The Caves (Master Mode)

Entrance

Take the skull sitting on the ground. This is Yorik, your new traveling companion. You can Speak with him for hints, or Hit him twice to keep him quiet. Otherwise, he'll just speak up every now and then. In the place where Yorik was sitting, you'll spot a Metal Key. Take it, then Use it on the door to unlock it.

As an optional thing to do here, you can Use the Dirk in your inventory on the Roots you can see entwining an object on the ground just to the right of the door. You'll clear them away and reveal a Helmet that you can Take and Equip. This doesn't help you, but it does make you look more official. You can also Take the Roots on the ground.

When you're done collecting whatever you decide to collect, Open the door and Go inside.

Antechamber

There's a lever on the floor on the right half of the room. Use it to open up a secret compartment over on the left. You can Take the Heavy Key found inside. Use your new key on the door to unlock it. You should also Take the two Torches on the wall, and this is something you should get used to doing. That lit Torch of yours will only last for so long, and you need some spares to keep yourself alive. You can also Take the Sling sitting on the ground

As an optional move, you can Use your lit Torch on the rug to burn it to uncover an Ancient Gold Coin and a Gold Coin.

Once you're done with everything you want to do, Open and Go through the door.

Alcove

You've got two more Torches to Take. Open the book you see on the altar, then Look at it to learn the Invokan spell. While you're here, you can also Take the Secured Scroll on the floor. You can Open this and Look at it to get a hint as to what to do with the Invokan spell, but otherwise it doesn't do much. Likewise, you can Open the corpse on the floor to find an Axe Parchment and a Dusty Scroll. They'll give you some hints for further down the line. Once you have everything, Go to the right.

Small Hall

There's a Skull and a Bone on the floor that you can take if you want. Open up the Hand-Stitched Sack on the floor to find the Crinkled Scroll and theDice. Open the door at the end of the hall and Go through.

Crypt

You're going to need to Open up at least some of the coffins in here. The first one you open up with release a banshee, which curses you. From now on, each move you make leaves you one less to your last. Don't panic too much, we'll get this healed up later.

At any rate, Open the front right coffin and Use your lit Torch on the mummy inside to reveal the Burlap Sack and aScepter. Open the Sack up to get the Rune Scroll. The scroll may seem useless now, but it gives you a hint for a puzzle later on. Do the same Open and burn technique on the back right coffin to find the Faded Scroll, which gives you some hints on the power of mirrors. As a fun bonus, you also have a Wizard's Skull 1 that you can Take.

Continuing along, Open the back left coffin and burn the mummy to reveal a Wooden Shield that you should Equip. Finally, Open the front right coffin. You can Use your lit Torch on this mummy as well, and doing so will reveal a Sword that you can Take.

Use the lefthand and center torches mounted to the wall, then Hit the one on the right, to cause the tomb to slide away and reveal a secret passage. I'm sure your first instinct is to head into the newly uncovered secret passage, and that would be the correct thing to do. Go on and enter the new exit.

Mirrors

Take the three Torches and, optionally, the Vial and Broom. Use the giant rock to move it out of the way to uncover another secret path. Instead of using that, head back to the Small Hall.

Small Hall

Open and Go through the door on the left.

Cellar

Take the two Torches on the wall. Use the lit Torch on the ice block on the left to get the optional Iron Key. Use lit Torch on the block of ice on the right to uncover the Brittle Scroll. Open it up and read it to learn the Aggaap spell. With that done, Open and Go through the door.

Dragon's Nest

There's a dragon hiding in a large crevice in the back of the room. You have a single action you can take before it breathes fire on you, which will result in death. To avoid this, and Take multiple available items, Equip the Shield on the floor. Once the Shield is properly strapped to your arm, you'll automatically raise it to block the incoming dragon fire. You can Take three more items before the Shield melts. You'll survive the melt, but then you're out of luck as far as grabbing anything else.

As far as I know, there's no way to Take everything in the room, so you'll need to pick and choose. The two things to definitely Take are the Hammer and the Skull With Glasses. The other things you can grab are the Helm, the Spear, and the Skull. Once you have what you want, head back out to the Entrance.

Entrance

Use the Wizard's Skull 1 with an empty slot above the door. It only fits in the slot on the left, so start with that one. Once it's in place, Go to the Antechamber.

