SIMON THE SORCERER: WHO’D EVEN WANT CONTACT?!: Game Walkthrough and Guide

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August 26, 2022
15 minutes
315

By Jonny Gamer

SIMON THE SORCERER: WHO’D EVEN WANT CONTACT?!: Passage
SIMON THE SORCERER: WHO’D EVEN WANT CONTACT?!: Game Walkthrough and Guide
City

After watching the entrance roller, we begin to think how to get rid of the aliens, which will be broken at the door. First of all viewed. From the shelves for the dangerous items, in which the carnival rabbit locked, take a bag with dust of gramp, and from the table – the magic bologist. We approach the shelf on which the synthesizer of surprises stands, click on it: “You will not give anything, you will not get anything!”. We pass to the table, with a small shelf that is under the shelf with various ingredients, we take a telescopic twist, and from the cash register we take the last coin. I lower it in the synthesizer and, having received a package with a surprise, look at what inside: chewing, match and cartridge with a magical charge. Not thick but at least something. Under the window, we take a bucket and pour into it the dust of gramp, and we also connect borer with a bullet in inventory – now it is charged. We approach the entrance door, hang a bucket with dust over it and use borer on the door chain … Damn, aliens did not even think to remove their guns. Okay themselves asked! Take out tweak and use it on a cage with a carnivorous rabbit. We look like a little animal fighting in an aliens, after which we run out of a magical shop to the street, where we witness the abduction of Alexes aliens.

In a pile of fragments, we find the board and, having passed to the left, we select a screwdriver near the stone ledge. We go to the city gate and speak with the guards of Franz, from whom we learn that everything just fled from the city. Returning to the magic shop and we notice the camcorder from above, you need to find it to get it. We go to the right, we go to the market square and run away from 2 aliens. Hiding for the fountain, talking to a bloom. When the aliens go out, we leave asylum and talk to the Bolly, and then with Zlatovla. In the town hall, do not pass – the door is locked and barricaded from the inside. Come to the basement window and talk through it with Dr. Scalder and Mallie. They can’t get out of the basement, you need to get the key to the Town Hall. We look at the rocket – the stand is broken, come to the pizzeria and take the pillow from the rope. Pay attention to the bottle with chili sauce, which lies on the pavement, bare hands do not take it. We go to the magic shop, on the walls of the wall we put a pillow and with the help of tyrak you bring up a video camera. We pass to the city gate and speak with Franz about the vestion from the Town Hall. He can’t give him without an order of a senior officer. But everyone escaped! Here is an unbeling from! We must show him what is happening behind the walls of the city. In the wall to the right of the city gate there is a brain, reach the camcorder and try to shoot, what happens outside. Too high. We run to Zlatovlask and ask to help us with shooting. She, too, will not reach out, we suggest her climb on the shoulders of the year. She agrees.

Show the recorder’s entry, after which we get the Key to the Town Hall. We go to the market square and pass the key to the doctor through the basement window. Oh, and the doctor is greeting, it turns out to be Malley – it’s just a sock, put on the hand of the dock. We speak with Scalder, he has a wagon on which you can escape from the city, but two aliens are guarded by. Need to get rid of them. We speak again with the dock on all topics and get a couple of cogs from him. We approach the rocket, put the boards, after which we use screws and a screwdriver on them – the stand is ready. Now we use on a rocket, charged with pepper, match, and honey. After the aliens are going to the Town Hall, talking to the dock and go for him to the shed, in which there is a mechanical wagon. According to Scalder, he hijacked her in aliens. From the gate of the shed pick up asbestos gloves, we return to the market square and with the pavement near the pizzeria, select a bottle with chili sauce. We go back to the shed and on the city wall we use the sauce – a powerful thing! We speak with agents – crumbs, we climb into the car and go with them to the island.

Island

Oh, the head splits … In addition, we all selected and locked in a cabin. Under the bed we take the rope, open the chest and under the plank on the lid we find the launder. Come to the window, touch the globe and take the broken half. Since the inventory is temporarily no and you can wear with you only two things, then we shift the rope in the chest. We select chalk near the written table, and we take a cosmetic set from the table – both things we send in the chest. From the box we take scissors, come to the mannequin and cut off the buttons from Camzole, as well as we take a pad for the needles. We go to the door and use the launder – the castle broke. Speak through the door with a red hat. Take chalk in the chest and click on it in inventory. And again we speak with the cap, presented by Alex. She embarked on the door without much. For our little lie, get a cruel blow in groin … hurts! Well, it was worth it, because the door is now open. Come out.

