Psychomancer Walk-Thru


Sorcery solution
Elementalism solution
Psychomancy solution
Spirit solution
Easter eggs & odd bits

Note: This walk-thru refers to the 1.01 version of the demo game. The upcoming 1.1 version will include several new additions, including error corrections, more combats, and extra side quests. However, this walk-thru doesn't reveal everything about the demo. Look behind tapestries, talk to dead people and shrubberies, try and pick up anything that isn't nailed down!

Sorcery

Cast Unlock to unlock the cell door. Open the door, and head north. Open the dungeon hallway door, and go up the stairs. Myrlandria will now be on the second floor of the Angwyn temple. Cast the Translate spell to be able to read the signs above some of the doors. Go south, into the library. Read the book on the pedestal to learn about Angwyn, the Great Being. Get a scroll and learn the Acid Burn spell. This is very useful in combat. Now go south again, and head west. There is a door with a sign above it, this is the apothecary. The Translate spell will allow Myrlandria to read the sign. Try and open the door, and a square grid puzzle will appear. The missing number is the total of any of the side rows or columns added together. If 6, 6, 0 were three numbers in a column, the missing number is 12 since 6 + 6 + 0 = 12. There are several different solutions for this puzzle. Once the puzzle has been solved, go into the apothecary. There is a rack with several potions on it. Red is a healing potion, blue is an Essence potion, green is fatal, and the clear potion is just silly. There is a chest in the corner of the room. Cast Unlock to unlock the chest. Open the chest and find the scroll with the Aura spell. The Aura spell is useful in combat and gives a few extra bonus points when fighting, giving Myrlandria a better chance to hit monsters. Exit the apothecary to the east and head south. Now go up to the first level. There is a set of double-doors here, but we don't need to go through them just yet. Go to the west twice so you end up in the altar/prayer room of Mordekai. Take the amulet from the altar. Head east, and then north. Try and open the door to the treasury. There are two different puzzles which can result here. One puzzle uses the Fibonocci sequence, and the other lists prime numbers. Once you figure out this puzzle, go into the treasury. Your lost possessions are here, so go and get your stuff (typing 'get stuff' picks everything up quickly). Head south, then go east twice. Now Myrlandria will be in the prayer room for Cylindrix. Pick up the candle. To heal any lost life points, pray in this room. Go west, then south, and now try and open the double-doors. The Great Being is Angwyn, so just type 'Angwyn'. Go north. Next, go west and place the amulet on the altar. Go east twice, and place the candle on the altar. Using your tinderbox, light the candle. This will cause a bright light to appear in the middle of the room -- along with the Psychomancer. Step back to the middle of the room. This is not a real difficult fight, but if the Psychomancer gets in a few good strikes and spells, Myrlandria might be dead. Once the Psychomancer is vanquished, search the body. To escape from the temple, type 'u' for up, and Myrlandria will float upwards. Now Myrlandria will be in a small temple. Head south twice until she is in the ruins of an old town. Head east to the coast. That's it for the demo!

Elementalism

Elixer Side Quest
In the apothecary is a scroll which has the Elixer spell on it (this will only be available for the Elementalist), and several empty flasks. Learn the Elixer spell, and take the empty flasks. To create an elixer, Myrlandria needs to cast the spell on flasks of boiling water. The apothecary provides the tools to boil water, but there is no water in this room. Go down to the dungeon hallway (the room right outside of the dungeon cell), and collect some water which is trickling along the walls. Now go back up to the apothecary. Light the brazier. Boil the water. Now cast the Elixer spell, and Myrlandria will have an elixer in her possession.

Psychomancy

Playing as a Psychomancer has the advantage of either the short or the long version of the demo.

Short Version
Cast the Illuminate spell so Myrlandria can see what is in the room. Now cast the Sense spell. This gives a subtle hint that there might be more to this room than immediately appears. Now cast the History spell, and this reveals that there is a hidden passageway on the south side of the room. Search the walls, and once the passageway is found, go south, then up. Once in the ruins of the Isle of the Two Gods, head east to the coast. That's it for the short version.

