Welcome to the Open Sorcery: Sea++: Firefighter & Across the Universe achievements guide! This article will provide a step-by-step walkthrough for the Nightmare route. Please note that there will be major spoilers and shortcuts included, but no explanations will be given. This guide is not recommended for first-time players. Let’s dive in!
“Across the Universe” overview
Basically, for the achievement you need 5 motes of each: Water, Dark, Light, Fire, Earth, Air (or Suffero() instead of Air) to impart all the prophecies. I’d say the Earth is the hardest, especially if you are on a Nightmare route.
If you feel like you’re very close to collecting all of them, you can use this guide by searching for the motes you need. Search “Earth” on this page, for example, and you’ll see all the locations where I collected some Earth (and all the locations I used it since sometimes it’s unavoidable, at least on a nightmare route). Don’t forget that you can exchange motes 5:1 in Olympus.
“Firefighter” overview
— you have to be on the Nightmare route (meaning you have the Nightmare() spell);
— even if you are on a nightmare route, it doesn’t mean you should be cruel af. In this guide, my friends are Peep, Octopus, Mathias & Susan. The last two are quite crucial for The Mind part;
— finish the race first & with intact health if possible;
— impart all the prophecies (you can kill BAL/E without it, but it will be harder);
— feed your anger everything you can and a bit more (you can find a feeding guide here, made by Puffles);
— you can return to the Web and heal yourself a bit if you haven’t used those options already (Lost Soul’s Diner, The One Below);
— you can bring more than one of your friends/relatives to The Pier.
Guide overview
For directions I use NSWE (North South West East), feel free to use keyboard arrows for this (I somehow missed this on my first playthrough)
Once again, there are huge spoilers, shortcuts & no explanations for them, so it’s not recommended for the first playthrough.
Part 1. Abyssal Plain
- Assemble the memory. 1/3 of SalveMundi()
- E (DARKNESS OF THE OCEAN, EAST): Listen, Talk to selkie, eventually say “You’re just like your master”. Assemble the dream. 2/3 of SalveMundi()
- WW (WEST): Collect 1/3 of “the steps of breaking” memory
- NEE (NORTHEAST): Examine the light, Watch them until they are close, then Grab one with All of its light. (+1 Ruthless +2 Light)
- SS (SOUTHEAST): Feel the sand, find a ‘stick’ (+stick)
- WW (SOUTHWEST): Listen, Poke around with a stick. (-stick); 2/3 of “the steps of breaking” memory
- NN (NORTHWEST): Feel the stone, Search inside, Force my hand further in. (-1 Health)
- Assemble Dream. 3/3 of “the steps of breaking” memory. 3/3 of SalveMundi()
- Compile SalveMundi() in the inventory (-1 Light)
Collecting motes
- E (DARKNESS CLOT): Examine the darkness, Collect Dark (+3 Dark)
- EE (PORTENT): Examine the memory, Assemble it. 1/3 of Omini()
- E (DARKNESS POOL): Sift darkness from the pool. (+4 Dark)
- SW WWW WWW (DARKNESS CLOT): Examine the darkness, Collect Dark (+3 Dark)
- NN (DARKNESS CLOT): Examine the darkness, Collect Dark (+3 Dark)
- E (TINY WHIRPOOL): Pull water from the whirlpool. (+1 Chaos +3 Water)
- E (GHOST OF A WARRIOR): Examine a body. (+1 Death)
- EE (HYDROTHERMAL VENTS): Examine pillars of rock, Collect Fire 3 times (don’t mind losing your health) (+3 Fire -9 Health)
- EEE (DARKNESS CLOT): Examine the darkness, Collect Dark (+3 Dark)
- NW (GHOST OF A GARDENER): Examine a skeleton (+1 Death)
- WWW (DARKNESS CLOT): Examine the darkness, Collect Dark (+3 Dark)
- NEE (GHOST OF A POET): Examine a skeleton, Don’t touch the cookie (+1 Death)
- E (CRACK IN THE MOUNTAIN): Enter, Examine suspicious looking mound, cast SalveMundi(), Assemble the memory. 2/3 of Omini().
- Leave the cave.
Light 1, Dark 19, Fire 3, Water 3, Chaos 1, Death 3. Ruthless 1, Kind 0
Packet Rat’s Shop & selkie
SSSS WWWW (THE PACKET RAT’S SHOP): Enter
(INSIDE THE SHOP):
- Talk to the Packet Rat, Use motes of Death on him (-3 Death + 5 Ruthless +selkie coat)
- Just watch (+1 Ruthless)
- Search the Packet Rat’s body (+5 Dark +1 Ruthless)
- Loot the shop for anything useful (+10 Ship Parts +USB of Holding)
- Leave the shop
Give selkie his coat with the words “Because your master was an ♥♥♥♥♥♥♥” (+0 Kind -selkie coat)
Looting the ships
EEE (DARKNET BY THE CLIFF): Examine darknet, Cast SalveMundi(), Just make a hole.
- Examine the debris, Collect ship parts (+4 Ship Parts)
- Examine the webship, Search the ship, Explore the cabin, Look under the bed, Take the guitar. (+guitar)
- Leave the ship. Exit the darknet.
NNE (DARKNET ON THE PLAIN): Examine darknet, Cast SalveMundi(), Just make a hole.
- Examine the debris, Collect ship parts (+3 Ship Parts)
- Examine the webship, Search the ship, Search the cabin, Examine dead plants (+1 Earth)
- Leave the ship. Exit the darknet.
