Walkthrough Menu
- General Tips
- Chapter 1: To Cross Roads
- Chapter 2: Mill House
- Chapter 3: Tower
- Chapter 4: Fort
- Chapter 5: Castle
General Tips
- This is the official guide for Myths of the World: Under the Surface.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: To Cross Roads
- Speak to character (A).
- Go (B).
- Speak to character; select house; speak to character; take LOG (C).
- Place LOG (D); select 2x; take ROPE (E).
- Go forward.
- Take AXE (F); open (G).
- Go down.
- Use AXE; take WATTLE (H).
- Go forward 2x.
- Speak to character; open (I); take, open, select book (J) for Map.
- Take UNSTABLE CHAIR (K); CANDLE HOLDER (L).
- Take note and SEQUENCE INSTRUCTIONS (M).
- Go down.
- WATTLE on UNSTABLE CHAIR for CHAIR.
- Place CHAIR (N); play HOP (O) for DIRTY JAR.
- Use CANDLE HOLDER (P); take WOODEN MOON, WAXY CANDLE TRIMMER (Q).
- Select cauldron; place DIRTY JAR (R) for CLEAN JAR.
- Place WAXY CANDLE TRIMMER (S) for BROKEN CANDLE TRIMMER.
- Go forward.
- Place SEQUENCE INSTRUCTIONS and WOODEN MOON; select 1-3; take BIRD KEY (T).
- Use CLEAN JAR (U); receive MUSHROOM SAMPLE.
- Go to Dock.
- Speak to character; select (V); use BIRD KEY (W); take SCREW (X).
- Return to Aileen's Bedroom.
- SCREW on BROKEN CANDLE TRIMMER for CANDLE TRIMMER.
- Use CANDLE TRIMMER (Y); take Pan Flute and LEATHER BAG (Z).
- Return to Dock.
- Pan Flute on turtle (A).
- Solution (B). B-Cx7-Dx10.
- Solution (C).
- Go forward.
- Take SICKLE (D).
- Go right.
- Speak to character; give LEATHER BAG; (E) speak to character; take CART KEY (F).
- Go down.
- Use CART KEY (G); play HOP (H) for GREENHOUSE KEY.
- Go right.
- Solution (I). Ax6-Bx6.
- Use GREENHOUSE KEY (@).
- Go right.
- Solution (J). A-Bx2-Cx2.
- Take MOUSE CAGE.
- Take WATERING CAN; use SICKLE (K); take ANCHOR (L).
- Use WATERING CAN; take PYRAMID KNOB (M).
- Take PERFUME PUMP (N).
- Go down.
- Place PYRAMID KNOB (O); take HERBAL BOX KEY (P).
- Go right.
- Use HERBAL BOX KEY take CATALOG (Q).
- Go down 2x.
- Place, open MOUSE CAGE; Pan Flute on mouse (R).
- Solution (S). Bx3-C.
- Take CATALOG KEY.
- ROPE on ANCHOR for GRAPPLING HOOK.
- Use GRAPPLING HOOK; receive COMPASS COVER (T).
- Return to Greenhouse.
- CATALOG KEY on CATALOG; place MUSHROOM SAMPLE; select (U); take ANTIDOTE and MUSHROOM NAME TAG (V).
- PERFUME PUMP on ANTIDOTE for ANTIDOTE SPRAY.
- Take page; place MUSHROOM NAME TAG (W).
- Solution (X).
- Take BOOK OF MORGAN SYMBOL.
- Go down.
- Place BOOK OF MORGAN SYMBOL (Y); select (Z); take BOOKMARKER (A).
- BOOKMARKER on COMPASS COVER for LIBRARY EMBLEM.
- Place LIBRARY EMBLEM; take MAP (B); speak to character; give MAP (C); play HOP (D); speak to character; take MILL HOUSE DIRECTIONS (E).
- Go down.
- Place MILL HOUSE DIRECTIONS (F); Pan Flute on horse.
- Solution (G). Ax9-Bx10-Cx4-Dx7.
Chapter 2: Mill House
- Use ANTIDOTE SPRAY (H); speak to character.
- Take TOOLBOX ORNAMENT; PLIERS; HAMMER (I).
- Use HAMMER (J).
- Go forward.
- Use PLIERS for 2/6 NAILS (K).
- Take CRANE LEVER (L); place TOOLBOX ORNAMENT; take MILLHOUSE KEY, 3/6 NAILS (M).
- Use PLIERS for 4/6 NAILS; take BROKEN BARREL (N).
