
This is Part 9 of our complete Escape Simulator walkthrough, covering the Magic DLC — four wizarding rooms (Magic Shop, Chronomancy Hall, Potions Garden, Divination Towers). Every code below is cross-checked across the Steam 100% guide, the Walkthrough Wiki and The Walkthrough King; the rooms are hand-built and fixed, so the numbers are the same in your game. Several puzzles here are solved by looking from the right angle or arranging pieces until a picture resolves — for those the embedded video is the fastest reference, and nothing is invented.
Magic DLC
The Magic DLC trades keypads for spellcraft, but underneath the fantasy theming are surprisingly real little systems. You'll do currency arithmetic in three fictional coins, watch a caterpillar complete its metamorphosis into a butterfly to read a code off its wings, use time staves that run objects forward or backward through time, rebuild constellations from pins, read a palmistry chart in Roman numerals, and layer potion recipes in the correct order. Divination Towers also plays differently in two-player co-op (each player starts in a different tower) — the walkthrough below is the single-player route, with co-op differences flagged.
1. Magic Shop
Pick up the lollipops and the first chocolate bar from the cart, and read the conversion rates on the pricing chalkboard. The lock behind the counter wants the total cost of three lollipops in “lipus”: blue = 1479, pink = 1200, orange = 900, which add to 3579. Inside is a second chocolate bar.
Take the eternal shattervase and keep throwing it — it regenerates in a new colour and shape each time. Note the green, blue and red forms, then enter those three shapes on the Glove of Need cabinet to claim the glove (a third chocolate bar is inside it).
Collect the last two chocolate bars (low drawer by the door; bottom shelf behind the counter), eat all five, and drop the wrappers into the toy summoner box on the counter to spawn a ghost map. Watch the ghost's route and set the objects on the shimmering archway picture in that order: cauldron, pumpkin, book, candle, scroll. A new door opens.
Upstairs, take the enchanted broom and the flying book (wand 1/4 inside). Feed three antigravity candy swirls to the starving grimoire for wand 2/4. Carry the eye book the way the eye looks until it closes for wand 3/4. Open the Wizard Hats cabinet with code 538 (read the scrolling coloured symbols under the balcony), then set the Enchanted Striders lock to the mannequin's limb poses for each hat (red sun, yellow moon, green gem) to get the self-walking boots. Clean the three potion spills with the broom, set the boots on the foot symbol, and read off the step counts (6, 3, 5) and circle symbols to open the upstairs chest for wand 4/4.
Read the Book of Wands, grade each wand on the trellis, and slot all four into the board. Take the demystifying lamp, place it to expose four cabled buttons, and press the moons in order: crescent, full, half, new. Put the resulting wizard hat on the dark mannequin downstairs; it points upstairs, where the lamp reveals a birdcage holding the exit key.
8 tokens: inside the gold cauldron in the window (under a candy box); inside the brown potion bottle on the counter (throw to break it); under the counter bell after ringing it 20 times; on the right plate at the top of the stairs; inside the upstairs ceiling light; floated down from the ceiling hole near the level clock with an antigravity candy swirl; from the toy summoner box after adding the five upstairs wrappers; and on the far upstairs wall (place the demystifying lamp by the opened wooden chest).
2. Chronomancy Hall
This room is all about time as a tool — one staff ages things forward, another rewinds them. Take the red time staff, open the desk cabinet with 8106, and place its clock frame on the blackboard number 25 while the other frame sits on 12; set the wall clock to 12:25 (correct shapes for the hour and minute hands) for chest dial piece 1/2.
Use the red staff twice on the caterpillar to turn it into a butterfly, then copy its four wing patterns onto the corners of the table chest to get the blue time staff. Use the blue staff to relight the four candles, then swap them so the flames sit at equal heights for time echo crystal 1/3. Use the old key on the wall locks; when it snaps, repair it with the blue staff and finish the third lock for crystal 2/3. Open the sigil lockbox in the desk in the order crescent moon, mountain, overlapping up/down arrows, star with a triangle opening for crystal 3/3.
Following the animal-clock note, place the mouse statue on V, drag the cat statue onto IV, and (after repairing it with the blue staff) the owl onto IX. Drop the three time echo crystals into the central platform, top up the big hourglass to the second gold bar, and press the gold button. Turn the wall picture to winter (red staff twice), press again, then pull the rope twice to fly the Grimmour crest banners. The platform lever opens a box with chest dial piece 2/2, a dragon crystal and a griffin crystal. Feed the dragon statue its crystal and enter 12:58; feed the griffin and enter 12:56.
Insert both dial pieces into the table chest, align the dials with the staves, and take the sun model and sundial. Mount them on the entry-hall platform and rotate them so their shadows match the three symbols on top for the sun sigil, then place it on the marble stand. With the controls on Mover, press the large segment once and the small segment twice; switch to Rotator and follow: right once, left twice, up twice, left three times, down once, left once, down once. Grab the key and exit.
