borderColor=3D#111111 cellPadding=3D0 =
cellSpacing=3D0=20
      style=3D"BORDER-COLLAPSE: collapse" width=3D"85%">
        <TBODY>
        <TR>
          <TD width=3D"100%"><U><FONT face=3D"Comic Sans MS">Return Path =
to Nexus=20
            Control Room:</FONT></U></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">1. Right and=20
            forward.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">2. Left and =
forward to=20
            middle ramp.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">3. Left on =
middle ramp=20
            and forward.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">4. Walk the =
enclosed=20
            passage going up with 3 ramps.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">5. Walk the =
arched=20
            ramp.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">6. Left to go =
to blue=20
            pad.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">7. Down the =
other=20
            ramp.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">8. Enter and =
stand on=20
            single transporter pad in a room with FBI OMNI on the=20
        wall.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">9. Go out and =
climb red=20
            edge strip to Red pillar with C1557 on it.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">10. Go around =
to the=20
            right and climb up the strip.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">11. Walk the =
enclosed=20
            passage with 4 ramps.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">12. Climb =
another=20
            ramp.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">13. Left to =
transporter=20
            room with 3 pads.</FONT></TD></TR>
        <TR>
          <TD width=3D"100%"><FONT face=3D"Comic Sans MS">14. Take the =
middle=20
            transporter and come out to the Nexus computer=20
        room.</FONT></TD></TR></TBODY></TABLE></CENTER></DIV>
      <P><FONT face=3D"Comic Sans MS" size=3D2>Be sure that before you =
continue the=20
      game, you have the CD ROM with Auto Notification checked or on in =
the=20
      Device Manager of the computer you are playing on.</FONT></P>
      <P><FONT face=3D"Comic Sans MS"><B>Last puzzle</B> - Your body and =
Swampy's=20
      are still in their beds but Sordid's is gone. The computer is =
going=20
      haywire. There is no keyboard. You have a CD in inventory and no =
place to=20
      insert it. Since there is no eject button for the CD ROM drive of =
the=20
      Nexus computer, eject your CD drive, the one you are playing =
on.&nbsp; You=20
      will get an eject auto notification. In some replays, I did not =
get one.=20
      Click OK. If the game frame disappears, just click it back up from =
the=20
      toolbar at the bottom of the desktop. The CD Rom drive of the =
Nexus=20
      computer in the game opens and Simon inserts the CD aka Seedy aka =
Magical=20
      Boots. The Nexus computer is now working.</FONT></P>
      <P><FONT face=3D"Comic Sans MS">The computer asks "Where would you =
like to=20
      go today?" Simon types "Home". He realizes he needs Calypso for =
the=20
      joining of his body with his soul. While shouting for Calypso, a =
body=20
      comes out of the Nexus computer. It is another Simon the Sorcerer =
trapped=20
      in the Nexus for a long time. The new Simon says that any good =
that=20
      exists, an equal and opposite incarnation that is evil is. Those =
never=20
      meet but then, they did. </FONT></P>
      <P align=3Dcenter><FONT face=3D"Comic Sans MS">"Got control of the =
universe=20
      have we. Right then, let's have some fun" says the Other Simon the =

      Sorcerer.</FONT></P>
      <BLOCKQUOTE>
        <P align=3Dcenter><FONT face=3D"Comic Sans MS">The =
End</FONT></P></BLOCKQUOTE>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" size=3D2>Watch the =
ending credits=20
      and see the outtakes from the making of the game. :) </FONT></P>
      <P align=3Dleft><FONT face=3D"Comic Sans MS" size=3D2>*Thanks to =
Michael=20
      Barnes.</FONT></P>
      <BLOCKQUOTE>
        <HR color=3D#ff0000 width=3D"50%">

        <P align=3Dcenter><B><FONT color=3D#111111 face=3D"Comic Sans =
MS" size=3D2>This=20
        document may not be distributed without express written =
permission of=20
        the author and the content may not be altered in any =
way.</FONT></B></P>
        <P align=3Dcenter><B><FONT color=3D#111111 face=3D"Comic Sans =
MS" size=3D2>For=20
        Questions or Comments on this Walkthrough,<BR>Please write to:=20
        </FONT><FONT color=3D#000066 face=3D"Comic Sans MS" size=3D2><A=20
        href=3D"mailto:margotr@earthlink.net">MaGtRo</A></FONT></B></P>
        <P align=3Dcenter><B><FONT color=3D#111111 face=3D"Comic Sans =
MS"=20
        size=3D2>Copyright =A9 5/2002&nbsp;</FONT><FONT color=3D#0000ff=20
        face=3D"Comic Sans MS" size=3D2> </FONT><FONT color=3D#000066=20
        face=3D"Comic Sans MS" size=3D2><A=20
        =
href=3D"mailto:margotr@earthlink.net">MaGtRo</A></FONT></B></P></BLOCKQUO=
TE></TD></TR></TBODY></TABLE></BODY></HTML>

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