Master Guide: Simon the Sorcerer Origins – The Sorcerer’s Journey

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Master Guide: Simon the Sorcerer Origins – The Sorcerer’s Journey

Welcome to the resurgence of a legend. Simon the Sorcerer Origins is not just a prequel; it’s a love letter to the point-and-click genre of the 90s, reimagined for the modern era. This monumental guide will accompany you through the first six chapters of the adventure, breaking down every puzzle, every sarcastic dialogue, and every secret hidden in the magical world. Get ready to discover how Simon became the most irreverent wizard in history.


Chapter 1: New Home, Old Adventures

Our story begins a few weeks before the events of the original 1993 game. Simon and his parents have just moved in. The tension of moving and Simon’s rebellious adolescence are the perfect breeding ground for an interdimensional escape. But before the magic, we must deal with mundane reality.

Simon’s Room and Initial Exploration

As you take control of Simon, take a moment to appreciate the hand-drawn art. You’re in your new room. It’s a chaos of unpacked boxes, a reflection of our protagonist’s mental state.

Explorer’s Tip: In Origins, interacting with «useless» objects often unlocks dialogue lines that enrich the lore or provide subtle hints for future puzzles. Don’t rush.

The Mystery of the Stuck Fridge

Your first objective is to get out of the house or find something to eat. Head downstairs. The house is modern but strangely silent. Go to the kitchen.

  • Step 1: Try to open the fridge. It’s stuck, as if a force (or an excess of ice) has sealed it shut. Simon will make a sarcastic comment about the quality of the appliances.
  • Step 2: Look at the bottom drawer of the fridge. Interact with it to open it. There’s no food inside, but there’s something useful.
  • Step 3: Pick up the magnets. These are not just simple decorations; Simon will need to use them to reach elevated areas.
  • Step 4: Use the magnets on the nearby box to create an improvised ladder and reach the top of the shelves if needed, or keep them for later.

The Sink and the Hidden Key

Still in the kitchen, direct your attention to the sink. Something is shining in the drain.

Upon investigating the sink, Simon will notice a metal object stuck. It’s the key your parents hid. Pick it up. With the key in your inventory, head back up to the second floor. There’s a locked door you couldn’t open earlier (probably your father’s study or a storage room). Use the key on the locked door.

Crossing the threshold triggers the cinematic sequence that changes everything: the discovery of the Grimoire and the portal that drags you into the Magical World.


Chapter 2: The Prophecy of Calypso

Simon wakes up in a world saturated with color and magic, but in the same 90s clothing. You are on the outskirts of a fantasy town. Your objective is to find answers and, of course, a way to get back home.

Arrival at Calypso’s Cabin

You wake up somewhat dazed. Walk to the right. The path is linear at first for you to get used to the interface. You can examine the local flora (which will often try to bite or insult you).

When you arrive at Calypso’s cabin, you’ll notice it’s the archetype of the wizard’s home: messy, filled with books, and with a bubbling cauldron.

Magical Forensic Investigation

Calypso is not there, but she has left clues. You must thoroughly search the room:

  • The Table: Examine the letter on the table. It’s a missive that mentions a “Prophecy” and the arrival of a “Wizard from another world.” Does that ring a bell?
  • The Bed: On top of the bed, or floating near it due to some residual enchantment, you will find a quill (pen). Pick it up. In adventure games, a writing instrument is as powerful as a sword.
  • The Chest: On the left side of the room, there is a sturdy chest. Open it. Inside, you will find basic equipment and documents that further the story.

The Table’s Terminus

There’s a peculiar object mentioned as the “terminus of the table” or a piece of a mechanism. When you pick it up, Simon comments that it seems to be missing the other half. This initiates your first “fetch quest” around the town.


Chapter 3: Model Student

To get back home, you need magic. And to legally use magic (or at least, functionally), you need to enroll in the Academy of Magic. This chapter is dense with object combination puzzles.

The Broken Wand Problem

You acquire your first wand, but it’s in terrible condition. A broken wand in this world is as useful as a remote control without batteries.

  • The Glue: Explore the inventory or the supplies area of the Academy. You’ll find a stick of glue.
  • The Repair: Combine the glue with the wand in your inventory. Simon will do a makeshift job, but it will work. “One less thing,” he’ll say.