- Place, select CRANE LEVER (O).
- Solution (P1-P4).
- Take NET.
- Go down.
- Place MILLHOUSE KEY (Q) for HOP (R); receive HOOP.
- Place BROKEN BARREL, HOOP, NET; select crank (S).
- Go to Lake Shore.
- Use PLIERS for 6/6 NAILS and 1/2 SLAT (T); select (U).
- Solution (V). Dx2-Gx2-B-Fx2-E-Gx2-E-F-Cx2-F-E-F-A-Fx2.
- E-G-B-F-E-G-B-G-E-F-E-G-Ax2-F-E-G-Ex2.
- Take FISHING HOOK.
- Take 2/2 SLAT (W).
- Go down.
- Use FISHING HOOK; receive COG (X).
- Return to Lake Shore.
- Place COG, select handle (Y).
- Take BROKEN PADDLE (Z).
- 2/2 SLATS, 6/6 NAILS and HAMMER on BROKEN PADDLE for PADDLE.
- Select handle (A); place PADDLE (B).
Chapter 3: Tower
- Pan Flute on creature (C).
- Solution (D). Ax8-Bx4-Cx3-Dx2.
- Go left.
- Use FISHING HOOK; receive BLADE (E).
- Take flask for OPAL; take BRANCH (F).
- Go down.
- Use BLADE; take SAIL (G).
- Take note; use BRANCH (H) for HOP (I); receive MACE.
- BLADE on SAIL; select pieces for SAIL ROPE.
- Go left.
- Use MACE (J).
- Receive BROOCH; Pan Flute on bird (K).
- Solution (L). A-Bx2-D.
- SAIL ROPE on bird (M).
- Go forward.
- Take (N), use RAKE (O); uncover, take DIARY (P).
- Take CLOAK (Q).
- Use RAKE (R); take GOLDEN ROSE (S).
- Place GOLDEN ROSE (T).
- Go forward.
- Take 1/2 DRAGON (U).
- Go (V).
- BROOCH for NEEDLE.
- Take 2/2 DRAGON; use NEEDLE (W); take STONE SEQUENCE (X).
- Place 2/2 DRAGONS (Y); uncover; take SUPPLY CABINET KEY (Z).
- Go down.
- Place SUPPLY CABINET KEY (A); take DRIED-OUT SOLVENT, OIL (B).
- Go down, then left.
- Place DRIED-OUT SOLVENT for SOLVENT; uncover (C), place STONE SEQUENCE; select 1-6; take TURTLE (D).
- Return to Tower Hall.
- Use SOLVENT (E); play HOP (F); receive CODE.
- Go forward.
- Take scroll; place TURTLE; take LIGHTER (G).
- Place CODE (H).
- Solution (I).
- Go forward.
- Take LANTERN (J).
- Return to Forest.
- OIL, LIGHTER on LANTERN for LIGHT.
- Place LIGHT (K) for HOP (L); take ACORN.
- Return to Tower Hall.
- Place ACORN (M); take STALLION KEY (N).
- Go down.
- Place STALLION KEY (O); open, take note, DIARY LOCK (P).
- Return to Tower Room.
- NEEDLE on CLOAK for GOLDEN COLLAR.
- DIARY LOCK on DIARY for LOCKED DIARY.
- Place LOCKED DIARY (Q).
- Solution (R).
- Place GOLDEN COLLAR (S); select 5; take COMPASS.
- Go forward.
- Place COMPASS (T); receive CASTLE DIRECTION.
- Return to Forest.
- Place CASTLE DIRECTION (U).
- Go forward.
Chapter 4: Fort
- Take ROMAN NUMBER (V); Pan Flute on deer (W).
- Solution (X). Ax5-Bx5-Cx5-Dx5.
- Go right.
- Speak to character (Y); receive WALKING STICK.
- Play HOP (Z) for FISHING NET.
- Go forward.
- Use FISHING NET, WALKING STICK; take DOOR HANDLE (A).
- Place DOOR HANDLE (B); play HOP (C) for LOGS.
- Return to Bridge.
- Use WALKING STICK for SAW FRAME (D).
- Go forward.
- Take 1/2 FLINT (E).
- Place SAW FRAME; take SAW (F).
- Place ROMAN NUMBER (G); take RASP (H).
- Return to Old Dock.
- Use RASP; take HOOK (I).
- Go forward.
- Use SAW (J); place LOGS (K); receive MAST.
- Go down.
- Place MAST, HOOK (L); speak to character.
- Return to Garden.
- Give WALKING STICK (M).
