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Simon The Sorcerer Origins Complete Walkthrough

simon the sorcerer origins walkthrough

Welcome to our complete walkthrough for Simon the Sorcerer Origins. This is a classic Point-and-Click Adventure developed by Smallthing Studios, Marking Simon’s return after 30 years. This is an official prequel that tells the story of Simon’s very first journey into the magical world.

If you’re a longtime fan of the series, you’ll run into many familiar faces (and foes). If you’re new to the world, there’s still plenty for you to enjoy from clever puzzles, witty humor, and charming worldbuilding. In our walkthrough, we’ll guide you through all the puzzles across the 12 chapters of the game.

Read this article to see what we think about the game.

For more information about the game, check out its Steam page here

Key Takeaways:

  • Estimated Playtime: 6-8 hours (may take longer if you get stuck on puzzles)
  • Total Chapters: 12
  • Longest Chapters: Model Student, A Delicate Aftertaste of Mud, Stealing the Glory.
  • Toughest Puzzles: Preparing a Sleeping Potion, Mixing The Better Wetter Wizard, Opening the Mysterious Door.
  • Notable NPCS: Calypso, Chippy, Swampling, Sordid.


Chapter 1: New Home, Old Adventures

simon the sorcerer origins walkthrough

Chapter 1 begins with Simon moving into his new home somewhere in England.

simon the sorcerer origins walkthrough

When the cutscene ends and you can move around, interact with the box of Cool Stuff labeled Simon’s.

simon the sorcerer origins walkthrough

Simon will rummage through it and pick up a Toy with String and a Pack of Bangers.

simon the sorcerer origins walkthrough

Head up the stairs on the left. The Bedroom door is locked, so you’ll need to find the key.

simon the sorcerer origins walkthrough

Check the box of Sewing Stuff nearby. Simon will pick up the Damaged Sewing Scissors.

simon the sorcerer origins walkthrough

Head back downstairs and go through the door on the right to enter the Kitchen.

simon the sorcerer origins walkthrough

Inspect the fridge magnets. They’re out of reach for now.

Open the fridge door, then pull open the bottom drawer. With that done, interact with the fridge magnets to pick up the Magnet.

Next, inspect the sink. You’ll spot something shiny inside the drain.

simon the sorcerer origins walkthrough

Combine the Damaged Sewing Scissors with the Toy with String to make a String. Then, combine the String with the Magnet to create a Magnetic Hook.

simon the sorcerer origins walkthrough

Use the Magnetic Hook on the sink to retrieve the Bedroom Door Key.

simon the sorcerer origins walkthrough

Head back upstairs and use the Bedroom Door Key on the locked door to enter your room.


Chapter 2: The Prophecy

simon the sorcerer origins walkthrough

After the cutscene, Simon wakes up on a stone altar inside a mysterious cave.

simon the sorcerer origins walkthrough

Inspect the engraving on the wall and the engraved boulder near the exit on the right.

Exit the cave through the door to find yourself in a dark, spooky forest.

simon the sorcerer origins walkthrough

The forest is oddly empty. So you can just continue forward.

Eventually, you’ll reach a small hut, then head inside.

simon the sorcerer origins walkthrough

This is your first encounter with Calypso, a quirky old wizard from the earlier games. But as he reminds us, we don’t know him yet since it’s a prequel. 

Run through all of his dialogues.

simon the sorcerer origins walkthrough

After the conversation, head up the spiral staircase on the right.

Inspect the bed to pick up a Feather. Check the Flask on the desk, but Simon says it can’t fit in his pockets.

Check the chest near the bed to see Simon pick up his trademark magical robe, this time with a slicker fit. You also find a Map and a Magical Diary that shows you your current objectives. 

simon the sorcerer origins walkthrough

Before you head down, pick up the Flask on the table. Now that you have your magic hat, storage is no longer a problem. 

Head back down the stairs to trigger another conversation with Calypso. Run through the dialogues and exit Calypso’s Hut through the door on the right to be on your way to the Magic Academy


Chapter 3: Model Student

simon the sorcerer walkthrough

When you reach the city, continue moving through to the next section to arrive at the Town Square.

Simon will put a pin on the Map that you picked up earlier. At the same time, a Giant Pin will land on the ground right next to the well. This serves as a fast travel point. Any time you want to return to this location, click on the Map in your inventory and select the green Giant Pin to fast travel.

simon the sorcerer origins walkthrough

With that out of the way, let’s head into the shop with the sign Mundus’ Magical Marvels first. 

simon the sorcerer origins walkthrough

The shopkeeper inside is named Mundus, a creepy puppet controlled by an octopus by the strings. He deals in cursed magical artifacts. Talk to him and exhaust his dialogue. 