WWW WW NN (DARKNET BY SEAMOUNT): Examine darknet, Cast SalveMundi(), Just make a hole.
- Examine the debris, Collect ship parts (+3 Ship Parts)
- Examine the webship, Search the ship, Examine the compartments,
- Search the cabinets until you find a stack of sewing plans, Look through the plans (+websail plan)
- Search the cabinets until you find a mote of Order, take it (+1 Order)
- Get out.
Taking care of the ghosts
EE EE (GHOST OF A POET): Examine the ghost, Try to revive the ghost, choose:
- 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.
- Leather.
Give him his guitar. 1/3 of ‘select prophecy’ dream (+enchanted guitar)
ES (GHOST OF A GARDENER): Examine a ghost, Try to revive the ghost: (+1 Life)
- Mint tea.
- The comforting buzz of bees.
- Dirt between your fingers and leaves brushing your face.
- Forest Green.
- Mint.
Examine a plant monster, Take a memory. 2/3 of ‘select prophecy’ dream
SWW WW (GHOST OF A WARRIOR): Examine a ghost, Try to revive it, choose:
- 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.
- Strong coffee.
Ask her what she wants, Lead her to take vengeance on the thing that killed her. (+1 Light) 3/3 of ‘select prophecy’ dream
Assemble dream, Compile Omini() from the Inventory (-1 Dark)
E (GHOST OF A GARDENER): Examine a plant monster, Tell her that the warrior and the poet are at peace. (+1 Love)
Octopus & search engine
- WWWN (HURT OCTOPUS): Examine dying octopus, use a mote of Life on it. (-1 Life). Examine octopus, Get octopus to follow me.
- EE (GHOST OF A POET): Examine the skeleton, Examine web cookies, Feed them to the octopus.
- S (CORAL FOREST): Enter the forest, Examine the spiders, Show them websail plan. (-websail plan +spidersilk sail), Leave.
- WW WW (SEARCH ENGINE): Examine search engine, Get the octopus to help (+search engine)
- SSS EE EE (DARKNET BY THE CLIFF): Enter the darknet, Examine the webship, Repair the ship, Fix the ship, Launch.
Light 2, Dark 23, Earth 1, Fire 3, Water 3, Chaos 1, Order 1, Love 1. Ruthless 9, Kind 0
Part 2. Deep Web
Tutorial fish — use nothing (-1 Health)
Despairing Blackness — use Dark (-1 Dark)
a School of Lantern of Phish — use nothing
Uncertainty Fog — use search engine
- Enter the depths. Collect a memory. 1/5 of Mute(). //If you misstep here, you’ll probably need to reenter and start anew, since you need to follow a specific path to reach a needed destination
- EED Collect a memory. 2/5 of Mute()
- D Examine a sea monkey (something blue), Cast Omini(), Collect a memory. 3/5 of Mute()
- WW Examine flotsam, Collect a mote & ship parts. (+1 Order +3 Ship Parts)
- W Examine something cold, Cast SalveMundi(), Collect a memory. 4/5 of Mute()
- D (it’s gray, but go down anyway) (BELOW THE DEPTHS): Examine bathysphere, Search inside, Collect a deep sea aquarium. Leave.
- UU Examine a corpse, collect motes from it (+1 Life +3 Death)
- DED Collect a memory. 5/5 of Mute(). Assemble dream. Compile Mute() in the inventory (-1 Death)
- EUUU Escape the Depths.
Light 2, Dark 22, Earth 1, Fire 3, Water 3, Chaos 1, Order 2, Love 1, Life 1, Death 2
Travel to Abyssal Plain
- To Wherever the octopus is.
- Invite octopus to board your ship and live in the deep sea aquarium. (+Octopus)
Anxiety Rapids — use search engine
Grief Hail — use nothing (-3 Ship Parts)
Motivation Currents — use nothing
Flight of Ideas — use nothing
- Search around the whirl for debris (+4 Ship parts)
- Try to enter the torrent //Steer the ship through spinning nonsense: keep choosing the string that sounds closest to “steer the ship [direction] through the torrent”, there are usually one or two words in it spelled correctly.
- Scavenge for scraps of chaos (+3 Chaos)
- Search through the junk, auto-equip Non-Euclidean sail
- Leave the torrent.
- Return to Ship.
a Flight of Ideas — use nothing
Uncertainty Fog — use search engine
Return to Ship.
a School of Lantern Phish — use nothing
Angler fish — ask the octopus for help
(OUTSIDE THE LOST SOUL’S DINER): Examine the neon sign //until it goes out if needed
Investigate the sign, Don’t fix it.
N (THE LOST SOUL’S DINER): Talk to the waitress, Ask her about pie (+5 Health)
Talk to her again, and Tell her about broken sign, suggest it’s a transformer.
S (OUTSIDE THE LOST SOUL’S DINER): Investigate the sign, Try to fix it:
- Unplug the transformer.
- Remove the insulation from the wires.
- Disconnect the transformer.
- Unscrew the transformer.
- Mount the new transformer.
- Connect the transformer.
- Wrap the wires in insulation.
- Plug in the transformer.
Absorb dream. 1/4 of Unbabble()
N (THE LOST SOUL’S DINER): Talk to the waitress (+5 Health)
E (AMONG THE BOOTHS):
- Approach the old man, Watch with him the TV, Get some water for him.
- Examine a glass of water, Take a mote of Life (+1 Life +1 Ruthless)
- Approach the shady man, Ask him “Have you seen any of my memories?”, Agree to play. //Quicksave so you won’t lose a mote of Dark
- Play & Win. //Guide to cards here, made by Kai Mera.