- Place OPAL (N).
- Solution (O). Bx2-Fx2-Cx2-Fx2-Ex2.
- Go forward 2x.
- Play HOP (P) for CHEST KEY.
- Take BERRIES (Q).
- Go down.
- Place CHEST KEY; take BROOM, TENT PEG (R).
- Go forward.
- Use TENT PEG; receive SCONCE (S).
- Go down.
- Place SCONCE; take MIRROR (T).
- Place MIRROR (U); take EMBLEM FRAME (V).
- Return to Bridge.
- Use BROOM; take CITY EMBLEM (W).
- Return to Fort Entrance.
- CITY EMBLEM on EMBLEM FRAME for FORT KEY.
- Place FORT KEY (X).
- Solution (Y). Bx3-D-Ex2-A-Bx2-D-Ex2-Cx3-Ax2-B-Dx2-Ex3-Cx2-Ax3.
- Go forward.
- Speak to character; take STAINED GLASS (Z).
- Take VISE HANDLE (A).
- Go down.
- Use STAINED GLASS; take GUN POWDER (B).
- Return to Cliff.
- Use STAINED GLASS; receive RESIN; take SWORD EMBLEM (C).
- Return to Fort Courtyard.
- Use SWORD EMBLEM (D) for HOP (E); take CANDLE WICK, 2/2 FLINT.
- CANDLE WICK, 2/2 FLINT in GUN POWDER for EXPLOSIVE.
- Give EXPLOSIVE (F); speak to characters.
Chapter 5: Castle
- Use BERRIES (G); Pan Flute on animal.
- Solution (H). B-C-D.
- Receive VINE LADDER.
- Place VINE LADDER (I).
- Go forward.
- Take COMPARTMENT EMBLEM (J).
- Go left.
- Place VISE HANDLE; take GLASS CUTTER (K).
- Uncover, take CHALK, 1/2 CAGE KEY PIECE (L).
- Uncover, place COMPARTMENT EMBLEM; take KISERU PIPE (M).
- Go down.
- Use GLASS CUTTER; take SEASHELL (N).
- Place SEASHELL (O) L-R-L.
- Take DANDELION; place KISERU PIPE (P).
- Solution (Q).
- Take IRON KEY.
- Place IRON KEY (R) for HOP (S); receive FIGURINE.
- Return to Workshop.
- Place FIGURINE (T).
- Solution (U).
- Go forward.
- Open (V) for HOP (W); receive 2/2 CAGE KEY PIECE.
- Speak to owl; take LOCK SLOT (X).
- Return to Castle Hall.
- Place LOCK SLOT (Y).
- Solution (Z). D-B-C-A-B-E-D.
- Go right.
- Pan Flute on animals.
- Solution (A). C-D-B-A-B-D-B.
- Take CAGE KEY BASE; open, select book 3x (B).
- Go left.
- Take SPIRITS WHISPER POTION (C).
- Return to Secret Chamber.
- 2/2 CAGE KEY PIECES on CAGE KEY BASE for CAGE KEY.
- Speak to owl; use CAGE KEY (D); speak to owl; take SYMBOL PARTS LIST.
- Place SYMBOL PARTS LIST (E); select 1-3; receive ENCYCLOPEDIAS.
- Return to Morgan's Room.
- Place ENCYCLOPEDIAS (F) for HOP (G); receive SYMBOL SCHEME.
- Return to Castle Basement.
- Place SYMBOL SCHEME, CHALK (H).
- Go forward.
- Take HANDLE (I).
- Return to Kitchen.
- Place HANDLE (J); take KNIFE, BASKET (K).
- Use KNIFE; take BREAD PIECES (L).
- Go down.
- Use KNIFE; receive CURTAIN TIEBACK (M); take BROOCH (N).
- Place BROOCH (O); take VANGUARD, UNFINISHED POTION (P).
- Go left.
- Place BASKET, BREAD PIECES and CURTAIN TIEBACK, select; take PINE MARTEN (Q).
- Return to Ritual Hall.
- Place PINE MARTEN (R); Pan Flute on animal.
- Solution (S). Ax2-Bx2-Cx2-Dx2.
- Place ANTIDOTE SPRAY on animal.
- DANDELION, RESIN, VANGUARD and SPIRITS WHISPER POTION on UNFINISHED POTION for SHIELDING POTION.
- Place SHIELDING POTION (T).
- Solution (U). A-D-C-D-C-Dx2.
- Congratulations, you have completed playing Myths of the World: Under the Surface.
Created at: 2019-07-14