Open Sorcery: Sea++

Open Sorcery: Sea++

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A Psychonaut's Guide to Sea++
By Velorien
A detailed walkthrough/guide for Sea++. Contains spoilers by definition.
   
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Introduction
This is a guide to Sea++ intended to get you from the beginning to the end while experiencing as much content as possible and getting all the achievements. Note that many puzzles have lots of different solutions, and it is beyond one mere mortal to catalogue them all, so until I achieve immortality, write-ins are welcome.

Expect spoilers galore, though I try to keep them confined by area. As a general rule, I will focus on the steps needed to progress/get cool stuff, but do explore all the various dialogue options etc. in your own time.

To do:

- Finish the endgame section
- Add more solutions for a Dream playthrough
- Travel guide (I'm pretty sure encounters are preset)
- More proofreading/standardisation
In the Dark
Memory: The Steps of Breaking
Memory: The Steps of Breaking (alt)
Lantern Phish
Memory: The Steps of Breaking (alt)
START
Spell: Salve Mundi
Memory: The Steps of Breaking
Memory: The Steps of Breaking (alt)
Item: Stick

ACHIEVEMENTS
General: Hello World
Spells: Salve Mundi

The tutorial area. Your objective is to assemble the Salve Mundi spell and use it to illuminate the area so that you can explore further.

You start with the memory "i am a sorcerer". Every memory in an area comes with a piece of a spell, and collecting them all allows you to compile that spell (usually costing 1 mote of matter or motive), after which you can cast it freely whenever the game allows. If you're having trouble rearranging the memories correctly, see the relevant appendix.

Northwest: A memory ("the steps of breaking") trapped in a crack. Reach in to get it and take 1 damage, or use the Stick found in Southeast to do it safely. Note that this will destroy the Stick, which is best used in Southwest.

North: A memory ("the steps of breaking"). If you picked it up in South or West, this area will be empty.

Northeast: Lantern phish. Watch them until they start ignoring you, then grab one. You may take 1 Light (+2 Kind) or 2 Light (+1 Ruthless). Many of the game's choices increase one of these hidden values. Which is higher will determine which of two spells you get in the late-game. The achievement Strength and Pain will need you to have them exactly equal, which is very hard on a first playthrough. Once you do get either spell, you will be able to track your morality from the inventory in all future playthroughs.

West: A memory ("the steps of breaking"). If you picked it up in North or South, this area will be empty.

East: A memory ("swimming is flying"). Talk to the Selkie. First ask it about itself, then tell it it is like its master.

Southwest: A memory ("the steps of breaking") surrounded by critters. Take it for 2 damage, or use the Stick found in Southeast to do so safely. Note that this will destroy the Stick, but this is the best place to use it.

South: A memory ("the steps of breaking"). If you picked it up in North or West, this area will be empty.

Southeast: Your first word search puzzle. There are a lot of these, usually when gathering motes or ship parts. You can turn them off from Options. Collect the Stick, your first inventory item.

Once you have all three pieces of Salve Mundi and at least 1 Light, go to your inventory and compile Salve Mundi to complete this area.
Abyssal Plain 1: Ghosts and Memories
ACHIEVEMENTS
General: Lift Off, Ghostbuster
Spells: Omini
Difficult: Free the Selkie

Darknet by the Seamount
Hurt Octopus
Ghost of a Poet
Crack in the Mountain
Search Engine
Darkness Clot
Coral Forest
Ghost of a Gardener
Darkness Clot
Tiny Whirlpool
Ghost of a Warrior
Hydrothermal Vents
Darknet on the Plain
Darkness Clot
Husk of a Webship
Landing Area
Darkness Clot
Portent
Darkness Pool
Darkness Clot
The Packet Rat's Shop
Darknet by the Cliff

The second area. You start at the Landing Area and your objective is to repair a webship so you can access the Deep Web. This is the first section of the guide to be split into two parts due to Steam's character limits. The first will cover general exploration while the second focuses on the steps needed to progress.

This area's spell, Omini, is special. It functions as the game's hint system (though it will occasionally have more powerful effects). You will never be penalised for casting it unless you're in a time-sensitive situation (e.g. you only have a few seconds to fend off a monster). It also tells you what you're looking for in any wordsearch puzzle. There is a secret way to permanently upgrade it.

Do not go too far west on the Abyssal Plain or you will be eaten by sharks. Do not go too far east because there is nothing there (you will eventually be given a prompt to fast-travel back).

Crack in the Mountain: Do not take the memory ("select prophecy") yet or you will lose 3 health. Examine the mound, then cast Salve Mundi. Now you can take the memory safely.

Darkness Clot: Scavenge to gain 3 Dark.

Darkness Pool: Scavenge to gain 4 Dark. There must be something else you can do with it, but I can't figure out what.

Darknet by the Cliff: Edmund's Heavy Debugger, a crashed webship. Use Salve Mundi to open a hole in the darknet, and add 1 Light if you wish to burn it away (allowing you to scavenge more ship parts once you have the USB Drive of Holding). Inside you will find an Electric Guitar and clues for reviving the Ghost of a Poet.

Darknet by the Seamount: Marian's Skyhook Air, a crashed webship. Use Salve Mundi to open a hole in the darknet, and add 1 Light if you wish to burn it away (allowing you to scavenge more ship parts once you have the USB Drive of Holding). Inside you will find a Websail Plan, 1 Order, and clues for reviving the Ghost of a Warrior.

Darknet on the Plain: C's Lenasus Schooner, a crashed webship. Use Salve Mundi to open a hole in the darknet, and add 1 Light if you wish to burn it away (allowing you to scavenge more ship parts once you have the USB Drive of Holding). Inside you will find 1 Earth and clues for reviving the Ghost of a Gardener.

Ghost of a Gardener: Examine the body for 1 Death. You can just take the memory ("select prophecy"), but it's more interesting and more rewarding to revive the ghost (and also necessary for the Ghostbuster achievement). All the clues are in her Lenasus Schooner: "Mint tea", The comforting buzz of bees", "Dirt between your fingers and leaves brushing your face", "Forest Green", and "Mint". You will receive 1 Life.

Ghost of a Poet: Examine the body for 1 Death and web cookies. You can eat these to gain 5 health or feed them to the octopus to complete its healing. You can just take the memory ("alchemical process of now"), but it's more interesting and more rewarding to revive the ghost (and also necessary for the Ghostbuster achievement). All the clues are in his Heavy Debugger: "Pop Tarts", "The whine of distorted guitars and scream of heavy metal lyrics", "Smooth wood and the distant dig of guitar strings on callouses", "Midnight Black", and "Leather". Now give him the Electric Guitar from the Heavy Debugger to receive an Enchanted Guitar. Alternatively, once all three ghosts have been revived, reunite them to receive 3 Love and 3 Kindness.

Ghost of a Warrior: Examine the body for 1 Death. You can just take the memory ("select prophecy"), but it's more interesting and more rewarding to revive the ghost (and also necessary for the Ghostbuster achievement). All the clues are in her Skyhook Air: "Chicken and Tic Tacs", "The quick and clever rhymes of musical theater", "The roughness of cloth and the bite of a misdirected needle", "Royal Purple", and "Strong coffee". Now lead her to take vengeance to receive 1 Light and access to the Coral Forest. Alternatively, once all three ghosts have been revived, reunite them to receive 3 Love and 3 Kindness.

Hurt Octopus: Use 1 Life to heal it, then get it to follow you. The octopus is very helpful, and also needed for the Cephalobuddy achievement.

Husk of a Webship: There is nothing you can do here.

Hydrothermal Vents: Collect 1 Fire in exchange for 3 health up to three times, or come back later with Suffero to get 3 Fire in exchange for 1 health, or Freeze (late-game) for 3 Fire with no penalty.

Portent: Find a memory ("telling the future"). Incidentally, the kanji is "fire".

Tiny Whirlpool: Scavenge to gain 1 Chaos and 3 Water.
Abyssal Plain 2: Rising From the Darkness
Coral Forest: Stick around too long and you'll get bitten by an angler phish and lose 7 health. The same will happen instantly if you cast Salve Mundi or attempt to enter the forest. You will need the octopus or the revived Ghost of a Warrior, but make sure the octopus has eaten the poet's web cookies or it will die in the process (in both cases, you will receive 1 Light). If you do make it in, show the spiders the Websail Plan from the Skyhook Air to receive a spidersilk sail (+5 Momentum), the best available at this point in the game.

Search Engine: Break this with 1 Chaos or the octopus's help to receive a great webship engine (+5 Momentum, can substitute for Order once per trip) that can last you the rest of the game. You will need the USB Drive of Holding to pick it up. Otherwise, come back for it.

The Packet Rat's Shop: Spend Dark (you should have 16 Dark, minus 1 to compile Omini) to buy ship parts and equipment. If you want to go down the honest route, talk to the Rat and cast Omini, then negotiate a 50% discount. You'll need to buy the USB Drive of Holding and ship parts to complete your repairs (unless you're going for the Skyhook Air, which is a terrible idea), but do not buy the engine (+3 Momentum) or the sail (+3 Momentum) as you can get better ones for free. Alternatively, use 3 Death to kill him (+5 Ruthless, or +6 if you choose to let him die the slow way) and pillage the shop for free. This is necessary to get the Free the Selkie achievement.

Once you're ready to go, you have three webships to choose from:

  • Skyhook Air. 8 parts to repair. +1 Momentum, but no room for storage or passengers. Unacceptable, because passengers are great.
  • Lenasus Medium Schooner. 12 parts to repair. Average.
  • Heavy Debugger. 20 parts to repair. -1 Damage taken from travel encounters. Badass.

Your optimal final setup is the Heavy Debugger with the spidersilk sail and the search engine. You will need to scavenge ship parts from three crashed webships, and buy/pillage more, to complete the repairs. The two smaller ships will give you 3 each, and the Heavy Debugger will give you 4, plus 3 from any if you use 1 Light to destroy the darknet. Parts from the Rat will cost 1 Dark each with the discount.

Once you have your ship, I recommend you head to the Torrent of Bits. You can, for the most part, do areas in any order (at least until it's time to leave the Deep Web), but it makes sense to do them in the order which will allow you to minimise mote spending during travel. For help navigating the Deep Web, I suggest CorvidineSystems's guide at https://steamcommunity.com/sharedfiles/filedetails/?id=2353528240.
Torrent of Bits
Address: 10.101.010.10
Journey: Difficult (30 Momentum needed)
Content Warnings: None

ACHIEVEMENTS
General: Eye of the Torrent

You can get 4 ship parts by searching the debris. Remember that Omini can help you if you're stuck.

The Heavy Debugger can pass the check to enter the torrent. I haven't tried the other ships, but suspect the Skyhook Air can't.

In order to reach the heart of the torrent, keep choosing the direction that sounds closest to "steer the ship [direction] through the torrent". Once there, you can scavenge for 3 Chaos and collect the Non-Euclidean Sail (+8 Momentum, can simulate Chaos once per trip), arguably the best sail in the game.

From here, it doesn't matter so much where you go. For optimal travel, I recommend either the Light House (734.7.4.3) followed by the Diner (3.199.32.2), as both are easy areas where you can top up your health (doing the Light House first will save time), or the Depths (000.000.00.0) as you can find a boost to your Deep Web travel ability.
Lost Soul's Diner
Address: 3.199.32.2
Difficulty: Easy (10 Momentum needed)
Content Warnings: None

ACHIEVEMENTS
General: Protagonist Blackjack
Spells: Unbabble

The Lost Soul's Diner
Among the Booths
Among More Booths
The End of the Diner
Outside

Outside: Examine the neon sign and it'll turn off. Come back and repair it, but only after speaking to Deb inside to secure a reward. To repair it, do the following: Unplug the transformer. Remove the insulation from the wires. Disconnect the transformer from the sign. Unscrew the transformer from its mount. Mount the new transformer. Connect the transformer to the sign. Wrap the wires in insulation. Plug in the transformer. For your troubles, you will receive a fragment of memory ("true meaning").

