To get to Poliganis, the High Priest told Simon follow the sign posts until you get to the North Bridge. Once outside the temple grounds, go past the sign post, walking forward toward the beach Lake Wotthayhe.
There, enter the telephone booth, which acts like a teleporter. A map of the area will appear. Here is how it works: clicking on any area highlighted in green will teleport you to that place. The black spots are important places close by. Like Simon the Sorcerer, only areas that you previously visited will appear on the map. Leave the booth for now and look around some more. There is a dock with boxes, diving ramp and a changing room. A Rainbird landing pad is also nearby, but we will deal with that later. Return to the sign post by either walking there or using the booth and selecting Completely Safe Bridge Over A Deadly Gorge as your destination.
Take the road to Poliganis and walk forward until you see the warning sign regarding woodworm attacks. Pick up the warning sign eaten by the woodworm an walk forward to the next sign post. From here, turn right and walk forward. Climb the mountain until you reach the big tree at the cross road. There are four possible paths here, with two on each side. Take the path on the lower-left.
Walk forward and enter the gate on the left. Walk forward behind the fat bloke with hat and pick his back pocket and Simon will obtain a butterfly book. Now face and talk to him. When he offers you a job collecting butterflies, ask him what is in it for you. He will pay for butterflies collected. He gives you his net and specimen jar and says that the bigger and brighter the butterflies, the more expensive it is. Leave the field. Turn left and walk forward.
You will hear some purple flowers nearby snores There is another one of those rainbird landing pads. A path goes through a tunnel under the mountain. Turn around and pass the sleeping foliage, turn left and walk past the gated opening. Now walk forward. Look around. There is a hut, outhouse and telephone booth here. There are cola cans scattered outside the door of the hut. Try to open the door to find that it is locked. Take the road to the top-right to arrive back at the crossroads, then go into the gated opening to reach the butterfly meadow.
In inventory, select the net then place it in your hand, then leave inventory. As soon as a butterfly is seen, press the Action key to swing the net and note the path the net takes. You should be able to catch one of the butterflies. If you miss, you have to try again. You cannot hold more than one butterfly at once, Walk up and down the meadow close to the gate in search of butterflies. Once you have one, return to the fat bloke. Talk to him and you will be awarded a certain number of groats for the butterfly, The amount varies for different butterflies:
Bright Brown Viceroy – 2 groats
Blue Adonis – 4 groats
Yellow and Red Peacock – 10 groats
Painted Lady – 20 groats
The butterfly that you're trying to catch is the Purple Emperor. Return to the meadow and look at the butterfly book. You will find that the Purple Emperor is at least 250 groats. The Purple Emperor will not appear if you haven't read the book. Now go up and down the meadow and, using the method described above, catch a Purple Emperor. Once you do, return to the fat bloke and speak to him. He will try to cheat you on the price but since you read the price book, you are awarded 250 big ones for catching the Purple Emperor. Return to the crossroads.
Walk along the upper right path on the crossroad by the tree. Enter a gated opening to the right and Simon will meet the yokel and his cow, Daisy. Another phone booth is here. Talk to the yokel twice to learn that he is waiting for a witch to come by an give him magic beans in exchange for Daisy. He says that if you see a witch to get him some beans and Daisy will be yours. There is another exit that goes to the butterfly meadow. Return to the main road.
Walk forward and then go through the gated opening on the left. There is a phone booth here also. Get close to the fence under the volcano, look up and you will see a rainbird flying around. Looking down shows the water flowing from the waterfall to the left. Leave and turn left. Walk forward past a clearing to the Waterfalls on the left, the Random Pile of Rocks on the right, and a clearing to the right. When you enter the enclosed/walled road, you will hear someone calling. Go back to the clearing now on the left side. Walk Forward and turn left to an open gate.
Go through the gate and walk forward to the hole in the middle of the enclosed clearing. Look down to see a treasure hunter stuck down the hole. Exhaust the dialogue. He is searching for the Treasure of Fred the Pirate, and he is carrying a metal detector for assistance, Perhaps you should help him. Place the chakara in your hand, then equip it. Look down and aim for the inner left hand (by thumb) of the treasure hunter and press the Action key to use the chakara. After getting the metal detector, the fairy godmother explains how to use it. Leave the area and turn right.
Walk back onto the main road and head toward the Random Pile of Rocks. There, place the metal detector in your hand, then equip it. The metal detector will automatically be turned on and it will start to ding. The closer you are at the center, the faster the sound gets. When Simon finds the area, look down to find a hexagon on the ground. Place the warning sign in your hand and make sure that the hexagon is in the eye icon box and use the makeshift shovel/warning sign. The sign will break, leaving a stick. Simon will recover a chest, which is full of tarnished washers. In inventory, place the washer in your hand and then double- click the Choker cola to get some shiny washers plus an empty can of Choker Cola. Go back to the path by the Large Hole.
