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Simon the Sorcerer Origins walkthrough: Full guide and puzzle solutions

Simon the Sorcerer Origins
Image: Smallthing Studios/ININ Games

Simon the Sorcerer is back! More than 30 years since the original point and click adventure about a young wizard, we have a brand new origins story. Simon the Sorcerer Origins is a prequel to all other previously-released games, meaning you can enjoy this without any prior knowledge of the series. Having some prior knowledge might help you with some of its fiendish puzzles, but if you do get stuck, we’re here to help with our Simon the Sorcerer Origins walkthrough.

Our walkthrough covers all 12 chapters of the game, and will tell you exactly where you need to go and what to do. Some of the puzzles in Simon the Sorcerer Origins are very tricky, and without a hint system in the game, it’s easy to get stuck. So whether you want to follow our guide step-by-step or simply jump to the help that you need, our walkthrough is here for you. Have a great time with the game!

Chapter 1: New Home, Old Adventures

  • Interact with the box you’ve just dumped on the floor. You’ll take a wizard toy and some bangers.
  • Go upstairs.
  • Look at the box of sewing stuff: you’ll get a broken pair of scissors.
  • Open your inventory and combine the scissors with the wizard toy. You’ll now have a broken toy and a piece of string.
  • Go back downstairs and into the kitchen.
  • Open the fridge, then open the drawer at the bottom.
  • Take a fridge magnet.
Simon the Sorcerer Origins
Screenshot: GameSpew
  • In your inventory, combine a magnet with the string.
  • Look at the sink: there’s something in the plughole. Use your magnet/string on it. You’ll get a key.
  • Go back upstairs and use the key on the bedroom door.

Chapter 2: The Propecy

  • Head right to leave the cave.
  • Keep moving right until you reach a house. Enter.
Simon the Sorcerer Origins
Go through the door to meet Calypso. Screenshot: GameSpew
  • Go through the dialogue with Calypso.
  • Go upstairs.
  • Interact with the bed to get a feather.
  • Interact with the chest. You’ll get a wizard’s outfit, a map and a diary.
  • Pick up the flask on the desk.
  • Go downstairs and go through the dialogue with Calypso.
  • Leave Calypso’s house through the door on the right.

Chapter 3: Model Student

  • Move right
  • Go inside Mundus’ Magical Marvels and talk to Mundus.
  • Interact with the slimy tentacle to take some. Leave the shop.
Simon the Sorcerer Origins
The stairs at the side of Mundus’ shop lead to the inn. Screenshot: GameSpew
  • Go down the stairs to enter an alleyway.
  • Enter the Bloated Goat Inn.
  • Talk to the Innkeeper.
  • Take the dubious spring onions from the table in front of the bar.
  • Use the feather to tickle the sleeping drunkard. Interact with him to take the key.
  • Leave the inn and leave the alleyway.
  • Go right at the side of Mundus’ Magical Marvels to enter a new area.
  • Go right and enter the abandoned building.
  • Take the glue and the oil lamp. Leave the building.
  • In your inventory, combine the glue and the slimy tentacle
  • Head straight down the main road in the direction of the academy.
Simon the Sorcerer Origins
This road leads to the school. Screenshot: GameSpew
  • Leave, and take the right exit from the previous screen in the direction of the church.
  • Talk to the student.
Simon the Sorcerer Origins
This chap has lost something we might want… Screenshot: GameSpew
  • Go into the church.
  • Use your flask on the water.
  • Use the key on the offerings box. Take the small change.
Simon the Sorcerer Origins
Forgive us, oh lord. Screenshot: GameSpew
  • Talk to the priest and go through the dialogue options.
  • Go back to the inn and talk to the innkeeper. Ask him what he would recommend. When he asks about payment, say “is that enough?”. Take the pork knuckle.
  • Talk to the innkeeper again and ask him about Mundus.
  • Go outside and use the pork knuckle on the dog. Take the pass.
  • Go back into Mundus’ shop and ask about the wand. Ask if he’d want to do a swap. Offer him the wizard toy. Say it depicts a powerful wizard, then it was crafted in a far-off land. Then mention it’s cursed. You’ll get a broken wand.
  • Use the glue on the wand.
  • Go to the school gates and talk to the troll. You’ve got the necessary goods, but now you need to show him some magic.
  • Return to Calypso’s house and go through all dialogue options.
  • Go back to the alleyway and pick up the dog (Chippy) and the bone.
  • Go back to the school and use Chippy on the troll. Go through the doors.

