The Castle (Journeyman Mode)

Grand Hallway

A goblin! One would think you could attack it with your Dirk, but that's just what he's expecting you to do. Jair is nothing if not unpredictable, so just Hit the goblin to catch him off guard and knock him out. His prone body will remain on the floor. You can Use any of the bladed weapons you've collected on him to finish him off, or just let him go and knock him out again later when he regains consciousness. Whichever you decide, you may note that the goblins shirt fell off. You can Take the Goblin Armor to add to your growing collection of Outfits, but it doesn't do much in this mode. Open the goblin to search him and find a Red Crystal.

Take the two Torches to add to your burgeoning collection. Open the far left suit of armor to find the Mask Half. Now Open the far left door and Go through.

Library

There are two tables in the foreground, each adorned with a single book. The Lotharyth Book on the righthand table doesn't contain much beyond some lore. Apparently Talimar was pretty sketchy from the beginning. The Nothing Book on the lefthand table is likewise pretty useless, to the point of being completely blank. On top of the desk are a Red Candle and a Yellow Candle, but they're not worth your time unless you want to complete the Dread Pumpkin Quest. Take the Strange Book on the desk, then Open and Look at it to learn the Placleer spell.

Open the desk and you'll find a Blank Parchment, and a Cloth-bound Book. The former is useless, while the book gives you some recipe suggestions that will come in handy soon. We're done here for now, so step back out into the Grand Hallway.

Grand Hallway

Open and Go through the middle right door.

Banquet Hall

Take the Yellowed Scroll, then Open it and Look at it to get some lore. Hmmm…it seems like some of the security systems set up within the castle can be solved by wandering around with a severed wizard's head. As we've been doing...this was more useful in the lower difficulties.

With that mabacre reading complete, Take the Poker that was placed nearby. Open the Go through the door on the far right.

North Landing 1F

The first room of the North Tower contains a Torch ripe for the Taking, but that's all you can do here. Go ahead up the stairs.

North Landing 2F

Open the door on the right to unlock it, then Open it proper and Go inside.

Store Room

Use the lit Torch on the blue tarp to burn it away, then Take the Pumpkin that's revealed. Open the Yellowed Sack on the floor to receive two pieces of Kane (aka sugar). Head back out into the Landing.

North Landing 2F

Go up the stairs.

North Landing 3F

If you try to Open the door, you'll find that it's locked and someone is laughing behind it. Creepy, but nothing we can do with this yet.

North Landing 4F

There's a single Torch for your useless collection and, for a wonder, an unlocked door. Open this door and Go inside.

Observatory

There's a Thin Book you can grab, but it doesn't really contain any useful information. Likewise, you can optionally take the Sextant and the Metal Rod. Go to the giant telescope in the back to look through it.

Sky

Not quite the view we were hoping for. Use the Placeer spell on the clouds you see to clear up the weather, allowing you to see the stars. Take note of the shape of the constellation that you see here. I've enclosed an image here to help break this down. The thing you need to do here is Look at each of the big stars in the constellation to have Jair identify them for you. From left to right, roughly:


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  1. Water
  2. Tree
  3. Eagle
  4. Fire
  5. Eye

The astute observer will notice that these are the same things mentioned in the Rune Scroll. Now we know what order these elements need to be placed in. Head back down to the Banquet Hall.

Banquet Hall

Take note of the light pouring through the stained-glass window in the back. Find the spot on the floor onto which the light is concentrating, and Go there. Note that if you took too long to get back down here, the skies will have clouded over again and you'll have to go back outdoors to use the Placleer spell.

Floor

The shadows from the stained glass stretch across the stone. At the top of the shadow are two outreached hands which fall upon one of the stones, and taking a Look at that stone reveals that it's loose. Use the Metal Bar or Poker on that stone to pry it loose, then Take the Wizard's Skull 3 you find within. Head in hand, make your way back to the Store Room.

Store Room

You may have noticed some blue sparkles at the top of some of the mirrors after you placed the Wizard's Skull 2 into the Entrance arch. This is because, in addition to providing power to the drawbridge mechanism, it also powered up the teleportation abilities of certain mirrors. To test this out, Go into the mirror in this room to be teleported to the Mirrors room.

Mirrors

We're going to take a quick side tour, so Go through the second mirror in from the right.

Inner Keep

I'm saving the items in here for later, just Go through the broken door.