Pass the opening to the Large Hole and walk forward until you reach a tilled brown field scattered with hay. Place the metal detector in Simon's hand and equip it. Now use the metal detector around the field until you find some 22 groats. The metal detector pings the closer you get to the metal and, when you have found it, Simon will automatically put the metal detector back in inventory away. Leave the field, turn right, and go forward.
A telephone booth and a hut can be seen, along with a warning sign in front of it. Climb up and you will come to a locked door. Continue climb up the ladder and see a stuck trap door. A rope is attached from a wooden contraption down into the hut. Climb back down. You will see the ninja that got crushed by the tree when you picked up the peach back at the temple. Walk forward. Ignore the cave for now which cannot be entered at the side of the mountain, then walk straight to the road.
At the crossroad, yet another telephone booth is here. The left road leads you back to the Random Pile of Rocks. There is also a golem post. Try to walk past it, and it will speak to you. It explains that it Signal Integrated Golem Narrative, and it directs travelers to where they want to go. He takes water and mineral through his roots but has a craving for sweet, sweet liquor. Since you don't have any such drink at the moment, turn left and walk forward to the bridge.
Walk to the start of the bridge to notice that it is gone. Talk to the man on the other side. The man wants to cross because of the competition in Acre Gap. He will help you cross the gorge if you can get for him the Gnome Firing Trophy. The competition ends at sunset. Use the telephone booth here an select Lonely Hut from the map. Once you are there, turn around and leave through the gated opening to get to the sleeping foliage. Turn right and walk forward down the tunnel and outside to the clearing by the river.
Walk around, looking at the bull's-eyes on trees. Look up at the suspended walkways and see the gnomes crossing. That must mean that there must be a gnome village close by. Walk by the fence on the right and see three colored geometric shaped boxes. One of them states "Chase Me". There are candies scattered all over the village. Down below is a pink clearing of the Strangely Pink? destination on the map. You have seven seconds to sprint from candie to candie and run over them until you reach the Strangely Pink? area. You gain another seven seconds every time you sprint over candies. Turn Sprint mode on, The path to follow is:
1. Start on the left side of the candies and face toward the trees diagonal to the fence on your back. Step on the three starting candies.
2. Toward the trees to the blue candies on the ground
3. Go straight to the red and yellow candies.
4. Turn about 170 degrees to the left, and run over the two candies
5. To the fence corner with 2 candies.
6. To the one candy which is close to the tunnel entrance.
7. Turn to the left and head to the two candies by the hint rock.
8. Go forward to the one candy by the shore.
9. Turn slightly left toward the phone booth and sprint over to the pink candy.
10. Turn left toward the Strangely Pink? area and sprint over the last set of candies.
If you did it right, you should reach the candy cottage.
Walk through the door. As soon as you enter, a message, by the witch (on her answering machine), states not to take anything out of the house that you didn't come in with. Look at the oven and cauldron, then walk to the corner table and read the spell book. You will come across a recipe for Magic Beans, which consists of kidney beans, some water, sugar, vegetable extract, and the sweat of a frog. Walk to the spinning wheel at the other side of the room, and touch the needle. You will prick your finger and fall under a sleeping beauty spell.
Outside, somebody passes through thorn bushes, come into the house, finds then kisses you. His name is Prince Valiant, and he wants a needle because he tore his clothes going through the thorn bushes. Simon gives him the needle he pricked himself with, and the prince leaves the house. Unfortunately for the prince, he changed into a frog, Look at the clothes on the walkway and pick up the needle still coated with the sleeping potion. Strangely Pink? will now be called Candy Cottage. Turn right then walk forward to Hint Rock, turn to the shallow water on the river. Turn right and wade to the green clearing surrounded by the mountains.
Walk forward to a cave under the mountain. When you enter the cave, you will hear somebody hammering. Talk to the pile of rocks. The Prince of Dwarves is on the other side, and he asks you to do a favor for him. He wants someone to light his dynamite for him since he lost his tinderbox. The fuse on the dynamite is pushed in between the pile of rocks. To light the fuse, place the magnifying glass in your hands, then equip it. The sun rays pass the lens and lights the fuse of the dynamite.
The pile of rocks explode and the dwarf prince comes out. He is very hungry, and wants fish, boiled preferably. He will give you “Hammor”, his hammer, if you feed him. Help yourself to his supply inside the cave. Enter the cave and pick up a stick of dynamite. Talk to the Dwarf prince about everything. He needs a hero to help rescue his people enslaved by Sodinell, the dragon, which the dwarves accidentally mined to his lair. Use the phone booth. The hint rock disappears from the map and the nearly secret area appears on it. Select It's a Beach as your next destination.
Climb the ladder leading to the diving board, and at the top. Turn around so that the sun rays are facing you. Go into inventory and place the dynamite in your hand. Double-click on the magnifying lens to make lit dynamite. Now place this dynamite in your hand and double-click the specimen jar to produce specimen jar with lit dynamite. Go to the end of the diving board and use specimen jar with lit dynamite. Simon tosses it in the water. The dynamite explodes in the water and fish floats dead. Get down to the water and pick up boiled fish cooked by dynamite. Use the phone booth and select Nearly Secret Area.