The Lost Soul's Diner: Speak to Deb and get a free slice of pie (+5 health). Tell her about the sign, and offer to repair it. Do that and come back for free hot chocolate (another +5 health). You can purchase up to 3 more +5 health meals for motes, but at this point you should be in no hurry.

You can use 1 Light on the cat to get it to follow you. After you've reached the Web for the first time, it will instead be asleep, and if you have the Dream spell, you can use it to get a new dream.

Among the Booths: When you first enter, Cycl3 will accost you. Play Protagonist Blackjack. If you're low on Dark motes, you might want to save first. There are many viable combos, and it's best if you get to know them now so you can remember them for future games. If you happen to already know about the Major Arcana, you have a slight advantage (the Magician/Priestess/Hermit being the Willworkers combo will make more sense, for example), but on the whole the Tarot games stick to the cards' literal meanings. Once you win, be sure to get him to tell you the location of the Cache. Don't bribe Cycl3--if you want him to keep quiet, come talk to him after going to the Cache (see that section for more details) and he'll do it for free. I don't know what impact this has on the ending. Finally, consider playing some practice games to get used to the the combos.

CorvidineSystems has a guide to Protagonist Blackjack here: https://steamcommunity.com/sharedfiles/filedetails/?id=2352979924
Talk to the Old Man, and give him a napkin to receive 1 Death, or some water to receive 1 Life (keep it for +1 Ruthless 1 or return it for +1 Kind).

Among More Booths: After repairing the sign, tell the waitress that the Flying Dutchman is here to get rid of her, and find a memory fragment ("true meaining") in the music box. You can recruit Peep as a passenger if you also do the following: help Virginia and the settlers (getting rid of the other woman), cast Salve Mundi to entertain the kids, and have the cat following you, then stop playing with it so it stays in that area. Go away and talk to other people for a bit, and Peep will come out from under the table and give you a memory fragment ("true meaning"). Use Unbabble and it will be easy to get him to join you. Note that you have to do this before you leave the Deep Web for the first time.

The End of the Diner: Root around in the box to receive a memory fragment ("true meaning").

Talk to the women, and Virginia will ask you about places to settle. You can recommend the Abyssal Plains (and then find the settlers by the Hydrothermal Vents). The Light House is a better option (in which case you need to go get permission from Soave, tell them, then find them there and receive 3 Light). Either way, talk to Deb for free hot chocolate (+5 health). Assuming you haven't lost any health by this point and have rested at the Light House, this will be overkill, so you might want to save it.
Light House
Address: 734.7.4.3
Difficulty: Normal (20 Momentum needed)
Content Warnings: None

ACHIEVEMENTS
General: Divine Pronouns
Prophecies: Prophecy of Light

North Room
West Room
Main Room
Light Path

Main Room: Talk to Soave to get the Divine Pronouns achievement (see below). The Light Prophecy is in the fountain in the middle of the room. In order to reassemble it correctly, you need to compare it to the Dark Prophecy, as they share the same structure (or see below).

North Room: Swim in the water to gain 3 health. If you have the Dream spell, you can get a new dream by resting in the bed. Talk to Soave about it and choose "It's beautiful" or "It's insidious" to rest up to two more times (and gain health again). However, if you rest a third time, the game will end.

West Room: Find the Roanoke settlers here if you recommended they settle at the Light House, and receive 3 Light as a reward.

To get the Divine Pronouns achievement, talk to Soave and choose the following dialogue options:

"Does god exist? And if so, what is god?"
"Is god male?"
"Continue talking about this."
Assemble my argument.

The argument is as follows:

Originally posted by Divine Pronouns:
Your intention is to let humanity self-determine our relationship with god. You don't want to interfere with our ability to believe

so you don't confirm or deny details about god. Not even something as basic as god's existence. A sort of divine

prime directive. Consider that by echoing our beliefs like that you're creating a sort of

eon-spanning echo chamber. An idea gains traction, and you echo it in your interactions with people. I don't know if

you've visited anyone recently. You're clearly aware of your potential to influence human opinion, or you wouldn't be so conscientious about not taking away my faith-potential. Your position of authority

lends the idea credence. By parroting back popular beliefs, you perpetuate the status quo. Most basically by

calling god 'Him'. I don't know too much about true angelic history. But that might be partially the cause of certain systems of belief snowballing.

Originally posted by Light Prophecy:
Child of a mother without a father.

Spirit speaker. Fire friend. Sister of the rose.

Protect us.

Sword in one hand, chalice in the other.

Face our nightmares.

Realize your truth and hold it as a lantern in the night.

Embrace your darkness and it will be a loyal companion.

The seeds of change are hidden behind our fears.

Be bright.

Be brave.

Be ready for the apocalypse.
Cache
Address: 127.0.0.1
Difficulty: Normal (20 Momentum needed)
Content Warnings: Spiders, Guns

ACHIEVEMENTS
General: Cache Mana

To solve the CAPTCHA, you must answer three riddles in a row correctly. There is no penalty for failure other than having to start from scratch, but if you need the help, CorvidineSystems has a guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=2353898543

Reminder that you can use the keyboard to type your answers. This isn't mentioned anywhere, but it saves a lot of time over the course of the game.

Your reward is 1 mote of each matter and a giant murderous spiderbot. You have 3 attempts to find a way to escape. Your options:

  • Use 1 Chaos or 3 Earth on its turret (gets you 3 Order, information, and a new engine with +8 Momentum)
  • Use 3 Death on any part (as above)
  • Use 1 Light or 1 Dark on its eyes
  • Use 1 Water or 1 Air on its legs
  • Cast Salve Mundi at the eyes (lose 5 health)
  • Use 1 Chaos on its legs (lose 5 health)

There might be other spells from later in the game that do the job, but frankly 1 Chaos will do fine. You should already have more Chaos than you need for the Deep Web, and you'll be able to get a lot of it in the first area after you leave.

Don't forget to go back and talk to Cycl3 if you get the expanded dialogue from either of the first two options.
Depths
Address: 000.000.00.0
Journey: Difficult (30 Momentum needed)
Content Warnings: Spiders, Being Unable to Trust Your Senses

ACHIEVEMENTS
Spells: Mute
Prophecies: Prophecy of Dark
Difficult: Cephalobuddy

Dark Prophecy
1
2
?
5
8
9
10
11
12
13
14
15
16
Below the Depths
18
19
Hidden Space

The Depths are... strange. As you spend time in them, you will become afflicted with increasing synaesthesia, changing your perception of objects and eventually the names of directions. Be careful, since at higher levels, you will be unable to see certain objects, so surface regularly until you've got everything.

In addition, there are areas which can only be accessed by following a specific series of steps. These will be listed below the other entries.

1: Start/Memory.

2: Winfield Scott Note 2.

5: Winfield Scott Note 5. Scavenge the corpse here for 1 Life and 3 Death.

8: Memory.

9: Winfield Scott Note 8.

10: Winfield Scott Note 3.

11: Memory. Cast Salve Mundi to extract it.

12: Black and white flotsam. Scavenge for 1 Order and 3 ship parts.

13: Winfield Scott Note 1.

14: Memory: Cast Omini to outwit the monkeys. Winfield Scott Note 7.

16: Once you've compiled Mute, use it on the blog here to free the wiki, then examine it again to get the coordinates to the Wailing Pit. You will also find Winfield Scott Note 6 here.

18: Memory and Winfield Scott Note 4.

Dark Prophecy: If you cast Omini at the start of the Depths, you will receive directions to the Dark Prophecy, starting from the blog at 16. Decoded from synaesthesia, these are Up, West, Up, West, Down, West, Up, West, West.

Hidden Space: This is a secret area with an item used for a puzzle much later in the game. When it's time, the directions are starting from 4, go West, Down, West, Down, East, West, East, Down.

Below the Depths: To reach this place, you must retrace Winfield Scott's steps using his notes. Starting from 3, the directions are Down, Down, West, West, West, Down, Down.

Here you will find Winfield Scott's bathysphere. If you can't see it, the synaesthesia is too strong and you need to leave the Depths and try again. Collect Winfield's final note and the aquarium. If the octopus is still alive, you can go back to the Abyssal Plain and pick it up. It is now a permanent passenger and can be asked to help against obstacles once per trip. This unlocks the Cephalobuddy achievement and is a prerequisite for the Familiar in Training achievement. If you have the Nightmare spell, you can also extract Winfield's nightmare. Finally, if you decide to keep going deeper, you will lose 10 health and automatically be transferred to The One Below. The combination of the straight damage and the inherent deadliness of the new area could kill you, so be sure you have a decent amount of health before you dive.

Note: If you have rescued Mathias from the Wailing Pit, you will get bonus dialogue if he is awake the first time you leave The One Below (which means he has to be awake when you enter).
Wailing Pit
Address: aaa.aa.aaa.a
Difficulty: Difficult (30 Momentum needed)
Content Warnings: Body Horror

ACHIEVEMENTS
General: Finding the Pit, Bottom of the Pit
Spells: Suffero
Difficult: Rescue the Lord, Revive the Maiden

In the Pit: You can gather Fear here. Grab 1 Fear and lose 1 health, or use Mute first and grab 3 Fear with no penalty.

Deep in the Pit: Find Mathias here. If you're going to rescue him, be prepared. Any mistakes will either hurt you (-3 health) or kill either of you instantly. Note that you can only do this before leaving the Deep Web for the first time.

Freeing Mathias has four steps:

First, protect yourself. Casting Mute will do.

Second, get past the faces. Asking the octopus for help will do. You can also use 1 Light (and lose 3 health), use 3 Fire, use 3 Death, or 5 Dark. Note that using Fear will kill you instantly.

Third, free Mathias. You can target him with 3 Light, or the faces with 3 Fire or 3 Death. You can also put him out of his misery with 1 Death for +3 Ruthless and +1 Kind.

Four, get back to the ship. You can use 1 Water, but it might be worth just losing the 3 health instead of spending a mote.

Bottom of the Pit: To proceed further, you'll need either the webcrawler engine from the Cache or the Heavy Debugger.

Bonus content warnings: Misogyny, Abuse, Ableism, Self-Harm, Bullying, Dementia, Chronic Illness, Eating Disorders, Homophobia, Transphobia, PTSD, Cancer, Pet Death. They are not kidding. This area is awful and is likely to leave you feeling sick and/or upset. Only a brief fragment is dedicated to each individual issue, but they have a cumulative effect. If you're in doubt whether you can handle it, I advise you to stay out. If you think you can, all I can say is that the impact of the writing is testament to its quality.

If you proceed, you'll need to cast Salve Mundi to illuminate the area.

You can approach the girl, but other than examining her chains, there's nothing you can do here yet. You won't be able to help her until you visit The One Below and learn how to shift perspectives.

To pick up your memory, you will have to sift through fragment after fragment of those things listed above. Trying to take the wrong one costs 1 health. The correct memories are as follows:

Originally posted by too tired to yell:
I'm wheeling myself slowly down a ramp.

I get to the bottom.

Someone behind me hisses: "Finally."

