The Caves (Normal 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 look more official.

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 can also Take the two Torches on the wall, but they don't serve a purpose in Normal mode. Open and Go through the door.

Alcove

You've got two more Torches you can Take if you really want to, but again you don't need them in this mode. 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 a 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 on the floor that you can take if you want. Open up the Hand-Stitched Sack on the floor to find the Crinkled Scroll, but these are optional items. 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. Open that up to get two Gears, and 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.

Continuing along, Open the back left coffin and burn the mummy to reveal a Mask that you can Take. This is useful for the Dread Pumpkin Quest, but otherwise doesn't really do anything other than being fashionable. Finally, Open the front right coffin. There's a big ol' orange object sticking out beside the mummy. Take it to add a Pumpkin to your inventory. You can Use your lit Torch on this mummy as well, but there's nothing in it.

Hit the far left torch mounted to the wall 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 ordinarily that would be a good idea. But, instead, Go all the way back 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 that to reveal a secret passage, then Go through.

Grotto

Take the Arrow on the ground. There's nothing else you can do here in Normal mode, so just Go through the cave door on the left.

Footbridges

There's an unlit brazier in the middle of the floor with a flimsy stand. Hit the brazier and the metal bowl will plumet into the chasm, but the legs fold up and fall to the floor. Take them to receive the Hook. Now Go across the bridge on the left and through the passage entrance.

Passage

A wraith! Not to worry, just Use your lit Torch on it to make it flee. There are two optional Torches on the wall you can Take if you want, and there's a Pumpkin half hidden behind a wall on the right. Otherwise there's nothing for you to do here, so Open the door and Go through.

Sewer

Take the Moldy Scroll sitting on the shelf along the back wall, then Open it to learn the Entraiz spell. There are three grates on the wall along the floor, Open 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. Once you have everything, Go back into the Sewer.

Sewer

If you look up, you'll see an iron hatch on the ceiling. Open it up to reveal a path up, Go through.

Mirrors

There are three Torches you can Take if you really want to. Otherwise there's nothing to do here, so Go Back.

Crypt

Moving Back out of the Mirrors room takes you through the secret exit you unveiled earlier in the Crypt. Go Back out into the Small Hall.

Small Hall

Open and Go through the door on the left.

Cellar

Use the Silver Orb on the floating Ice Elemental nearby to capture it. Use the lit Torch on the block of ice on the floor to uncover the Brittle Scroll. Open it up and read it to learn the Aggaap spell. As per usual, there are two optional Torches in here that you can Take. Go through the doorway in the back of the room.

Dragon's Nest

There's a dragon hiding in a large crevice in the back of the room. You have two actions you can take before it breathes fire on you, which will result in death. To avoid this, and Take all available items, Equip the Shield on the floor. You can Equip it directly, or Take it and then Equip it. Once the Shield is properly strapped to your arm, Take the Hammer on the ground, and then Take the Helm.

Alternatively, you can just Take the Hammer as soon as you walk into the room and leave. That's the only item we really need, so head back to the Antechamber with as much of the loot as you cared to grab.

Antechamber

Use the Aggaap spell on the stone hatch on the floor, then Go into the new gap that opens up.

Gears

Take note of the lower left corner, where there's a large gap due to a missing gear. Match the levers to the pattern shown there (up, center, down) by Using or Hitting them, and then Use a Gear on the empty slot. Use the button beside the levers to activate the mechanism. Now return 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 in this mode. 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. If you did not solve the Gears puzzle earlier, there will be a raging waterfall here obstructing your path. So, go take care of that if you haven't already. Once the waterfall has been stopped, Go through the spooky cave mouth.

Hideaway

Take note of your surroundings, and spot two circular etchings on the wall. There was a similar thing in the Passage behind the wraith, but there's nothing we can do with these runes at the moment. If you have an affinity for gravel, you can Take the two Stones on the ground. They're useless in this mode, but one can never have pockets that are too full. 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. Make your way back to the Mirrors.

Mirrors

Use the Hammer twice on the far left of the four mirrors 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! But nothing you can't handle. 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, or on the fire drake. The Water Elemental will leap out and quench the fire, which will also dispatch the fire drake. Now Go through the door.

Grate

There's a small gap amongst the gears on the left, Use your remaining 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. 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 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

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.

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. Head back into the Courtyard.

Courtyard

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