From 8a4ebe6fb62336de2035aff94f31362fa13955dc Mon Sep 17 00:00:00 2001 From: Bryce Date: Wed, 18 Mar 2026 21:29:43 -0700 Subject: [PATCH] Complete: Add Screenshots sections for simon-the-sorcerer.md --- src/inspiration/simon-the-sorcerer.md | 30 +++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) diff --git a/src/inspiration/simon-the-sorcerer.md b/src/inspiration/simon-the-sorcerer.md index cbe0012..eb5b76a 100644 --- a/src/inspiration/simon-the-sorcerer.md +++ b/src/inspiration/simon-the-sorcerer.md @@ -45,6 +45,16 @@ Simon places the bucket on the Druid's head, uses the flaming brand near it to p 10. Hide from returning goblins inside the iron maiden in the cell 11. Exit the iron maiden after goblins leave; collect the hacksaw the frog brought +### Screenshots + +**Before:** Druid cell showing bucket hanging from ceiling above and flaming brand on stand nearby. Bucket's circular hole visible at bottom. + +**During:** Bucket placed on Druid's head; flaming brand positioned near bucket hole, casting light through ring opening creating "full moon" effect. + +**After:** Frog version of Druid reappears with hacksaw placed on ground beside him. + +### Pattern Type + [Meta-Puzzle Construction](../puzzles/meta-puzzle-construction.md) — Sequential combination where step outputs enable step inputs (bucket + brand = moon illusion), differentiating from Multi-Faceted Plan where items are gathered independently and synthesized at a single endpoint. --- @@ -83,6 +93,16 @@ Simon learns all four animal transformation spells earlier in the game; wins fiv 10. Witch transforms into dragon and vows revenge—immediately say "Abracadabra!" to become mouse 11. Exit through the mouse hole in the cottage back wall +### Screenshots + +**Before:** Tree with pink paint splodge visible; inventory showing White Spirit purchased from Shoppe. + +**During:** Duel interface showing both Simon and Witch transformed into competing animals (e.g., Dog vs Snake; Cat vs Dog). + +**After:** Broomstick placed on table after victory; mouse hole in back wall of cottage with shrunken-size exit path. + +### Pattern Type + [Pattern Learning / Knowledge Transfer](../puzzles/pattern-learning.md) — Player learns a symbolic system (spells → animals) then applies it across multiple instances, differentiating from Observation Replay which records one sequence for later reproduction rather than encoding reusable rules. --- @@ -121,6 +141,16 @@ Simon collects all six ritual components (magic square drawn, candles smashed fr 14. Demons are banished to Hell; remaining demon teaches teleporter usage 15. Walk to teleporter; say "The Fiery Pits of Rondor" as destination +### Screenshots + +**Before:** Tower bedroom showing polished shield on hook above stairs; magical mirror in separate room below. Demons Gerald and Max talking freely when alone. + +**During:** Banishment ritual in progress: magic square drawn on floor with candles lit, skull positioned at center, mouse released into circle. + +**After:** Teleporter activation screen with text prompt for "The Fiery Pits of Rondor" destination selected. + +### Pattern Type + [Multi-Faceted Plan](../puzzles/multi-faceted-plan.md) — Multiple requirements gathered in any order from different areas, synthesized at a single endpoint (ritual), distinguishing from Meta-Puzzle Construction where sequential outputs enable sequential inputs. ---