A woman with a stroller scowls at me as she speeds past.

'Excuse me for ♥♥♥♥♥♥♥ existing!'

Is something I don't have the energy to yell after her.

Originally posted by hate hospitals:
I hate hospitals.

Contempt borne of familiarity.

Mom is thirsty. I use a mote of Water to fill her glass without getting up.

We talk about stupid, little things

because for the first time in my life

I'm too scared to ask for the truth.

Originally posted by after bale:
My leg is BURNING.

It's not on fire anymore, but it's still BURNING.

How?

Why?

What DOES that?

Harvey is crouched beside me.

I wish he wasn't here (though thank god he was).

He's too young to deal with an adult in this much pain.

So I dig my fingernails into my kneecap and tell him:

"Good job,"

In a steady voice.

"Go find the rest of the class."

To get him out of the room.

If you have been to The One Below, you can now rescue the girl. Choose "See her in a different way". She has a total of three other forms, but the one you need is the following:

Her eyes are storm blue and wild./She wears a robe that smells of pine and deep forest./Her hair is yellow and tangled with twigs./She has bloodied her hands and chains with her attempts to become free.

You can now return to the One Below and have tea. I recommend doing it before anything else.
The One Below
Address: ???
Difficulty: N/A
Content Warnings: Spiders

ACHIEVEMENTS
General: Below the Depths

Awash with Gibbering Madness/The Solarium
Near Her Presence/The Parlor
Near Escape/The Courtyard
Blasphemous Space/The Kitchen

If you thought the Depths were strange, they have nothing on this. Each section of this area has several descriptors, each of which has three variants. To progress, you have to identify the combinations, and pick the one that turns the place into a charming cottage rather than Chez Cthulhu. Whenever you choose a combination and try to perceive it completely, you will either shift the environment or lose 1 health if the combination is wrong. There are three viable combinations, but only one will allow you to proceed.

Awash with Gibbering Madness/The Solarium: The correct combination is

This object is girded by white plaster wall./It is made of pleated cotton./Its color is cheerful light blue.

Outside, I see an azure sky with fleecy clouds, tinted rose/touched by a thousand gilded spires, shining in the light/surrounded by garnet strewn sands and a calm sea.

I hear a distant trumpeting/of low fanfare/announcing all the wonder and melody of ethereal dream.

The exit is made of wood./It is girded by a well wrought frame.

Near Her Presence/The Parlor: The correct combination is

Its surface is shining cherry-wood/It is covered in a silk tablecloth/It smells of polish.

It is rectangular./It is made of cherry wood and glass./I can see inside of it because its door is made of glass.

The passage east is a door/It is blocked by a lock.

The way south is made of white washed wood./I detect the faint scent of pies.

Blasphemous Space/The Kitchen: The correct combination is

On the walls I see racks of pots and pans./They are made of bright copper./They are dented but well made.

I hear birdsong/accompanied by light chiming./It is cheerful.

The object here is a gas-burning oven/mounted on top is an iron kettle./It is clean.

Retrieve the spare key from the wind chimes to open the door to Near Escape.

Near Escape/The Courtyard: The correct combination is

They are many colored: black, gray, striped, yellow, and white./They are sonorous with purring content./They smell like tuna and sunshine.

I see crystal clear water./it flows quickly./over white carven marble.

I see flowering bushes./They are organized and well kept./The air smells of sweet floral scents.

Now head to the bottom of the Wailing Pit and free the Maiden, then come back for tea.

In order to have tea with The One Below, you must do the following:

First, collect the teapot. For this, you must shift the display cabinet in the Parlor to

It is lopsided./It is made of rough oak planks./I can see inside of it because it is open.

Then take the teapot and shift the cabinet back. Strictly speaking, I don't think you need everything in a sane form for the tea party, but you will receive an extra reward if it is. Next, go to the Courtyard and collect water from the fountain and tea leaves from the bushes. Now, return to the Kitchen and use 1 Fire to light the oven. Boil water in the kettle. Return to the Parlor and put the teapot on the table.

The final step is to make it teatime. Take the mitt from among the pots and pans in the Kitchen. Go back to the Solarium. Look at the beautiful city and examine the vista. Touch the sun and move it to mid-morning. Then change the beautiful city as follows:

Outside, I see ominous dark storm clouds tense with the expectation of thunder/touched by a mountain, top broken and spewing gouts of smoke/surrounded by a jagged isle of cold wastes and a shadowy cove.

Adjust the moon in the same way, making it Blood. Then restore the city.

Now head to the Parlor for tea with the Maiden, the Mother, and the Spider.

Maiden: Her eyes are storm blue and wild./She wears a tattered robe covered in strange symbols./Her hair is wild and yellow./She is spinning the shadows into thread.

Ask her for some of her darkness to receive The Maiden's Blessing: you will no longer take damage from Dark effects when travelling. This affects damage specifically (and not secondary effects like malware bloat), and seems to have limitations (it won't protect you from the Dark/Death Evil Whale).

Mother: Her eyes are hazel and touched with crowsfeet./She wears a sensible housecoat./Her hair is soft and gray./She is darning socks.

The Mother will give you 3 Order if the area is in cottage form (all backgrounds are yellow). Having tea with her will restore 20 health.

Spider: Her eyes are solid black and there are eight of them./She wears a cloak of webbing that spreads out infinitely./Her hair is black and smooth./She is idly cutting the threads of the webs about Her.

The Spider will offer you a scone. Take it for +5 maximum health.
Geisthome 1: Fishing for Trouble
Address: 13.13.13.13
Difficulty: Easy (10 Momentum needed)
Content Warnings: Suicide, Depression, Gore, Ableism, Strangulation, Neck Trauma

ACHIEVEMENTS
General: Atlantian Sign Language, My Ride
Spells: Dream, Nightmare

Spongy Corner
Rocky Overhang
Coral Cave
Spiral Coral
The Guyot
Kitchen
Hut
Library
Shrine
First Branch
Staghorn
Seagrass
Ghost Nest
Whale Skeleton
Spine
Grindylow Cave
Anemone Field
Second Branch
Shipwreck
Pier
Flowers
Garden
Vegetables
Brain Coral
Pillar Coral

Your primary objective in Geisthome is to find the four wheels to repair your wheelchair so you can move on from the Deep Web. Your secondary objective is to fish for huge monsters in order to get free motes. You can also learn Atlantian Sign Language, mostly useful for if you've rescued Mathias (who can learn it at the same time).

The special feature of this area is alchemy. If you head to the troll's hut, you can find alchemy recipes and notes on where to find the ingredients. Creating these recipes is time-consuming, but will save you a lot of motes.

See CorvidineSystems's guide for a convenient summary of the troll's notes https://steamcommunity.com/sharedfiles/filedetails/?id=2360084263

This guide splits Geisthome into two halves due to character limits.

First Branch: The throttler will hit you for -3 health if you attempt to pass through here. Throw it fish three times in order to fill its quota. Example: pick up three oracle fish ("a circular blue glow that wanders aimlessly") from the Seagrass. Incidentally, making eye contact with the latter will give you some interesting visions.

Come back here with an eel and throw it to the throttler with Mild Poison attached to kill it. The corpse will be useful for monster fishing. You will need a castor bean ("one with brown nuts") from Vegetables, a buttercup ("a third yellow flower") from Flowers, a fangfish ("toothy fish moving together") from the Staghorn, and wasp venom *(cabinet ingredient 3).

Anemone Field: To get into the area to the south, you'll need 3 Death, 3 Fire, or the Weed Killer. Obviously, I recommend the latter. You will need a muraena helena ("mottled eel") from the Rocky Overhang, poisonwood ("one with small blue berries") from Vegetables, hemlock ("a white flower with tiny blossoms" from Flowers, and amber coral ("brown and yellow coral") from the bottom of the Coral Cave.

Brain Coral: You can talk to the coral to awaken it. The solution to its puzzle is:

I think

Therefore, I am Therefore, I was

Therefore, I began Therefore, I will end

Therefore, I will be Therefore, future

Therefore, hope

Once the coral is awake, you can ask it to help you with the grindylow. It will also give you a clue regarding the viperfish which can be caught here.

Coral Cave: This is where you will get coral for alchemy. The point of interest is the cave, which contains more coral and a squick. The squick will eventually kill you unless you cast Salve Mundi, or use 1 Light or 1 Fear. If you want to kill it and take its corpse (which you do), you will need to drop an aghast with Medium Poison down into the cave. Aghasts are "small, quick moving shapes gasping softly", found in the Spongy Corner, and you will need Mute to catch them. For the poison, you will need trill coral ("brown coral") from the Coral Cave, oleander ("a pink flower") from Flowers, moonseed ("another one with small blue berries") from Vegetables, black grimline ("another black ray") from the Pillar Coral, conger vulgaris (""striped eel") from the Rocky Overhang, and viperfish ("a very faint glow holding very still") from the Brain Coral. For the last one, you will need to use Mild Poison (see First Branch), 1 Water, or 1 Death.

Rocky Overhang: Here you can find eels and hagfish, and if you swim up, you will see the sirens. They can teach you and Mathias (if you've brought him) ASL for the Atlantian Sign Language achievement.

Shipwreck: Guarded by a merpig. You can get rid of it for 5 Death, but you're better off catching a bright yellow ray at the Pillar Coral and feeding it to the catfish. Then bring the catfish here and the two monsters will kill each other. Grab the corpses, a piece of the hull, and the treasure chest. The solution to the statue puzzle is "Euros", which gives you 1 Air and a new passenger.

Spiral Coral: Examine the spiral for 1 Light.

The Guyot: Your webship is here. You will have no use for it unless you want to leave Geisthome partway through and explore somewhere else.

Whale Skeleton: Everything east of here is the domain of the troll, who moves between the garden and various rooms in his hut on a regular basis. Always stop and listen for a while until you hear where the troll is going, then keep listening until you can no longer hear him before proceeding. Bump into him once and you'll run away. Bump into him twice and he'll eat you.
Geisthome 2: Meals and Wheels
Ghost Nest: Where you will return to assemble your wheelchair and finish the area. Note that once you do, you will permanently lose access to Geisthome. Don't worry about the well--it has no significance.

Grindylow Cave: Before anything else, you must kill the grindylow, which will emerge if you enter the cave or try to pick up a corpse. You can lead it to the brain coral or the kappa (+1 Ruthless), or kill it with 5 Death. I recommend the kappa, since it gets you the grindylow's corpse. After you come back, be sure to pick up the corpses outside, especially the griefer corpse (with the hat) and collect the wheel.

Hut: Here you can cast Omini to see if the troll is moving (fairly useless), or sweep sand into the hut to force him to clean it up and delay him.

Kitchen: This is where you will perform alchemy. Always double-check your ingredients before you start, as they will be wasted if you make a mistake or stop partway. It is also where you will find a wheel. You can get it using 1 Water, 2 Air, or Suffero (lose 3 health).

Library: The books contain the troll's notes, which you will need for alchemy (unless you're following this guide). This room also has the two ways of getting rid of the troll permanently.