Chapter 4: Magic, Talking Pictures and Other Clichés

Simon the Sorcerer Origins
Let’s see what this woman in the portrait has to say. Screenshot: GameSpew
  • Talk to the giant portrait of the lady on the wall. Go through the dialogue options.
  • Go up the stairs.
  • Take the wind picture off the wall.
  • Go up two more flights of stairs and interact with the door to the headmaster’s study.
  • Go back down to the ground floor and talk to the portrait again. Go up one flight of stairs and enter the Potions room.
  • Take the water picture from the wall.
  • Take the Eternis Infelicis potion from the desk, and take the ladle on the floor at the side of it.
  • Leave the potions room and up the flight of stairs.
  • Go through the right door and take the Earth picture. Read the old notice.
Simon the Sorcerer Origins
Take the Earth picture. Screenshot: GameSpew
  • Talk to the poet portrait at the end of the corridor. Talk to him again and go through all dialogue options.
  • Go back down the stairs and go into the door across the hall from the potions room.
  • Take the magic dictionary from the floor besides the sleeping student. Use it on Simon to read it. Go into the next room.
Simon the Sorcerer Origins
As much as he doesn’t want to, Simon’s going to have to read this book. Screenshot: GameSpew
  • Take the glass vial from the desk. Read the Swot’s notes.
  • Use the bone on the device in the middle of the room.
  • Words and hooks now appear on the wall. Take the bone back out of the device and pick it up.
Simon the Sorcerer Origins
Put a bone in the Magical Contraption to turn it on. Screenshot: GameSpew
  • Those three paintings you picked up earlier? They need to be hung in the correct order and in the right place (i.e. you can’t simply hang the right paintings from left to right). Examine the paintings by dragging them over Simon to see text written on each of them. The writing on the wall will also give you a clue. The order to place them is as follows:
    • First: Water on the right
    • Second: Earth on the left
    • Third: Wind in the centre
  • Examine the magical contraption again. You’ve now acquired your first spell: Flambergo.
  • Go up to the top floor and use Flambergo on the switch outside the headmaster’s office.
Simon the Sorcerer Origins
Flambergo! Screenshot: GameSpew
  • Enter the headmaster’s office. Go through the dialogue options.