The Tavern and the Guard Dog

You need to access a back area of the tavern, but a dog (or a dog-like creature) is blocking the way.

Enter the bar. The atmosphere is thick, filled with smoke and fantastic creatures drinking grog. Notice the man snoring at one of the tables.

The Key Theft:

Use the quill (or a feather if you picked one up earlier in the forest) on the snoring man. The tickles will make him jerk awake, dropping a key on the floor. Quickly pick it up before he wakes up.

The Church and the Donation Box

You need money (gold coins or something similar) to bribe or buy an item in the shop.

Head to the village church. It’s a solemn yet decrepit place.

Use the key you stole from the drunk on the donation box. It’s a morally questionable act, very typical of Simon. You’ll obtain the necessary money to continue.


Chapter 4: Magic, Talking Pictures, and Clichés

Now that you are officially a student (or something like that), you have access to real spells. This chapter introduces the mechanics of using active magic on the environment.

The Ice Spell and the Chemical Residue

You will learn the Ice spell (or Cryogenization). You need to try it out.

Return to the exterior of the bar or the back alley. You will see a strange chemical residue dripping from a pipe or gutter.

  • Magical Action: Cast the Ice Spell on the chemical residue. The liquid will freeze instantly, creating a solid stalactite or an ice bridge.
  • The Stick: Upon freezing the residue, something falls or becomes accessible: a long stick that was stuck above. Pick it up.

The Incense Burner and the Left Door

Re-enter the main building (it could be the church or a room in the Academy) and head through the left door. You will see an incense burner hanging high, out of reach.

Use the stick you just obtained on the incense burner. When you hit it or unhook it, it will fall. Inside you’ll find a key object (incense or a gem) needed for the passage ritual.

The Potion Recipe

Return to Calypso’s house. On the right shelf, look for a book that stands out for being in good condition: “The Well-Made Book.” When you read it, Simon will either tear out or memorize a recipe.

Go back to the Academy, to the Cauldron room.

Use the recipe in the cauldron. You need ingredients.

One of them is Monster Slime. Go down to the basement or cellar. Use an empty bottle on the puddle of radioactive green liquid to obtain the slime.


Chapter 5: Escape from the Dungeon

As is tradition, Simon ends up locked away or trapped in a dangerous area. This chapter is darker and requires light management.

The Dark Room and the Oil Lamp

You find yourself in an underground area after opening a trapdoor with a fork (a classic misuse of cutlery). It’s too dark to advance.

The Lamp: You need to have an oil lamp in your inventory (previously collected from the store or the Academy’s storage). Use it. The light will reveal a path to the right.

The Mimic Chest

To the right, you will see a tempting chest. Beware! If you try to open it directly, it will bite you. It’s a Mimic.

To deal with it, don’t use force. You need to feed it or put it to sleep (depending on the version of the puzzle, sometimes it requires throwing it a bone or using sleep magic). For now, simply identify it and don’t waste time trying to force the lock.

The Improvised Swamp Candle

You need more light or a specific fire for a ritual.

Travel to the Swamp. You’ll find a post of rotting wood and old rags.

Combine the post with the cloth in your inventory. You’ve created an improvised torch or candle.

Return to the dark area or the altar that requires fire and use it.


Chapter 6: The Great Boat Heist

The final objective of this block is to leave the current region by crossing the lake or river. To do this, you need transportation. The boat owner won’t lend it to you, so you’ll have to plan for an “indefinite loan.”

The Bridge Troll

There’s a Troll blocking the way to the dock or the next critical area. If you try to talk to him, he will demand a toll you can’t pay or simply threaten you.

  • Failed Attempt: If you go to the tavern, pick up trash and bring it to him (thinking that trolls eat trash), he will reject it. This Troll has standards.
  • The Culinary Solution: Remember the recipe from chapter 4. You need to prepare the Friendship Stew (or something that smells strong enough to either knock him out or delight him).
  • Execution: Go back to the cauldron room in the Academy. Prepare the stew using the Monster Slime and other collected ingredients (select trash, swamp herbs).
  • The Bribe: Take the steaming stew to the Troll. Upon giving it to him, he will be so ecstatic (or incapacitated due to digestion) that he will let you pass.