Summit

On the righthand side of the screen on the ground is a small growth of flowers. Take these to get some Snowdrop Flowers. Now teleport yourself back to the Mirrors room.

Mirrors

Return to the Entrance.

Entrance

Place the Wizard's Skull 3 into the last remaining empty slot in the arch. Return to the Grand Hallway.

Grand Hallway

Open and Go through the middle left door.

Laboratory

If the Wizard's Skull 3 is placed in the Entrance archway, you'll see some blue sparkles at the top of the machine to indicate that it's powered up. Open the grate on the floor on the left and Take the Pumpkin that's hiding in there. You can also Take the three Bottles and the White Candle. Now, on to the main importance of this room.

If you recall the Cloth-bound Book's text, you'll have the recipe you're looking for. "An additional remedy for instestinal stomach injuries is to take one red-creset shroom, one stem of a seedling plant, and one white tear…" With that in mind, Use a Mushroom, Plant, and Snowdrop Flower on the little platform along the right side on the machine. Once all the ingredients have been greedily devoured by the contraption, Use the Myyxx spell on it to get it to combine everything together. When it finished up, there will be a purple mist emanating from it. Eat this mist to cure your banshee curse! Now that you're all healed up, head back to the Banquet Hall.

Banquet Hall

Open the door centered between two towers and Go through.

Small Corridor

Another goblin is here to stop you. He's got some extra armor, so we can't take this one out the same way we did in the Grand Hallway. Equip the Guantlet, and then Hit the goblin to knock him out. Again, you get to decide whether or not to let this one live.

There are two Torches to Take for those who need to have light to see. Open the door on the left and Go through.

Battlement

If you want to, you can use the Metal Rod on the center statue's hand to summon the Lightning Elemental. This is not needed in this difficulty mode, so up to you if you want to do this. You can also Take the Dead Flowers strewn along the base of the statues. Nothing else to do here but to Go down the stairs on the left.

Watch Tower

Take the Bow laying on the ground, then Open the Animal Hide Sack. Inside you'll find a Lightweight Key, a Ripped Scroll, a Watermarked Scroll, and a Dragon Rune. Open up theWatermarked Scroll to learn the Fluoris spell. The Ripped Scroll talks about following a path tread by the ancients, which is a clue for later. You can also Take the Quiver if you need more useless inventory.

Use the Invokan spell on the obelisk to get another convo with Lakmir. You'll learn that you need to somehow get past the Skull Door of Dor Trakken in order to stop whatever it is the Warlock Lord is summoning. That's all we can do here, so make your way back to the Banquet Hall.

Banquet Hall

Use the Lightweight Key on the left tower door along the back wall. Now Open the door and Go through to enter the West Tower.

West Landing 1F

There is but a single Torch which can be purloined. Go ahead up the stairs.

West Landing 2F

Ignore this door for now and Go up the stairs.

West Landing 3F

Ignore this door as well, we can't do anything super useful in the difficulty mode. Take the Torch, then Go up the stairs.

West Landing 4F

There's another statue that you can Speak to if you want. Open the door to the right and Go through.

Strong Room

You're greeted here by Malor Kahu, a fearsome top lieutenant in the Warlock Lord's army. After she fills you in on her backstory, she reveals herself to be a werewolf! Use the Bow with the Arrow, then Use your new Bow and Arrow combo on the werewolf to defeat her.

Once Kahu has been dispatched, time to loot her chamber. Take the Torch and Blueprints on the wall, as well as the Bread and Kahu's Log Book sitting on the desk. Open the desk to find the Steak, Black Key, Knife, Strange Paper, and Cloth Sack. Open the Cloth Sack to find the Grey Key, an Ancient Gold Coin, and a Gold Coin. Make your way back down to the Banquet Hall.

Banquet Hall

Time to enter the final tower. Use the Black Key on the door on the far left, then Open it and Go through.

South Landing 1F

There's a Torch here for you to Take, then Go up the stairs.

South Landing 2F

Open the door and Go through.

Empty Room

It may seem like there's nothing to do here, but that would be entirely incorrect. Use the Flumoris spell to reveal all of the invisible things in the room. They'll slowly fade away again over time, but if everything vanishes before you get everything you want just cast the Flumoris spell again to start over. There are two Torches to Take, but the important item is the Creasy Scroll sitting on top of the desk. Open and Look at the scroll to learn the Sparrx spell. You can also optionally grab two Cushions from the couch, and the Skull Candle and Torn Parchment from the desk. Go back out onto the Landing.

