ACT 1 - BLIND JUSTICE
Contents
Daemonica is a 3D isometric view point-and-click adventure that has an RPG feel to it. You do a lot of running around talking to people to find useful information, you do even more running around gathering herbs which you need to create potions, and you do a little bit of fighting.
The puzzle component of the game resides in interpreting riddles or putting evidence together in order to perform the rituals correctly, to communicate with the soul of the deceased. This guide will help you through the story and give you a few hints, as well as show you all important locations, including herb spawn locations.
Before you walk towards the town gates, walk around the woods to mark the Mines and a Weird Place on the map, and pick up any herbs you find.
Head to the town gates and show the letter to the guard. There’s no need to fight him, just insist the mayor has sent you. Once inside, the mayor greets you and walks you to your house. On the way, pick up any herbs you find. At your house, you learn about the murders. Once the mayor leaves, go down to the basement and place your potion set on the table.
Go outside and head south to the Doctor’s house. Talk to him about the victims.
Go back north near your house and talk to the blacksmith about a lock you. He wants a key back that he lost in the swamp. Head north to an area between two ponds and you will see the key. You can’t reach it, so you need to find a way to get it. Near that area you will find Helena picking herbs, talk to her.
Head south to find the herbalist’s house. Go inside and talk to her.
Head southwest to a pond at the end of the river. Talk to Simon the fisherman there. Learn about Emma (the mayor’s maid), and ask if he likes her. He won’t let you have the fishing rod.
Go to the mayor’s house (just next to yours) and talk to Emma inside. She tells you that she likes Simon, reply that he likes her too. Go back to the pond and talk to Simon, tell him that Emma likes him and then ask to borrow the fishing rod. He still won’t let you have it, but he will go and fish the key for you.
Take the key to the blacksmith, receive your lock and use it on the door of your house. Go to the cellar and make a Drowsy Eyes potion. You will need 1 Watersleep, 1 Gwynlock, 1 Devil’s Luck.
Now you need to get Duncombe’s body from the scaffold, a little west from the mayor’s house. The guard won’t let you take it, but he tells you he’s thirsty. Go to the inn and talk to the bartender. He won’t give you a drink, so talk to the mayor and tell him the guard is thirsty. Talk to the bartender and you get a wineskin.
Go back to the mayor’s house and ask Emma if you can have some wine. Now use the potion on the wineskin. Go to the scaffold and give the wineskin to the guard. Use your dagger on the rope.
Now that you have your dead victim, it’s time to make a Soulgreep potion. You will need 2 Gwynlock, 2 Watersleep, 1 Devil’s Luck and 2 Tear of Stone. Use the potion and you will find yourself at the Temple of Sacrifices.
Approach the door next to the hangman image, it opens for you to go through. Inside, the answers for the altars are: love; Rephen, the blacksmith of destiny; Dahn-en-nyan, soul bearer. Go back to where you came from and walk along the corridor into another room with double doors. Talk to the dead Dumcombe and learn about the brooch at the crime scene, you need to find out who it belongs to. Promise to burn his body.
When you get back, go talk to the mayor at his house. He doesn’t seem to want to tell you. Talk to the blacksmith and go back to the mayor. This time he tells you he threw it away near Duncombe’s house.
Go to the inn and talk to the landlord sitting at a table. He says the brooch belongs to his son. Go to the landlord’s house (near the Doctor’s) and you will find John training in the backyard. Confront him about the brooch and you learn that Duncombe wasn’t responsible for the girl?s death. John will fight you and in the end you can either kill him or spare him. The mayor arrives and has a chat with you.
Go to your house and pick up Duncombe’s body. You will automatically place him on the pyre. Walk left, go up the stairs towards the monastery and then right to Duncombe’s house. Inside, take the shovel and open the chest to find a tinderbox. In the graveyard, look between two ferns to find the brooch. Go back to the funerary pyre and use the tinderbox on it. Go back to your house and go to sleep.