The Hats and the Whistles

Before reaching the boat, there’s a statue and lever puzzle that requires coordination.

You have two special hats in your inventory (obtained by completing side quests in the village): the White Hat and the Swamp Hat. You also have a whistle.

  1. Place the magic crystal on the central pedestal to activate the mechanism.
  2. Equip the White Hat. Stand in front of the left lever and blow the whistle. The corresponding statue will react to the specific sound of that hat/frequency.
  3. Equip the Swamp Hat. Go to the right lever and blow the whistle again.

This will open the dock gate. Now you have a clear path to “borrow” the boat and sail towards the horizon, thus closing the first major arc of the story.


Visual Analysis: Origins vs. Classic

For veterans of the saga, here’s a comparison of how Origins modernizes the mechanics without losing the essence.

FeatureSimon the Sorcerer (1993)Simon the Sorcerer Origins
InterfaceClassic verbs (Look, Take, Use) at the bottom of the screen.Contextual modern action wheel. Hideable inventory.
GraphicsCharming but limited VGA Pixel Art.Hand-drawn high definition, smooth cartoon-style animations.
PuzzlesObscure logic (“Moon Logic”), often frustrating.More narrative logic, while still maintaining characteristic absurdity.
MagicPrimarily use of magical objects.Active spell system (Ice, Tornado) integrated into the environment.

 

Master Guide: Simon the Sorcerer Origins (Part II)

You’ve survived the Academy. You’ve tricked the guards and learned that magic is 10% talent and 90% knowing how to combine junk in your inventory. Now, the game takes off the silk gloves. The Chapters 6 to 12 represent the narrative core and the highest density of puzzles in Simon the Sorcerer Origins.

In this second half, you will travel through the treacherous Swamp of Despair, manipulate weather with forbidden alchemy, and confront your destiny in an ego duel. This guide will not just tell you what to do; it will immerse you in the why, unveiling the layers of lore that connect this prequel with the classic of 1993. Get ready to read, laugh, and solve.


Chapter 6: The Great Boat Heist and Magical Physics

Leaving the Citadel dock isn’t as simple as jumping aboard. The boat, a nutshell called “The Floating Hope” (or something equally ironic), lacks oars. Simon, true to his nature, refuses to exert physical effort. The solution requires magical engineering.

Step 1: Improvised Naval Engineering

Get on the boat. Interact with the broken mast. Simon will comment that “it needs a body.” If you try to use wind spells now, you’ll only succeed in messing up Simon’s hair since there’s no surface to catch the air.

Micro-Puzzle: The Candle
Recover the Dirty Rags or the Old Sheet that you used earlier for the torch in the dungeon (Chapter 5). If you combined them with the stick, uncombine them in the inventory (a new mechanic in Origins) or use the whole torch as a replacement mast if the original is unusable.

Action: Place the cloth on the central mast. You now have a sail, albeit full of holes and grease stains.

Step 2: The Wind Spell

This is where many players get stuck due to positioning.

It’s not enough to just cast the spell. You need to position yourself at the stern (back) of the boat.

Open the spell wheel and select “Gust” or “Breath of Air”.

Aim directly at the sail.

Cinematic: The wind inflates the tattered fabric. The boat shakes violently, breaking the last rotten mooring you hadn’t seen, and it shoots out towards the fog bank. Simon screams, not out of heroism, but in panic.


Chapter 7: Survival in the Swamp of Despair

The Swamp is a critical transitional area. Visually, it changes the vibrant color palette to toxic greens and browns. Navigation here is confusing by design.

Arrival at the Rotting Dock

The boat runs aground (or sinks) upon arrival. There’s no turning back by water.

A path of creaking wooden planks opens up before you.

Environmental Danger: If you try to stray off the marked path, Simon will sink into the mud and reappear at the dock with a sarcastic comment about his new shoes.

The Echo of the Past and the Stone Door

As you move north, you will find a monolithic structure that clashes with the natural surroundings. It’s a stone door sealed with ancient magic.

Upon examining it, Simon notices a hexagonal slot.

