Simon the Sorcerer Origins Guide – Achievements

Navigate Simon the Sorcerer Origins with tips on puzzles, achievements, and essential item combinations to advance through the chapters effortlessly.

Contents

Simon the Sorcerer: Origins revitalizes a beloved point-and-click adventure series with vibrant visuals and accessible puzzles perfect for all ages. Though its challenges are gentler than the cryptic mysteries of classic Amiga titles, you can still expect moments where careful inventory management and thoughtful interactions are crucial. These elements keep the adventure fresh and engaging, rewarding players who take their time to explore and experiment.

Most of the achievements in Simon the Sorcerer: Origins unlock during a typical playthrough, but there are hidden ones that can easily be overlooked if you rush. Being mindful of how you interact with objects and items will help snag these optional accomplishments, which add depth and replay value to the journey.

While most achievements in Simon the Sorcerer: Origins will be obtained during a normal playthrough, there are quite a few which can be missed if you just speed through the game. We will be highlighting where these achievements are in the game during this walkthrough, but if you simply want to know how to get these achievements then be on the lookout for these.

Achievement Unlock Method
Magical Accident Use your wand on any object it cannot interact with or combine it with any object in your inventory
Read the Instructions Use items in your inventory on incorrect objects a large number of time (Exact number unknown)
Temporal Paradox Examine the “Interesting Things” object in the Headmaster’s Office twice in Chapter 5
Nosy Examine a large number of objects during your playthrough (Exact number unknown)
Improvised Cosplay Examine the plaque in the Wizard Circle Hall in Chapter 8
Grabber Pick up every item in the game
Just Five Minutes [Unlock Method Unknown]
Heir of the First Wizard [Unlock Method Unknown]
Slackers [Unlock Method Unknown]
Marathon Runner [Unlock Method Unknown]

The opening chapter gently introduces you to Simon’s world, focusing on basic mechanics and inventory management. It’s designed to guide you through simple puzzles so that you quickly feel comfortable with the controls and explore without frustration.

During this early segment, your goal is to gather key items by exploring the home, combining objects, and unlocking doors. Patience and experimenting with items often pay off here.

  1. Pick up the toy with a string and a pack of bangers in “Cool Stuff”.
  2. Go upstairs and examine the sewing materials to find a pair of scissors.
  3. Combine the scissors with the toy with string to get just the string (scissors are consumed).
  4. Head to the kitchen.
  5. Open both the fridge and a drawer to reveal magnets.
  6. Take the magnet and combine it with the string, crafting a magnet hook.
  7. Use the magnet hook on the sink to retrieve the bedroom door key.
  8. Return upstairs and unlock the bedroom door with the key.

The second chapter unfolds mostly through cutscenes, setting the stage for Simon’s prophecy and deeper adventure. There’s little gameplay here beyond observation.

Simply proceed right to trigger the sequences, head upstairs in Calypso’s house, open the chest to collect your map and magic diary, grab the feather from a cushion, then exit through the right door.

-Proceed to the right and watch all the cutscenes that follow

-Go upstairs in Calypso’s home

-Open chest. Adds Map and Magic Diary to your inventory

-Examine Cushion. Adds Feather to your inventory

-Exit house through the right door

Chapter 3 jumps into hands-on gameplay with your first real objectives: obtaining a wand and a student pass to enter the Academy. Tracking down the troll guard accelerates triggering key events.

  1. Proceed to the right to find the troll guard.
  2. Head north after seeing the guard.
  1. Proceed to the right
  2. Walk to the north

Here’s how to secure your wand—an essential tool for the adventure’s magical trickery and achievements.

  1. Walk south, then take the right path to the abandoned house.
  2. Pick up the sealed glue and oil lamp inside.
  3. Exit and return to the Town Square.
  4. Enter Mundus’ Magical Marvels store and examine the potions desk.
  5. Inspect the disgusting tentacle and add the slimy tentacle to your inventory.
  6. Combine slimy tentacle with sealed glue to craft glue (tentacle is lost).
  7. Talk to Mundus, saying you might be interested in a wand.
  8. Leave and enter the alley on the left, then the Bloated Goat Inn.
  9. Pick up the dubious spring onions from a table.
  10. Ask the innkeeper about convincing Mundus to sell his wares.
  11. Return to Mundus’ store, inquire about the wand, and offer a swap for something truly unique.
  12. Present the broken toy and emphasize it’s a cursed relic of a mighty wizard, completing the trade to receive a broken wand (broken toy lost).
  13. Combine glue with the broken wand to repair it (glue is lost).
  14. Using the repaired wand on any item unlocks the Magical Accident achievement.
  1. Walk south
  2. Walk down the path to the right
  3. Enter Abandoned house on the right 
  4. Pick up Sealed Glue
  5. Pick up Oil Lamp
  6. Exit Abandoned House
  7. Return to Town Square
  8. Enter the Mundus’ Magical Marvels store
  9. Examine potions on desk
  10. Examine Disgusting Tentacle. Gain Slimy Tentacle
  11. Combine Slimy Tentacle and Sealed Glue. Adds Glue to inventory, lose tentacle
  12. Talk to Mundus, select “I may be interested in Procuring a Wand”
  13. Leave store
  14. Walk down alley on the left
  15. Enter Bloated Goat Inn
  16. Pick up Dubious Spring Onions on the table
  17. Talk to Innkeeper. Select “Any idea how I can convince Mundus to part with his wares?”
  18. Leave Inn
  19. Return to Mundus’ Magical Marvels. Ask about the Wand again and then select “Would you be up for swapping it with something truly unique?”
  20. Use Broken Toy on Mundus and select the following dialogue options “It depicts a mighty wizard from days of yore”, “It was crafted in a mystical far-off land”, and “Did I mention that it’s cursed” to make the trade. Lose broken toy, gain broken wand.
  21. Combine Glue and Broken Wand. Adds Repaired Wand to inventory, lose Glue
  22. Combine the Repaired Wand with any item to gain the “Magical Accident” Achievement

Next up is the student pass, which you’ll need to gain entry into the Academy. This section combines some clever item use with conversational options.