Chapter 5: Dungeon Break

  • Look in the box of interesting things in the headmaster’s office to get a sleeping potion recipe.
  • Look in the box again to find a copy of old video game from the future.
Simon the Sorcerer Origins
Look in the interesting things box twice. Screenshot: GameSpew
  • Use the sleeping potion recipe on Simon to read it. You need fairy dust, pickled eyes and Eternis Felicis.
  • Leave the headmaster’s office and head into the corridor where the poet painting is. Use Flambergo on the switch at the side of the frozen door. Go through the door.
Simon the Sorcerer Origins
Use Flambergo on this switch. Screenshot: GameSpew
  • From your inventory, use the flask full of water on the stack of books (useful culture). After a long animation, this turns the stack to ice, allowing you to push it. Interact with the now-frozen useful culture.
Simon the Sorcerer Origins
Use water on the stack of books to freeze it over. Screenshot: GameSpew
  • On the next screen, use Flambergo on the frozen staircase and climb up.
  • Go left and interact with the magical book. You now have the Freezesneezius spell.
  • Leave the frozen room and go back into the main corridor.
  • On the switch above the locked display cabinet, use Freezesneezius.
  • Note the inscriptions on the stone inside – they denote Simon’s spells – fire and ice. The other half of the stone is in the headmaster’s office. This has more spell symbols on it: ice, fire, fire.
  • Pull up your inventory, and use your spells on Simon in this order: Ice, Fire, Ice, Fire Fire.
  • You’ve now got a white modify hat in your inventory. Selecting this will allow you to modify certain items in your inventory – including the Eternis Infelicis in your inventory. With the hat selected, it becomes Eternis Felicis — just what you need for the sleeping potion recipe.
  • Go to the ground floor and through the door here that leads into the cellar.
Simon the Sorcerer Origins
Go through the door here to reach the dungeons. Screenshot: GameSpew
  • In your inventory, use Flambergo on the lantern to light it. Then, use the lantern on Simon to use it. Go down the stairs.
  • Use the bone in your inventory on the floor grate to unlock it, then go through.
Simon the Sorcerer Origins
Use the bone to open the grate. Screenshot: GameSpew
  • Use Flambergo on the bangers in your inventory to get a lit banger. Throw this to the left to distract the guard.
  • Go back through the grate and into the guard’s quarters.
  • Take the fairy dandruff and the packed lunch. Fairy dandruff is close enough to fairy dust, right?
  • Go back to the potions room.
  • Time to make a sleeping potion. Use Flambergo on the cauldron to light it. Then put in the fairy dandruff and the dubious spring onions.
  • Select the modify hat in your inventory, then use Eternis Felicis on the cauldron. Use the ladle on the cauldron, then the glass vial.
  • Go back into the dungeons, and back down through the grate. Again, light a banger and throw it to the left to distract the guard.
  • Go back through the grate, into the guard’s room and use the packed lunch on the desk.
Simon the Sorcerer Origins
Put the guard’s lunch back on his desk once you’ve added the sleeping potion. Screenshot: GameSpew
  • Leave the room. Go back the guard, and talk to him. Ask him about working hard. Go through the dialogue, and he’ll eventually eat his lunch then fall asleep.
  • Go into the guard’s room and take the fork. Pull the lever on the back wall.
  • Leave the guard’s room, and move right and through the now-open door to leave the dungeon.

Chapter 6: Grand Theft Boat

  • Make your way through the swamp and into the boat. It doesn’t work. Huh.
  • Go to the town and outside the Bloated Goat Inn. Use Freezesneezius on the sewage leak. Interact with it to climb up and get the pole that’s keeping a window open.
  • Go to the church and into the room at the back.
Simon the Sorcerer Origins
Head through the door to the left here. Screenshot: GameSpew
  • Examine the book to take the expired voucher.
  • Use the pole on the censer hanging on the wall. In your inventory, use Flambergo on the censer.
  • In the main room of the church, use Freezesneezius on the left-hand statue on the hearth, and use Flambergo on the right. This will open the box in the centre. You’ll get the Windado spell – wind.
  • Go into the abandoned building. Use the fork on the trapdoor and go down.
  • Use Windado on the cobwebs, then Flambergo on the light that’s revealed.
  • Read the old note and interact with the chest.
Simon the Sorcerer Origins
Interact with the Mimic. Screenshot: GameSpew
  • Read the receipt near the stairs.
  • Use your hat to modify items then use the blessed censer on the chest.
  • Interact with the chest/mimic. You’ll get cloth.
  • Combine cloth with pole to make an improvised sail.
  • Make your way back to the boat (you’ll need to go back through the school and the dungeons).
  • Use the sail on the boat. Use Windado on the sail.
Simon the Sorcerer Origins
Away we go! Screenshot: GameSpew