Remember the Energy Crystal from Chapter 6? If you were foresighted and recovered it from the pedestal of the statues before boarding the boat, congratulations. If not, the game is generally benevolent and makes the crystal “magically” appear in your pocket or on the shore, brought by the current.

Crystal Tuning

The crystal alone doesn’t work; it has lost its charge.

Look for some Shock Fireflies (blue electric insects) in the swamp.

Use the Empty Jar to catch one.

Combine in the inventory: Firefly + Uncharged Crystal = Charged Crystal.

Insert the crystal into the door. The mechanism rumbles and the stone slab shifts, revealing the entrance to the Root Cave.


Chapter 8: Wet Wizard Fresquiplús (The Alchemy Arc)

Inside the cave, the path is blocked by a magical fire wall or a fire creature (a stubborn giant Salamander). Basic ice doesn’t work; it melts before touching it. You need something more potent: you need to control the weather.

The Search for Lost Knowledge

Simon remembers (or checks his journal) that he saw a book on “Extreme Hydromancy” in Calypso’s house.

Since you can’t physically return, use the Communication Mirror (if you have it) or find a broken teleport circle in the cave.

Teleport Repair Puzzle:

– You need chalk to redraw the runes. Use Crushed Limestone from the ground.

– Activate the circle. You astrally travel to Calypso’s library just to read.

The “Eternal Rain” Recipe

The book details three impossible ingredients for a novice. Here’s how to obtain each one in the swamp environment:

📜 Rain Ingredients List

  • 1. Tears of Self-Pity: Find the “Weeping Willow” (literally a tree with a sad face). Talk to it. The tree is stoic. Insult it or tell it a sad story about Simon’s teenage life (no video games, moving). The tree will cry blue sap. Collect it with a vial.
  • 2. Condensed Cloud: Climb to the highest area of the swamp (the windy hill). Use the Butterfly Net (or a bag tied to a stick) to “catch” a piece of dense fog.
  • 3. Essence of Purity: In the center of the swamp, there’s an immaculate white lotus flower, surrounded by dirt. To pick it without dirtying it (if it gets dirty, it’s useless), use the Levitation or Telekinesis spell to bring it to you.

The Brewing and the Spell

Find a natural cauldron (a geothermal pool in the cave).

Pour the ingredients in order: Cloud, Tears, Flower.

The liquid turns storm gray.

Drink the potion (or soak your wand in it). You’ve unlocked the “Localized Storm” spell!

Return to the fire Salamander. Invoke the rain upon it. The creature, hating water, will flee hissing, leaving you a clear path to your rival’s tower.


Chapter 9: Infiltration, Stealth, and Ego Duel

You arrive at the stronghold of the secondary antagonist, a pompous wizard who believes he is the protagonist of the story. This chapter parodies infiltration games.

Entrance: The Back Door

The main door is guarded by Golems. They are dumb but strong.

Distraction: Throw a stone (or use the sound spell) towards the distant bushes. The Golems will go to investigate.

Run to the service entrance. It’s locked.

Use the Magic Picklock (or a bent wire) on the lock. It’s a rotation minigame: feel the vibration of the controller or listen for the “click” to hit the position.

The Dialectical Duel (Social Combat)

You find the Rival in his study. He’s preparing to cast a deadly lightning bolt at you.

But this is Simon the Sorcerer. Here, we don’t battle with lightning, we fight with words.

A timed dialogue sequence begins.

  • Rival: “My power is as infinite as the cosmos!”
  • Correct Response: “Too bad your fashion sense is from the Jurassic.” (Attack on ego).
  • Rival: “I am the Chosen One of the Prophecy!”
  • Correct Response: “The prophecy that came in the cereal box?” (Delegitimization).
  • Rival: “I will reduce you to ashes!”
  • Correct Response: “Wait, do you have something in your teeth?” (Straight distraction).

By winning 3 rounds, the Rival emotionally collapses or looks at himself in a mirror distractedly. Take advantage to steal the Fragment of the Mirror and escape out of the window using the Feather Fall spell (or falling onto a pile of manure, whatever is funnier).


Chapter 10: The Legendary Friendship Stew

With the fragment in hand, the final path is blocked by the Bridge Troll, who has returned or is blocking a new route. This time, he doesn’t want money. He wants love (or food that tastes like love).