South Landing 2F

Go up the stairs.

South Landing 3F

Yet another Torch to Take. Open and Go through the door.

Music Room

Fun things you can do in this room: Use the Harp, Drum, Lute, and Flute on Thyself to play a haunting melody. Does nothing in Journeyman Mode, but still fun. Take the Flute. You can also optionally Take the Lute, the Mallet, the Hand Mirror, and the Hat. The Hat can be used to complete the Dread Pumpkin Quest, but the Lute and Mallet are useless. The Strange Scroll on the couch, however, is where it's at. Take that, then Open and Look at it to learn the Acensur spell. Head all the way back out to the Circle Chamber.

Circle Chamber

Use the Acensur spell on the circle, then Go into the glowing area. You are now a member of the order! To test out your new powers, Go back to South Landing 3F.

South Landing 3F

Go up the stairs

South Landing 4F

Could these be the nettlesome roots mentioned in Kahu's Log Book? She's spent scores of years trying to get past them, what hope could we possibly have? Turns out we have something the mighty commander did not: a Dirk! Use the Dirk on the roots (or your Sword, whichever you want), then Open the door and Go through.

Lakmir's Abode

Oh, that's where he is. There's a protective field around Lakmir to keep him out of danger while he's astral projecting, so we have no way of interacting with him. What we can do is climb on top of him and Go to the source of the light above him.

Ceiling

Among the collection of roots, one stands out. Take the root that's dead center of the screen to receive the Golden Thorn. Note that if you have not yet Used Acensur on the Circle, you'll be unable to Take the thorn. Go back down.

Lakmir's Abode

There are two holes along the right wall: one higher up towards the ceiling, and one down by the floor. There's nothing good we can do with the top one, so Go through the lower one.

Inner Sanctum

Optionally, you can Take the Ancient Book and the Year 1851 Book on top of the desk if you've got a hankering for some lore, and also the Bottle if you want more inventory. Open the desk for another Mask Half. Open the chest sitting on the floor to find the Lion Key, Discolored Scroll, and Peculiar Scroll. Open the Peculiar Scroll and Look at it to learn the Runy'tr spell. Now backtrack all the way back to the Library.

Library

Notice that on the back wall is a set of maps. Not important by themselves, but they make for a handy, if not unfitting, landmark. Go to the bookcase immediately to the right of the maps to zoom in on it.

Bookcase

The Ripped Scroll gives the answer to this particular puzzle. "Follow the path of the ancients – the philosopher, the historian, the bard, and the priestess. From Eldar Annham to Danswith Beorn. From Lillith Aer to Horradic Serf to Ularu'a who shows the way forward." If you Look at the books here, you'll see all of these terms mentioned in the titles. As you find these, Use each one in the order laid out in the Scroll. To find them:


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  1. Eldar Annham: Row 2, sixth book in from the right
  2. Danswith Beorn: Row 1, sixteenth book in from the right, the middle of three thin blue books
  3. Lillith Aer: Row 2, twelfth book in from the right
  4. Horradic Serf: Row 2, third book in from the left, just to the right of the large gap
  5. Ularu'a: Row 1, third book in from the left

Once you Use all of the books in order, it will trigger a hidden door to open.

Library

Go through the newly opened secret passage.

Study

Use the Ryun'tr spell on the Eye Rune in the middle of the floor. Now Use one of the logs on the ground on the fire pit in the back of the room to summon the Fire Elemental. Use the Silver Orb in it to capture the fiery being. While you're here, you can also Take the Hand Mirror sitting on the table on the right. Go out and make your way to the West Landing 2F.

West Landing 2F

Open and Go through the door.

Darkness

Use the Silver Orb on the darkness to unleash the Fire Elemental to do battle with the Darkness Elemental that was controlling the visibility in the room. Use the Runy'tr spell on the Tree Rune embedded in the tree painting. Use the Hammer on the painting of the horn being blown by a guy on a horse. It doesn't make a dent, but then the two Elements battle their way past you and damage the mural around the horn area. Use the Hammer in that crack twice more, then Take the Platinum Horn. Now Go back to the Store Room.