The best way is to talk to his bird with Unbabble. The conversation is like threading a needle, but you can get her to convince the troll to stop eating people. First ask her who she is and where she came from. Then say the following: "You don't seem to approve of the troll eating people." "Have you told him how you feel about it?" "I can understand that. It's hard to even think about upsetting someone who you care about." "That being said, sometimes it's important to have conversations that make people sad." "Pain and sadness are catalyzing emotions. They let us know when we need to change. They take care of us. When it is their time they should not be ignored." "I know it's still painful. It makes sense that it's hard for you." "That pain is something you need to deal with. The quality of our life is determined by how much pain we are willing to endure to find the things we truly desire." "That's not true. You broke out of your cage and escaped from web crawlers." "Maybe so. But it shows what you can do. Strength is within you. You can learn to bring it out at other times." " "All that being said, him feeling sad, or your discomfort at causing sadness, is nothing compared to the pain of being eaten alive."
"He clearly loves you. Look at what he does for you and all the time he spends with you." "You should also mention that he shouldn't eat people." "You're seriously too upset to have a conversation about the prospect of having a conversation that might upset someone else?"


The alternative, more time-consuming way, is to brew the Purifying Draught and pour it into the troll's mug, then wait for him to drink it. You will need sage ("another purple flower") from Flowers, finespeckle coral ("more speckled coral" from the bottom of the Coral Cave), a crested lion ray ("a bright yellow ray") from the Pillar Coral, quartz (cabinet ingredient 231), and the spiraled tusk from the merpig (see Shipwreck). This will kill him.

Pier: This is where you catch huge monsters. You can't capture them per se, but you can scrape their mouths for motes. Bait the hook, wait for the right one to approach, then fish. Alternatively use 5 Death. Your specific objecitve is the classic sea serpent, which is attracted to any corpse. You will need to get the wheel from it by adding either Syrup of Ipecac or a hagfish to the bait. For the former, you will need flurid coral ("green coral") from the Coral Cave, sugar (cabinet ingredient 6), a black downfin ("a gray ray") from the Pillar Coral, laburnum ("a yellow flower") from Flowers, and an oracle fish ("a circular blue glow meandering aimlessly") from the Seagrass.

The latter is a "worm-like thing, slightly slimy" found in the Rocky Overhang. To catch it, you can use Goo-B-Gone, 1 Water, or 1 Earth. For the former, you will need loomp coral ("dark brown coral") from the bottom of the Coral Cave, an anguilla vulgaris ("spotted eel") from the Rocky Overhang, Sach's organ (cabinet ingredient 342, from an electric eel), and henbane dipped in pitcher plant (take "another yellow flower" from Flowers and use it on "one shaped like a pouch" in Vegetables). Using it will give you +3 Ruthless.

Here are the monsters:

  • Black Sawtooth (A black serpent. Its mouth is lined with triangular teeth that look almost serrated and a sharp tongue flicks spear-like out of its mouth to taste the water). Use a ship hull from the Shipwreck. Gives 1 Death.
  • Classic Sea Serpent (A long sea serpent. Its segmented body and toothless mouth makes it look almost like a worm.). Any corpse will work. Gives 1 Death, and a wheel if you use alchemy.
  • Evil Whale (A black whale. The curve of its jaw makes it seem to grin, and there is a nasty look in its eye.). Use the squick corpse from the Coral Cave. Gives 1 Death.
  • Giant Squid (A massive, massive squid. Just...huge.). Use the bandwidth throttler corpse from First Branch. Gives 1 Death and 1 Water.
  • Lompcher (A scaled, limbless monster with a large belly and angry eyes.). Use a mandrake baby ("one with round berrries", one flower) from Vegetables. Gives 1 Death.
  • Mumorpiga (A flailing creature of loose skin, mottled color, flailing fins, with extremities that seem to morph even as I watch them. The only constant is a powerful jaw of sharp teeth.). Use the treasure chest from the Shipwreck. Gives 1 Death and 1 Chaos.
  • Banfish (A pot-bellied beast with an almost human face, twisted into a perpetual grimace. It flaps through the water with semi-transparent winglike fins and occasionally gives out a disapproving 'huff'.). Use the griefer corpse ("giant lizardfish corpse") from the Grindylow Cave. Gives 1 Death and 1 Order.

Shrine: One wheel is inside, but you have to follow specific steps to enter without the kappa killing you. He will give you clues if you ask. Here is what to do:

First, bow to the gate and go through.

Second, stop at the basin. Rinse your left hand. Rinse your right hand. Rinse your mouth. Rinse the ladle's handle. Enter the shrine.

Third, put a mote in the box. Bow. Bow. Clap. Clap. Pray. Bow. Now take the wheel.

Additionally, you can ask the kappa to fight the grindylow. You will need to bring him four ingredients: a speckled romper, a conger vulgaris, blooming coral, and a holothurian (sea cucumber). In more detail, the speckled romper is "yet another black ray" from the Pillar Coral. The conger vulgaris is the "striped eel" from the Rocky Overhang. The blooming coral is the "yellow coral" from the Coral Cave. The holothurian is a "colorful lumpy creature crawling along the floor", also from the Coral Cave.
Fairyland 1: Sightseeing for Fun and Profit
Address: 224.2.5.3
Difficulty: Extremely easy (5 Momentum needed)
Content Warnings: Eye Trauma, Needles

Mirror Realm
Palace Garden
Spring Throne
Tea Room
Mirror Realm: Glass
Staircase to Winter
Winter Throne
Disposal Pit
Mirror Realm: Gate
Trophy Room
Autumn Throne
Palace Library
Mirror Realm: Self
Solarium
Summer Throne
Kitchen
Mirror Realm: Victory
Palace Gateway
Palace Stairs
Poltergeist Hill
Hall of Edicts
Arcadia Capitol
Toll Bridge
Crossroads
Edge of the Woods
Deep Woods
Goblin Market
Port of Ay'o

ACHIEVEMENTS
General: Formal, Happy Blue Birds, Topple the Tower
Spells: Textilekinesis
Prophecies: Prophecy of Air
Difficult: Punctual, CSI Fairyland

Welcome to Fairyland. Make no promises, accept no gifts, take no food, and above all, don't give away your true name. Well, the last one's covered since you can't remember it. Your objective here is to solve the murder of Prince Blacktree in order to lift Queen Titania's blockade. Unfortunately, everyone claims to have done it. You can "solve" the murder with an unjustified accusation, or preferably let yourself be bribed into one, but it's more fun to play the detective for real.

Port of Ay'o: A memory ("how scarf") is right there for the taking. When you're done with Fairyland and ready/able to leave, be sure to collect some dreams or nightmares. If you chose Dream, collect one from the cat at the Lost Soul's Diner. If you chose Nightmare, collect some from the old man in the Lost Soul's Diner, the bottom of the Wailing Pit, and Winfield Scott's corpse in the Depths.

Crossroads: Scavenge for 4 Chaos. If you have Peep, you can't go west until you've dropped him off.

Edge of the Woods: Scavenge for 3 Air. You can only go further east if you have Peep.

Deep Woods: Peep's home. If you have Dream, you can ask for a dream as a reward. Otherwise, choose between a pile of jewels (trade for 2 of any mote later in the game) and 3 Love. Either way, +3 Kind and the Happy Blue Birds achievement.

Poltergeist Hill: Use an approved Form 199E to enter. Scavenge for 4 Air. If you have the Air Prophecy, deliver it to Asper.

Toll Bridge: Pay 3 motes or use Dream (clockwork castle) or Nightmare (burning) to get rid of the goat (+1 Kind/Ruthless).

Arcadia Capitol: Feel free to explore. Possible outcomes:

  • Hear a useful rumour (x2).
    An elf asks you a riddle. Answer correctly for 1 Water (x3).
  • Find a memory (why scarf).
  • Play a shell game with a goblin (use Omini to cheat) for 1 Chaos (x2).
  • Find the message board. Of note are "Arcadian Stolen Memory Prevention Act", "University of Phoenixes", and "Leroy Locates Leylines!". Grab the last one.
  • Play "grab the stone out of a boiling pot" with a goblin. Use Suffero to get 2 Chaos and -3 health.
  • Meet the Tarot Gambler. Ante 1 Chaos to play. The card combos are the same as in Protagonist Blackjack. You can win up to 3 Chaos this way. Win once to get the Topple the Tower achievement.
  • Give a homeless domovoi 1 Light (+1 Kind).
  • Overhear a private discussion (Mute to listen in).
  • Find graffiti.

Goblin Market: You will need Textilekinesis to shop properly, and Mathias to get access to the full selection (note that after you leave Fairyland, you won't get Mathias back, so do your shopping now). Do not buy your memory. Instead, get an approved Form 430M from the Hall of Edicts and use it to prove ownership (filling in the form is easy--fill in "Goblin Market" as the location, and everything else is automatic). Beyond that, the goblin-made horn is situational, but cheap, and worth getting, as is the dream if you have Dream. The goblin engine gives you +1 to +13 Momentum randomly. The form is a trap, since once you know the number, you can go pick up your own for free. The Pixie Camera is worth picking up, though I couldn't figure out a way to make it useful during the investigation. The Webship Washing Service is useful if you find yourself accumulating malware and other permanent debuffs, but there's a cheaper one available eventually. The Leyline Diviner is needed for a couple of forms, and a flier from Arcadia Capitol will get you one use for free.

You can also sell items. Of note, you can get 5 Chaos for the Enchanted Guitar and 3 Light for the pile of jewels from Peep's family. I recommend saving the latter for now, however.

Hall of Edicts: Scavenge for 3 Water. If you want to enter, you will need Mathias, Textilekinesis, or Rezrov. Take the List of Forms from the desk and use Omini to get a guide to figuring out form numbers. You can use 1 Light or 1 Dark on the sign to change the time range or 1 Chaos on the clock to stop it if you are very patient. But first, I suggest waiting to hand a form in without cheating if you want the Punctual achievement (you'll get Formal either way).

A list of forms:

104M: Gives you information needed for 199E and 533P.
199E: Needed to reach Poltergeist Hill. Use Suffero to pick it up.
227H: Needed for the true solution to the murder case.
430M: Needed to recover your memory from the Goblin Market for free.
431B: Needed for the gnomes' petition, but it'll turn out you needed a different one all along. Feel free to skip this one if you want to cheat.
431X: Needed for the gnomes' petition. The real thing.
533P: Needed for the true solution to the murder case. Nyx will give you a copy.
536W: Needed for the true solution to the murder case.
823H: Needed for the University of Phoenixes later in the game. You won't be able to complete it yet.
For how to fill the forms in correctly, see the relevant appendix.
Fairyland 2: Murder Most Foul
Palace Stairs: Use Textilekinesis to access this area. The troll is useless, but you can help the gnomes to create a ramp into the palace. You will need this to enter if you don't have Mathias, or if you want to enter quickly.

Palace Gateway: If you have Mathias and he has learned ASL, you can offer to help to bring him into the palace. There is no advantage to leaving him out, and you miss out on a bunch of dialogue. During the murder investigation, you will also be able to question the guard.

Summer Throne: Talk to Queen Titania to begin or end the murder investigation.

Solarium: Liege Xylia Xynn is probably the nicest person in Fairyland, most of the time. Feel free to ask them questions.

Kitchen: Another opportunity to ask questions about the murder.

Trophy Room: Speak to Lord Rinecoat and find out how he killed Prince Blacktree. Of note is the mirror trophy. Say "secsip" to it to gain access to the Mirror Realm.

Mirror Realm: The location of the Air Prophecy. This being Fairyland, you must overcome a series of trials to claim it. The trick is that all of your spells have bizarre reverse effects here, and your matters and motives are reversed as well--if you have 5 Chaos normally, you have 5 Order in the Mirror Realm.

Mirror Realm: Glass: Use 5 Fire to melt the mirror. Alternatively, use MaxVolume (Mute) on the bell, then ring it to shatter the wall (-3 health).