The Search for the Lost Recipe

The Troll gives you a crumpled paper: his grandmother’s recipe.

The problem is that the ingredients are Troll metaphors. You need to decipher them.

Decoding Ingredients:

  1. “Blood of the Earth”: It’s not real blood. It refers to Giant Beetroot or concentrated tomato juice. Find it in the abandoned garden near the tower.
  2. “Giant’s Fingers”: These are old, wrinkled Carrots. They are in the tavern’s trash.
  3. “Sneeze Powder”: Black pepper. If you don’t have it, look for flowers with pollen in the forest and shake them over the cauldron.
  4. “The Secret Ingredient”: An old boot. Yes, seriously. It provides the “chewy” texture that trolls love. Fish one out of the river with a rope and magnet.

The Dinner Ceremony

Prepare the stew over a campfire. The smell should be visually described with wavy green lines.

Take the dish to the Troll.

Key Moment: The Troll tastes the stew. Tears spring to his eyes. He hugs you (almost breaking your ribs).

As thanks, not only does he let you pass, but he also gives you the Troll Call Whistle, which you can use once to clear a heavy physical obstacle later.


Chapter 11: The Mirror of Destiny and the Final Confrontation

You reach the Origin Temple. The atmosphere is solemn. Here is where Simon must embrace his role, not as a hero, but as an agent of necessary chaos.

The Puzzle of Reflections

The central room has a giant mirror frame, broken.

Place the Fragment of the Truth Mirror you stole from the Rival.

The mirror activates, but shows three distorted reflections of Simon blocking the way. You must “heal” or align each reflection with an object from your inventory.

  • Cowardly Reflection: Trembles in fear. Give it the Medal of Valor (or the object the Troll gave you). Feeling protected, it merges with you.
  • Vain Reflection: Is styling its hair. Use the Troll Snot or something dirty to ruin its hairstyle. Breaking its perfection, it returns to reality and merges.
  • Evil Reflection: Wants to destroy the world. Use the Walkman. Play human music (Rock). The pop culture confuses and calms it.

The Confrontation with the Shadow

With the mirror restored, the Shadow appears (a manifestation of Sordid or chaos).

There’s no life bar. You must reflect its spells.

When it casts Fire, use the Mirror to bounce it back.

When it casts Darkness, use the Lamp.

Finally, the Shadow attempts to possess you. Simon uses his most powerful weapon: teenage indifference. “Look, dude, I have homework to do.” The banality of his response dissipates the Shadow’s dramatic magic.


Chapter 12: The Time Loop and the “Ending”

The victory in the Temple triggers a series of catastrophic events that, ironically, restore order. But there’s a price.

Calypso’s Farewell

Calypso appears (or her projection). She explains that to save this world, you must leave. But upon leaving, you will forget the specific details of this adventure, preparing your mind to be summoned “for the first time” in the original game.

It’s a bittersweet moment. Simon says goodbye to the friends he has made (the Troll, the Mailbox, the Swamp Creature).

Return to the Room

You wake up in your room of the new house. Was it a dream?

You look around. The boxes are still there.

But then, you open the drawer of the nightstand. There it is: a small object from another world (perhaps a glowing quill or the wrapper of a magical candy).

You smile. You know you’ll return.

The camera pulls away as Chippy (the dog) barks at the attic chest. The credits roll.


🕵️ Secrets, Easter Eggs, and Missable Achievements

For completionists seeking 100%, be sure to check this before the end:

Secret NameHow to Obtain
Monkey Island ReferenceIn the Swamp, look for a sunken log. If you examine it 3 times, Simon will say: “Looks like a rubber chicken with a pulley in the middle.”
The Number 1 FanTry using the mobile phone in every new area. Although there’s no signal, Simon has unique comments about the magical coverage for each area.
Alternate “Coward” EndingIn the Origin Temple, if you refuse to cross the mirror for 5 real minutes, the game gives you a false “Game Over” where Simon becomes countable in the real world.

This guide has been crafted with love for the Point & Click genre. Remember: “If it doesn’t work, use it on everything.” See you in Simon the Sorcerer 1!

 

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