Chapter 7: A Delicate Aftertaste of Mud

  • Head right. Note the obelisk here: it has an ice and fire spell on it, and it’s missing its top half.
  • Just to the right is another piece: fire, wind, wind.
  • Pick up a marsh cuttlefish near the skull.
  • Keep following the path around and interact with the background. Interact with the raised flap to reveal a new path. It leads to a crystal door, but we can’t do anything there yet.
Simon the Sorcerer Origins
The newly-discovered path leads to a crystal door. We’ll come back later. Screenshot: GameSpew
  • Take the bottom path to open the path back to town near the church. No need to go back there just yet, though.
  • Go right, following the sign to the witch’s house.
  • Interact with the witch’s door to enter. Go through the dialogue options with Baba Yaga.
  • Eventually, she’ll put a spell on you and want you to pass her the right ingredients. You seem to get stuck in a loop: don’t click anything and wait for a while, and she will pass out.
Simon the Sorcerer Origins
Rarely anything good happens inside a witch’s house. Screenshot: GameSpew
  • Pick up dried algae from the rack next to the fire.
  • Interact with the witch to get a key.
  • Go through the dialogue options with the Swampling. Interact with the Friendship stew.
  • Take the Friendship stew.
  • Use Freezesneezius on the Friendship stew. You’ve now got frozen swamp mud
  • Note the stone above the fire in the witch’s hut – it has an ice symbol. This looks like it goes with the broken obelisks we saw earlier. Use your spells on Simon in the following order: ice, fire, wind, wind, ice, fire. You now have another hat modification – an evil deity power.
  • Talk to the Swampling again and go through all dialogue options.
  • Fast travel back to the school and give the frozen swamp mud to the headmaster.

Chapter 8: A Better, Wetter Wizard

  • Go to the corridor with the poet painting, and talk to the poet. Say ‘My beard’s getting a bit itchy’.
  • A new passage will open up. Go through, cross the bridge, and go through the door on the other side.
  • You’ll find yourself in a bar of sorts.
Simon the Sorcerer Origins
The secret bar behind the Poet painting. Screenshot: GameSpew
  • Talk to Sordid. Well, that didn’t go well. Talk to the wizard in the armchair instead. Go through the dialogue options.
  • Go upstairs. Interact with the plaque behind the bookshelf to get beard of the first wizard.
  • Go to Calypso’s house, but he’s not there. Go through the other door and head to the cave where you started the game. That’s where you’ll find Calypso.
  • Go through the dialogue options with him.
  • Go back to Calypso’s house and look at the well-cooked book to the right of the fireplace. You’ve now got the Essence of Wetness recipe.
  • Go to the potions room in the school. Examine the recipe you picked up for the details. Place dried algae in the cauldron, then fairy dandruff. Stir it with your ladle, then use Freezesneezius on the cauldron. Use the flask. That’s it: you’ve now got Essence of Wetness. Now just to get a Wet Wizard for it to go in.
  • In your inventory, combine the marsh cuttlefish with the feather. You’ll get a pen. Then, use the pen with the expired voucher to get a counterfeit voucher.
  • Go to the inn and present the counterfeit voucher to the innkeeper. Take the Wet Wizard.
  • Combine the Essence of Wetness with the Wet Wizard in your inventory to get a Better Wetter Wizard.
  • Return to Sordid (upstairs in the area behind the poet’s painting) and give him the Better Wetter Wizard.
Simon the Sorcerer Origins
Give Sordid the Better Wetter Wizard. Screenshot: GameSpew