Mirror Realm: Iron: The word of opening is rezrov (as per the spell). Alternatives are to use 3 Earth to wrench the gate open, or Heat (Freeze) or 1 Fire to heat the gate, then 1 Earth or Suffero+Strength (-5 health) to open it.

Mirror Realm: Self: Use ValeMundo (Salve Mundi) or 1 Dark to erase your mirror self.

Mirror Realm: Victory: Use Dream (Nightmare) (napping in a perfect sunbeam), Irritate Cat (Charm Cat), 2 Fire, 3 Death, or 2 Fear to get past the tiger and claim the Air Prophecy.

Palace Library: Princess Layla Lirana will give you a forensics spell in return for accusing her (which will, of course, render the spell useless to you). Don't fall for it.

Disposal Pit: The solution to Heir Nyx's riddle is "icicles". If you offer him the Enchanted Guitar, he'll want to buy it for 5 Death.

Stairwell to Winter: If you have given Lirana Form 536W, she will be here with Queen Mab. To solve the murder case properly, report to Mab rather than Titania when you're ready to make your accusation.

Palace Garden: The moondial is a way to get the moon phase for a given date without submitting forms. The point of the shadow on the moondial's face indicates what you're selecting; the first selection is the day, while the second selection is the season (north is summer, east is autumn, south is winter, and west is spring).

Tea Room: Princess Dulla Delicia will attempt to bribe you with 5 Love. Other than that, her testimony's value is purely informational.

Now, the part you've been waiting for: the solution to the murder mystery, step by step.

Rinecoat is easiest. Get his alibi, then check it in the garden and talk to him again. Examine the black bow among his trophies and take the dust as proof that he didn't use it to kill Blacktree.

Next, Lirana. Talk to her to find out that she's interested in data on snowflakes. Bring her an approved Form 536W and she will rush to the Stairwell to Winter, letting you take the forensics spell (and bringing out Mab, the queen who cares about the truth). Ask the library orb who couldn't have killed Blacktree, then bring it an approved Form 227H to receive the Neutrality Contract. Don't show it to Lirana or she'll kill you.

Get Form 533P from Nyx. You don't need anything else from them personally. You do, however, need to go to the Arcadia Capitol and get the Noon-Sun Ceremony flier, as well as the "rumour" that Heir Nyx attended it.

Finally, Delicia. Use Lirana's Autocsi spell at the Spring Throne and gather a poison sample, then submit it with Form 533P. Amusingly, filling in the form correctly itself proves that Delicia wasn't the murderer.

To conclude, examine the victim's body. Cast Autocsi, then examine Blacktree's head to find a needle and thread. Take these to Xylia to learn the truth of the murder. You can also take pictures of the wounds with the Pixie Camera, but I never found a use for them.

Now it's time for the trial. Go to Mab to begin. Present the dust from the Veinseeker against Rinecoat, the Neutrality Contract against Lirana, the flier against Nyx, Form 533P against Delicia, and the Needle and Thread against Xylia. For your reward, you may ask for a political favour (if you've offered to make Xylia Queen, you can accomplish this here), matters and motives (10 Order), or treasure (Dream Sails, +10 Momentum). This will earn you the CSI Fairyland achievement.
Olympus
Address: 12.1.2.12
Difficulty: Difficult (30 Momentum required)
Content Warnings: None

ACHIEVEMENTS
Prophecies: The Future, Across the Universe

Shrines to Hermes and Ares
Olympus Overlook
Shrines to Artemis and Apollo
Shrines to Athena and Hestia
Olympus Hall
Shrines to Aphrodite and Hephaestus
Shrines to Poseidon and Demeter
Olympus Entrance
Shrines to Zeus and Hera
Olympus Rising
Base of Olympus
A Memory of Delphi
Adyton

Base of Olympus: You must persuade the Sphinx to let you pass (in which case you can spend 5 Air to ascend, and lose 1 health), or ideally give you a lift. Things that earn her favour: Charm Cat (obviously), fiddler corpse, 1 Love, Dream (sunshine).

A Memory of Delphi: Another perception puzzle. There are three versions. First, the Clearing at Delphi.

It is earthen./It smells of loam and growing things./The engraving does not exist yet.

They are mottled gray./They feel rough./They smell like bay leaves.

I hear the steady murmur of flowing water./I see stones and mud./Beside it is a coiled snake.

Take a laurel from the trees.

Second, Oracle at Delphi.

It is limestone./It smells of polish./The engraving is clearly readable.

They are shining white./They feel smooth but ridged./They smell faintly of incense.

I hear a cheerful tumult of splashes./I see carved figures holding urns./Beside it is a stone bench.

Cast Unbabble to read the inscription. You can proceed east.

Third, Ruins at Delphi.

It is broken./It smells of dust and ashes./The engraving is worn and illegible.

They are dusty gray./They feel jagged, but worn away from sharpness./They smell like ashes and dust.

I hear dry silence./I see cracked statues./Beside it is a pile of bones.

These don't appear to have any use.

Adyton: Use Unbabble to read the words on the altar. To complete the ritual, take the golden bowl and fill it with water from the Oracle at Delphi's fountain, then replace it. Add the laurel. Add the goat horn from Zeus's shrine. Use Strength or 2 Earth to reshape the stool, then Textilekinesis to sit on it safely. Now see the future. This will earn you the achievement The Future. In order to earn the achievement Across The Universe, you will need to collect all six prophecies and spend 5 Fire, 5 Earth, 5 Light, and 5 Dark here (as well as imparting the Air and Water prophecies directly). If you do, you will permanently upgrade Omini to Omaxim for all future playthroughs.

Olympus Overlook: Approach the edge and use Euros to permanently release him for 5 Air and +1 Kind. If you do this, Euros and his brother winds will give you a lift up Olympus in the future with no need for the Sphinx or Air motes.

Shrines to Aphrodite and Hephaestus: Use 1 Earth or 1 Order to get here. Offer the pile of jewels to Aphrodite for 2 Love. Offer Hephaestus the pixie camera or the pile of jewels for 2 Earth or a ship upgrade: either a new rudder (+2 Momentum) or Fire resistance. You can get both improvements.

Shrines to Artemis and Apollo: Offer Artemis the pile of jewels for 2 Dark. Offer Apollo the pile of jewels for 2 Light or the enchanted guitar for 4 Light.

Shrines to Athena and Hestia: Offer Athena an approved form from the Hall of Edicts for 2 Order (once) or the pile of jewels for 2 Order. If you solved the murder in Fairyland, you should still have Form 533P. Offer the pile of jewels to Hestia for 2 Fire.

Shrines to Hermes and Ares: Offer Ares any corpses you may have left over from Geisthome for 1 Death each or the pile of jewels for 2 Death. Offer Hermes 5 of any mote for 1 of any other mote.

Shrines to Poseidon and Demeter: Offer a pearl to Poseidon for 1 Water or the pile of jewels for 2 Water. Make any offering to Demeter to receive a package for Hades. Open it for 5 Life or deliver it in Hell for a memory. You can also offer the pile of jewels for 2 Life.

Shrines to Zeus and Hera: Take the horn from the goat.
Fiddler's Green
Address: 192.168.1.1
Difficulty: Normal (20 Momentum needed)
Content Warnings: Violence Against Animals, Animal Death

ACHIEVEMENTS
General: Industrial Sabotage
Spells: Rezrov
Prophecies: Prophecy of Earth
Difficult: Adorable Industrial Sabotage

Fiddler Home
End of Fence
Den
Dark Forest
Oak Tree
Gate
Clearing
Forest
Glade
Fence
River
Waterfall
Cave

Clearing: In order to leave, you will need Textilekinesis or 1 Earth (possibly Fire too?).

Glade: The orbs are key to several puzzles in Fiddler's Green. Each needs a matter and a motive to activate, after which they can follow you and/or endlessly repeat a spell you cast into them. Unbabble is particularly interesting as it will allow you to use "listen" to hear things you couldn't otherwise.

  • Red Orb: Fire + Chaos. Creates bright light with Salve Mundi. Cannot cast Mute. Lets you hear the voices of fires (but there aren't any around).
  • Blue Orb: Water + Order. Creates bright light with Salve Mundi. Lets you hear the voices of water (i.e. the waterfall; for some reason it doesn't work on the river).
  • Green Orb: Earth + Life. Cannot cast Mute. Lets you hear the voices of trees. Can use Rezrov to affect trees.
  • Purple Orb: Air + Death. Lets you hear the voices of corpses.

Dark Forest: Cast Salve Mundi to find a memory ("quiet boy"). Bring the Green Orb with Rezrov to open a path to the Fiddler's Home.

Den: Use Dream (eating mangoes), Nightmare (your teeth are falling out) or 5 Death (+3 Ruthless) to retrieve the memory ("fire finds me").

End of Fence: You can cast Autocsi on the fiddler corpse and/or take the body (in that order). I don't think there's a practical use for the Autocsi report.

Fiddler's Home: Cast Dream (napping in sunshine) on the fiddler in the nest to receive 1 Love and +1 Kind, or Nightmare (burning) to receive a new nightmare (you are being chased) and +1 Ruthless. Use Fear after the Nightmare to receive 6 Fear and +4 Ruthless.

Forest: Pick some applets for +5 health. Use Textilekinesis or 1 Air to get +5 more. For the last set of applets, you'll need 1 Air.

Gate: Use Rezrov or 3 Earth to open. On the other side lies a tower you can sabotage. Do the following: Deactivate the Light cable. Disconnect it. Remove the insulation. Then, remove the insulation from the Water cable. Connect it to the Light cable. Replace the insulation on both cables. Activate both cables. This will earn you the Industrial Sabotage achievement.

Oak Tree: Use Textilekinesis to retrieve a memory ("high school"). Bring the Green Orb with Rezrov to retrieve Life motes from the tree. Take a little for 1 Life, a lot for 3 Life and +1 Ruthless, and everything for 5 Life and +3 Ruthless.

River: Cast Unbabble to get a memory ("pokemon"). Bring the Blue Orb with Rezrov to scavenge 5 Earth.

Waterfall: There is a hidden cave here. Bring the Blue Orb with Rezrov to open a path to the Fiddler's Cave, the Red or Green Orb with Salve Mundi to be able to see, and the Violet Orb with Unbabble to hear the skeleton's instructions, which are for an object hidden in the Depths. Follow the instructions in that section of the guide to reach the Hidden Space and retrieve the sheet music. Give it to the skeleton to receive the Earth Prophecy and its achievement. Don't forget to remove the orbs from the cave before you do anything with the Blue Orb outside.

The Adorable Industrial Sabotage achievement is fairly involved. You will need two orbs with Mute on them (Blue and Violet). Place one at End of Fence and the other in Dark Forest (which doesn't matter). Go to Fiddler's Home and use Unbabble to get the fiddlers to follow you. Go to Dark Forest and touch the orb there. Now go to the tower and sabotage it (or, if you've already done it, repeat the motions).
Islands of Stone
Address: 3.199.12.11
Difficulty: Difficult (30 Momentum needed)
Content Warnings: None

ACHIEVEMENTS
Difficult: Familiar in Training

Ritual Circle: You can use 1 Order to get a hint. The correct answer, clockwise from the Tower, is Chariot, Fortune, Moon, Sun, Star. You can use the circle to locate Spells and Things, the University of Phoenixes, and Atlantix.

