Walkthrough for Simon the Sorcerer: Origins

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Moderately beautiful and challenging.

In creating a guide for the game Simon the Sorcerer: Origins, the following source was used.

Chapter I. A New Life for the Boy.

Take the firecrackers and the magician figurine out of Simon's box. Climb the stairs up. From the box labeled 'Everything for sewing', take the scissors. Cut the toy's rope with the scissors, combining them in the inventory. Go down and enter the kitchen. Open the refrigerator, pull out the last tray. Climb onto the tray like a step and take the letter 'A' from the refrigerator. Combine this plastic 'A' with the rope. Go to the sink and fish out the key to the door! Use the key on the locked door on the second floor.

Chapter II. Indigo.

Go three screens to the right until you enter the house of the wizard Calypso. After talking to him, go up to the second floor of the house. From the pillow, take a feather. Open the chest, dress yourself up, receive a map and a diary. From the table, take the useful thermos. Go down the stairs and talk to the wizard Calypso. Leave his house.

Chapter III. The Good Kid.

In the city, find the well near the house of the strange wizard Mundus. Take the sticky tentacle there. Go down to the alley where the tavern is located. Talk to its owner. Take from the table, where the drunken church servant sleeps, a suspicious-looking bow. Tickle the church servant with the feather and take the key to the donation box from around his neck. Leave the location with the tavern and Mundus' shop — head to the right edge of the screen and open the next location. Visit the closed atelier. Take the closed can of glue and the oil lamp near the broken mirror. Run the sticky tentacle over the can of glue in the inventory, it will open. Leave the atelier and head to the center, to the Academy. After listening to the troll guard, leave the location and head to the church. Enter by the road that is below the road leading to the abandoned atelier.

Talk to a student from the Academy. Walk through the cemetery and open the church gates. Fill the thermos with holy water. Open the donation box and take the donations. Have a talk with the priest. Return to the tavern. Buy a pork knuckle from the owner and give it to the dog. Take the pass. Talk to the tavern owner about Mundus. Go to Mundus for the magical wand. Exchange it for the magician figurine. Tell Mundus that it symbolizes a powerful wizard made in distant lands and is cursed! Repair the wand using the glue. Now show the wand and the pass to the troll guard. The troll will ask you to impress him with magic. Go to Calypso, talk to him, and find out that the troll is unsophisticated. You will need the dog Chippy, steal a stray mutt, he will like it in the magical hat. Also place a bone from the knuckle there. Demonstrate Chippy to the green guard. Enter the Academy.

Chapter IV. Magical Stereotypes.

Talk to the talking painting — Lady. Go up to the second floor of the Academy, take the painting with the wind off the wall. Go up to the last fourth floor, knock on the door of the Academy director. Talk again to the Lady from the painting. Enter the potion-making room on the second floor. Take the painting with water from the wall, the potion Eternis Infelicis from the table, and a ladle next to it. On the third floor, enter the right door, read the note, take the painting with earth. Speak with the Poet from the painting at the end of the corridor. On the second floor, enter the left door opposite the potion-making room. Take the magical dictionary from the bench. Read it by clicking the dictionary on Simon. Enter the neighboring office. Take the empty glass vial from the table. Read the notes of the nerd. Use the bone on the magical artifact in the middle of the room.

The paintings should be arranged in the following order: water (right) — earth (left) — wind (center). Touch the magical artifact in the center, and now you have access to the Flambergo spell. Retrieve the sharp bone. Use Flambergo on the wall crystal near the Academy director's office. Enter his office. Talk to the Academy director.

Chapter V. Escape from the Dungeon.

Search the director's chest and find the recipe for the sleeping potion. Apply the recipe to Simon, so he reads it. Go back to the corridor with the Poet. Enter the door where the storm rages, using the Flambergo spell on the wall magic crystal. Pour the holy water from the thermos onto the stack of books. Use the stack of frozen books as a shield against the storm and drag it to the stairs. Use Flambergo on the icy stairs and climb up them. Go to the magical book, learn the new spell Freezesneezius by reading the tome. Leave the classroom and corridor. Above the locked showcase hangs a light blue magical crystal, read the new spell Freezesneezius over it. The second part of the stone with instructions for the series of spells is in the Academy director's office.

Cast a series of [1] spells on Simon in the following order: freezefirefreezefirefire.

Descend to the lowest floor of the Academy and enter the door next to the bulletin board that the student is looking at. Light the oil lamp using Flambergo. Apply the lit lamp to Simon. Go down. Talk to another troll guard. Use the bone on the metal grate in the stone floor. Pass through the open hole in the floor. Use Flambergo on the firecrackers. Throw a lit firecracker next to the spot marked as a guard post. Climb back into the hatch, check on the guard, who will be distracted by the firecracker explosion. Take the meal from the guard for a while and the dandruff from the dead fairy in prison. Return to the Academy to the potion-making office.

Set the cauldron on fire with Flambergo, throw in the fairy's dandruff and the strange bow. Use the new magic hat, click on it to turn the potion Eternis Infelicis into Eternis Felicis. Pour the already new (reverse in effect) potion into the cauldron. Stir the mixture with the ladle and fill the empty vial with the resulting green mixture. Pour the sleeping potion over the troll's meal. Distract the troll with the firecracker again and return his meal, which will make him sleep, to his table. Convince the guard to eat. After he falls asleep, take the fork from his table and pull the lever down; it will open the gates to the Forbidden Swamp.

Chapter VI. First Difficulties.

Find a boat that will be unusable. Return to the tavern, on the street there is disgusting water, freeze it. Climb up the icicle (!) and take the pole. There is a back room in the church, go in there. Take the expired coupon for a free drink from the old book in the room. Use the pole to retrieve the censer from the wall. Light it with the fire spell Flambergo. Exit the room but not the church. Above the relics are signs of spells, apply each spell to the corresponding relic. The doors will open. Read the stone Windado and master the new spell.