Go into the cave and give the Prince the boiled fish. He shows his appreciation by not only giving you the hammer, but also allowing you into his underground home. He explains when the Hammor is raised, thunder is heard. Use the phone booth to travel to Pointless Bridge.
Leave the phone booth and walk forward close until you reach the reservoir with two trees on either side of you. Use the metal detector to find 20 groats. Now look out onto the bridge behind the phone booth. Just across the water between the bridge and the mainland is Mysterious Isle, which you need to go on a later occasion. Use the phone booth and select Acre Gap.
Walk forward. A sign on the left post advertises the 5th Annual Gnome Firing Contest. Walk forward through the lane to the competition area, then head into the white tent and talk to Lord Fnar, the dude in the Robin Hood outfit. Enter the next brown tent and talk to Fragmaster, the man in the hat. Walk toward the firing area and watch the competition. Lord Fwahnah/Fnar (too long a name to write down) is leading with a score of 9 and the Fragmaster has a score of 8.
Go to the big red tent and look at the Annual Gnome First Prize Trophy. When you pick it up, the alarm will sound. Talk to the man writing on the desk. Participate in the competition and pay the 50 groats registration fee. The rules are explained to you. He gives you a bowl for the free Chili in the tent. It is your job to supply your own gnome, which you can nab from the village close by. You are also told that you are free to fire anyway you want, just don't pass the white line. To win the contest, you must hit the bull's-eye or as close to it as you can by the end of the day. Gnomes are attracted to shiny objects. Walk to the big pot of chili and help yourself. Simon eats the chili but spits out the kidney beans. Enter the phone booth outside and select Temple of Life.
Go to the Tomb Trader and return the empty can of Choker Cola for 1 groat. Buy another can of Choker Cola. Leave and climb the pyramid to the bell keeper. Place the poisoned needle in your hand, and use it on the bell keeper. When he nods off and falls in the hole, pick up the bell. Go to Candy Cottage.
Enter the cottage. There, place the frog in the oven to get a sweaty frog. Walk up the ramp and place the sweaty frog, choker cola, and kidney beans in the cauldron. The magic beans will be placed in inventory. Leave the house and go to Inbred Yokel. There, give the magic beans to the yokel. If you are familiar with Jack and the Beanstalk, you will know what happens next. The Yokel tells Daisy to go to the temple. Follow her.
Go to the barn at the Temple Housing area. Enter and walk toward the weird contraption. Daisy is already inside the machine. Press the lever in the contraption. Daisy gets milked and the machine produces butter that goes out the slot by the lever. Pick up the butter. Exit the barn and go to Dungnomin' Tree.
Walk to the biggest tree and look at the door. Crouch before you open the door. Inside, crawl forward to the heart of the tree to find thee little goblin houses. Crawl to the mushroom house on the right and talk to the goblin. All the goblins will hide. Place the washer cleaned with cola in your hand, then use the clean washer on mushroom house to lure the shiny object loving goblin out of his home. A goblin walks out of the house and starts picking up the scattered washers. Place the bell in your hand, then use it on that goblin. Now place Hammor in your hand, then use it on the bell with the goblin inside. The vibrating gnome is now in inventory. Crouch to the door then leave. Return to Acre Gap.
When you get to Acre Gap, place the goblin in the telescope. He is a bit fat to get into it, so we need to grease him up. Use the butter on the gnome in your hand. Place the telescope in your hand, then use Use the dynamite on telescope to get a telescope with a stick of dynamite in one end. Use the greased goblin on telescope with a stick of dynamite in one end in hand to get a telescope tube with a stick of dynamite in one end and a vibrating buttered gnome in the other.
Walk to the firing area and Simon is introduced as the next contestant. Light up the dynamite by using the magnifying glass on the telescope tube with a stick of dynamite in one end and a vibrating buttered gnome in the other. Watch Simon as he wins and he is handed the trophy. All the tents disappear. Transport yourself to Completely Safe Bridge Over A Deadly Gorge.
Talk to the Count. He wants you to throw the trophy to him across the gorge. He shoots a rope to one of the pillars framing the life pad. This should help you cross. Look at the thin piece of string spanning a large ravine. Simon has to tight rope across.
Pick up the pole/stick and then use the rope when Simon bends over. Keep him in balance using the left and right arrow keys. In the first part of the puzzle, Simon will face you, and his movements will be in reverse of the keys. If he tilts to the right, bring him to the left and the default keys will be the same direction as to where he tilts. So in the first part of the puzzle use the left keys when Simon tilts to the left and the right keys when he tilts to the right. The movement on the rope is like walking, left, right, left, right, etc. Wait for Simon's head to tilt to one side before bringing him back to center. Partway, the view changes to have Simon facing as you are and the left and right keys will work in the regular directions. Now, if Simon tilts to the right, use the left key to bring him back to the center and the right key when he tilts to the left. Walk down the tunnel to enter the town of Poliganis. It is time to begin Chapter 3.
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