Click the disgusting tentacle on the broken chest on the left to collect the Slimy Tentacle

simon the sorcerer origins walkthrough

Head out of the shop and head down the stairs on the left. 

This takes you to the front alley of the Bloated Goat Inn. You’ll spot a Dodgy Bloke leaning against the wall on the left and a stream of biohazard waste falling from the pipes above on the right. The window on the upper level has a Pole, but you can’t reach it just yet.

simon the sorcerer origins walkthrough

As you enter the Bloated Goat Inn, you’ll find the Innkeeper behind the counter. Talk to him and exhaust his dialogues. You’ll learn that he has just made a roasted pork knuckle.

Take a closer look at the sleeping Drunkard on the nearby table. You can see a Key dangling from his neck. Pick up the Dubious Spring Onions from the table. 

Then use the Feathers from your inventory with the Drunkard.  He shifts his position. Click on the Drunkard to pick up the Offerings Key

Head out of the Inn and return to the Town Square. Take the path on the left of Mundus’ Shop to reach a Bazaar.

simon the sorcerer origins walkthrough

Take the path straight through the middle of the area. 

This takes you to the gates of the Magic Academy. Unfortunately, there’s a Troll Guardian blocking your path. Exhaust his dialogue. He’ll tell you that you need a Wand and a Student Pass to enter the Magic Academy.

simon the sorcerer origins walkthrough

Head back to the Bazaar and go right. If you continue along the path, you’ll reach the Church. But before you do that, there’s an X-marked House on the other side of the pit that you can enter.  

As soon as you enter the house, you’ll spot a bottle of Sealed Glue on the crate nearby. Pick it up. 

simon the sorcerer origins walkthrough

Head further in to find an Oil Lamp hanging above a trapdoor. Pick up the Oil Lamp, inspect the book on the counter, and check the cash register. The trapdoor is locked for now. Exit the house and head toward the church. 

You’ll see a student standing on the path looking visibly shaken. There’s a path leading up to the Church on the right. Talk to the student to learn that a vicious hound stole his student pass and headed off towards the Town Square

simon the sorcerer origins walkthrough

For now, head up the path to the Church and enter the building. This’ll trigger a short cutscene. 

There are a few things to do in the Church. Talk to the Priest standing near the altar. You’ll learn that he has poor eyesight. At the end of the conversation, he gets offended and refuses to talk to you any longer. 

Use your Flask with the Clean Water on the bowl on the left to get the Flask Full of Water. Next, use the Offerings Key to open the Offerings Box on the right. Pick up the Small Change once you open it.

Head out of the Church and make your way back to the Town Square. You’ll need a Wand and a Student Pass to get past the guard. 

How to Get the Student Pass

simon the sorcerer origins walkthrough

From the Town Square, head down the stairs to reach the Bloated Goat Inn’s alley. You’ll spot the “vicious hound” that the student mentioned gnawing at the pass outside the inn. Fans of the series should already recognize this adorable little dog.

Enter the inn and talk to the Innkeeper and ask him about the dog outside.

Use the Small Change with the Innkeeper to buy the Well Cooked Pork Knuckle. Pick it up from the counter.

simon the sorcerer origins walkthrough

Head back outside and give it to Chippy (the dog). He’ll drop the Student Pass. Pick it up to collect the Gnawed Pass.

How to Get the Wand

Go to Mundus’ Shop and talk to the shopkeeper. Ask him if he has a wand for sale. He says that he has one and is willing to trade if you have something that he wants.

simon the sorcerer origins walkthrough

Head back to the Bloated Goat Inn and ask the Innkeeper how to make Mundus part with his wares. You’ll learn that he’s interested in cursed objects.

Return to Mundus’ Shop and give him the Broken Toy in your inventory. This triggers a small quiz segment where you need to convince Mundus that the Broken Toy is worth trading for a Wand.

Choose the following dialogues:

  • It depicts a mighty wizard from days of yore.
  • It was crafted in a mystical far-off land.
  • Did I mention that it’s cursed?
simon the sorcerer origins walkthrough

Once you choose the right dialogues, Mundus agrees to the deal and hands you a Wand.

But things are never easy for Simon, and the Wand breaks as soon as you pick it up.

Combine the Slimy Tentacle with the Sealed Glue to open the bottle.

simon the sorcerer origins walkthrough

Then use the Glue with the Broken Wand to repair it.