Return to the abandoned atelier. Use the fork (!) to open the locked wooden hatch. Use the lit lamp. Blow the spell Windado on the web and light a permanent fire in another lamp. Read the note located on one of the wooden boxes. Discover the mimic chest. Near the stairs is a sticky check, study it. With the holy censer (it must be lit, and you must have the blessings hat activated), kill the mimic. Retrieve the bloody cloth from the defeated mimic. Combine the cloth with the pole to get an improvised sail. Hoist it on the boat. Use Windado on the sail.

Chapter VII. Dirty Play.

Go to the skull. Nearby there will be a cuttlefish, pick it up. Instead of the secret swamp, find the cloth blocking the way to the crystal cave. Return to the dark crossroads. Discover the road to the church. Open the gates. Go back to the crossroads. Discover Baba Yaga's house. Enter the hut, talk to the witch, and become her servant (for a while!). When you need to provide ingredients, break the fourth wall and do nothing, the witch will be defeated!

Take the dried seaweed near the kitchen items. Find the keys from the unconscious witch. After talking with the swamp man, taste his stew. Put the stew in the bottomless magic hat. Freeze the stew in the inventory. Then apply the [2] spells again, this time: ice, fire, wind, wind, ice, fire. You will gain access to the dark wizard's hat. Talk with the swamp man. Give the frozen stew to the Academy director. You can use the map for quick travel between locations.

Chapter VIII. The Drunken Wizard.

Enter the corridor with the Poet. Tell the painting the password: "My beard itches a bit." The painting with the Poet will open a secret entrance to the Circle of Wizards. Talk to Sordid and the wizard in the red chair. Return to the cave where you started. Calypso is inside, not home. Talk to Calypso in the cave. Return to Calypso's house and find the cookbook in the right wardrobe. You can always read the recipe by clicking the recipe on Simon.

It's time to brew the humidity potion at the Academy of Wizards! Place the seaweed in the cauldron, the pollen (i.e., the fairy's dandruff), stir everything with a ladle, freeze the cauldron, pour part of the potion from the cauldron into the thermos.

Combine the feather with the cuttlefish in the inventory to get the inked feather. Forged the coupon. Give the coupon to the tavern owner. Mix the humidity potion and the beer "Wet Wizard" in the inventory. Find Sordid (he's on the second floor of the Circle of Wizards) and offer him the beer, loosen his tongue!

Chapter IX. Defamation.

Search the drunken Sordid who is unconscious. In the corridor with the owls, place the owl necklace found on Sordid in the heart of the statue.

Ignite the owls in this order (a pentagram should result):

The bottom one — Flambergo.

The owl on the right hand — Windado.

The owl on the left elbow — Freezesneezius.

The owl under the right hand — Flambergo.

The owl on the head — Windado.

Enter the secret room. Take the ice pick next to the passage. Take the owl whistle. Read Sordid's diary. Study his notes, the pedestal, and the diagram on the wall.

Go again to the Forbidden Swamp, to the crystal cave. Work with the ice pick and chip a piece of crystal. On the dry tree by Baba Yaga's hut sits a purple owl, summon it back to the secret room of Sordid using a regular owl whistle. Near the city well is a white owl, activate the white wizard hat, the whistle will gain a white color, whistle near the owl. The last owl is at the prison gates; use the dark wizard's hat, the whistle will turn dark, summon the last owl. Return to the secret room of Sordid.

Climb the stairs to the owl floor. Use the whistle of the corresponding color to summon the owls to the corresponding places (a total of three active levers): 1. White; 2. Purple; 3. Black.

Go down and charge the piece of crystal by placing it on the pedestal with descending energy. Insert the charged crystal into the central cavity of the cave, which is in the swamp. Enter the opened cave, go to the end of the cave.

Chapter X. The Unfortunate Stew.

You are in prison. Freeze the water in the bucket, throw the ice cube at the troll and free Chippy from the clutches of the obstructing guard. Chippy should bring the swamp man. Now you play as him. Take the barely visible bottle from Baba Yaga's kitchen cupboard. Don't forget to grab the special swamp dirt. Rummage through the trash can near the tavern — find leftovers. Collect the "delicacies" of the mimic in the atelier's basement using the bottle. Ask the troll what to do to enter the Academy, you need to make a friendship stew. Return to the hut and mix the dirt, slime, and street leftovers into one mush in the cauldron. Let the troll taste the resulting stew. Enter the Academy. At the dungeon gates, clear away all the trash until a pipe becomes visible, clog it with the disgusting stew. The acid will corrode the door mechanism. Go to Simon.

Chapter XI. Elemental Battle.

You are once again playing as Simon. Go back to the crystal cave in the Forbidden Swamp. Lower the terminal levers in the following order: yellow, red, blue, green. Read Sordid's notes and use Flambergo on the sliding crystal to activate the fire suppression system. Use Windado to send the cart back to its original position. Use Freezesneezius on the wet boulders blocking the passage. Use the wind spell to blow the cart down the slope so that it breaks the frozen boulders and clears the path. Go to the location of the final battle. Take the tome of the first mage and read it, learning the last spell — Turnonrio.

1st round: fire is good against ice, freezing against fire, wind against Sordid's wind.

2nd round: fire must be used against the ice bust, freezing against the stove, and from the meat, a steak must be prepared with the fire spell.

3rd round: wind should be used against the beehive and the anvil, and freezing against the blazing log pile.

4th round: use the spell Turnonrio on the dark crystal.

5th round: apply the glued magic wand to the dark wizard Sordid.