  1. Return to the Bloated Goat Inn.
  2. Use the feather on a drunkard to get an offerings key.
  3. Leave and head to the village square, then take the right path to the church.
  4. Speak with a student, then enter the church.
  5. Use the offerings key on the ‘Easy Money’ box (key is lost) and take the small change.
  6. Backtrack to the Bloated Goat Inn and ask the innkeeper for recommendations, handing over the small change.
  7. Pick up the well-cooked pork knuckle.
  8. Use the knuckle on Chippy, a dog in the alley, to obtain a gnawed pass (the knuckle is lost).
  9. Return to the troll guarding the Academy entrance and present the gnawed pass.
  1. Return to the Bloated Goat Inn
  2. Use feather on Drunkard
  3. Interact with Drunkard. Gain Offerings Key
  4. Leave Inn
  5. Return to village square
  6. Walk right
  7. Walk to the path on the right to reach the church
  8. Speak to student
  9. Enter Church
  10. Use Offerings Key on Easy Money. Lose key
  11. Pick up Small Change
  12. Backtrack all the way to the Bloated Goat Inn
  13. Speak to the innkeeper, choose the “What do you recommend” dialogue option and then the “Is that enough?” option. Lose Small Change
  14. Pick up Well-Cooked Porked Knuckle
  15. Use Well-Cooked Porked Knuckle on Chippy in the alley. Gain Gnawed Pass, lose Well-Cooked Pork Knuckle
  16. Return to the Academy Entrance and speak to the troll

The troll at the Academy demands a display of magic before you can pass. Lacking spells, you’ll need to improvise to fool him.

  1. Backtrack to the alley near the Bloated Goat Inn.
  2. Pick up Chippy and a sharp bone.
  3. Return to the Academy entrance.
  4. Use Chippy on the troll, distracting him.
  5. Slip past and enter the Academy.
  1. Backtrack to the alley where the Bloated Goat Inn is
  2. Pick up Chippy
  3. Pick up Sharp Bone
  4. Return to the Academy Entrance
  5. Use Chippy on the Troll
  6. Enter Academy

Chapter 4 centers on gaining access to the Headmaster’s Office, locked tight with a puzzle involving elemental paintings. The steps below outline your route to entry.

  1. Speak to Lady, then head upstairs.
  2. Pick up the wind picture.
  3. Continue to the next floor and try the Headmaster’s door (locked).
  4. Descend and enter a side door on the right.
  5. Pick up the earth picture.
  6. Exit hallway and go downstairs again.
  7. Enter the potions room and pick up the water picture.
  8. Exit and enter the left side door.
  9. Grab the Magic Dictionary and proceed through the next left door.
  10. Pick up the glass vial.
  11. Use the sharp bone on the magic mechanism, which consumes the bone.
  12. Pick up a new sharp bone from the floor.
  1. Speak to Lady
  2. Walk upstairs
  3. Pick up Wind Picture
  4. Proceed up the second set of stairs
  5. Interact with the Headmaster’s door
  6. Walk downstairs
  7. Enter the door on the right
  8. Pick up Earth Picture
  9. Exit the hallway
  10. Go downstairs again
  11. Enter the potions room door on the right
  12. Pick up water picture
  13. Exit potions room
  14. Enter the door on the left
  15. Pick up Magic Dictionary
  16. Enter door on the left
  17. Pick up Glass Vial
  18. Use Sharp Bone on Magic Mechanism. Lose Sharp Bone
  19. Pick up Sharp Bone again

This painting puzzle challenges you to place three elemental pictures in the correct order and on the right walls based on clues written on the walls and paintings themselves. Paying close attention here prevents frustration.

  1. Use the Magic Dictionary on Simon to help interpret the clues.
  2. Read all the wall inscriptions carefully.
  3. Place the water painting on the right wall.
  4. Place the earth painting on the left wall.
  5. Place the wind painting on the middle wall.
  6. Interact with the magic mechanism to obtain the spell Flambergo.
  7. Climb to the Academy’s top floor and cast Flambergo on the switch.
  8. Enter the Headmaster’s room once the door unlocks.
  1. Use Magic Dictionary on Simon
  2. Read all of the walls
  3. Place Water Painting on the Right Wall
  4. Place Earth Painting on the Left Wall
  5. Place Wind Painting on the Middle Wall
  6. Interact with Magic Mechanism. Gain Flambergo
  7. Return to the top floor of the Academy. Cast Flambergo on the Switch
  8. Enter the Headmaster’s room

Chapter 5 ratchets up the complexity with a fetch quest aimed at gathering ingredients for a sleeping potion. This potion is vital for bypassing another troll guard without confrontation, and understanding the objectives early will save time.

  1. Examine “Interesting Things” in the Headmaster’s Office twice to earn the Temporal Paradox achievement and receive the sleeping potion recipe.
  2. Use the recipe from your inventory on Simon to prepare for the upcoming quest.
  1. Interact with “Interesting Things” in the Headmaster’s Office. Gain Sleeping Potion recipe
  2. Keep interacting with the Interesting Things to get the gain the Temporal Paradox Achievement
  3. Use Sleeping Potion Recipe on Simon