Performing a Magic Trick

Now that you have both the Wand and the Student Pass, head back to the gate of the Magic Academy. Speak to the Troll Guardian.

As you’re about to enter the Academy, the Troll Guardian stops you again and asks to see some magic.

Return to the Bloated Goat Inn’s alley and click on Chippy to pick him up and store him in your hat.

simon the sorcerer origins walkthrough

Click on the bone on the ground to pick up the Sharp Bone.

Return to the Magic Academy gate and use Chippy with the Troll Guardian. After a hilarious bit of interaction, you are now free to enter the Magic Academy. This will trigger another short cutscene.


Chapter 4: Magic, Talking Pictures and Other Clichés

simon the sorcerer origins walkthrough

Talk to the Lady in the painting and run through her dialogues. She suggests talking to the Headmaster. Note the door next to the stairs. This leads to the Dungeons. Go up the stairs.

Head up the stairs. There are two doors on either side of the room. Pick up the Wind Picture hanging on the left wall. Then head up the stairs to reach the upper floor.

You’ll spot a door on your right. There’s a locked display cabinet on the wall with a blue crystal switch at the top. Continue up the stairs.

simon the sorcerer origins walkthrough

Another Giant Pin drops, opening the second fast travel point for you. Inspect the red crystal under the pillar.

The door leads to the Headmaster’s Study. But the Headmaster refuses to let you in. So you need to figure out a way to unlock the door.

simon the sorcerer origins walkthrough

Return to the ground floor of the Magic Academy and talk to the Lady in the painting. She’ll tell you that you can enter the study by pulling the red magic switch outside the door.

Go to the second floor (the floor with the locked display cabinet) and enter the door on the right to reach the Library Corridor. Pick up the Earth Picture on the wall.

simon the sorcerer origins walkthrough

Note the ice on the other side of the door on the right. You’ll notice a red magical switch next to it. Past the door, there’s a Poet in the Painting. Talk to him and run through his dialogue before heading back out.

Go to the first floor(with the troll student) and head through the door on the right. This takes you to the Potion Chamber. Pick up the Water Picture hanging on the wall.

Pick up the potion vial on the table to collect the Eternis Infelicis. Also, collect the Ladle propped up on the table.

simon the sorcerer origins walkthrough

Exit the Potion Chamber, and take the door on the other side of the floor. This takes you to a corridor with a sleeping student. There’s a menacing statue on the left.

There’s a Magic Dictionary under the bench with the sleeping student. Pick it up. Enter the next room through the door in the middle.

simon the sorcerer origins walkthrough

Pick up the Glass Vial from the table.

Use the Sharp Bone with the Magic Contraption in the middle of the room. Simon will use it as a lever to activate the Magic Contraption.

simon the sorcerer origins walkthrough

Activating the Magic Contraption causes Bizarre Text to appear on the walls under the orange pins. But you can’t read it.

Next, use the Magic Dictionary in your inventory on Simon. When the cutscene ends, Simon can now read the texts. Read all three writings on the wall. These refer to the three pictures (Earth, Wind, & Water) in your inventory.

Inspect the three pictures. The note on their back refers to the order in which you have to use the pictures.

simon the sorcerer origins walkthrough

Use the Water Picture on the right wall, the Earth Picture on the left wall, and the Wind Picture on the center wall, in this specific order.

Interact with the Magic Contraption. Simon says the word Flambergo and the device blows up. You’ve just learnt your first magic spell!

simon the sorcerer origins walkthrough

Interact with the Sharp Bone to pick it up. Then head to the top floor of the Magic Academy.

Click on Flambergo (above your item bar) and then click on the Red Crystal Switch to activate it.

You can now head inside the Headmaster’s Study. Run through the dialogue with the Headmaster to get your next set of objectives and transition into the next chapter.


Chapter 5: Dungeon Break

simon the sorcerer origins walkthrough

The Headmaster wants Simon to get him some Frozen Swamp Mud, and for that, we need to head into the Forbidden Swamp. We also have to close the Book of Eternal Winter in the library.

Click on the Interesting Things next to the Headmaster’s Table on the right. You’ll find the Sleeping Potion Recipe.

simon the sorcerer origins walkthrough

Check the Engraved Fragment inside the glass display in front of the table. Note the symbols on the fragment.

