Inscryption
40 Achievements
12-15h
GOG
Wizard Mentor
Complete the Temple of Magicks. Details for this achievement will be revealed once unlocked
30.1%
How to unlock the Wizard Mentor achievement in Inscryption - Definitive Guide
While the Temple of Magicks is advised as your third Temple, you may want to at least pay the first two floors of the Temple a visit as early as possible for all of the things you can accomplish with the Test Dummy and the Foil exploits and deck building you can do with it. See Devil's Play for more information.
Regardless if you come here for the Test Dummy after defeating your first Boss or if you are here later to beat the Temple entirely, you will find a note on the ground that says you must find and defeat the three apprentices of Magnificus and a pillar with a symbol puzzle that you will need to solve.
Move to the top of the room and locate the "strange monocole". This will work just like the Magick Eye from Act I and will show symbols throughout the Temple in order to solve the pillar puzzles. Read the note again and the answer will be revealed:
This will transport you to your first card battle against a character you may or may not have met in Act I. Goobert is fairly easy to fight, so you should make it through the battle with little issue.
When you climb to the next level of the tower, you will find a chest with a card pack and a Dummy. This Dummy will be very resourceful later for amassing Foils to buy all the rest of the cards for Collective Effort as well as setting up Devil's Play and Dark Offering , but for now play against the dummy and try to take out both the Force Mage and the Practice Mages on the left side to reveal the three symbols for the next pillar puzzle. Force Mages are hard to hit, so try using a Bot Bomb or something else that will have an area effect because you can not hit it directly. Remove all the opponents cards and you will have revealed the answer:
This will transport you to your second minion battle. This time you will be battling the Pike Mage, who is a bit more experienced then Goobert. Once the Pike Mage is defeated, you will unlock the third floor of the tower. The third level will have three notes and a chest containing the Rabbit card. Read the notes for clues on the last puzzle. The clues are as follows:
The TOP sigil is found by the greedy - Look into the chest that had the Rabbit card a second time to see the Airborne sigil
The MIDDLE sigil is found by the pale.- This is a weak clue telling you to go into the dark area at the top left of the screen and enter the hidden room. Inside the dark room you will see the Ruby Heart sigil.
The BOTTOM sigil is found by the hard of hearing...or by those who hear too easily - Go into the game options and find the Bone Digger sigil next to the sound effects volume control
Once you have these three sigils you will be able to complete the puzzle in the middle of the room:
This will transport you to the final minion battle, The Lonely Wizard. The Lonely Wizard has been stuck in an infinite void for far too long and is easy enough to beat if you give them a decent fight and some stimulation. When you win the fight you will be able to access the top floor where the Temple Scrybe is located.
Head up to the top floor and first head to the room to the right. This room will give you a chance to get the other two tentacles needed for the Great Kraken card (See Collective Effort for more details) then go back to the room to find Magnificus. It is advised you set your deck up with Mox cards as they will be very helpful in the battle. Hopefully you had a chance to become a bit familiar with the Temple of Magicks cards as all yoiur cards will be reassigned sigils by Magnificus.
The Scrybe will take each of your cards as they enter you hand and will erase the sigil and paint on a new Magick-style ability. The majority of these sigils will be (Gem Animator - which increase the Power of any played Mox card by 1) and (Mental Gymnastics - which allows you to draw a number of cards from your deck based on the amount of Mox cards played) but as you can see in teh linked video below I also get a few cards with the Ruby Heart sigil (card gets replaced with a Ruby Mox card) and the Rabbit Hole sigil (playing the card will but a Rabbit card in your hand)
If its not evident, Mox gem cards are what you want to play during this fight as they will each increase with power for every Gem Animator card played. Any card from your deck that Magnificus repaints retains its power and health, so any card you play that had power will still fight the same way in battle. The boss had given me so many ways to attack him, the second round was completed in one turn and I won without much effort at all.
