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.