Edge of the Islands: You can use Euros or 1 Air to grab the piece of paper, or Textilekinesis with the octopus's help (earns you the Familiar in Training achievement). It will tell you about Hani's Spells and Things.
Hani's Spells and Things
Address: 3.199.12.12
Difficulty: Extremely Difficult (50 momentum needed)
Content Warnings: None

ACHIEVEMENTS
Spells: Freeze (1/3)

Hani's goods are interesting, but pretty overpriced. Charm Cat is expensive given that there are only three cats in the game, and one of those isn't charmable, while Love is rare. I've never found a use for Power Word: Brownie. Foo actually does have a use, though not for a long time.

You will need 3 Earth or the Strength spell to get the memory ("vengeance") out of the ground.

The cleaning service, on the other hand, is very useful if you've managed to get a permanent webship debuff, and much cheaper than the Fairyland version.

Hani will tell you about the University of Phoenixes, allowing you to locate it via the Ritual Circle if you haven't already.
The University of Phoenixes
Address: 3.199.55.7
Difficulty: Extremely Difficult (50 Momentum Required)
Content Warnings: None

ACHIEVEMENTS
General: Victorious Warrior
Spells: Freeze (1/3)
Prophecies: Prophecy of Fire

Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|Fire|
Administration Office
Career Fair
Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|Water|
Quad
Campus
Amaterasu Hall
Hallway
Library
Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|Wind|
Comedy Afternoon
Classroom
Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|Earth|
Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|???|
Stacks
Stacks
Stacks
Stacks
Stacks
Stacks
|Sun|
|Empress|
|Magician|
|Tower|
|Lovers|
|Devil|
|Star|

Administration Office: Give the jinn an approved Form 823H to be recruited as a teacher and get 3 Order, or use Nightmare (burning) to send him to sleep and hack his computer. Either way, receive a University ID.

Amaterasu Hall: Scavenge for 5 Fire. To get in, you will need Rezrov or a University ID.

Hallway: You will need to get rid of the coffee elemental and the salamanders before you can enter the library. You can beat the coffee elemental at Tarot War to get them to move out, and earn the Victorious Warrior achievement, or bribe them with 1 Fire. For the salamanders, you can use Nightmare (late to school, unprepared for an exam, and naked) or bribe them with 5 Fire. You can also cast Mute to get rid of both.

Career Fair: Meet the Excellence Corporation. If you were paying attention in the Deep Web, you will know exactly who these people are.

Classroom: Cast Dream or Nightmare, or use the University ID, to take over the lesson. Teach the following:

Originally posted by lesson:
Alan Turing is considered by many to be the founder of modern computer science. That is, computer science in the mid-twentieth century.

He formalized the concepts of algorithm and computation. He invented the Turing machine: a theoretical model of a general-purpose computer.

And he endured life as a gay man in the early 1900s. He deserves a great deal of attention and a class session dedicated to his accomplishments.

However, the history of computer science does not begin with him. The foundations were laid a century earlier.

Receive 1 Order.

Originally posted by lesson 2:
Augusta Ada Byron, who became Countess of Lovelace by marriage, is known today as Ada Lovelace.

She was born in 1815. She was taught mathematics as a child. Her mother hoped that math might counteract any predilections towards poetry and madness she might have inherited from her father, Lord Byron.

She met and became fast and lifelong friends with Charles Babbage. Babbage was the inventor of the Analytical Engine--a never completed plan for a general-purpose computing machine powered by steam. It was, essentially, the first design for a computer.

Ada understood the purpose and mathematics behind Babbage's proposed invention. In ways, more profoundly than the inventor himself.

Women in that time did not write papers themselves, but Ada was employed to translate a paper written about the Analytical Engine from French to English. Ada's translation included footnotes that were two and a half times the size of the original paper--essentially allowing her to write a paper without actually writing a paper.

Ada's footnotes included step by step instructions for how the Analytical Engine would process a complicated series of calculations. A theoretical computer program for a theoretical computer.

It is for this achievement, that Ada is often called the first computer programmer. Though Babbage's computer was never built, and Ada's program never tested.

Receive 2 Order.

Originally posted by lesson 3:
Augusta Ada Byron, who became Countess of Lovelace by marriage, is known today as Ada Lovelace.

She was born in 1815. She was taught mathematics as a child. Her mother hoped that math might counteract any predilections towards poetry and madness she might have inherited from her father, Lord Byron.

She met and became fast and lifelong friends with Charles Babbage. Babbage was the inventor of the Analytical Engine--a never completed plan for a general-purpose computing machine powered by steam. It was, essentially, the first design for a computer.

Ada understood the purpose and mathematics behind Babbage's proposed invention. In ways, more profoundly than the inventor himself.

Women in that time did not write papers themselves, but Ada was employed to translate a paper written about the Analytical Engine from French to English. Ada's translation included footnotes that were two and a half times the size of the original paper--essentially allowing her to write a paper without actually writing a paper.

Ada's footnotes included step by step instructions for how the Analytical Engine would process a complicated series of calculations. A theoretical computer program for a theoretical computer.

It is for this achievement, that Ada is often called the first computer programmer. Though Babbage's computer was never built, and Ada's program never tested.

Receive 2 Love.

Comedy Afternoon: Recover 5 health.

Quad: Take the comedy afternoon flier from one of the students, the Water-Related Memory Warning flier, and the Career Fair flier if you want to attend the career fair.

Reference Library: Show the dragon your University ID to gain access to the stacks. In the card catalogue, you can find works by Ada Lovelace, HOpp3r, GrimalkTheGrey, and Decker (from the Cold-Related Memory Warning flier), as well as one Pisces.

Stacks: Use Textilekinesis for full access to the shelves. To find a text, you'll need two elements given in its card catalogue entry representing its stack coordinate (find these on the outer edges of the stacks), plus a third for the shelf. The books:

  • "Notes" by Ada Lovelace (listed as Luigi Menabrea): Empress x Sun x Shards. Gain 1 Love.
  • "103 Computer Puns" By H0pp3r: Devil x Air x Star. Gain 1 Love.
  • Spirits and Sapience by Decker: Devil x Air x Fear. Gain 1 Earth.
  • "On The Greatest and Darkest Secrets of True Mysticism" by Grimalk the Grey: Empress x Earth x Skull. Cast Unbabble to gain 1 Earth.
  • "On the Purpose of Prophecy" by Pisces: Empress x Earth x Cross:Gain 1 Water.
  • "Vengeance" by Pisces: Water x Tower x Heart. Gain a memory ("vengeance").
  • "Impossible Child" by Pisces: ??? x Star x Star. Gain the Fire Prophecy.

Please write in if you find any others.
Atlantix
Address: 888.877.75.25.
Difficulty: Extremely Difficult (50 Momentum needed)
Content Warnings: Trypophobia

ACHIEVEMENTS
Spells: Freeze (1/3)
Prophecies: Prophecy of Water

Inner Library West
Inner Library
Inner Library East
Library West
Library of Atlantix
Library East
Relics
More Ruins
Remnants
Whaleki
Ruins
Remains

This area loops in on itself. The only way to reach the library is with the whaleki's map.

Remnants: Scavenge 4 Water.

Ruins: To reach the library, travel North, East, East, South, South, North.

More Ruins: Scavenge for 5 ship parts.

Remains: Use Rezrov, help from the octopus, 1 Love or 3 Death to gain 1 pearl.

Whaleki: Use or 3 Water, Dream (you know the secret of everything) or Nightmare (no one will ever understand you) followed by Textilekinesis to retrieve the map.

Library of Atlantix: The answer is 0.

Library East: You can use Autocsi on the pillars or 3 Earth and 3 Order to repair them.

Inner Library: Examine the scrolls to get a memory ("vengeance"). Examine the pyramid and rearrange the words to

Water—the mighty, the pure, the beautiful,

the unfathomable—where is thine element so glorious as it is in thine own domain,

the deep seas? What an infinity of power is in the far

Atlantic, the boundary of two separate worlds, apart like those of memory and of hope!

Enter the Innermost Library after completing this puzzle and the ones in the adjacent rooms.

Inner Library East: Cast Salve Mundi or use 1 Light to investigate the scuttling sounds. Rearrange the words to

But, amid all thy hereditary kingdoms, to which hast thou given beauty, as a birthright, lavishly as thou hast to thy favorite

Mediterranean? The silence of a summer night is now sleeping on its bosom, where

the bright stars are mirrored, as if in its depths they had another home

and another heaven. A spirit, cleaving air midway between the two, might have

paused to ask which was sea, and which was sky.

Inner Library West: Rearrange the words to

In the bright Pacific, whose tides are

turned to gold by a southern sun, and in whose

bosom sleep a thousand isles, each covered with

the verdure, the flowers, and the fruit of Eden!

Innermost Library: "Defeat" the ritual circle with a superior combo. The strongest is Hermit/Priestess/Magician. Take the Prophecy of Water.
Hell
Address: 6.6.6.6
Difficulty: Difficult (30 Momentum needed)
Content Warnings: Torture, Violence

ACHIEVEMENTS
General: Underworld Tour, Reduced to a Taxi, Lazy Susan
Spells: Strength, Pain
Difficult: Strength and Pain

City of Dis
Outside the City
Racetrack
Mailbox
Underworld
Styx
Parking Lot
Magma Plains

The spell you receive from this area will depend on your actions throughout the game. If you have been more Kind, you will receive Strength. If you have been more Ruthless, you will receive Pain. If you are perfectly balanced, you will receive both. This is likely impossible on a first run, but getting this spell unlocks the option to see your moral score in the inventory for all future runs.

Magma Plains: Use Suffero, 3 Water, or 3 Death to clear away the spirits. Scavenge 3 Fire. Collect a memory ("you owe me nothing"). Use Freeze or 5 Water and 5 Earth to reach the other memory ("i cant do this").

Styx: Scavenge for three ship parts and a hairclip. Use Textilekinesis or 1 Order to attempt to retrieve the memory, but Styx will stop you. You can use 5 Death, Order, or Water to cross the river, or do it for free with Charon using the package from Olympus. This is also how you earn Underworld Tour and Reduced to a Taxi. Once you have the lost woman, you can use 5 Water or 8 Order to retrieve her memory (but bear in mind it'll lock you out of the Lazy Susan achievement).

Underworld: Scavenge for 3 Death.

Mailbox: Retrieve a memory ("love is perishable") from the mailbox. Put the package for Hades into it for 3 Death.

Outside the City: Open the gate with Rezrov or 3 Earth.

City of Dis: Enter the offices and give the human the hairclip. Explore Dis to find any of the following:

  • A wall of coffins. Use Rezrov or 3 Earth to retrieve a memory ("i want you too much").
  • Graffiti
  • A mournful spirit. Use Unbabble, 1 Order, or ask the lost woman for help to gain 2 Fear.
  • Graffiti
  • Nightmare in an alley. If you have Nightmare, cast Mute or use 1 Air to gain a nightmare (paralyzed while a shadowperson climbs through the window).

Racetrack: This is where you leave the Web and enter endgame. Merely building up the momentum to get out is trivial, but doing well in the race will give you the feeling "pride", or even "triumph", which will be useful in the endgame, and you'll have to make it most of the way through to get Susan's remaining memories anyway (assuming you're not going for the Lazy Susan achievement). Talk to all the racers to get useful tips. It seems possible to sabotage them, but you need to use items, and I didn't have any that applied. The race itself is like very extended Web travel, with your helpers/equipment getting refreshed partway through. You lose all your motes afterwards, so use them up with wild abandon. It's better to have a variety than lots of a few types, so you might want to go visit Hermes in Olympus before you start. The sequence of obstacles is the same every time, so you can save and reload to practice. Always block instead of using up momentum--any mote will do, and you need momentum to overtake those ahead of you.