- When you win, ask him “What would you do if you were in my position?”, Then ask IP address of the cache.
EE (THE END OF THE DINER):
- Approach the woman, Talk to her, Suggest to her the Light House, Say you’ll come back.
- Return to Ship.
Travel to Light House.
- N Talk to an angel. Ask them about English settlers.
- N Swim in the water (+3 Health)
- Return to Ship.
a Classic Serpent — use nothing (-4 Ship parts -3 Health)
Bewildering Whirlpool — use search engine
(BESIDE THE CACHE):
- Solve the CAPTCHA (+1 Fire +1 Water +1 Air +1 Earth +1 Light +1 Dark) //Guide to riddles here, made by Kai Mera.
- Use a mote of Chaos on the spider’s gun turret (-1 Chaos +3 Order)
- Collect & auto-equip Webcrawler Engine
Travel to Lost Soul’s Diner
- NEEE (THE END OF THE DINER): Talk to Virginia, Tell her about the Light House once more. Root around the box until you find your memory, Take it. 2/4 of Unbabble()
- W (AMONG MORE BOOTHS): Approach the woman, Talk to the reading woman, Tell her The Flying Dutchman is outside. Examine the abandoned table, Retrieve your memory from the music box. 3/4 of Unbabble()
- WW (THE LOST SOUL’S DINER): Approach the cat, use a mote of Light on it (-1 Light)
- EE (AMONG MORE BOOTHS): Stop playing with the cat.
- WW (THE LOST SOUL’S DINER): Talk to the waitress (+5 Health)
- EE (AMONG MORE BOOTHS): 4/4 of Unbabble(). Assemble dream. Compile Unbabble() in the Inventory. (-1 Order). Talk to the children, say Hello Peep, Cast Unbabble(), Ask where is he from, Ask him about taking him home. (+ Peep)
- Return to Ship
Travel to Light House
NW (LIGHT HOUSE: WEST ROOM): (+3 Light)
Return to Ship.
Travel to The Depths
- EEE DED Examine a blog, Cast Unbabble() on it. Examine a blog and wiki for new location and treasure map. (+treasure map)
- WWW EU WU EEE Examine a treasure chest. (+3 Light + Golden Spyglass)
- W Leave the Depths.
Bewildering Whirlpool — use search engine
Terrible Wailing — use love (-1 Love)
Grief Hail — use nothing (-3 Health), not peep(why though? it later helped)
(EDGE OF THE PIT): Descent into the pit
(IN THE PIT): Collect some fear, Cast Mute(), Descend further. (+3 Fear)
(DEEP IN THE PIT): Look at the trapped person, Save him
Cast Mute(), Ask the octopus to help, Target the faces, Use motes of Fire on them, Use a mote of Water (-3 Fire -1 Water)
Check him for weapons, Leave him to rest
Descend further.
Examine the liquid, Cast SalveMundi(), Collect your memories, they start with:
- “I’m wheeling myself slowly down a ramp.”
- “I hate hospitals.”
- “My leg is BURNING.”
Compile Suffero() in the inventory (-1 Fear)
Go back up.
Leave the pit.
Light 8, Dark 23, Air 1, Earth 2, Fire 1, Water 3, Chaos 3, Order 4, Fear 2, Life 2, Death 2
Part 3. Giesthome
Evil Whale — use Dark (-1 Dark)
S (THE NEST): Get my wheelchair.
Choose for (+4 Ruthless):
Endure x4
If Mathias (the person you rescued) isn’t awake by this point, travel somewhere else. When he awakes, choose “Use body language”.
//If you ever made this potion in your previous playthroughs you can now do it using speed mode straight from the kitchen, so feel free to skip these steps.
- SWW (STAGHORN): Search the area, catch fangfish: “Toothy fish… …moving together.”
- EEE (WHALE SKELETON): From here use “Listen” to learn the troll’s whereabouts so it won’t catch you. Don’t forget to use Quicksave too. In this guide, I’ll cover directions without waiting & listening.
- ESW (FLOWERS): Collect “A third yellow flower”.
- E (PLANTS): Collect “One with brown nuts”
- NNNW (KITCHEN): Use the alchemy station, Make a potion, add fangtooth, flower & vegetable from your inventory, and a substance from cabinet #3, Finish it. (+mild poison)
- Examine the big pot, Cast Suffero(). 1/4 of Nightmare()
- SS WW (Ghost Nest) W Swim up WN Swim down WN Swim up W Swim down (ROCKY OVERHANG): Examine the eels, Catch any one.
- Swim up (ABOVE ROCKY OVERHANG): Approach the woman, Talk to the sirens, Ask them what they’re doing with their hand, Ask them to teach Mathias.
- Swim down.
- SE (FIRST BRANCH): Throw something to the tendrils: eel with applied mild poison. Take the corpse (+throttler corpse -mild poison)
- NE (SPIRAL CORAL): Examine the spiral (+1 Light)
- WSSS (PILLAR CORAL): Examine the rays, catch “A bright yellow ray”, Examine the catfish monster, Use alchemy, Give her the ray.
- Lead her To the shipwreck. Take the merpig corpse, the catfish corpse, some of the hull (+merpig corpse +spiraled tusk +catfish corpse +ship hull +1 Ruthless)
- Enter the ship, Open the treasure chest, Take the chest (+treasure chest). Examine the statue, Read the plague, Speak “euros” (+Euros the East Wind +1 Air)
- Go back outside.
- WNW (SHRINE): Enter the shire. Bow to the gate and Go through.
