Spiritwrak solution hint guide by pjg
For game version 2.
This guide is designed to provide direct help
for most of the puzzles in Spiritwrak.
For a complete game solution walkthrough,
download the SPIRIT.STEP file from the gmd archives.
Pick up all the loose coins that you can find.
Search the subway seats to find 2 coins.
Cast the triplicate spell to get more.
Solve the golem puzzle to get 10 coins.
Solve the bank puzzle to get a lot more.
Frostham:
To get Joseph's attention in game version 1.
cough or drop something.
wear the amulet
cast Frotz on it
To get the secret scroll.
Push the west wall in brother Palemon's room
To find the secret trapdoor.
Move the barrel.
To get the snow scroll.
Open the window.
Drop everything, including the amulet
Go outside to the outcropping and then cough or yell.
To get the egg.
Put the pallet over the rock and then shake the branch.
To get over the river
Drop the sand on the ice.
To get the store items.
The hallway south of the store is a big see-saw
Push the 3 crates all the way south.
Enter the top doorway, get the key and hit the floorboards
Remove one crate. You weigh as much as 2 crates.
Enter the middle doorway. Unlock the icebox and get the items.
Triplicate the cereal box
Exit by going up through the hole to the top doorway.
To get past the receptionist
Make the alarm clock ring by turning the knob
Get the clock, ledger, and key
To deal with the subway thug:
Cast the boring sermon spell
To get the waxy scroll from the skier
Give him the rag from the Antharian pub
To get past the steel wall.
Near the endgame, enter the implementors room.
Examine the the machine. Answer yes
To deal with the dragon
Jump. Hide the rod in the top
To get the rod piece
In the endgame, search snow. Search marker top
Aragain:
To get past the guard
Bake a cake using the pan and oven from Gurth, the flour, butter,
powder, and egg from Frostham, the Dornberries from Anthar, and
the sugar from New Borphee.
To solve Barsap's gambit
Cast the float spell from the Boutique.
Ebony beams are 2, Pine beams are 1, Balso beams are 0
Move the Ebony beams from niche to niche to map out each layer
Enter the third layer west of the North-Center cube. Use
the ebony beams to reach the South-East cube.
To open the cabinet
Cast the wax spell and use the key from Frostham
To get past the magistrate
Show him the ledger from Frostham
To deal with the "king"
Give the boy the toy from Miznia. Ask for the hat.
To get the painting
Triplicate the cereal box. Blow the whistle
Get the vase also
Fublio:
To deal with the Hermit
Give him some cereal.
Ask him about the entrance
To deal with the farmer
Drop the volcano into the water out in the bay
To use the boat
Examine the boat to get a name
Ask Delbin about the name
Sail south and drop the volcano, then go North as far
as you can.
Cast fiznav to fix the boat.
Cast swanko to banish the lighthouse water spirit.
To deal with the bank
Put 5, 1, and 1 coins in the vaults specified by the memo.
To deal with the captain
In the endgame, answer minirva. Drop the rod
To deal with the shipwreck
Search the shipwreck to recover the rod.
Anthar:
To deal with the Christmas tree
Search the waterfall and get the key under the pot
Get the glasses.
Wear the cap and gloves from the shed.
Trim the tree with the clippers
To deal with the telescope
Open it
To deal with the pub ale
Cast the triplicate spell
To get the berries
Cast the grow spell on the dornberry bush after
it has been trimmed.
To deal with the burly man
Cast the glue sermon spell
To deal with the golems
Cast the waxy, pasta, and rust spells
Ask the coach for the Trophy
To deal with the statue
In the endgame, drop the rod in the hole.
Later on, push the statue
Gurth City:
To deal with the yupple
Cast the glue sermon spell
To remove the zombie
Cast the turn undead spell or
Give the gloves to the zombie
Use the gloves to pick up the wire
To get past the stuck toll gate
Put the coin in the slot. Put the wire in the slot.
To deal with the treant
Cast lighting at storm or cast healing at the treant
To bake a cake
Remove the sticker. Put the 6 ingredients in the pan.
Cast the gloth spell. Turn the dial to cake
To get the rod
In the endgame, put the dusty brick by the wall. Remove the
thick brick. After the mason has installed the brick, kick
the wall to damage it. Later on, search the foundation.
Miznia:
To deal with Frobar
After he leaves the pub, show him the term paper
To take care of the boutique
Use the alarm clock from Frostham
To deal with the shaman
Give him the headdress from Anthar
To find the temple
Consult the shaman's map. Search the grass
To go north in the temple
Push the statue W, N, N
To get the rod
Put the umbrella in the pool. Put the vase in
the bottom hole. Cast huncho on the vase.
New Borphee:
To deal with the trash
Search it. Get the coffee and sugar
To deal with the Librarian
Get the flat key. Unlock the Northern door. Get the ID.
Show ID to her
To deal with the auditorium
Turn on the light. Open the notebook
To find the thief's hide out
Drop the door in the skyscraper lobby
Read the journal
Cast the forgery spell on the paintings.
Search the painting
To deal with Morgan
Put the red flags on the two cats
To deal with the kobold
Heal him
To deal with the trophy room
Put the trophy in the depressions in this order E,W,S,N
To deal with the locked door
Read the thief's journal to learn how to pick the lock
or set the dials to 734
To find the plane of Atrii
Stand on the disc
To deal with plane of Atrii
You can use the plane to go to the subway and get the
briefcase, go to the skyscraper, the boat, or the frozen river.
To reach the implementor
Go to the southern part of the plane of Atrii.
Hold all 4 of the rods. Cast huncho on me
To deal with the implementor
Swap his coffee with your decaf coffee.
Listen. Hide in the curtains
After he is asleep, examine the machine.
Answer yes then wake him.
Endgame:
Enter the Implementor's room and remove the steel wall
Get the four rod pieces.
Touch the purple sphere and hide each piece in the past.
Return to the present and then go out and get all 4 pieces.
Use the plane of Atrii to go to the frozen river.
Read the parchment found on the frozen river.
Put the spheres into the braizer to found out what each one is.
Join together all four rod pieces.
Throw each one of your spheres at the correct evil sphere.