With the wall removing the harpoon and speak with a parrot polli. We are trying to talk to the old familiar wolf – he is also drunk in the insole. From the bar rack we take a jar with water and a box from under the cigars, after which we communicate with the spirit of the bottle, from which we learn that the clocks can be found in the captain. We go to the village on the beach, speak with the captain jack cock. Need to help him go down from mast. We connect the harpoon in the inventory with the rope and use on the mast – nothing will come without a sight. We select a lighter and pass to the hut – this is a dwelling of a red cap. The backpack would be perfect for the replacement of our caps as an inventory, but it guards the crab. The beach takes the crab on the beach and take it in the hut of the caps, where we put it in dangerous crab. Eh, if it was a female! Stop … We run into the cabin of the captain, from the chest, get a cosmetic set and use cosmetics to the crab. Go back to the hut and satisfy the painted crab to dangerous. Take a backpack in which we find cookies and voodoo doll. Now we have inventory.

We leave from the cabin of the captain and give cookies half. We go to the beach, approach the laboratory and pick a stone from the sand. Go to the laboratory will not work, the voice analyzer is installed on the door. We go further to the beach, a red hat is located on the beach rug – let’s talk to her on all themes. She will not leave the beach until the wolf stop singing songs. Near the palm trees from the coffee tree tear the fruits and go back to the ship. We ask polli how you can deceive the voice analyzer on the laboratory door. Parrot, as a sign of gratitude for cookies, agrees to help us. We go to the laboratory and look at how deftly polli blows the voice analyzer. We go to the laboratory, but here the aliens appear, who destroy the generator and, by the will of the case, kill Professor Persicoff. We take a handkerchief inventor inventor from the corpse and cut using scissors, with a beard strand hair. From the chest, we take a handful of dangum, and from the shelves – a book on Voodoo magic. Near the entrance door there is a coffee machine – she will be useful for us a little later.

We go to the beach. Creating coffee for wolf. Click on the fruits of the coffee tree in the inventory, then put the purified grains in the bowl (half of the globe) and go to the hut. Put a bowl on the burner and use a lighter. After a while we take roasted coffee beans. We go to the beach, on a stone with a deepening grain and use a stone from inventory on them. We go into the laboratory, we fall asleep in the coffee machine ground coffee, pour water from a jug and press the button. We take a jug with strong coffee. Near the generator take a treastery, and go to the ship where you treat the wolf of coffee.

We read a book on Magic Voodoo, from which we learn how to revive the dead man. In the inventory, click on Voodoo doll, after which we connect a doll, a handkerchief and hair from the beard of the inventor. Sticking needles in a voodoo doll – it remains only to skip the current through them. To do this, go to the laboratory and on the cable, which lies on the floor near Persicoff, put a doll, and then connect the current to the needles in the following order: leg, hand, thoughts, heart.

We speak with the inventor, finally, at least someone appreciated our abilities! Show him Harpoon, after which they take the harpoon with an optical sight. Go to the ship and use harpoon on mast. We pass behind the captain in his cabin and talk to him on all themes. Asking for crumbs, information is expensive. Need to get a real pirate treasure! We go to the beach and go to the beach rug of the Red Hat. Destroy the stronghold of emancipation (castle from sand) and take the dangum. We look at the beach rug, we find a bunch of gold coins under it. Treasure say? No problem! In the cigar box we put all the dots – than not treasure. We take a shovel, go to the captain’s cabin and give the treasure to Jack Peushka. He will advise us to talk to Professor Persicoff. So do it. We go to the laboratory where we communicate with the inventor. He could build a digging machine, but for this he needs a shovel and engine. We have a shovel, but about the engine … In the distant past, Persicoff invented seven-mile boots and now they lie somewhere in coastal sand. We go to the beach rug of the Red Hat, take out the treaster and exhibit the position of “cheese” and “leather” on it. The treastener will work on the right of the stone that is on the shore. We use to the place marked with a cross, shovel and dig a corpse of a cat – We take seven-mile boots. We return to the professor, give him a shovel and boots. We take a sevenkuby shovel and go to the beach.