If you would prefer a video walkthrough of this section of Act II, you may use the following video linked below. Please keep in mind, the below video contains some visual spoilers regarding the look and feel of Act II:
Regardless if you come here for the Test Dummy after defeating your first Boss or if you are here later to beat the Temple entirely, you will find a note on the ground that says you must find and defeat the three apprentices of Magnificus and a pillar with a symbol puzzle that you will need to solve.
Move to the top of the room and locate the "strange monocole". This will work just like the Magick Eye from Act I and will show symbols throughout the Temple in order to solve the pillar puzzles. Read the note again and the answer will be revealed:
This will transport you to your first card battle against a character you may or may not have met in Act I. Goobert is fairly easy to fight, so you should make it through the battle with little issue.
When you climb to the next level of the tower, you will find a chest with a card pack and a Dummy. This Dummy will be very resourceful later for amassing Foils to buy all the rest of the cards for Collective Effort as well as setting up Devil's Play and Dark Offering , but for now play against the dummy and try to take out both the Force Mage and the Practice Mages on the left side to reveal the three symbols for the next pillar puzzle. Force Mages are hard to hit, so try using a Bot Bomb or something else that will have an area effect because you can not hit it directly. Remove all the opponents cards and you will have revealed the answer:
This will transport you to your second minion battle. This time you will be battling the Pike Mage, who is a bit more experienced then Goobert. Once the Pike Mage is defeated, you will unlock the third floor of the tower. The third level will have three notes and a chest containing the Rabbit card. Read the notes for clues on the last puzzle. The clues are as follows:
The TOP sigil is found by the greedy - Look into the chest that had the Rabbit card a second time to see the Airborne sigil
The MIDDLE sigil is found by the pale.- This is a weak clue telling you to go into the dark area at the top left of the screen and enter the hidden room. Inside the dark room you will see the Ruby Heart sigil.
The BOTTOM sigil is found by the hard of hearing...or by those who hear too easily - Go into the game options and find the Bone Digger sigil next to the sound effects volume control
Once you have these three sigils you will be able to complete the puzzle in the middle of the room:
This will transport you to the final minion battle, The Lonely Wizard. The Lonely Wizard has been stuck in an infinite void for far too long and is easy enough to beat if you give them a decent fight and some stimulation. When you win the fight you will be able to access the top floor where the Temple Scrybe is located.
Head up to the top floor and first head to the room to the right. This room will give you a chance to get the other two tentacles needed for the Great Kraken card (See Collective Effort for more details) then go back to the room to find Magnificus. It is advised you set your deck up with Mox cards as they will be very helpful in the battle. Hopefully you had a chance to become a bit familiar with the Temple of Magicks cards as all yoiur cards will be reassigned sigils by Magnificus.
The Scrybe will take each of your cards as they enter you hand and will erase the sigil and paint on a new Magick-style ability. The majority of these sigils will be (Gem Animator - which increase the Power of any played Mox card by 1) and (Mental Gymnastics - which allows you to draw a number of cards from your deck based on the amount of Mox cards played) but as you can see in teh linked video below I also get a few cards with the Ruby Heart sigil (card gets replaced with a Ruby Mox card) and the Rabbit Hole sigil (playing the card will but a Rabbit card in your hand)
If its not evident, Mox gem cards are what you want to play during this fight as they will each increase with power for every Gem Animator card played. Any card from your deck that Magnificus repaints retains its power and health, so any card you play that had power will still fight the same way in battle. The boss had given me so many ways to attack him, the second round was completed in one turn and I won without much effort at all.
If you would prefer a video walkthrough of this section of Act II, you may use the following video linked below. Please keep in mind, the below video contains some visual spoilers regarding the look and feel of Act II:
After further research the chances of getting Squirrel Wrangler during this battle seem impossible, so ignore the tip regarding that item.
We cannot show the content due to copyright protection. Please click the link below to view the guide.