Head to the Library Corridor on the second floor. Use Flambergo on the magic switch beside the door. Head through the door to reach the Library.

simon the sorcerer origins walkthrough

There’s a storm blowing in the Library since someone left the Book of Eternal Winter open. Stand behind the tall stack of books (Useful Culture).

simon the sorcerer origins walkthrough

Use the Flask Full of Water in your inventory with the stack of books. After pouring the flask for a long… long time, the stack of books gets frozen.

simon the sorcerer origins walkthrough

Click on the stack of books to slide it forward. Use Flambergo on the Ice Crystal, blocking the ladder. Go up.

Go left to spot the open Book of Eternal Winter. Click on it to freeze the book and learn your second magic spell, Freezesneezius.

simon the sorcerer origins walkthrough

Head back to the stairs on the second floor. Use Freezeneezius on the blue crystal above the locked display cabinet to open it.

Hmm… another one of those Engraved Fragments you saw in the Headmaster’s Study. You’ll note that the blue and yellow symbols on the stone look like the magic spells Freezesneezius and Flambergo. Also, the two Engraved Fragments seem like two pieces of the same stone.

simon the sorcerer origins walkthrough

Now you have to cast the spells you’ve learned on Simon in a specific order, as shown in the two Engraved Fragments. The correct order is: Freezesneezius | Flambergo | Freezesneezius | Flambergo | Flambergo. When done correctly, you’ll unlock Simon’s White Hat.

This is your first Magic Hat, accessed via your inventory. When you activate a Magic Hat, some of the items in your inventory get modified. In this case, the White Hat turns the Eternis Infelicis into Eternis Felicis, which you’ll need to craft the Sleeping Potion later on.

simon the sorcerer origins walkthrough

Head to the lower floor of the Magic Academy and enter the Dungeon through the wooden door beside the notice board.

As you enter the Dungeon, you’ll see that it’s pitch black. Use Flambergo on the Oil Lamp in your inventory. Then, use the Oil Lamp on Simon and go down the stairs to get to the next section.

simon the sorcerer origins walkthrough

In the next section, you’ll see a big steel door that’s locked. There’s a sewer gate on the floor, but it’s locked too. Continue heading right to reach the next section.

This path leads to the Forbidden Swamp, but there’s another Troll Guardian here standing guard. To get through, you need to find a way to make him go away.

simon the sorcerer origins walkthrough

Return to the previous section with the locked steel door. Use the Sharp Bone with the sewer gate and head down.

This takes you past the Troll Guardian, but you still have to lift the gate leading to the Forbidden Swamp. Use Flambergo on your Packet of Bangers to create a Lit Banger. Then use it with the Guard Post.

Exit through the sewer gate and return to the area with the Troll Guardian. The Troll Guardian is out looking for the source of the noise. So you can head inside the Guardpost.

simon the sorcerer origins walkthrough

There are two items you need to pick up here. First, click on the cage with the Fairy to collect the Fairy Dandruff. Then click on the lunch bag on the table to collect the Pack Lunch

Exit the Guardpost and make your way to the Potion Chamber on the first floor. We’re going to make a Sleeping Potion. First things first, select the Sleeping Potion Recipe from your inventory and use it on Simon. He’ll read out the recipe for you.

simon the sorcerer origins walkthrough

There’s a large Cauldron in the room. Head towards it and follow the steps below:

  • Use Flambergo on the Cauldron.
  • Use the Fairy Dandruff on the Cauldron.
  • Use the Dubious Spring Onions on the Cauldron.
  • Switch to the White Hat.
  • Use the Eternis Felicis on the Cauldron.
  • Use the Ladle on the Cauldron.
  • Use the Glass Vial on the Cauldron.
simon the sorcerer origins walkthrough

Use the Sleeping Potion in your inventory on the Pack Lunch to turn it into the Soporific Lunch.

Return to the Dungeon and use another Lit Banger from the other side of the sewer gate to lure away the Troll Guardian. Head inside the Guardpost and place the Soporific Lunch on the table where you found it. Exit the Guardpost.

Return to the Guardpost and talk to the Troll Guardian. Choose the dialogue “You must have to work terribly hard.

simon the sorcerer origins walkthrough

When the conversation ends, the Troll Guardian will fall asleep. Head inside the Guardpost. Pick up the Fork on the table. Then use the lever on the wall to open the gates to the Forbidden Swamp.

Go outside and head right to reach the gates. Continue forward through the gate to transition into the next chapter.


Chapter 6: Grand Theft Boat

simon the sorcerer origins walkthrough

Continue making your way through till you reach the dock.

Luckily, there’s a boat here that you can use. Unluckily, the boat doesn’t work. So now you have to find a way to make it move. Great.