- Stop at the basin. Rinse your left hand. Rinse your right hand. Rinse your mouth. Rinse the ladle’s handle. Leave the basin. Enter the shrine.
- Put a mote in the box (-1 Dark). Bow. Bow. Clap. Clap. Pray. Bow. Take the wheel.
- Assemble the memory. 2/4 of Nightmare()
- Talk to the kappa: Question him about the reef, Ask about the grindylow, and say we share a dislike.
- N (ROCKY OVERHANG): Examine the eels, catch “Mottled eel”.
- SEN (CORAL CAVE): Swim down.
- (DARK CAVE): Cast SalveMundi(), Examine the coral, pick “Brown and yellow coral”. Swim up.
- SEEEE (Whale skeleton) ESE (PLANTS): Pick “One with small blue berries”
- NW (FLOWERS): Pick “A white flower with tiny blossoms”
- NNNW (KITCHEN): Use the alchemy station: eel, coral, vegetable & flower from your inventory. (+weed killer)
- Make another mild potion while you are here. (+mild poison)
- SSSW (FLOWERS): Pick “A pink flower”.
- E (PLANTS): Pick “Another one with small blue berries”
- NNWW (Ghost Nest) WWWN (CORAL CAVE): pick “Brown coral”.
- SWN (ROCKY OVERHANG): Catch “Striped ell”.
- SESS (PILLAR CORAL): Catch “Another black ray”.
- NWS Use alchemy: Weed Killer (-weed killer)
- S (BRAIN CORAL): Search for fish, search for viperfish: “A very faint glow… …holding very still.”, use Mild Poison on it to catch it. (-mild poison)
- NENEEE (Ghost Nest) EENW (KITCHEN): Make a medium poison: flower, vegetable, coral, eel, ray & viperfish from the inventory. (+medium poison)
- SSWW (Ghost Nest) WWWNN (SPONGY CORNER): search for aghast: “Small, quick moving shapes… …gasping softly”, Cast Mute() to catch it.
- S (CORAL CAVE): Drop something into the darkness: aghast with applied Medium Poison on it. Swim down, Cast SalveMundi(), Take the corpse (+squick corpse). Swim up.
- (CORAL CAVE): Pick “Yellow coral”, Search for fish, catch “A colorful lumpy creature… …crawling along the floor.”
- SSS (PILLAR CORAL): Catch “Yet another black ray”.
- NNWN (ROCKY OVERHANG): Catch “Striped eel”.
- S (SHRINE): Talk to the kappa, Give him ray, coral, holothurian & eel.
- ESWW (GRINDYLOW CAVE): Enter the cave, Get away, Lead it to the kappa. Take the grindylow corpse. (+grindylow corpse)
- ESWW (GRINDYLOW CAVE): (Examine the corpses: take the corpse of a giant lobster, savaged corpse & corpse of a giant lizard) (+giant lizardish corpse +giant lobsterish corpse +savaged corpse)
- Enter the cave, Take the wheel, Assemble the memory. 3/4 of Nightmare()
- EENWN (ROCKY OVERHANG): Catch “Spotted eel”.
- SEN Swim down (BOTTOM OF THE CORAL CAVE): Cast SalveMundi(), Pick “Dark brown coral”, Swim up.
- SEEE (Ghost Nest) EESW (FLOWERS): Pick “Another yellow flower”.
- E (PLANTS): Examine “One shaped like a pouch”, Dip a flower in it.
- While we’re here, pick mandrake for fishing: “One with round berries”, with one flower.
- NNNW (KITCHEN): Make a potion, use coral, eel & flower from the inventory and an ingredient from cabinet #342. (+Goo B Gone)
- SSWW (Ghost Nest) WWWWN (ROCKY OVERHANG): Search for “A worm-like thing… …slightly slimy”, use Goo B Gone on it, Catch it.
Part 3. Giesthome (continue)
SEEEE (Ghost Nest) S (PIER):
Algorithm is:
- Examine the sea monsters, use “Wait” for different one if needed.
- Continue.
- Examine the hook, Put something on the hook (needed baits are mentioned below).
- Fish.
You need to catch 6 sea monsters and kill one for 3 Ruthless (it may not be necessary, but since we are on a nightmare route I did that to increase Ruthless)
- Classic Sea Serpent. “A long sea serpent. Its segmented body and toothless mouth makes it look almost like a worm”. Bait: live hagfish. +4/4 part of Nightmare(). Assemble the memory. (+1 Death +3 Ruthless)
- 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”. Bait: ship hull. (+1 Death)
- Evil Whale. “A black whale. The curve of its jaw makes it seem to grin, and there is a nasty look in its eye”. Bait: squick corpse. (+1 Death)
- Giant Squid. “A massive, massive squid. Just…huge”. Bait: bandwidth throttler corpse. (+1 Death +1 Water)
- Lompcher. “A scaled, limbless monster with a large belly and angry eyes”. Bait: mandrake baby. (+1 Death)
- 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'”. Bait: giant lizardfish corpse. (+1 Death +1 Order)
Kill: 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”. (-5 Death +3 Ruthless).
//I’m not using the treasure chest for this one, because you can receive for it more motes later in the game.
N (GHOST NEST): Got to my wheelchair, Reattach all the wheels. (-1 Health)
Assemble the memory for Nightmare(): (+3 Ruthless)
I know in my heart that
my wound define me.
I do not believe
I can be happy again.