While this is not a point of no return, I suggest buying Foo from Hani's Spells and Things before you ascend.
Endgame
ACHIEVEMENTS
Difficult: Kill BAL/E

Welcome to the inside of your own mind. Your objective here is to accumulate Resilience in order to lose as few memories as possible when you finally rise through the fire. Resilience is added straight on to what was previously your health. If you can beat BAL/E's Firepower, you will be able to rise without losses. It's also possible, though difficult, to destroy the firewall altogether.

This section is a work in progress.

Create:
Originally posted by Assemble Spells:
function assemble_spell(mm_type){
 Array instructions = [];
 boolean ready = false;
 boolean done = false;

 while(done == false){
  cout << 'envision next instruction';
  cin >> ready;

  if(ready){
   string current_thought = $('#pisces #current.thought').html();
   instructions.push(current_thought);

  }
  cout << 'finished with instruction?';
  cin >> done;
 }

 string my_emotion = $('#pisces #current.feeling').html();
 Emote emotional_marker = new Emote(my_emotion);

 Power power = new Power(mm_type);
 cin >> power;
 if (power.checkMatch() == false) return 'The input matter or motive is not of the correct type.';

 SpellData spell_data = new SpellData(instructions, emotional_marker, power);

 string retcode = AethernetConnect( 'Server;Server=OSPublicUse;Uid=Pisces;Pwd=' + SusanSecure.Encode(const.pass));

 if (SUCCESS(retcode)) AethernetSpellcheck(spell_data);
 else return 'Could not connect to Aethernet.';


 if(spell_data.valid != true) return 'Spell poorly formatted. See following errors: ' + spell_data.errorlog;

 AethernetDisconnect();
 return spell_data;}

Originally posted by Compile Spells:
function compile_spell(spell_data){

 string retcode = AethernetConnect( 'Server;Server=OSPublicUse;Uid=Pisces;Pwd=' + SusanSecure.Encode(const.pass));
 if(!SUCCESS(retcode)) return 'Could not connect to Aethernet.';

 retcode = AethernetQuerySpace(spell_data.size);
 if(!SUCCESS(retcode)) return 'Insufficient space for this spell. Please contact your Aethernet server.';

 int address_id = AethernetAllocateSpace(spell_data.size);

 Portal portal = AethernetOpenToPower(address_id);

 spell_data.instructions >> portal;
 spell_data.emotional_marker >> portal;
 spell_data.power >> portal;

 portal.close();
 GrimIncants.seal(portal,'h'ath fithagan fithagan');

 SusanSecure.twiceSeal(portal,'so mote it be');
 H0pp3rMagic.thriceSeal(portal,'seriously be closed');

 retcode = AethernetQuerySpell(address_id);
 if(!SUCCESS(retcode)) return 'There was an error compiling the spell. Please check the log files in the Aether.';

 AethernetDisconnect();
 return 'Spell successfully compiled.';

}
Originally posted by Cast Spells:
function cast_spell(spell_name, world, target){

 string retcode = AethernetConnect( 'Server;Server=OSPublicUse;Uid=Pisces;Pwd=' + SusanSecure.Encode(const.pass));
 if(!SUCCESS(retcode)) return 'Could not connect to Aethernet.';
 int address_id = AethernetGetAddressFromName(spell_name);

 Spell spell = AethernetBeginIncant(address_id);

 if(world == 'physical world') spell.world = WORLD.PHYS;
 else if(world == 'web') spell.world = WORLD.WEB;
 else if(world == 'aether') spell.world = WORLD.AETHER;

 else return 'Invalid world. Where the ♥♥♥♥ are you?'

 spell.target = target;
 if(!spell.checkValidTarget()) return 'Invalid target.'

 if(!spell.targetInRange()) return 'Target out of range. Move closer.'
 if(spell.powerLevel < spell.power) return 'Insufficient power. You need to add another matter or motive to your aether area to cast this spell.';
 if(spell.mm_type != spell.mm_type) return 'This spell is being powered by an incompatible matter or motive.';

 retcode = spell.execute();
 if(!SUCCESS(retcode)) return 'There was an error casting the spell. Please check the log files in the Aether.';

 AethernetDisconnect();
 return 'Successful cast.';}

Distant Memory: There are two sets of memories you have to assemble here. Childhood: "swimming is flying" and "the steps of breaking" (+20 Resilience). Fabric: "what scarf", "how scarf", and "why scarf" (+20 Resilience).

Dreaming: You will need dreams/nightmares collected from across the game to complete this fully. Don't forget that you can still leave to go pick some up. Nightmare version: choose "your teeth are falling out", "you are being chased", "late to school, unprepared for an exam, and naked", "paralyzed while a shadowperson climbs through the window", and "no one will ever understand you".

Feeling: The feelings are, going clockwise, "suppressed rage", "perfectly fine", and "not unhappy".

Memory: There are three sets of memories you have to assemble here. Learning to Code: "alchemical process of now", "telling the future", "i am a sorcerer", and "i hate hospitals" (+20 Resilience). Before the Fire: "true meaning" and "silence is not only golden" (+20 Resilience). The Fire: "high school", "quiet boy", "pokemon", "fire finds me", and "after bale" (+20 Resilience).

Recent Memory: There are two sets of memories you have to assemble here. After the Fire: "i cannot fix my leg with magic", "permanent break", "decorations", and "independence" (+20 Resilience). Revenge: "too tired to yell", "vengeance", and "select prophecy" (+20 Resilience).

The Apartment: Get new thoughts from Dr Linden. To reconstruct How Love Dies, use these memories: "love is perishable", "you owe me nothing", "i want you too much", and "i cant do this" (+10 Resilience).
Appendix: Filling in Forms
Any fields not listed are filled in automatically when you click them.

104M: Historical Moon Phase Inquiry Form
56 Summer (for 533P) or 57 Summer (for 199E)
Amused

199E: Royal Edict Commanding the Earth
Poltergeist Hill
Yes/Dennis
57 Summer
Full
Calm
Lower

227H: Institutional Edict of Anti-Redaction Form
Yes
No
Yes
Yes
No
Yes
Yes
Yes

430M: Arcadian Stolen Memory Act Complaint Form
Goblin Market

431B: Arcadian Diminutive Act Discrimination Complaint Form
No
57 Summer
No
No
Yes
Incorrectly Filed
Yes

431X: Arcadian Diminutive Act Discrimination Complaint Form
No
Yes
Yes
South
57 Summer
No
No
Yes
Incorrectly Filed
Filed No Response
Yes

533P: Poisonous Substance Analysis Information Request Form
No
No
No
Yes
Yes
West
Half
57 Summer
Make sure you've used AutoCSI on the corpse and got a poison sample before submitting. You will notice that getting the form itself approved is enough to eliminate a suspect. Fairyland is weird.

536W: Historical Weather Information Request Form
Any Winter
Yes
Any
Any
Any

823H: Arcadian Inter-Domain Scholarship Form
You will need the memory "high school" from Fiddler's Green, and to talk to Titania or Mab for approval after the murder case is over.
Appendix: Memories
In the Dark
Originally posted by i am a sorcerer:
I remember magic.

I remember guiding the impossible into the inevitable with a light hand.

I tame spirits with scripts.

I master matter, motive, and mysticism with math.

I see the spaces in my mind where spells belong.

I am an open sorcerer.

Oh I want my magic back.
Originally posted by swimming is flying:
I am swimming.

In water, I am free.

Nothing

aches.

My legs can carry me.

I can not only walk,

but fly.

[I have always loved normal water.

My father called me little fish.

My forum handle is Pisces.

MY NAME.]

When I became a sorcerer,

I discovered the Web.

A new world below the world.

I discovered I could swim

in other people's dreams.

I have never felt less like a cripple and more like a bird.
Originally posted by the steps of breaking:
I am running to school.

My foot hits ice flush with the concrete.

The world lurches. I land on my leg.

My bag, all my textbooks, land on top of me.

Pain.

There are five steps to breaking a bone:

1. The crack of pain.

2. Speckles of light before my eyes.

3. I want to vomit.

4. My leg is wrong.

5. I realize there will be another six months of wearing a cast.

Six months of sitting in the bleachers, watching the other children run.

I have broken so many bones.

I am so tired.

Abyssal Plain

Originally posted by the alchemical process of now:
NOW is the alchemical process of converting
utter mystery
into complete certainty.

PROPHESY is the alchemical process
of throwing rocks into the dark
and guessing about what makes a noise.

I've always liked throwing rocks at things
and I don't mind a profession
that admits its professionals are charlatans.
Originally posted by select prophecy:
SELECT Omens FROM dbo.Prophecy
returns 1,045,655 rows
That's my entire collection.

SELECT Omens FROM dbo.Prophecy
WHERE Certainty = 100%
returns 0 rows
Figures.

SELECT Omens FROM dbo.Prophecy
JOIN dbo.Apoclyp on Apoclyp.Id = Prophecy.Id
returns 28 rows
Okay. But which one?

SELECT Omens FROM dbo.Prophecy
JOIN dbo.Apoclyp on Apoclyp.Id = Prophecy.Id
WHERE Apoclyp.Type = "Singularity"
AND Prophecy.Certainty > 90%
Originally posted by telling the future:
Tarot cards. Tea leaves.
Crystal balls and tortoise neck bones.
Celtic runes and dove entrails.

Humans are terrible
at predicting the future.
So is magic.

Prophecy is a chump's game because of
free will, infinite possibility,

and innumerable variables.
No one really knows why.
It's just hard.

Depths
Originally posted by silence is not only golden:
Silence
is not only golden

The crystal glass silence
of expectation
after the teacher's question

before the student's answer.

The liquid cool silence

found only underwater.

The quivering thin silence

before the yelling starts.

The blood rust silence

between two people
who once loved each other.

Lost Soul's Diner
Originally posted by true meaning:
@Pisces: I'm angry.
I am frustrated enough that you can hear it in my voice.

@Brody: I'm angry.
I would be throwing things if I let myself do that.

@Pisces: It's fine.
It's not fine, but I don't have the energy to fight about it, so whatever.

@Brody: It's fine.
It's not fine and I want to talk about it, but I don't want to start the conversation so ask me two more times.

@Pisces: I love you.
I'm afraid to be alone.

@Brody: I love you.
Maybe I won't ♥♥♥♥ it up this time.

Geisthome
Originally posted by permanent break:
I remember having a broken leg in

high school and watching

other children play soccer.

That was pain, but it passed.

This doesn't pass.

Muscle cramps and

pressure sores.

Helpless, being wheeled

too fast down a slope

Sitting inside realizing

I haven't been outside in a week.
Originally posted by i cannot fix my leg with magic:
I cannot fix my leg with magic.

Healing burns unbearably.

Prosthetics break.

Melt, in fact.

It's a cursed wound

baleful and fetid

but a wheelchair

doesn't need to touch the stump.

I can still use a wheelchair.
Originally posted by independence:
I remember going to the corner store by myself

for the first time after leaving the hospital

it was weirdly complicated

but damned if I didn't do it on my own.

When I got home my arms ached

with victory.
Originally posted by decorations:
Susan got me a necklace made out of shark teeth

that I hung off the back

to warn people not to touch my ♥♥♥♥♥♥♥ chair.

H0pp3r got me a seat cushion

with a merrabbit on it.

Harvey's apprentice got me

blue LEDs

and Harvey attached them to the wheels

so that my chair could look like something called TRON.

And Harvey made the chair itself, of course.

