Simon the Sorcerer/Mountains

Mountains
Move forward until a small statue of a wizard is seen. . You got lucky and leave the detector to mark the spot of the milrith. Exit right to the sleeping giant.

Giant
to try to wake the giant. He moves his arm and breaks the tree. Cross the tree. Move forward until the dragon's cave. Note the boulder on top of the cave.

Dragon's cave
Look at sign. Enter the cave. The dragon has a bad cold and warns you about his lack of control on his breathing. Simon gets toasted. Click on him and go back in the cave. . In the cut scene, Simon will walk out and throw cold remedy in the cave. Enter and. Exit the cave.

Go up the path behind the dragon's cave. from the snow. Go right of screen and see climbing pins on the side of the mountain but one is missing. Click on right of screen to cross the chasm to the other side. Go forward until the tree.

Tree
Note the pink splodge. Look at and. To get the magic words he knows, you promise to get white spirit from the village Shoppe to remove the pink splodge. The pink paint is the mark that tells the woodcutter that the tree is to be cut down.

to go to the village. Go to the blacksmith. . He breaks it and you. to go to the centre of forest. Go left to the paleontologist dig.

Paleontologist Dig
. The famous paleontologist asks where you found the fossil. Tell him that it is in Craggy Peaks marked by the metal detector. to go to the sleeping giant and go left. Look at and then found on the middle pile of dirt in the foreground of the hole dug by the paleontologists.

to go to the village. Go to the blacksmith again. and he will make an axe head. to go to the centre of forest. Go to right of screen and forward to the wood cutter.

Woodcutter's Cottage
. He leaves. Enter the woodcutter's home. on the table by the window. . Move the hook of the fireplace stand and find yourself down the hidden cache of the woodcutter. from the left side, second from the bottom shelf. Now, go to woodworm at the stump, to go to the witch's house and then take the path to the stump.

Woodworms at the tree stump
and automatically the woodworm will have a mahogany feast. The woodworms jump into the mahogany in the inventory. and go to the crossroad. Take the path to the bottom right.

Tower
. Move bell and Rapunzel drops her hair. hair to climb up. After the kiss, Repulser is now in the inventory. . After dropping down to the first floor,. to climb down. and find a mummy. Scared, you run out of the tower, opening the stuck shut door. Go back in, down the ladder and again. hanging at the back of the mummy and he will unravel and turn to dust. . Go back to the crossroad and take the path at the top of the screen.

Fishing Golum
Look at gorge and see someone fishing. Click on the vines found at the bottom left of the screen to go down the gorge. . Ask about the fishing rod. for the other members of the Tolkienish society (since he did not have any nibble while fishing and have nothing to feed them). Automatically fish and find the invisibility ring.

to go to the village. Ignore the box of grocery outside the Shoppe for now. Go to arched path to the north, pass the dodgy geezer and exit left of screen. Again, exit to the left of the screen of the Apothecary to the house with the beehive.

House with beehive
. Enter the house and look around. off the hutch on the right. leaning by the hutch. Exit the house. and automatically. from the upper part of the beehive. Go to the Drunken Druid Tavern.

Drunken Druid Tavern
and ask for a drink. Immediately, while the barman is looking for ingredients for the cocktail. If late, just order another drink. Simon plugs the nozzle of the beer barrel with wax. The barman thinks the barrel is empty and took the barrel outside. He gives you a Happy Hour leaflet and a beer voucher. Go outside and. to go to the centre of forest.

Dwarf mine
Wear beard taken from drunken dwarf in the tavern. Enter the mine. The password is "Beer" - the word on the rock. Try to go down the left stairs and the assayer will wake the sleeping guard up. about "bribes". . You will automatically take it down to the beer barrel room. Find a drunken dwarf and snoring dwarf lying on the ground in the beer barrel room. ..