Complile Nightmare(), Cast Nightmare(“Burning”)
Light 9, Dark 21, Air 2, Earth 2, Fire 1, Water 4, Chaos 3, Order 5, Fear 2, Life 2, Death 3. Ruthless 24, Kind 0.
Part 4. Collecting nightmares + The Fairyland
Travel to Lost Soul’s Diner
NE (AMONG THE BOOTHS): Approach the old man, Cast Nightmare() (+”Your teeth are falling out” nightmare), Return to Ship.
Travel to The Depths
EE DD WWW D (BELOW THE DEPTHS): Examine a bathysphere, Search inside, Examine the skeleton, Examine body, Take the nightmare. (+”No one will ever understand you” nightmare)
Leave, Return to ship (UUEEU)
Travel to Wailing Pit
Descent into the pit, Descend further, Descend further, Cast Nightmare() (+”Slowly dying while trying to hide your injuries from your friends so they don’t get angry with you”). Go back up, Leave the pit.
Despairing Blackness — use Dark (-1 Dark)
Grief Hail — ask Peep for help
Traveling to My Mind (224.2.5.3) (The Fairyland)
Sugar Plum Cloud — ask Euros for help
(PORT OF AY’O): Examine the shimmers, Assemble the memory. 1/3 of Textilekinesis()
N (CROSSROADS): Examine the whirls (+4 Chaos)
E (EDGE OF THE WOODS): Examine the breeze (+3 Air)
E (DEEP WOODS): Choose Love (+3 Love +3 Kind)
WWW (TOLL BRIDGE): Talk to the goat, Cast Nightmare(‘Your teeth are falling out’) on the goat (+1 Ruthless)
W (ARCADIA CAPITOL): Explore:
- Solve all the riddles (+3 Water), Guide
- Find your memory. Assemble the memory. 2/3 of Textilekinesis()
- Win motes of Chaos from the goblin using Omini() twice (+2 Chaos)
- Play with gambler three times (+3 Chaos) (use quicksave)
- Decline to gamble with a boiling pot.
W (HALL OF EDICTS):
- Examine the fountain, Collect motes (+3 Water).
- Enter.
- (FOYER): Examine the clock, Do something to the sign, use a mote of Dark on it, Change time to “4:41 to 4:40” (-1 Dark)
- Go to the Archways: 430M, Take the form, Go back to the foyer.
- Go to the Archways: 199E, Take the form, Cast Suffero(), Go back to the foyer.
- From the inventory fill out the form 430M: for the question “Where is the memory now?” choose “Goblin Market”.
- From the inventory fill out the form 199E: Poltergeist Hill, Yes, Dennis, 57 of Summer, Full, Calm, Lower.
- Talk to the elf, Submit both forms.
EES (GOBLIN MARKET):
- Claim that it’s my memory, Show him the approved form, Assemble the memory. 3/3 of Textilekinesis()
- Compile Textilekinesis() (-1 Water)
- Shop for magic, buy A Pixie Powered Camera (-1 Chaos +pixie camera)
- Sell “spiraled tusk” (+1 Water -spiraled tusk)
- Leave the market.
NN Cast Textilekinesis()
NN Offer to help
N (SUMMER THRONE): Talk to Queen Titania, Talk to her again, and say that it was Lord Rayne Rinecoat who committed the murder.
SSS EEN: Use an item: Form 199E
N (POLTERGEIST MOUND): Examine the swirls (+4 Air)
SS (PORT OF AY’O): Return to the ship.
Light 9, Dark 19, Air 9, Earth 2, Fire 1, Water 10, Chaos 11, Order 5, Fear 2, Love 3, Life 2, Death 3. Ruthless 25, Kind 3
Part 5. Traveling. The Web
Flight of Ideas — use nothing
Joy Thermals — use nothing
Exhaustion Winds — ask Euros for help
Return to ship.
Traveling to My Mind (192.168.1.1) (Fiddler’s Green):
Wild Emoticons — ask the octopus for help
Traffic — use sail
Return to ship.
Traveling to 3.199.12.11 (Islands of Stone)
Panic Blizzard — use nothing (-1 Health)
Malware — use search engine
Bewildering Whirlpool — use sail
(RITUAL CIRCLE): Examine the circle, Redraw it
- upper three: Tower, Chariot, Fortune
- middle: World
- lower three: Star, Sun, Moon
Examine the circle,
- enter “atlantix”
- enter “university of phoenixes”
- enter “hani spells and things”
Return to ship.
Waves of Dissociation — use Order (-1 Order)
Habit Floe — use sail
Return to ship.
Traveling to 3.199.12.12 (Spells and Things)
a Flight of Ideas — use nothing
Habit Foe — use sail
Laughter Bubbles — use nothing
Anxiety Rapids — use search engine
Return to ship.
Traveling to 3.199.55.7 (The University of Phoenixes):
Anger Storm — use Water (-1 Water)
Burning Passion — use Water (-1 Water)
Clickbait — ask the octopus for help
Laughter Bubbles — use nothing
Return to ship.
Traveling to 888.877.75.25 (Atlantix):
Clickbait — ask the octopus for help
Bewildering Whirlpool — use sail
Panic Blizzard — use Love (-1 Love)
Return to ship.