Use the Map to fast travel back to the Town Square. Head down the stairs to reach the Bloated Goat Inn’s Alley. Use Freezesneezius on the Biohazard stream pouring from above to freeze it.

simon the sorcerer origins walkthrough

Click on the Pole on the window to grab it.

Once that’s done, make your way to the Church. The Priest will now be outside waiting for the Vicar. Ignore him and head inside the Church.

simon the sorcerer origins walkthrough

You’ll see two Strange Relics on the shelf below the Old Portrait of the First Wizard. Use Freezesneezius on the left one and Flambergo on the right one.

This opens the Holy Stuff in the middle, revealing a… rock. Click on it to unlock your third magic spell, Windado! Head through the wooden door on the left to enter the Priest’s Office.

simon the sorcerer origins walkthrough

Click on the Old Book on the table to collect an Expired Voucher for the Bloated Goat Inn. Next, use the Pole on the Censer hanging on the left wall to collect it.

Exit the Church and head toward the Bazaar. Go inside the X-Marked House. Use the Fork on the Creepy Trapdoor to unlock it.

simon the sorcerer origins walkthrough

Head down the trapdoor to reach a creepy, dark room. Use the Oil Lamp on Simon to light up the area.

Use Windado on the Cobwebs on the ceiling to reveal a hanging oil lamp. Use Flambergo on the Oil Lamp for a more permanent lighting solution.

Move forward to see an Old Message on a crate and a weird Unsuspicious Chest on the ground. Inspect the Old Message. Then click on the Unsuspicious Chest.

simon the sorcerer origins walkthrough

O-kay… That’s a Mimic.

simon the sorcerer origins walkthrough

Open your inventory and use Flambergo on the Censer to turn it into a Lit Censer. Switch to White Hat to transform the Lit Censer into the Blessed Censer.

Use the Blessed Censer on the Mimic to take it down.

simon the sorcerer origins walkthrough

Inspect the Mimic chest to find the Cloth.

Return to the boat in the Forbidden Swamp. Open your Inventory and combine the Cloth with the Pole to create the Improvised Sail.

simon the sorcerer origins walkthrough

Use the Improvised Sail on the boat. Then use Windado on the sail to set off. This triggers another cutscene, and the next chapter starts after that.


Chapter 7: A Delicate Aftertaste of Mud

After the cutscene and the Giant Pin, almost skewering you, start heading deeper into the Forbidden Swamp. We’re going after Chippy.

simon the sorcerer origins walkthrough

As you get on the bridge, you’ll spot an Obelisk Fragment in the muck. You already know what this means. So we’ll be keeping our eyes peeled for any other fragments that cross our paths.

There’s another Obelisk Fragment up ahead, across the bridge, near the Giant Skull. Inspect the Giant Skull. Nothing happens. Pick up the item on the ground in front of the Skull to collect the Marsh Scuttlefish.

simon the sorcerer origins walkthrough

Click the Otherworldly Monster by the Obelisk Fragment to trigger a short cutscene.

Continue moving through the forest. There’s a sign up ahead that reads “This way to the Witch’s House.” Take the path leading down first.

simon the sorcerer origins walkthrough

This brings you back to the Village on the other side of the fence near the Church. Interact with the gate to open a shortcut back to the Village.

Return to the Forbidden Swamp and keep heading right to get to the next section. This will trigger a cutscene of Professor Sordid and the Headmaster talking back in the Headmaster’s Study.

simon the sorcerer origins walkthrough

You can see Chippy up ahead barking toward the house. Head inside the Witch’s House.

Entering the Witch’s House, you’ll see the Witch (Baba Yaga) making preparations by the fire. There’s a Swampling trapped in the cage who asks for your help. Run through the dialogues.

simon the sorcerer origins walkthrough

Eventually, Baba Yaga traps you under a spell. She asks you to hand her ingredients. You get three options, all of them the same, meaning you have no choice but to obey her commands.

Don’t do anything. Seriously! Don’t choose any of the options. After a while, the spell gets broken and Baba Yaga dies.

simon the sorcerer origins walkthrough

Click on the Dried Algae on the ingredients shelf to pick it up. Inspect the Witch to find a key.

As soon as you pick it up, you find the Swampling standing behind you, freeing himself from the cage. Run through his dialogues. He wants to cook you a meal.

simon the sorcerer origins walkthrough

Watch the interaction play out, and at the end of this, he gives you a Friendship Stew. Click on it to try it out. The Swampling says it’s made of Swamp Mud. Pick it up to trigger another cutscene.