8 tokens: from the large cat statue (drag it clockwise from I to XII); on the bottom of the mouse statue; inside the caterpillar's glass cabinet; on the third candelabra candle; at the top of the clock-frame blackboard; inside the apple in the top-right desk drawer (age it with the red staff); on the left Rainbard banner (after pulling the rope); and at the bottom-right of the picture once you set it to autumn.
3. Potions Garden
Collect the four beehive pins and arrange them per the recipe drawing: wooden pin horizontal below centre, metal pin top-left to bottom-right above centre, wooden pin top-right to bottom-left above centre, metal pin horizontal above centre. That frees the bees. Open the butterfly cabinet too, then brew the Fertilizer Potion by dropping into the cauldron, in order, the bell flower (red), dragon flower, then star flower (yellow).
Fertilize the three wall pots so the plants grow into digits, and open the desk chest with the resulting heights 8571. Plant and fertilize the three seed packets. Brew the Size Potion from three mushrooms (tall narrow pink; short round orange; conical blotchy purple) in any order, then enlarge the fertilized crops into a giant key-carrot, a giant token-turnip and a giant radish. Use the carrot-key on the door.
Enlarge the gnome's ladder with the Size Potion to reach the giant left ear and the mandrakes; place the happy, normal and angry mandrakes in their matching pots for a nose. In the second room, identify the five aquatic plants on the affinity scale, brew the Raincloud Potion (Whisperwillow, Pearlpetal, Soulbind) and douse the magical fire to get the potency detector. Use it to find the most potent flower (bell), mushroom (green with orange dots) and aquatic plant (whisperwillow) and brew the Duplicate Potion. Duplicate and resize a nose and an ear, fit them to the two gnomes, and take the exit key.
8 tokens: on the far side of the cauldron; part of the giant token-turnip; beneath the window by the doors to the second room; in the top-right desk drawer (second room); on the affinity scale after four clicks; underwater on the right of the aquatic tank; high on the wall (ladder left of the beehive); and on the small cauldron table (duplicate one of the two crate apples and drop all three in).
4. Divination Towers
Co-op note: in two-player, each player starts in a different tower and some item spots differ; the route below is single-player.
Read the three crystal balls by walking until each symbol resolves, then enter those three symbols on the central pillar for starpin 1/3. On the balcony, count the shooting stars and set the tower picture to 2, 7, 5 to release the giant book and a teleporter star (place it on the balcony pad to travel between towers). Match the teacup animal runes (dog, octopus, bird) on the pillar for starpin 2/3.
Teleport across and set the Fergus Grimm hand statue from the Wizard Biographies book: ring on the middle finger's tip, love line far left, wealth line second from left, life line second from right. That unlocks the Sphere of Symbols, whose path gives the balcony chest code 4218. Assemble the five tarot cards into a picture to reveal 41725, enter it on the pillar for starpin 3/3.
Rebuild the three sky constellations on the board using the starpins and connectors, take the pendulum crystal, and set each tower's value from the Pendulum Divination poster: 4 tall triangular windows with a spire = V, 4 square windows no flag = VII, 8 tall triangular windows with a spire = I, 4 large arches no flag = III. Collect the six fallen flying keys, place the giant book and play out the hero's journey on the wall map, then use the self-writing quill on the unfinished note. Identify the keys it describes and insert them into the four keyholes to escape.
8 tokens: inside a balcony pot plant (first tower); floating off the balcony to the left; as a star shape straight up from the balcony; on a lower shelf of the first tower's central pillar; in the mountains of the second tower's wall map; in the fruit-and-jars painting; in the carvings on the left of the second tower's central table; and on the Palmistry poster after using the self-writing quill on its bottom-right corner.
Frequently asked questions
What is the Magic Shop counter code?
3579. It's the sum of the three lollipops converted into “lipus” using the pricing chalkboard: blue 1479 + pink 1200 + orange 900.
How do the time staves work?
The red staff ages things forward (caterpillar → butterfly, fresh apple → rotten, summer → winter) and the blue staff rewinds them (relighting burnt-out candles, repairing the broken key and owl statue). Many Chronomancy Hall steps are just “point the right staff at the right object.”
Is Divination Towers different in co-op?
Yes. In two-player, each player spawns in a different tower and a few items are placed differently, so you pass clues across via the teleporter. Solo, you do both towers yourself using the teleporter star — the puzzle answers (constellations, palmistry, pendulum values V/VII/I/III) are the same.
What order do the potions go in?
Order matters for the Fertilizer Potion (bell flower → dragon flower → star flower); the Size, Raincloud and Duplicate potions accept their three ingredients in any order. Brew Fertilizer first, then Size, then Raincloud (for the potency detector), then Duplicate.
How many tokens are in the Magic DLC?
32 — eight in each of the four rooms, all listed per room above.
Next: Part 10 — PowerWash, The Talos Principle & Mayan DLC. You can find the game on its official Steam page.