Underground city

We select an old pot from the ground and a little sand, in a pile of garbage we find paper and cardboard, as well as a gas key. Go down to the city of Krotov and touch one of the guards. Mals, having revealed our smell, begun pursuit, chest garbage – our salvation. We go down to the city again and we use the stone on the ventilation valve. We pass by the guards and listen to the conversation of two moles about spirits. If you create them, then you can easily move around the city. From the niche in the wall we take a box with a ballast and, opening it, take the pot with a foiled lady and fork. We inspect the control panel of ventilation, it does not work at full power. Probably problem in pipes. Give the gas key and tapping the pipe to find a plot due to which a malfunction in the ventilation system. Pipe in – a deaf sound, something is wrong here. Remove the pipe and use scissors on it. By eliminating the problem, you attach the pipe to the place – now the ventilation works fine. We approach the drawer with things, take a safe razor and iron cover from the box. To the mole with the magazine it is better not to approach, otherwise you will have to run away and dive into the trash bunch. We pass to the secret laboratory, we take an empty bucket and a bottle of schnapps. We speak with a combat robot, from which we learn that he works on alcohol. To the right of the robot sleeps the mole, getting a razor and tear the wool – it turned out cute! In a bottle of schnapps, put sand and give it a combat robot. Apply on a broken robot bottle and merge alcohol. We approach the pipe from which hot steam beats, put an empty bucket under it and use the iron cover from the box. Now we have distilled water.

Go to the mushroom cave. In place for the fireplace put paper and cardboard, and use a lighter to dilute fire. Put on the fire an old pot, put into it the grazing fat and wool of the crotte, pour water and alcohol. Perfume ready. We go to the city and speak with the mole, reading the magazine, we go to Him in the Hall of Elders. Speak with the elders, ask them all the questions you are interested in. We take our magic cap and learn that aliens – nichoniani, profits in order to destroy the magic world. We get from agents-krotov a radio, and from the elders – the drawing of the spacecraft. Let’s leave the underground city.

Island

We go to the laboratory to the inventor and speak with him about the construction of the spacecraft. We give the drawing, it remains only to get the money, the case for the future ship and recruit at least three people who will agree to go with us into space. We go to the beach and speak with the Red Cap, it will fly, but provided that it will remain the position of captain of the ship and a representative of the women’s trade union. We pass to the ship and speak with a rooster. Jungaya? Well, well, what you will not go for the sake of saving the world. We receive a contract for employment. We go to the ship and speak with the wolf until he agrees to go with us into space. We go to the beach, where we see the arrival of the Bolotnika to the island. Hello, “Friend” heart! We speak with the captain and take an agreement on the reception of the wolf. We go to the huge stone head and select a handle from the ground. In the inventory we use the handle to our contract for work and fill it:SIMON THE SORCERER: WHO’D EVEN WANT CONTACT?!: Game Walkthrough and Guide
We give the contract Captain Petushka and immediately we get a task from him: to drive from the cabin of Jung – Ghost. But first fill in the Treaty on the work of the Wolf:SIMON THE SORCERER: WHO’D EVEN WANT CONTACT?!: Game Walkthrough and Guide
Show the Volga Treaty, he agrees to all the conditions. Fine! We pass to the cabin of the captain and speak with Jung. So he is not going to dump. Go to the bar counter and talk to the Ghost Bottle Spirit. Jung hears how his own voice gives him orders. We use it. We speak with half and ask help to drive a ghost (because the parrot is wonderful to imitate someone else’s voices). It remains only to come up with how to turn it all. We call on the warding agents – moles, and agree with them about the walkie-talkie that the captain needs to be hidden in the cabin. Good! We speak from Polly. Agree to take a parrot with you into space, and he drives the ghost of cabins.

We go to the beach, speak with the captain on all themes and get 10 gold from it. Just? Here is Zhmon! We go to the laboratory and give money to Persicoff. We speak with the inventor of fuel for the ship – we receive a device from it a calorimeter, which serves to measure the energy value of materials. Energy value should be at least one hundred! Relieve iron heatGrib and we will be sent to the underground city. We use the calorimeter on heathrib. Here it is – the optimal source of energy. We are talking about heathrybach with elders, you need to find them an equivalent replacement. We go to the mushroom cave and type lava from the source in the iron heat. Returning to the membranes and speak with the elders.

We go to the laboratory and talk to the inventor. We look at the video – this is because of such ridiculous situations you have to look for alternative options! Well, that, in the road – the track, as they say!
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