Long Version
Cast Mental Key to unlock the cell door. Open the door, and head north. Open the dungeon hallway door, and go up the stairs. Myrlandria will now be on the second floor of the Angwyn temple. Go south, into the library. Read the book on the pedestal to learn about Angwyn, the Great Being. Get a scroll and learn the Psychic Blast spell. This is very useful in combat. Now go south again, and head west. There is a door with a sign above it, this is the apothecary. Try and open the door, and a square grid puzzle will appear. The missing number is the total of any of the side rows or columns added together. If 6, 6, 0 were three numbers in a column, the missing number is 12 since 6 + 6 + 0 = 12. There are several different solutions for this puzzle. Once the puzzle has been solved, go into the apothecary. There is a rack with several potions on it. Red is a healing potion, blue is an Essence potion, green is fatal, and the clear potion is just silly. There is a chest in the corner of the room. Cast Mental Key to unlock the chest. Open the chest and find the scroll with the Psychic Block spell. Exit the apothecary to the east and head south. Now go up to the first level. There is a set of double-doors here, but we don't need to go through them just yet. Go to the west twice so you end up in the altar/prayer room of Mordekai. Take the amulet from the altar. Head east, and then north. Try and open the door to the treasury. There are two different puzzles which can result here. One puzzle uses the Fibonocci sequence, and the other lists prime numbers. Once you figure out this puzzle, go into the treasury. Your lost possessions are here, so go and get your stuff (typing 'get stuff' picks everything up quickly). Head south, then go east twice. Now Myrlandria will be in the prayer room for Cylindrix. Pick up the candle. To heal any lost life points, pray in this room. Go west, then south, and now try and open the double-doors. The Great Being is Angwyn, so just type 'Angwyn'. Go north. Next, go west and place the amulet on the altar. Go east twice, and place the candle on the altar. Using your tinderbox, light the candle. This will cause a bright light to appear in the middle of the room -- along with the Psychomancer. Step back to the middle of the room. This is not a real difficult fight, but if the Psychomancer gets in a few good strikes and spells, Myrlandria might be dead. Once the Psychomancer is vanquished, search the body. To escape from the temple, type 'u' for up, and Myrlandria will float upwards. Now Myrlandria will be in a small temple. Head south twice until she is in the ruins of an old town. Head east to the coast. That's it for the demo!

Spirit

The Spirit Mage has one of the easiest and fastest ways to complete the demo, however this misses a huge scope of the demo, so it is recommended that a player tries the other three Circles of Magic to get the full effect the breadth of the demo.

Since the Spirit Mage has no items or spells to open the cell door, Myrlandria must try and find another method of escape. First cast the Illuminate spell to get a better look of the surroundings. Look at the ground, and pick up the stone. This is necessary to cast the Create BloodStone spell. Cast the spell on the stone, and Myrlandria should now have a BloodStone in her inventory. Notice there is an ex-prisoner still here. This might prove useful in communicating with the dead. Now with the BloodStone in hand, cast Spirit Talk. The spirit of the ex-prisoner will reveal an old passage way out to the south. Search the walls, and the passageway will be revealed. Head south, and then go up into the passage, and once Myrlandria reaches the ruins, head east to the coast. That's it!

For extra play with the Spirit Mage, go up to the temple, northwest of the ruins, and go down into the light. This will take Myrlandria back into the underground temple, and allow Myrlandria to go through as a Spirit Mage. Everthing is pretty much the same, except there is a Drain spell scroll in the library.

Easter eggs and odd bits

To provide for a little extra treasure hunting, poking and proding, here are a few extras to search for in the demo which weren't explicitly mentioned in the walk-thru.
  • Find and enter the programmers' room
  • Find the pez container
  • Find at least two King's Quest references

  • Walk-thru originally written: 3. June 2001
    Last modified : 3. June 2001