Go back up and then go down the left stairs now that the guard is having a drinking contest in the beer barrel room. supervisor and he can tell you that about the door to the treasury and that the key is held by the dwarf that is in the beer barrel room (you already have it, anyway). hanging in front of the treasury door. to the treasury on the left of the walkway and automatically. Enter and meet the dwarf inside. about "an offer" and "something in the inventory". from the Drunken Druid tavern. He gives you a gem. Leave the dwarf cave. to go to the village. Go to the dodgy geezer.

Dodgy Geezer
. The bargaining will start and keep on until you get 20 gold coins for the gem. Go to the village Shoppe.

Shoppe
Enter and (on the shelf behind the left head). the (below the white spirit) and it comes with a free nail. Go outside and for the goblins that is outside the Shoppe.

Goblin fortress
The box is now in the storage room of the fortress. Simon wears the invisibility ring automatically. to show invisible Simon. Look at the empty boxes and get the spell book that Simon dropped when he first came to this place. Look at spell book in inventory and get a loose paper in it. on the ground. Look at door and note that the key is left in the lock. and Simon will slip the paper under the door. . from under the door and the small key that dropped on it. and. with a hole at the side of it found in front of the cage.

Since the other path is blocked by the guard, go down the steps and look for another way out. Find a druid manacled on the rack. the iron maiden. the flaming brand at the center of the room. the mints by the door. the druid and then remove the ring. Try to convince the druid that you are not evil. Ask him about ideas for escape and eventually, he will say that he can change to a frog when he sees a full moon. metal bucket on druid. flaming brand on druid. The druid changes to a frog. The frog hops to freedom between the bars. Sounds from the guard room are heard. Go inside the iron maiden. After several days, the frog/druid returns. the iron maiden and the hacksaw from the frog's mouth. hacksaw on bars. Go outside. to go to the dragon's cave.

Dragon's cave
on top of the cave. Walk to boulder (climb) and find yourself on top of the cave. Look in hole to see the dragon's treasures. Combine rope and magnet to get rope and magnet. until it comes up empty of gold coins. Go down. Walk up the mountain to the tree.

Tree
. . He says that the magic words are alakazam, hocus focus, abracadabra and sausages. to go to the village then walk to the tavern.

Drunken Druid Tavern
Go to the wizards and give them the staff. Answer the question and pay the subscription fee of 30 gold pieces. Simon is invested as wizard and get a young wizard starter pack kept in the Wiz Kid wallet. Ask about Sordid and leave the tavern. Go to the Apothecary at the left of the dodgy geezer's place.

Apothecary
. He will give you a special potion that he got from a friend from another dimension. His retired friend talks about rabbits and tea parties. He needs a herb to control his frog change. It is frogs bane found only in Skull Island.

Witch's cottage
The witch will challenge you to a duel. Accept. The rules say to change to another animal (no fruit, vegetable or dragon). The stronger one wins. Using the magic words given by the tree, you can change to different animals. If you lose, just keep on coming back until you win. Select "sausages" frequently until you win. You the broom but the witch will not let you leave. She changes into a dragon (foul!) and blocks the door. Select "abracadabra" to change to a mouse and then click on the mouse hole close to the cat and rocking chair. The mouse/Simon zooms out of the house. Go to the swampling house, to go to the centre of forest

Swampling/Skull Island
. If the swampling is still there, consume more stew until it runs out and the swampling leaves to get more mud. Once he's gone, move the chest, and climb down. Walk the pier and find out that a plank is loose. . Walk to the end and see a giant skull with frogs bane on top. . to go to the village and the druid at the apothecary.

Apothecary
Automatically give the frogs bane to the druid and get the potion. Look close on potion and find out that it has the words "drink me" on the bottle. Let's go back to the mountain and search for Sordid's tower at Craggy Peak. to go to dragon's cave.

Mountains
Walk from dragon's cave to the climbing pins on the side of the mountain. on the side of the mountain missing a pin.

Snowman
Meet a nasty snowman, who will not let you pass. . That stuff is hot and fire comes out your mouth to melt the snowman. Climb the path.