Travel to Fiddler’s Green
- E Cast Textilekinesis()
- (FOREST): Examine the fruit, Pick some applets (+5 Health), Cast Textilekinesis() to pick more (+5 Health), Use a mote of Ait to pick more (-1 Air +5 Health)
- EN (OAK TREE): Cast Textilekinesis(), Assemble the memory. 1/4 of Rezrov()
- EN (END OF FENCE): Examine the animal, Take the body (+Fiddler corpse)
- SWW (DARK FOREST): Cast SalveMundi(), Assemble the memory. 2/4 of Rezrov()
- W (DEN): Cast Nightmare(“Your teeth are falling out”). 3/4 of Rezrov()
- ESS (RIVERSIDE): Listen, Cast Unbabble(), Assemble the memory. 4/4 of Rezrov()
- Compile Rezrov(). (-1 Air)
EN (GLADE):
- //in the next 4 steps the order you use motes determines which one will be spent on the orb.
- Examine the dim orbs, Look at the red one, Use motes Chaos & Fire on it. (-1 Chaos)
- Examine the dim orbs, Look at the blue one, Use Order & Water on it. (-1 Order)
- Examine the dim orbs, Look at the green one, Use Life & Earth on it. (-1 Life)
- Examine the dim orbs, Look at the violet one, Use Death & Air on it. (-1 Death)
- Look at the green orb, Touch it, Cast Rezrov().
- N (OAK TREE): Take everything (+5 Life +3 Ruthless)
- W (DARK FOREST): Watch
- N (FIDDLER HOME): Examine the nests, Cast Nightmare(“Burning”) (+”you are being chased” nightmare +1 Ruthless)
- SSE (GLADE): Look at the blue orb, Touch it, Cast Rezrov().
- SW (RIVERSIDE): Cross the riverbed, Gather Earth (+5 Earth)
- Return to ship.
Light 9, Dark 19, Air 7, Earth 7, Fire 1, Water 8, Chaos 10, Order 3, Fear 2, Love 3, Life 6, Death 2. Ruthless 29, Kind 3
Travel to The University of Phoenixes
(UNIVERSITY QUAD): Examine a bulletin board, take a “Water-Related Memory Warning” flier (+flier)
N (ADMINISTRATION OFFICE): Look at a jinx, Cast Nightmare(“Burning”), Examine the computer (+University ID)
SE Take inspiration from something in my inventory (the flier)
(AMATERASU HALL): Examine the air, Collect Fire (+5 Fire)
E Cast Rezrov()
(HALLWAY): Examine salamanders, Cast Mute()
E (REFERENCE LIBRARY): Examine a dragon, show him your University ID
- ES: Examine the shelf – Upper Left (Cross symbol), Cast Textilekinesis() to reach, Read the book (+1 Water). Examine another shelf – Upper Right (Skull symbol), Cast Unbabble() (+1 Earth)
- SS Middle Right (Shards symbol) (+1 Love)
- EE EEE N Upper Right (Skull symbol) (+Fire Prophecy)
- NNW Middle Left (Star symbol) (+1 Love). Examine another shelf – Lower Right (Fear symbol) (+1 Earth)
- WWN Lower Left (Heart symbol), Collect the memory. 1/3 of Freeze()
SWW WWS (CLASSROOM): Look at the teaching assistant, Cast Nightmare(), Teach (+2 Love +3 Order)
Return to Ship.
Travel to Spells and Things
- (INSIDE): Browse the store, Buy Charm Cat & Foo() (-3 Love -3 Air). Talk to the proprietor, Ask about a memory, Say goodbye, Use backdoor.
- (BEHIND HANI’S STORE): Examine the crater, Use motes of Earth (-3 Earth), Collect the memory. 2/3 of Freeze()
- Return to Ship
Travel to Atlantix
- E (REMAINS): Examine a huge oyster, Cast Rezrov(), Take the pearl (+pearl)
- WSE (REMNANTS): Pull water from the current (+4 Water)
- W (MORE RUINS): Scavenge for parts (+5 Ship Parts)
- NN EE SSN (LIBRARY OF ATLANTIX): Examine the entrance, Enter a number: 0. Enter.
- (INNER LIBRARY): Browse the scrolls, Examine the gleam, Collect the memory, Assemble dream. 3/3 of Freeze(), Compile Freeze() (-1 Earth). Examine the pyramid, Assemble the text.
Water—the mighty, …
the unfathomable—where …
the deep seas? …
Atlantic, … - W (INNER LIBRARY WEST): Examine the pyramid, Assemble the text.
In the bright Pacific, …
turned to gold …
bosom sleep …
the verdure, … - EE (INNER LIBRARY EAST): Examine the pyramid, Assemble the text.
But, amid all …
Mediterranean? …
the bright stars …
and another heaven. …
paused to ask … - W (INNER LIBRARY): Enter
- (INNERMOST LIBRARY): Examine the ritual circle, Try to disable it. From left to right: Hermit / Priestess / Magician. Take the prophecy. (+Water Prophecy)
- Return to Ship.
Light 9, Dark 19, Air 4, Earth 5, Fire 6, Water 13, Chaos 10, Order 6, Fear 2, Love 3, Life 6, Death 2. Ruthless 29, Kind 3
Part 5. The Web (continue)
- (BASE OF OLYMPUS): Approach the Sphinx, Cast CharmCat(), Give her Fiddler corpse (-Fiddler corpse), Ask her to lift you up.
- E (SHRINES TO ZEUS AND HERA): Approach Zeus’ statue, Examine the goat, Take the horn. (+goat horn)
- WW (SHRINES TO POSEIDON AND DEMETER): Approach Demeter’s statue, Place an offering: catfish corpse, Take the package, Deliver the package intact (-catfish corpse +package)
- ENE Use a mote of Order.