After the cutscene, leave the Witch’s Hut. But before you leave, look at the shelf above the fireplace. It’s the final piece of the Obelisk Fragment.

simon the sorcerer origins walkthrough

Use the following combination of spells to unlock your next Magic Hat, the Swamp Hat.

Freezesneezius | Flambergo | Windado | Windado | Freezesneezius | Flambergo.

Teleport back to the Magic Academy and head inside the Headmaster’s Study. Use Freezesneezius on the Friendship Stew to create Frozen Swamp Mud. Hand it to the Headmaster. He tells you that you need to talk to Professor Sordid to learn more about the First Wizard.

He also gives you the password to give to the Poet in the Painting to reach the Circle Hall, where you’ll find Professor Sordid. This is where the next chapter begins.


Chapter 8: A Better Wetter Wizard

Head to the Library Corridor and speak to the Poet in the Painting.

Choose the dialogue “My beard’s getting a bit itchy”. The painting will move aside, revealing a hidden passage behind it.

Head inside the passage and walk down the long corridor to reach the Circle Hall on the other side.

When you enter the Circle Hall, you’ll see Sordid arguing with a Wizard in a blue robe.

Go inside and try to talk to Sordid. He goes away, but the Wizard wants to talk to you. Talk to the Wizard.

Run through his dialogue. He’ll tell you that to talk to Sordid, you need to get him a Better Wetter Wizard. You’ll just have to add some Essence of Wetness to a Better Wizard drink from the Bloated Goat Inn to make it. At the end of the conversation, Simon suggests asking Calypso for help to make Essence of Wetness.

Open your map and fast travel to the Village. Then head to Calypso’s Hut. Unfortunately, it’s empty.

Head to the cave where you woke up in the magical world. You’ll find Calypso inside the cave, staring at the drawings on the wall along with Chippy. Run through his dialogues. He’ll tell you that he doesn’t remember how to make it, but remembers reading it somewhere.

Return to Calypso’s Hut and inspect the books on the bookshelves. Inspect the book titled “Well-Cooked Book” in the second row from the bottom of the right-side shelf. You’ll get the Essence of Wetness Recipe.

How to Get the Better Wizard

Head to the Bloated Goat Inn in the Village and talk to the Innkeeper. He’ll tell you that you need cash to get drinks, but he also accepts vouchers. But he handed the last one to the Vicar.

You already have the Expired Voucher in your inventory that you picked up from the Priest’s Office. Use the Feathers in your inventory with the Marsh Cuttlefish to make the Quillpen. Then use the Quillpen on the Expired Voucher to create the Counterfeit Voucher.

Give the Counterfeit Voucher to the Innkeeper to get the Better Wizard. Pick it up.

How to Get the Essence of Wetness

Go to the Potions Chamber on the first floor of the Magic Academy. Use the Essence of Wetness Recipe on Simon to have him read out the ingredients. Luckily, we have everything we need to prepare the potion.

Head toward the Cauldron and follow these steps:

  • Use the Dried Algae on the Cauldron.
  • Use the Fairy Dandruff on the Cauldron.
  • Use the Ladle on the Cauldron.
  • Use Freezesneezius on the Cauldron.
  • Use the Flask on the Cauldron.

Combine the two items (Better Wizard and Essence of Wetness) to create the Better Wetter Wizard.

Return to the Circle Hall and head up the spiral stairs near the entrance.

Before talking to Sordid, loop around to the back of the room, behind the bookcase. Click on the beard on the plaque to pick up Beard of the First Wizard.

Use the Better Wetter Wizard on Sordid to get him to open up. This will transition you to the next chapter.


Chapter 9: Stealing The Glory

Handing Sordid the drink triggers a long conversation. It really loosens him up, and eventually, you’ll learn that he found a crypt thanks to his “excavav.. digging in the swamp“. He also tells you about his laboratory on the first floor. He gets knocked out after the conversation.

Click on the sleeping Sordid to pick up Sordid’s Notes and a Strange Token.

Head to the first floor and go to the corridor through the left door. You’ll spot the Owl Statue that Sordid mentioned in this corridor. Use the Strange Token on the statue to light up the eyes of the five owls.

Inspect Sordid’s Note in your inventory. You’ll see that you need to use specific spells on the different owls on the statue. Rock refers to Windado, book refers to Freezesneezius, and magic contraption refers to Flambergo.

