Read Me | Overview & Goal | General Game Play | Spells
This walk-thru refers to the 1.0.7 version of the game. However, this walk-thru doesn't reveal everything about the game. Look behind tapestries, talk to dead people, search through shrubberies, and 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, which is a useful combat spell. Now go south again and then 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. Since you should have already cast the Translate spell, try reading some of the book titles in the Apothecary for fun.

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 Mordekai Prayer Room. Take the amulet from the altar. Head east, and then north. Try and open the door to the Treasury. There are several different puzzles which can result here. One puzzle uses the Fibonocci sequence, another lists prime numbers, and the third puzzle counts by powers of two. 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 Cylindrix Prayer Room. Pick up the candle. To restore any lost Life or Essence Points, pray several times 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. As a precaution, cast Aura before fighting 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, you will automatically search the body to claim the Sacred Kewpie Doll of Coney Island! 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 to complete the game.

Elementalism

Cast Illuminate and then look at the ground. Pick up the stone and then cast Create BloodStone, which will be used soon to draw a Magic Circle to protect you. Cast Element Talk to destroy the cell door. Head north. Get the skeleton key hanging by the door. Notice that there is some water dripping along the walls, which will be important later. 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 Fire Wind spell. This is very useful in combat, but very costly in Essence Points. 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 are also two empty flasks available. There is a locked chest in the corner of the room. Unlock this chest with your skeleton key.

Elixir Side Quest
In the Apothecary's chest is a scroll which has the Elixir spell on it (this spell only be available for the Elementalist). Learn the Elixir spell, and take the two empty flasks in the potions rack. To create an Elixir, Myrlandria needs to cast the spell on a flask 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 Elixir spell, and Myrlandria will have an elixir in her possession. Repeat this process to create a second elixir.

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 Mordekai Prayer Room. Take the amulet from the altar. Head east, and then north. Try and open the door to the Treasury. There are several different puzzles which can result here. One puzzle uses the Fibonocci sequence, another lists prime numbers, and the third puzzle counts by powers of two. 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 Cylindrix Prayer Room. Pick up the candle. To restore any lost Life or Essence Points, pray several times 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, you will automatically search the body to claim the Sacred Kewpie Doll of Coney Island! 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 to complete the game.

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. Next, 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.

However — that's just too easy. For extra game play, head northwest of the Ruins, then north to the Temple With Statues. Cast Mental Key to open up the entrance to the temple below and go down into the light which will send you to the Ceremonial Room. Head south and then go down the stairs. Next, head north 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, which is a useful combat spell. 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 Mordekai Prayer Room. Take the amulet from the altar. Head east, and then north. Try and open the door to the Treasury. There are several different puzzles which can result here. One puzzle uses the Fibonocci sequence, another lists prime numbers, and the third puzzle counts by powers of two. 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 Cylindrix Prayer Room. Pick up the candle. To restore any lost Life or Essence Points, pray several times 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. As a precaution, cast Psychic Block before fighting 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, you will automatically search the body to claim the Sacred Kewpie Doll of Coney Island! 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 to complete the game.

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, which is a useful combat spell. 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 Mordekai Prayer Room. Take the amulet from the altar. Head east, and then north. Try and open the door to the Treasury. There are several different puzzles which can result here. One puzzle uses the Fibonocci sequence, another lists prime numbers, and the third puzzle counts by powers of two. 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 Cylindrix Prayer Room. Pick up the candle. To restore any lost Life or Essence Points, pray several times 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. As a precaution, cast Psychic Block before fighting 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, you will automatically search the body to claim the Sacred Kewpie Doll of Coney Island! 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 to complete the game.

Spirit

Similar to how the Psychomancer can quickly complete the game, the Spirit Mage can also return to the temple to fully complete the quest by finding the Sacred Kewpie Doll of Coney Island.

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 at 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!

However — that's just too easy. For extra game play, head northwest of the Ruins, then north to the Temple With Statues and go down into the light, which will send you to the Ceremonial Room. Head south and then go down the stairs. Next, head north into the Library. Read the book on the pedestal to learn about Angwyn, the Great Being. Get a scroll and learn the Drain spell, which is a useful combat spell. Once done with the Library, head north and go down another flight of stairs. Grab the skeleton key hanging on the wall of the Dungeon Hallway. Head back up the stairs and then go 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 locked chest in the corner of the room. Unlock this chest with your skeleton key. Open the chest and find the scroll with the Death Wish 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 Mordekai Prayer Room. Take the amulet from the altar. Head east, and then north. Try and open the door to the Treasury. There are several different puzzles which can result here. One puzzle uses the Fibonocci sequence, another lists prime numbers, and the third puzzle counts by powers of two. 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 Cylindrix Prayer Room. Pick up the candle. To restore any lost Life or Essence Points, pray several times 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. As a precaution, cast Astral Shield before fighting 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, you will automatically search the body to claim the Sacred Kewpie Doll of Coney Island! 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 to complete the game.

Combat

Random fights will occur in the hallways of the Angwyn temple. The Acolytes are the most frequent, and the easiest to fight. They have only one spell, Psychic Blast, and aren't very good fighters. Slightly more difficult are the Disciples who can cast Psychic Blast and Psychic Block, plus they are better in combat and defense. The most difficult, but most rare of the random enemies is the Cleric. They are not quite as good at fighting as the Disciple, but they have one more spell, Surge, which is fairly powerful. The final boss, the Psychomancer, can use Psychic Block, Psychic Blast, Surge, and Mind Numb. Fortunately, many enemies when defeated will have an assortment of healing potions, essence potions, an Elixir, and sometimes they carry nothing. Use these potions, and any other potions which are found around the temple to keep Myrlandria alive.

The following spells can be cast before a battle, but will dissipate at the end of battle: Aura, Psychic Block, and Astral Shield.

Praying in the Cylindrix Prayer Room will heal Myrlandria 5 Life Points and 3 Essence Points per prayer.

Easter eggs and odd bits

To provide for a little extra treasure hunting, poking and prodding, 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
  • Read the books in the Apothecary
  • Try typing in cheat codes from either id Software or Quest For Glory games
  • Find Roger the Shrubber
Top © 1999-2012 Edenwaith