Fairyland
Originally posted by what scarf:
Here are the colors of blue found in fabric:

aqua, aqualon, baby, cerulean, cobalt, copenhagen

indigo, light, navy, peacock, prussian, robin's egg

royal, sky, turquoise, ultramarine.

I like them all.
Originally posted by how scarf:
This is how I put on my scarf:

I hang it about my neck so that the right side hangs lower than the left.

I pull the breadth of it from my neck to over my head so that the edge touches my brow.

I toss the long right side over my left shoulder.

I adjust the hem until it hangs comfortably about my face.

I feel safe.
Originally posted by why scarf:
My scarf has no religious significance.

I am not Muslim. My grandfather is Jewish,

and what he believes is beautiful, but

mine is a choice of fashion, not faith.

I wear my scarf for the pleasure of privacy.

I tug it forward and I am alone in a cave of fabric.

I wear my scarf because it makes me feel beautiful.

I think my eyes are my best feature

and I like flirting with glances from behind the hem.

I wear it because of its magical resonance.

Flexible blue fabric is like water

and water is mine.

Fiddler's Green
Originally posted by high school:
There are spiritual threats affecting a local high school.

Anger flares from unlikely sources. Fights in the playground draw blood.

Children come home with burns. All of my monitoring spells in the neighborhood are boiled away.

It's not a situation where an open sorcerer can sneak into the building after hours to run a diagnostic.

I'd be arrested and blamed for everything.

I forge a teaching license. I get a job there.

I knew that it would be difficult.

I didn't expect to be good at it.
Originally posted by quiet boy:
The boy is quiet and solitary.

Read: The boy is a target for all of the simmering anger threatening to over-boil the hallways of the school.

He has one friend. A bright and lively clown of a child.

Thank God. You need a friend. To survive these years.

I give the students USB sticks to store their homework on.

I pay for them out of pocket. The school has no money for anything.

I plant a sleeper program on the sticks I give to vulnerable students.

A Dark/Death algorithm that conceals them from those who would cause them harm.

The boy finds the program and asks me about it.
Originally posted by pokemon:
We are in an empty classroom after the chaos of the school day is over. I lean on my desk watching as the boy hovers his hand over a plate of metal filings.

An inch under his palm, the bits of metal arrange themselves into neat lines.

"It looks like you have an affinity for Order," I say. "I should have guessed that from your desk. You might want to explore Earth based magic as well."

"So this is like Pokemon," he asserts.

I sigh. "This isn't like Pokemon."

"Is fire vulnerable to water?" he asks.

I hesitate and consider.

"This is somewhat like Pokemon," I allow.
Originally posted by fire finds me:
I do not find the fire.

The fire finds me.

It has been watching me and it knows my weakness.

It sets my fragility on fire.

It brands me with certainty that I am broken.

It starts with my legs.

It thinks that it is safe in its ambush. That I will not be able to fight through the bone-deep pain.

It does not know I have a student.
Appendix: Memories (part 2)
Hell
Originally posted by you owe me nothing:
you owe me nothing
I can't show pain because

to be in pain is to be an inconvenience to you
and if i am inconvenient

you will leave
don't worry about me

i won't even let you think to worry about me
i'm strong
everyone else is in more pain than I am

everything else is more urgent
than me
don't worry about me
i can be alone
i'm strong
Originally posted by i want you too much:
I want you too much
it hurts

your slight, unintentional movements away cause me pain
I want to cling to you

you only want to touch for a moment

I accept a butterfly kiss

a splash of water on the face of someone dying of thirst
I smile, a fragile mask over what I really feel

so that my pain doesn't inconvenience you

I ask for your attention
and there is silence for a day

a blank silver void with cutting edges

I can't do this again.
Originally posted by i can't do this:
I can't do this

again.
I can't do this again.
I can't

do this again.
I can't do

this again.
I can't do this again.
I

can't do this again.
Originally posted by love is perishable:
Love is perishable.

Without the preservative maintenance of touch and words

it sours quickly.

Now, only the sour parts of love are left to me.
Originally posted by Strength/Pain:
it's not his fault
it's not his

fault
it's not


his fault
it's

not his fault
that
he doesn't

love
me

Vengeance
Originally posted by vengeance:
Some say the world will end in fire.

(mine almost did)

But vengeance tastes best when well aged and chilled.

And not being able to walk is a hard lesson in patience.

I don't blame the fire.

I blame the fire-starters.

I watched for the shadows they cast in the flickering light.

I sketched their silhouettes with an ice pick.

Their shadows were long and cast from tall perches.

They watched the world from a pedestal of old power.

Old wealth. Old magic.

The sort of people who would strip mine Fiddler's Green.
Achievements Reference
General

Salve Mundi
Compile your first spell.
See In the Dark.

Hello World
Emerge from the darkness of the ocean.
See In the Dark.

Lift Off
Repair and travel in your own webship.
See Abyssal Plain.

Ghostbuster
Resolve the hauntings on the Abyssal Plain.
See Abyssal Plain.

Blackjack Champion
Win at Protagonist Blackjack.
Find Cycl3 at the Lost Soul's Diner/Among the Booths.

Toppled Tower
Win at Topple the Tower.
Find the tarot gambler in Fairyland/Arcadian Capitol.

Victorious Warrior
Win at Tarot War.
Find the coffee elemental at The University of Phoenixes/Amaterasu Hall.

Eye of the Torrent
Reach the center of the Bit Torrent.
See Torrent of Bits.

Finding the Pit
Travel to the Wailing Pit.
See Depths.

Divine Pronouns
Convince an angel to use gender neutral pronouns for God.
See the Light House.

Below the Depths
Visit a location that is deeper than the Depths.
See Depths.

Bottom of the Pit
Reach the bottom of the Wailing Pit.
See Wailing Pit.

Cache Mana
Find the treasure inside the Riddle Cache.
See Cache.

Atlantian Sign Language
Learn ASL from the Sirens in Geisthome.
See Geisthome.

My Ride
Recover and repair my wheelchair.
See Geisthome.

Formal
Have a form APPROVED by the Hall of Edicts.
See Fairyland and Appendix: Filling the Forms.

Happy Blue Birds
Return Peep to his mother.
See Lost Soul's Diner and Fairyland.

Industrial Sabotage
Skillfully sabotage a tower at the DoS Site in Fiddler's Green.
See Fiddler's Green.

Scale Olympus
Climb at least partway up Mount Olympus.
See Olympus.

Familiar in Training
Get an animal companion to help you cast a spell.
See the Abyssal Plain for how to get the octopus, the Depths for how to make it a passenger, and the Islands of Stone for the final step.

Underworld Tour
Travel to the Underworld in the conventional way.
See Olympus for how to get the package for Hades, then talk to Charon in Hell.

Reduced To A Taxi
Irritate Charon.
See Hell.

Lazy Susan
Rescue Susan but recover none of her memories.
See Hell.

Spells
Omini
Learn a spell of prophesy.
See Abyssal Plain.

Unbabble
Learn a spell of translation.
See Lost Soul's Diner.

Mute
Learn a spell of silence.
See Depths.

Suffero
Learn a spell of deferring pain.
See Wailing Pit.

Dream
Learn a spell of alluring dreams.
See Geisthome.

Nightmare
Learn a spell of fretful sleep.
See Geisthome.

Textilekinesis
Learn a spell related to your scarf.
See Fairyland.

Rezrov
Learn a spell of opening.
See Fiddler's Green.

Freeze
Learn a spell of vengeance.
See Hani's Spells and Things, The University of Phoenixes, and Atlantix.

Strength
Learn a spell of power.
See Hell.

Pain
Learn a spell of anguish.
See Hell.

Prophecies
Prophecy Of Light
Collect the Light Prophecy.
See Light House.

Prophecy Of Darkness
Collect the Dark Prophecy.
See Depths.

Prophecy Of Fire
Collect the Fire Prophecy.
See The University of Phoenixes.

Prophecy Of Water
Collect the Water Prophecy.
See Atlantix.

Prophecy Of Air
Collect the Air Prophecy.
See Fairyland.

Prophecy Of Earth
Collect the Earth Prophecy.
See Fiddler's Green.

The Future
Visit the Future.
See Olympus.

Across the Universe
Deliver all the Prophesies.
See Olympus.

Difficult
Cephalobud
Acquire the octopus as a permanent companion.
See Abyssal Plain and Depths.

Free the Selkie
Retrieve the Selkie's skin from the Packet Rat and return it to him.
See Abyssal Plain.

Revive the Maiden
Return her to her truer form.
See The One Below and Wailing Pit.

Rescue the Lord
Retrieve a fairy noble from dire peril in the Deep Web.
See Wailing Pit.

CSI Fairyland
Actually accurately solve the murder of Brokk Blacktree to Mab's satisfaction.
See Fairyland.

Adorable Industrial Sabotage
Teach the natives of Fiddler's Green to destroy the DoS Site.
See Fiddler's Green.

Diligent Susan
Recover all of Susan's memories.
See Hell.

Punctual
Submit a form for review without cheating.
See Fairyland.

Strength and Pain
Learn the spells Strength and Pain in the same run.
Have equal Kind and Ruthless scores when you compile the spell in Hell. I recommend a Dream playthrough, since it makes it easier to get +Kind, and there are a lot of opportunities for +Ruthless (unnecessary killing, for example).

Firefighter
Kill BAL/E.
Haven't accomplished this one yet.
29 Comments
Marvin Feb 3 @ 3:50am 
In the Depths, instead of killing the Blog, you can come back with Unbabble, which will make the Blog and the Wiki work together and reveal the route to the secret area you've missed so far.
Marvin Feb 2 @ 8:54am 
You do NOT need to kill the packrat to free the selkie! That's what the pool of darkness is for! You can show the spiders a mote, then they will spin counterfeit motes, which you can make look like Darkness motes by dipping them in the pool of darkness.

Then you can actually pay him the 1000 (counterfeit) darkness, which will not only get you the selkie skin, but also have him leave for a moment which allows you to take everything else in the shop for free.
2972298872 Dec 31, 2024 @ 5:13pm 
You can find the book "leaping the abyss" in the library room with the eyes and cross
2972298872 Dec 31, 2024 @ 3:51pm 
If you want to fill out form 199E to get the poltergeist hill to move after you solve the murder the answer is

Poltergeist Hill
Yes/Dennis
01 Autumn
Man
Calm
Lower
katyarun Jan 23, 2024 @ 10:30pm 
I guess there has been an update since this guide, so in case someone wondering, now you have to first buy Charm Cat from the shop, then cast it on the cat, and only then you can cast Dream to get "napping in a perfect sunbeam" dream
Spudlord Jul 23, 2023 @ 4:51pm 
As someone pointed out, you get a treasure map if you use unbabble on the blog. If you translate the instructions, they are: Starting at 13, go east, north, west, north, east, east, east. You'll get the Golden Spyglass.
Spudlord Jul 18, 2023 @ 2:41am 
you can also give ANY of the gods the pearl (except Zeus cause funny)
Spudlord Jul 18, 2023 @ 1:19am 
You can find "Leaping into the Abyss" |Star| |Darkness| |Life|
"The Necessity of Firewalls" |Lovers| |Fire| |Love|
"A Complete Guide to Firewalls" |Tower| |Fire| |Fear|
none of them actually do anything as far as I can tell but they're still there
alexbattledust Aug 4, 2022 @ 1:58pm 
Its worth noting that anything you can use jewels for you can also use the treasure chest for, at least in Olympus, so I highly recommend you don't use it for fishing.
<NO_NAME> Jul 12, 2022 @ 3:12pm 
The combination for "Impossible Child" is star, darkness, death .