However, you still need to figure out the right order of switches to activate. The answer is on the Old Trapestry above the bench with the sleeping student. Use the moon cycle shown on the Old Tapestry as the clue for figuring out the order of switches you need to activate.

After activating the switches, the owl statue moves aside, revealing a set of stairs behind it. This leads to the Secret Laboratory that Sordid mentioned.

The Secret Laboratory is a two-storied room. You don’t have to go to the upper floor yet.

Pick up the Ice Axe propped up on the wall by the entrance. Then click on the Magical Whistle on the three-pronged pedestal in the middle of the room.

As you do so, you’ll see a short cutscene of the three owls on the upper floor flying off. Great… now you have to get them back.

Inspect the notes on the desk in the middle. Finally, pick up Sordid’s Journal off the floor, left of the desk.

With that done, use the Map to fast travel to the Forbidden Swamp. You’ll see some owl feathers on the ground.

Move along the swamp and go across the bridge from the Giant Skull. Click the area marked “Another Swamp?!” to take the canvas sheet down. Head along the path to reach a Mysterious Door.

You can see a slot on the door. But you don’t have the right item to open it. Use the Ice Axe on the Crystals right next to the door. Pick up the Crystal Fragment from the ground.

How to Find the Three Owls

The next thing to do is to find the Owls that flew off from Sordid’s Laboratory. Follow the instructions below to find them:

Head to the Witch’s Hut in the Forbidden Swamp, but don’t go inside the hut. Use the Magic Whistle while wearing the Normal Hat to find the first Owl.

Fast travel to the Village and you’ll spot the White Owl sitting above the well in the main square. Use the White Whistle while wearing the White Hat to send it back to the lab.

Return to the Magic Academy and head to the gate in the Dungeon that leads to the Forbidden Swamp. You’ll find the Black Owl sitting near the gate. Use the Black Whistle while wearing the Swamp Hat to send it back.

With all the Owls retrieved, go back to Sordid’s Secret Laboratory.

How to Open the Mysterious Door

Use the Crystal Fragment on the Pedestal at the center of the room.

Inspect the diagram above the desk in the Secret Laboratory. It says that the device on the upper floor can charge the crystals if you line it up properly. Head upstairs using the ladder on the left.

You’ll spot the three Owls you retrieved sitting on the broken pillar above the room. There are four switches here. When you blow the Magic Whistle while standing in front of the switches, the corresponding Owl flies over and sits on the switch. This rotates one of the three glass discs on the Absurd Contraption hanging in the center of the room.

To solve this puzzle:

  • Blow the White Whistle in front of the left switch.
  • Blow the Magic Whistle in front of the center switch.
  • Blow the Black Whistle in front of the second switch from the right.

This triggers a short cutscene where you see the Crystal Fragment on the pedestal being charged. Head down the ladder and pick up the Charged Crystal.

Return to the Mysterious Door in the hidden part of the Forbidden Swamp. Put on the Swamp Hat to transform the Charged Crystal into Black Crystal. Use it on the Mysterious Door to unlock it. Head inside.

Continue moving along the tunnel till you see a cave entrance on the right. Go inside to trigger a cutscene that transitions you to the next chapter.


Chapter 10: Friendship Stew

After getting ambushed by Sordid in the tunnels, you find yourself trapped in a cell. Sordid comes in for some gloating. After he leaves, Chippy tries to come and rescue you, but gets caught by the Troll Guardian. Now it’s on you to save him.

Use Freezesneezius on the Smelly Bucket at the corner of the cell. You’ll get the Ice Sphere.

Use the Ice Sphere on the Troll Guardian to freeze him. Simon asks Chippy to go get help.

After a short cutscene, you get to play as the Swampling. You have to make a Special Stew to rescue Simon from the jail cell.

Check the Stew Recipe in your inventory. You need three items: Swamp Mud, Monster Drool, and Matured Human Food. Pick up the bottle of Special Mud on the table. Then, inspect the cabinet under the hanging knife (right of the fireplace), to pick up a Bottle.

Exit the hut and make your way to the exit of the area to reach the Village Bazaar section. Go into the X-Marked House.

Head downstairs through the trapdoor in the house and walk up to the Mimic Chest you killed in the earlier chapter. Use the Bottle on the slime on the floor to pick up Monster Drool.

Exit the house and head towards the Town Square. Go down the stairs to the alley outside Bloated Goat Inn. Interact with the Rubbish to pick up the Banana. This is your Matured Human Food.

Return to the Bazaar and head to the gate of the Magic Academy. The Troll Guardian will refuse to let you pass.