Antechamber

Use the Aggaap spell on the stone hatch, then Go to it to reach the Gears Puzzle.

Gears

You'll have to maneuver the levers into the right position and then hit the button. Ah, but how to know which positions to move them to? If you Look at the gear in the lower left corner, you'll see that it's loose. I have no idea how you're supposed to know how to solve this next part. You need to pry the loose gear up, and all you have that can do that is a Dirk and a Sword. When you try using them, you just get a message that their blades are dulled by the effort. One can then intuit, I suppose, that the blades need to be sharper in order to work. So we're off on a slight detour. Head back out to the Alcove.

Alcove

Check out the area just to the right of the altar. There's a suspiciously hole-shaped section of rock. Hit or Open that to reveal a secret passage. Use your lit Torch on one of the green-flamed candles on the altar, then Go through the passage you just Opened.

Grotto

As soon as you enter the room, a goblin hiding in the cave in the background will fire an arrow at you. If you had the Wooden Shield Equipped, then it will deflect the arrow and you can then Take the Arrow on the ground. Note that if you don't have a shield Equipped when you enter, the arrow will miss you the first time, but then you can't pick up this necessary item. Also, Equipping the Shield will cause the Arrow to shatter upon impact, so you'll need to come back with the Wooden Shield. Ignore everything else in here for now, as the green flame has a time limit. Go through the passage.

Footbridges

There's a lit brazier in the middle of the floor with a flimsy stand which we can't do anything with. Keep this in mind for later. Go across the bridge on the left and through the passage entrance.

Passage

A wraith! Not to worry, just Use your lit Torch and the green flame will make it flee. There are two Torches on the wall for you to Take. You're also going to want to Take and Equip the Cloak on the floor. There's nothing else for you to do here, so Open the door and Go through.

Sewer

This room is flooded, leaving you unable to do much of anything. Take the Moldy Scroll sitting on the shelf along the back wall, then Open it to learn the Entraiz spell. Now Take the Bottle sitting upon the same shelf, then Use it on the water to fill it up. Now return to the Footbridges.

Footbridges

So here's where the moon logic comes into play. In order to get a tool to pry up that loose gear, we need to temper the Dirk so that it's sharp. And since everyone instinctively knows how to be a blacksmith, the solution should be obvious…or something. At any rate, Use you Dirk on the lit brazier to super heat the blade. Now Use your Hammer on the red-hot Dirk twice, then Use the Bottle full of sewer water on the blade to cool it off. If you Look at the Dirk, you'll know you were successful if you get a message that it's sharper than ever. Now that we have that out of the way, return to the Gears.

Gears

Use the Dirk on the loose Gear to pry it out, then look at the patterns underneath. They show three configurations for the levers, all of which we'll need eventually. But we'll start with the pattern on the left, which shows the first lever in the middle, the second lever up, and the third one down. Use each one to move them into position, then Use the Gear on the slot to replace it. Use the button, and you should hear water rushing somewhere if you did it right. Note that if you didn't place the Wizard's Skull 1 in the Entrance arch, the gear mechanism will be unpowered and nothing will happen when you Use the button. Go back to the Sewer.

Sewer

Now that we solved part of the Gear Puzzle, the water level has been lowered. Floating in the shallow water is a Metal Bar for you to Take. There are three grates on the wall along the floor, Use the Metal Bar on the one on the right and Go through the new exit.

Wizard's Den

This is the room mentioned in the Secured Scroll. Use the Invokan spell on the fancy obelisk to summon Lakmir. He'll give you some backstory and leave behind the Silver Orb and the Ancient Scroll, both for you to Take. The scroll gives you some hints for the end game, specifically some items you'll need to beat the game. You should also Take the three Mushrooms growing along the back wall. Once you have everything, Go back to the Cellar.

Cellar

Use the Silver Orb on the floating Ice Elemental nearby to capture it. Now Go back to the Small Hall.

Small Hall

Open and Go through the door on the right.

Cavern Lake

Assuming your Silver Orb is full of Ice Elemental, Use it on the lake to freeze it. Now Go to the skeleton in the center of it.

Captive

Take the Skeleton Key hanging around the skeleton. If you want, you can take the Blindfold, but it doesn't do anything other than count towards an achievement. Go back.

Cavern Lake

Use the lit Torch on the lake to melt it long enough for the Silver Orb to float back up to the surface. Take the Silver Orb again and Go through the door in here.