- E (SHRINES TO APHRODITE AND HEPHAESTUS): Approach Hephaestus’ statue, Place an offering: pixie camera (-pixie camera), Choose ship upgrade: Fire resistance. Repeat with pearl (-pearl), Choose ship upgrade: New rudder. Repeat with treasure chest, receive motes (-treasure chest +2 Earth)
- WNW (SHRINES TO HERMES AND ARES): Approach Hermes’ statue, Offer 5 Dark, choose 1 Earth (-5 Dark +1 Earth)
- Approach Ares’ statue, Place all the corpses you have left (-catfish, lobsterish, merpig, savaged corpses +4 Death)
- EE (SHRINES TO ARTEMIS AND APOLLO): Approach Apollo’s statue, Place an offering: enchanted guitar (-enchanted guitar +4 Light)
- Return to Ship
Travel to Hell
- W (STYX SHORE): Examine webship parts, Collect parts (+hairclip +3 Ship Parts)
- Approach a hooded figure, Show him Hades’ package, Accept the ride
- W (MAILBOX): Examine a mailbox, Open the mailbox, Take the memory, Assemble it. 1/4 of ???(). Examine the mailbox again, Put the package into it (-package +3 Death)
- E (UNDERWORLD): Approach Charon, Get back to Styx Shore.
- ES Cast Freeze()
- S (MAGMA PLAINS): Examine the volcanoes, Collect fire (+3 Fire). Examine the nearby memory, Assemble it. 2/4 of ???(). Go to the distant memory. Cast Freeze(), Assemble the memory. 3/4 of ???()
- NN (OUTSIDE THE CITY): Examine the door, Cast Rezrov()
- W (CITY OF DIS): Explore.
- (OFFICE OF THE DAMNED): Approach the human, Show her the hairclip, say that she shouldn’t be here
- W (CITY OF DIS): Explore. Open the coffins with Rezrov(), Assemble the memory. 4/4 of ???()
- Explore. Ask the lost woman to help with a mournful spirit. (+2 Fear)
- Explore. When you spot a nightmare, Cast Mute() (+”Paralyzed while a shadowperson climbs through the window” nightmare)
- ESW (STYX SHORE): Examine something gray, Ask the lost woman about it. Look at goddess Styx, Cast Freeze(). Say that we’ll search the rivers.
- Return to Ship.
- Compile ???() (-1 Fear)
Light 13, Dark 14, Air 4, Earth 8, Fire 9, Water 13, Chaos 10, Order 6, Fear 3, Love 3, Life 6, Death 9. Ruthless 29, Kind 3.
Part 6. The Prophecies
Prophecy of Fire — already have, see University of Phoenixes section (Part 5)
Travel to Light House (The Deep Web)
- N (LIGHT HOUSE: MAIN ROOM): Examine the fountain, Examine the shards, Assemble the shards (+Prophecy of Light)
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. - Return to Ship
Travel to Lost Soul’s Diner
- N (THE LOST SOUL’S DINER): Talk to the waitress, Order something twice using motes of Dark (-2 Dark +10 Health)
- Return to Ship.
Travel to The Depths
- EEE DED (here’s the blog) UW UW DW UWW: Absorb the Prophecy of Dark.
- E (it’s the start location) EEE WD WD EW ED: Examine the treasure chest (+sheet music)
- UUU Escape the Depths
Travel to Fairyland
- NWWN (PALACE STAIRS): Talk to the troll
- NNW (TROPHY ROOM): Examine the trophies, Look at the trophies until you find a mirror.
- Say “secsip”, Pull an Alice.
- S (MIRROR REALM: GLASS): Examine a bell, Cast MaxVolume() on it, Ring the bell (-3 Health)
- S (MIRROR REALM: IRON): Speak “rezrov”
- S (MIRROR REALM: REFLECT): Cast ValeMundo()
- S (MIRROR REALM: VICTORY): Examine a tiger, Cast Dream() “Napping in a perfect sunbeam”
- Take the Prophecy of Air.
- E SS SS EEN (POLTERGEIST MOUND): Talk to the poltergeist, Impart the Prophecy.
- Return to Ship.
Travel to Fiddler’s Green
- ESE (WATERFALL): Look at the blue orb, Touch it.
- N (GLADE): Look at the green orb, Touch it, Cast a spell: SalveMundi().
- S (WATERFALL): Examine the door, Enter the cave.
- (FIDDLER’S CAVE): Examine a skeleton, Use an item: sheet music (-sheet music), Take the Prophecy of Earth (+1 Kind)
- Return to Ship.
Travel to Olympus
E (A MEMORY OF DELPHI): Assemble as follows:
- 1st string: limestone. of polish. is clearly readable
- 2nd: mottled gray. rough. like bay leaves.
- 3rd: a cheerful tumult of splashes. carved figures holding urns. stone bench
Examine the trees, Take a leaf (+laurel)
E (ADYTON): Examine the altar, Take an offering (+golden bowl)
W (A MEMORY OF DELPHI): Examine the fountain, pour water in the golden bowl (+bowl of springwater)
E (ADYTON):
- Examine the altar, Add three offerings: bowl of springwater, goat horn & laurel.
- Examine the stool, use Earth on it (-2 Earth)
- Cast Textilekinesis(), See the future. See Omini in a new way.