Chapter 9: Stealing the Glory

  • Interact with Sordid to get Sordid’s notes and strange trinket.
  • Return to the school and go in the corridor across from the potions room with the sleeping student.
  • At the end of the corridor is a statue. Use the strange trinket on the statue.
Simon the Sorcerer Origins
The poster to the right and Sordid’s notes in your inventory tell you everything you need to know about this statue puzzle. Screenshot: GameSpew
  • You now need to use a spell on each owl on the statue to reveal a secret entrance. Look at Sordid’s notes: this tells you what spell to use where. You gained Windado from a stone, Freezesneezius from a book and Flambergo from the magical contraption. But you also need to activate them in the right order. See the poster behind the sleeping girl? That tells you the order, based on the phases of the moon. Here’s what to do:
    • Bottom left: Flambergo
    • Right owl on hand: Windado
    • Left owl on elbow: Freezesneezius
    • Bottom right: Flambergo
    • Top: Windado
  • Go through the now-open secret entrance. Take the ice axe near the door. Take the magical whistle from the pedestal. Take Sordid’s journal from underneath the hammock.
  • Examine Sordid’s notes, the pedestal and the diagram on the wall.
  • Go to the Forbidden Swamp and to the big crystal door. Use the ice axe on the crystals to get a crystal fragment.
Simon the Sorcerer Origins
Use the ice axe to get a crystal fragment. Screenshot: GameSpew
  • Go to the witch’s hut. On the tree next to the house, there’s a purple owl. Use the magical whistle on it.
  • Go to the town centre. There’s a white owl sat on top of the well. Use the white hat in your inventory to transform your items – the magical whistle is now white. Use it on the owl.
Simon the Sorcerer Origins
You’ll need to find three owls before you can continue. Here’s one of them. Screenshot: GameSpew
  • The final owl is in the dungeons, just inside the main door (you’ll need to go through the school and past the troll – don’t worry; he’s still asleep). Use your green hat to change the whistle into a black whistle. Use it on the owl.
Simon the Sorcerer Origins
And here’s another owl. Screenshot: GameSpew
  • Go back to Sordid’s secret room behind the statue. Go up the stairs. We need to get the owls in the right place so that the contraption is aligned to match the posted downstairs (i.e. all circles to the top).
  • The white owl needs to be on the left, then the purple owl, then the black owl. Stand in front of a podium and use the correct-coloured whistle to summon the owl (remember to use your hats to change colour of the whistle).
Simon the Sorcerer Origins
Here’s where each owl needs to be. Screenshot: GameSpew
  • Go downstairs and put the crystal fragment on the pedestal. You now have a charged crystal. Take it.
Simon the Sorcerer Origins
Place the crystal here to charge it up. Screenshot: GameSpew
  • Return to the crystal door in the swamp. Use your green hat to change the charge crystal to a dark crystal. Use it in the door to open it.

Chapter 10: Friendship Stew

Simon the Sorcerer Origins
Oh dear. Screenshot: GameSpew
  • You’re now in prison. Drat.
  • Use Freezesneezius on the bucket to get an ice sphere. Use the ice sphere on the troll guard.
  • You’re now in control of the swampling. Take the bottle on the cabinet to the right of the fire. Take the special mud from the table.
  • Go in the alley by the inn and rummage through the bin to get left-overs.
  • Go to the abandoned house and down the trapdoor. Use the bottle on the “delicacies” near the chest to get monster slime.
Simon the Sorcerer Origins
Yummy “delicacies”. Screenshot: GameSpew
  • Go to the school gates. The troll won’t let you through.
  • Return to the witch’s cabin. Put monster slime, special mud and left-overs in the cauldron to make special stew.
  • Return to the school gates and give the troll the special stew.
  • Go into the school.
  • Go down the trapdoor and interact with the “delicacies” several times to pick up various items. Pick everything up and a ‘biohazard’ pipe will become visible. Use your special stew on the biohazard.
  • Go back to the locked dungeon door and go through. Walk down to find Simon.

Chapter 11: The Impudent Child From Another World

  • Back in control of Simon, head to the Swamp and through the crystal door.
  • Make your way to the machinery. Pull the levers in the following order: yellow, red, blue, green.
Simon the Sorcerer Origins
Pull the levers first, then use Flambergo on the crystal. Screenshot: GameSpew
  • Read Sordid’s notes, then use Flambergo on the crystal.
  • Use Windado on the cart to bring it up to the top of the ramp.
  • Use Freezesneezius on the rubble.
Simon the Sorcerer Origins
Once you can freeze the rock, you can send the cart down to crash into it. Screenshot: GameSpew
  • Use Windado on the cart again, then head through the door.
  • In the battle with Sordid, take the Tome of the First Wizard. Use it on Simon to read it. You’ll get a new spell: Turnonrio.
  • Use Flambergo on Sordid’s ice spell, Freezesneezius on the fire, and Windado on the wind.
  • Next, use Flambergo on the ice statue, Freezesneezius on the turned-on stove, and Flambergo on the meat.
  • Use Freezesneezius on the burning trunk, and Windado on the beehive and anvil.
  • When the dark crystal appears, use Turnonrio.
  • Use your repaired wand on Sordid.
  • Go through all the dialogue options with Calypso.

Chapter 12: The Beginning

  • Leave Simon’s room and go down the stairs.
  • Answer the door.

We hope you found our Simon the Sorcerer Origins walkthrough helpful!

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