Optional

If you have at least five Skulls, you can take a quick detour at this point and complete the Dread Pumpkin Quest. Make your way to the North Landing 3F. Equip the Mask, Cloak, and the Hat, then Speak to the door to gain entry. Go inside to find a room empty except for a mirror with an orange sparkle of power along the top, and a Brown Sack. If you Open the sack you'll find six Stones. Go through the mirror to be teleported to a Pumpkin Patch. Use the Skulls from your collection on the outer five glowing circles. Use the Pumpkins on the three large glowing circles on the ground.

Use your Knife on each of the Pumpkins, to carve them into Jack-o-lanterns. Use the White Candle, Red Candle, and Yellow Candle on each Jack-o-Lantern. Now Use yourlit Torch on them to light them, and cast the Invoken spell over your handywork. The Dread Pumpkin shall thus be summoned, and you have freed his spirit. That's it, unless you want to Take the Tattered Sheet from one of the graves. Note that if you carve the Jack-o-lanterns before placing them in the circles, it will fail to summon the Dread Pumpkin. Now continue the main quest and Go to the Store Room.

Store Room

Go through the mirror to warp back to the Mirrors room.

Mirrors

Use the second mirror in from the left to warp to the Inner Keep.

Inner Keep

Use the Runy'tr spell on the Fire Rune on the wall, then Open the Tattered Sack on the ground to find a Skull, the Broken Flute, the Old Scroll, and the Sturdy Scroll. The Sturdy Scroll will give you some hints about a quest only available in Master Mode. The Old Scroll, when Opened and Looked at, will teach you the Crysalys spell. Go through the door.

Summit

You can Use the lit Torch on the large pile of wood if you want to light a signal pyre, but this is only useful for getting all the achievements. Go up the stairs.

Keep Tower

There's a large tornado here. From the Sturdy Scroll, we know that the Air Elemental will need to be soothed before it can be harnessed. We can infer from the Broken Flute we found in the same sack that this was likely the method used for said soothing. We have a Flute from the Music Room, but using it does not yield any results. If you Look at the Broken Flute, you'll notice that it has three holes carved into it. Your flute, however, only has a single hole. Use the Knife on the Flute twice to carve the extra holes, then Use the Flute on Thyself to play a soothing melody. The tornado will calm down and be revealed as the Air Elemental. Use the Silver Orb on it to capture it. Now Go all the way back to the Mirrors room.

Mirrors

Go to the Grate room.

Grate

Use the Runy'tr spell on the Water Rune here that the corpse is pointing at. Now Go to the Hideaway.

Hideaway

There are two Runes here you can Use Runy'tr on. You need the Eagle Rune on the left, but you can optionally take theWind Rune as well if you so desire. Go to the Footbridges

Footbridges

Use the Silver Orb on Thyself to have the Air Elemental lift you a bit. Now Go to the door at the end of the rickety bridge.

Small Chamber

You're greeted by a wall full of suspiciously Rune-shaped slots. Refer back to the star chart earlier for a visual representation of how to place the various Runes into these. There's only one possible way that the constellation fits into the wall, but I'll talk you through it just in case. For the purposes of this list, Row 1 is the top row, and Row 5 is the bottom row.


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  1. Use the Water Rune in the far left slot in Row 4
  2. Use the Tree Rune in the middle slot in Row 4
  3. Use the Eagle Rune in the middle slot in Row 2
  4. Use the Fire Rune in the right slot in Row 3
  5. Use the Eye Rune in the far right slot in Row 2

With all five Runes in place, Use the chain on the far left and the Stave will magically appear before you. Take it, then make your way back into the castle and into the North Landing 2F by way of the mirror warp.

North Landing 4F

Use the Grey Key on the door to unlock it. Open and Go through.

Spire

Use the Sparrx spell on the sky to attract the attention of a fierce wyvern. He's got a very fancy necklace, but he won't let you near him. Any aggressive action you take will scare him off, and you'll have to Use the Sparrx spell again. Use the Steak or Bread on the wyvern, and it will be so distracted by the delicious meal that you can Take the Bladed Sun from around his neck. Go back to the Small Corridor.

Small Corridor

Use the Lion Key on the door on the right. Open it and Go through.

Ornate Chamber

You can Take the New Book resting against the throne if you want to, but it just contains some lore. Take note of the mural along the back wall, this shows the solution for a puzzle down the line. There's a statue on the left behind a crevice with a pillar leaning on it. Use your Hammer on the statue twice to break it, which has the added effect of dropping the pillar that you can now use as a ramp. Go down the pillar to the area below.