- Impart all the Prophecies (-5 Water -5 Dark -5 Light -5 Fire -5 Earth)
Return to Ship
Light 8, Dark 7, Air 4, Earth 1, Fire 4, Water 8, Chaos 10, Order 6, Fear 3, Love 3, Life 6, Death 9, Ruthless 29, Kind 4
Part 7. The Race
NE (RACETRACK): Start the race
//Notes:
- Pass every time you have the opportunity (see motes you can use for passing below);
- Block any passing attempts (there should be four) with motes of Chaos, except Dudley’s (use any other mote);
- Spend 3 motes of Fire at the start of the race to secure your 10th place (-3 Fire)
Acheron
- Miserable Blackness — Dark
- Traffic in Dis — sail
- Acheron Fog — Euros //passing onto 9th place
- Vicious Shade — Light
- Grief Hail — Death //passing onto 8th place
- Susan’s memory — Dark
Cocytus
- Suffering Floe — engine / Order
- Ice Devils — Death
- Cacophonous Screams — Love //passing onto 7th place
- Traitorous Impulse — engine / Order
- Panic Blizzard — Love //passing onto 6th place
- Susan’s memory — ask Susan for help
Lethe
- Thoughtless Fumes — Euros / Air
- the Cave of Hypnos — Fear
- Isles of the Blessed — don’t stop //passing onto 5th place
- Javelin Throwers — ask the octopus for help
- the Darkness of Oblivion — Dark //passing onto 4th place
- Susan’s memory — ask Susan for help
Phlegethon
- Blazing Fury — Water
- Turbulent Thermals — Water
- a Giant Demon — Light //passing onto 3rd place
- Erupting Volcano — nothing (ship upgrade)
- Hellfire Storm — Water //passing onto 2nd place
- Susan’s memory — Water
Styx
- the Currents of the Styx — sail/Chaos
- the Wrathful and the Sullen — Fear
- Black Rapids — Chaos //passing onto 1st place
- Exhaustion Winds — Euros/Air //Securing the lead
- Charon — engine/Order
(+triumph)
Passing:
Faust and Furious: engine / Order
The Furies: Euros / Air
Mimi The Imp: Water
Dudley Despicable: sail / Chaos
Hellracer: Love
The Flying Dutchman: Life
The Baligor: Euros / Air
Part 8. The Mind
- Slowly dying (+angry)
- You are being chased (+afraid)
- Falling
- Paralyzed (+terror)
- No one will ever understand you
(+vulnerable +dreadful)
ENE (CREATE): Assemble your broken spells thrice (+curious +creative +distant +pain +powerful). Guide if needed, made by Puffles
WSE (RECENT MEMORY):
- After the Fire: i cannot fix my leg with magic, permanent break, decorations, independence (+20 resilience)
- Revenge: select prophecy, too tired to yell, vengeance (+20 resilience)
S (MY PLAN):
- Emperor, Empress, Hierophant
- Death, Devil, Magician
- Fool, Hanged, Hermit
- Chariot, Hierophant, Justice
- Chariot, Fortune, Tower
- Fool, Fortune, World
- Judgment, Justice, Strength
- Devil, Moon, Strength
- Death, Hanged, Judgment
(+40 resilience)
NE (MEMORY):
- Learning to Code: alchemical process of now, i am a sorcerer, telling the future, hate hospitals (+20 resilience)
- Before the Fire: true meaning, silence is not only golden (+20 resilience)
- The Fire: after bale, quiet boy, fire finds me, high school, pokemon (+20 resilience)
N (THE APARTMENT):
- Talk with Doctor Linden, Ask for his advice several times (+cognitive reframing +breathing exercises)
- Wonder if someone else is here: i cant do this, i want you too much, love is perishable, you owe me nothing (+10 resilience)
SE (DISTANT MEMORY):
- Childhood: swimming is flying, the steps of breaking (+20 resilience)
- Fabric: how scarf, what scarf, why scarf (+20 resilience)
- WWW NW(IDENTITY): define ‘broken’, Use a thought: ‘cognitive reframing’ (+30 resilience)
- ESEN (path to friendship): Use a feeling: ‘vulnerable’
- N (FRIENDSHIP): Look at Susan, Ask her to come with you.
- SWWS (THE FIRE): Use a feeling: ‘distant’ (+10 resilience). Next, Ask Susan for help. Get away //don’t talk to it!
- EEN (FRIENDSHIP): Ask Mathias to come with you.
- SWS (FEELING): Use a thought: ‘curious’ (+20 resilience)
- W: find “not good at being happy” (+20 resilience)
- E: find “suppresses rage” (+20 resilience)
- E (SEETHE): Examine chains, Ask Mathias for help. (+20 resilience). Examine a black wolf, Use a thought: ‘breathing exercises’ (+20 resilience)
- WNEEN (THE APARTMENT): Look at Brody, Ask him to come with you.
- SWWSE (ANGER): Feed the wolf. Feed her all thoughts you have, all feelings & Brody. (– creative -powerful -afraid -angry -dreadful -pain -terror -triumph). Direct the wolf, her current power should be 360. Send her to attack BAL/E.
- WNEES (THE SCHOOL): Ask Harvey to go with you.
- N WWW N (THE OCEAN): Examine a pier, Ask Harvey to monitor the pier. (+30 resilience)
- S EEEE N (THE HOME): Ask Dad to come with you.
- S WWWW N (THE OCEAN): Examine the pier, Ask Dad to monitor the pier. (+30 resilience)
- SS (THE FIRE): Examine BAL/E, Try to kill it. Repeat 14 times. Always get away, never talk to it. //14 times — yeah, I know. If you know how to increase the wolf’s power even more, please share in the comments 🙂
- NE (SEAT OF CONSCIOUSNESS): Rise.
And that wraps up our share on Open Sorcery: Sea++: Firefighter & Across the Universe achievements. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by katyarun, who deserves all the credit. Happy gaming!