Waterfall

Use the Silver Orb on the Water Elemental. Nothing else you can do here for now, so head back to the Footbridges.

Footbridges

Use the Silver Orb on the brazier and the Water Elemental will extinguish the flames. Use the Hammer on the brazier to knock it over. Take the Bowl and the Hook. Now Go back to the Waterfall.

Waterfall

Use the Silver Orb on the Water Elemental again to recapture it. Head back to the Gears.

Gears

Input the middle pattern now. If you forget what it was, you can Use the Dirk to pry the loose Gear back up to look at the pattern again. Or just set the first lever down and the second and third one to the middle, then Use the button. Go back to the Waterfall.

Waterfall

The new gear configuration has shut off the waterfall and revealed a new cave. Go through the entrance.

Hideaway

If you have an affinity for gravel, you can Take the two Stones on the ground. They can be used for Sling ammo, but not much else. Open the corpse to search it and find the New Scroll, which gives a clue to find an out of the way room later on, as well as the Stained Scroll. Open the Stained Scroll and Look at it to learn the Myyxx spell. Most importantly, Take the Wizard's Skull 2. Make your way back to the Entrance.

Entrance

Use the Wizard's Skull 2 on what had been the middle empty slot. Go back to the Gears.

Gears

Time for the last lever configuration. If you don't feel like prying out the loose gear again, just leave the left lever up, move the middle lever down, and move the right lever to the middle. Use the button, then Use the Dirk on the loose gear to pry it out and add the Gear back into your pouch. Make your way back to the Sewer.

Sewer

Use your Cloak on the water, then Equip it if you haven't already. If you look up, you'll see an open hatch on the ceiling. Go through to find yourself back in the Mirrors room.

Mirrors

Use the Hammer twice on the second door in from the left to reveal a door. Use the Skeleton Key on the door to unlock it. Now Open it and Go through.

Furnace

Boy, it sure is hot in here! If you have the Cloak dipped in water and equipped then you'll be fine, but if not you'll back yourself out of the room. If you Open the door, a vicious fire drake will appear. I would recommend against attacking it. Instead, Use the Silver Orb on the flames on either side of the bridge and the Water Elemental will leap out and quench the fire, which will also dispatch the fire drake. Just don't use the Silver Orb on the drake itself, or it will overpower the Water Elemental and you'll have to go catch it again. Once the flames are our, Go through the door.

Grate

There's a small gap amongst the gears on the left, Use your Gear on it to plug the hole. Now Use the Entraiz spell on the large gate to Open it. There's another of those strange, yet inaccessible runes on the wall. More importantly, there's a dead body to riffle through, so go ahead and Open that to get the Tied Scroll. Its contents won't make too much sense right now, but it provides a clue for later. Use the Dirk or Metal Bar on the Gear to reacquire it, then Go through the now-opened gate.

Circle Chamber

Take the Papyrus Scroll on the floor if you want some lore. Use the Invokan spell on the glowing obelisk (note that this will be dorman if you have not yet placed the Wizard's Skull 2 at the Entrance) for another scene with Lakmir. He'll reveal that he's been astral projecting this whole time, and he's actually holed up in a tower working on ways to help you so long as you follow the path of the Circle. Might as well start by following the path up to the door. Open it and Go through.

Courtyard

First up, Go into the well.

Well

All sorts of fun things are in here, but not all of them useful. Take the Guantlet, then Open the Bucket to get a Pumpkin. You should also Take the two Plants and two Funguses clinging to the walls. If you're feeling frisky you can also Take the Animal Skull and Bucket. Go back out of the Well.

Courtyard

Take the well, causing Jair to untie the rope and toss it onto the ground. Take the Rope sitting near the well. Now, Use the Rope with the Hook to create a Grappling Hook. Use your new Grappling Hook on either of the windows flanking the closed drawbridge. Go onto the rope to climb up and through the window. Note that if you didn't input the third gear pattern, the moat will be too high to cross safely.

Drawbridge

You can grab the Aged Scroll here for a vague hint of things to come. Use the lever in here to lower the drawbridge. If you did not place the Wizard's Skull 2 in the Entrance archway, this device would be powered off. Head back into the Courtyard.

Courtyard

Go across the drawbridge and into the Living Castle of Shadowgate.