Go back to the Witch’s Hut the way you came. Throw all the ingredients into the pot over the fireplace to create the Special Stew.

Head to the gates of the Magic Academy and give the Special Stew to the Troll Guardian. Head through the gates after the cutscene.

You’ll arrive in front of the locked Steel Gate in the Dungeon. Go in through the open sewer grate.

Start picking up all the rubbish nearby. Ignore the items; you don’t need any of them.

Once you’ve picked up enough, you’ll see a pipe (Biohazard) on the wall. Use Special Stew on the pipe to melt the lock on the Steel Gate.

Return to the gate and head inside. Continue forward to reunite with Simon.


Chapter 11: The Impudent Child From Another World

Fast travel to the Forbidden Swamp. Make your way back to the Mysterious Door.

Simon will warn you that it’s a point of no return. Head inside. This will trigger a cutscene.

When the cutscene ends, continue heading through the tunnel. The passage on the other end is blocked by rubble. But there’s a Cart nearby.

Backtrack to the central section of the tunnel with the computer. Inspect the Diagram and Sordid’s Note on the table.

You can use the levers on the computer on the right to activate the crystal on the antenna. It’s a trial-and-error thing. Activate the levers in this order: Yellow | Red | Blue | Green. This will charge the crystal, turning it into an Active Crystal. Remember, it’s highly flammable.

Go back down to the end of the tunnel and use Windado on the Cart to push it up.

Use Flambergo on the Active Crystal. This will cause the fire prevention system on the pipes to activate.

Go down the tunnel and use Freezesneezius on the Annoying Rubble to freeze it.

Push the Cart down using Windado to break the blockade.

Head through the opening to reach the next section, and go through the large door.

How to Beat Sordid

After a cutscene, you’ll eventually find yourself in a chamber with Sordid. This triggers the final battle of your adventure. He will summon three objects over your head. Your goal is to break them using the right magic spell.

First things first, pick up the book floating in front of the statue of the First Wizard. This is the Tome of the First Wizard. Select it from your inventory and use it on Simon to learn a new spell called Turnonrio.

With that done, check the following table to know which spell to use for each object that Sordid throws at you.

Summoned Object Magic Spell
StalactiteFlambergo
Flaming MeteorFreezesneezius
Wind SphereWindado
Raw MeatFlambergo
Turned on StoveFreezesneezius
Ice StatueFlambergo
Bruning TrunkFreezesneezius
BeehiveWindado
AnvilWindado
Dark CrystalTurnonrio

After completing the segement, Sordid will start channeling dark magic in his hand. Select the Repaired Wand from your inventory and use it on Sordid.

Sordid is defeated just as Calypso catches up to you in the cave. Let the cutscene play out and you’ll find yourself back in Calypso’s Hut.

Run through his dialogues to return to your world.


Chapter 12: The Beginning

Simon is in his bedroom as his mum calls him to check the door.

Exit the room and head downstairs.

Click on the main door to see an old friend. Congratulations on completing Simon the Sorcerer Origins!


Frequently Asked Questions

How to show magic to the Troll Guardian in Chapter 3?

When the Troll Guardian asks to see some magic, head to the alley outside the Bloated Goat Inn. Pick up Chippy. Return to the Troll Guardian and use Chippy on him.

How to get Eternis Felicis in Chapter 4?

To get Eternis Felicis, you need to first create the White Hat by using a sequence of spells on Simon. The sequence is found by inspecting the Engraved Fragments in the Magical Academy. When you switch to White Hat, the Eternis Infelicis in your inventory turns to Eternis Felicis.

How to break the Witch’s spell in Chapter 7?

When the Witch in the Forbidden Swamp traps you under a spell, don’t do anything. When she asks for ingredients, don’t choose any of the available options. The Witch’s curse will be broken, and she’ll go down.

How to get the Better Wizard drink in Chapter 8?

To get the Better Wizard drink from the Innkeeper, you need to use the Feathers with the Swamp Cuttlefish to create a Quillpen. Then use it on the Expired Voucher to create a Counterfeit Voucher. Give it to the Innkeeper to get the Better Wizard.

How to find the Three Owls in Chapter 9?

The three owls are located in these regions: Witch’s Hut in the Forbidden Swamp (use the Magical Whistle, the Village main square (use the White Whistle), and the Forbidden Swamp gate in the Dungeon (use the Black Whistle).


This concludes our complete walkthrough for Simon the Sorcerer Origins. Click the links below to read more interesting articles about indie games. 

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