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    FAQ by thomas pepon

    Version: 0.0.3 | Updated: 07/13/08 | Search Guide | Bookmark Guide

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    |                            Morning's Wrath                                  |
    |                            FAQ/Walkthrough                                  |
    |                    Version 0.0.1 started May 13, 2008                       |
    |                       Copyright © Thomas Pepon 2008                         |
    This is my first FAQ for a game, and I haven't finished the game yet, but I was
    quite frustrated by the lack of information available for Morning's Wrath 
    online, so I decided to create my own.
    Please send any comments, suggestions, things I missed, constructive criticism
    to thomaspepon(at)writeme.com.  I will be sure to credit any information that I
    use properly.
    Morning's Wrath was created in 2005 by Ethereal Darkness Interactive.
    (http://www.edigames.com/) (under construction)
    I have given permission to host my FAQ to:
    GameFAQs                www.gamefaqs.com
    Cheat Code Central      www.cheatcc.com
    Neoseeker               www.neoseeker.com
    Version History
    0.0.1		2008-05-14		original file, including controls,
                                            attributes, equipment, experience,
                                            potions, spells
    0.0.2           2008-07-11              more info about spells and equipment,
                                            dumped dialog
                                            cleaned up walkthrough, didn't add more
                                            added bell quest notes
    					added artifact notes
                                            ran a spell check
                                            still needs cleanup and more info
    0.0.3           2008-07-13              more info about quests and artifacts
                                            quest data is all notes, not really
                                            in walkthrough prose
    Controls                                                                 [mwco]
    Attributes                                                               [mwat]
    Equipment                                                                [mweq]
    Experience                                                               [mwex]
    Potions                                                                  [mwpo]
    Spells                                                                   [mwsp]
    Walkthrough                                                              [mwwa]
    (search for key on right side to go right to that section)
    Controls                                                                 [mwco]
        The controls to Morning's Wrath are pretty simple.  Just use the mouse.
    Left click does almost everything, move, attack, pick up an item, interact 
    with an object, move items in inventory.
        Right click is used for magic, or to use a potion when right-clicking on
    in your inventory.
        Note you can add items to your quick-use belt on the bottom of the screen.
    From there, you can use the number key to use an item.
    Attributes                                                               [mwat]
    This determines the amount of life that Morning has.  There is no numeric 
    hitpoint system shown to the user.  Your life is the red bar in the upper left
    corner.  The more vitality you have, the more segments to the red bar, so that
    when you are attacked, it will take away a smaller portion of your total bar.
    The amount of life you have is directly affected by your Vitality.
    Max I've seen is 408.
    Same idea as with Vitality, but Spirit controls the amount of mana that you
    have available. (spell-casting power)  The higher your spirit, the more 
    subdivisions of the blue, mana bar in the upper right.  More divisions mean
    that the same spell will take a smaller portion of the bar.
    Max I've seen is 384.
    Strength directly affects your melee damage.  You start with 15 strength and 
    your melee damage is 30 to 35.  Each additional point of strength will add 1 
    to your melee damage minimium and maximum.  Max strength is 100.
    Wisdom directly affects your spell damage.  You start with 10 wisdom and your
    spell damage is 20 to 25.  Each additional point of wisdom will add 1 to your
    spell damage minimum and maximum.  Max wisdom is 100.
    Agility affects the speed you are able to melee attack and cast spells.  You
    start with 15 points. Max agility is 100.
    Equipment                                                                [mweq]
        Morning gets a suit of blue armor and a sword early in the game.  This 
    armor doesn't do anything except let Morning attack people.  The armor and
    weapon themselves have no stats, and there are no upgrades available.
        Morning is able to wear 6 pieces of armor to help protect her in her 
    travels.  She can wear a crown, an amulet, two bracelets, and two rings.
        Each piece of equipment that Morning finds will have modifiers attached to 
    change Morning's attributes, spell damage, or protection values.
        Equipment is found on the ground.  There are no random drops from fighting
    mobs.  Some quests will reward you with an item, and one fight gets you an 
    item.  But the normal mobs do not drop anything.
        The isometric view of this game tends to hide equipment behind walls.  If
    you walk near the walls, the walls are made somewhat translucent, plenty clear
    enough to see if there is equipment.  After removing the threats from an area,
    it is not a bad idea to skim the walls to make sure you aren't missing 
        Equipment Modifiers
        Each piece of equipment has 3 modifiers to it, defined by the two prefixes
        and one suffix to the part type.  An example part would be:
        Pupil's Lasting Amulet of Shielding
        The prefixes determine the attribute changes, and the suffix determines the
        melee/spell/protection modifier.
        A list of the modifiers as defined by the prefixes is below.
    Prefix1               Effect
    Youth's               +1 vitality
    Vigoroso's            +3 vitality
    Energetic's           +6 vitality
    Longevitor's          +9 vitality
    Sage's                +1 spirit
    Casters's             +3 spirit
    Conjuror's            +6 spirit
    Wizards's             +9 spirit
    Brigand's             +1 strength
    Soldier's             +3 Strength
    Warlord's             +6 strength
    Behemoth's            +9 strength
    Pupil's               +1 wisdom
    ????                  +3 wisdom
    Soothsayer's          +6 wisdom
    Prognosticator's      +9 wisdom
    Fastern's             +1 agility
    Swiftmen's            +3 agility
    Quickrel's            +6 agility
    Rapidin's             +9 agility
    Prefix2               Effect
    Robust                +1 vitality
    Intense               +3 vitality
    Lasting               +6 vitality
    Undying               +9 vitality
    Focused               +1 spirit
    Directed              +3 spirit
    Expanded              +6 spirit
    Concentrated          +9 spirit
    Strong                +1 strength
    Torqued               +3 strength
    Powerful              +6 strength
    Leviathun             +9 strength
    Keen                  +1 wisdom
    Learned               +3 wisdom
    Brilliant             +6 wisdom
    Prodigious            +9 wisdom
    Determined            +1 agility
    Persistent            +3 agility
    Relentless            +6 agility
    Unyielding            +9 agility
    Suffix                Effect
    Bashing               +1-3   melee
    Nailing               +4-6   melee
    Hacking               +7-9   melee
    Rending               +10-13 melee
    Blasting              +1-3   spell
    Casting               +4-6   spell
    Conjuring             +7-9   spell
    Wizardry              +10-13 spell
    Bearing               +1 protection
    Blocking              +3 protection
    Shielding             +6 protection
    Enduring              +9 protection
    *** artifact notes ***
    artifacts generally have the best modifiers, but of course, the point of the 
    game is to dump them in the mana well to purify it
    artifacts have a stat requirement for use (maybe for equipping at all, I don't
    remember) if you wear it, and you don't have the stat requirements, then the
    modifiers don't take effect.  note that the stat requirements are base stat
    requirements (before equipment modifiers) so if you try to equip an artifact
    and you don't get the modifiers, take off all your equipment, and mouse over
    the artifact, and see which stat you are short on
    if you decide to wear one, which isn't a terrible idea, I found a few pieces
    of equipment that suited me better than artifacts... (I like spell damage)
    you will have 2 artifacts left over after getting them all, so you would be
    well advised to hang on to ones that suit your play style, and wait for other
    ones to dump in the well
    note: the damage bonuses for Tainted Wristband and Stiff Band are due to
    attribute changes, if you've already maxed out Str/Wis naturally, these will
    have no effect on melee/spell damage
    note: 4 points of spell damage on Bellman's ring, 50 points of melee damage
    on Oaf's amulet are due to attribute changes, there is still a modifier in
    addition to the attribute change (+20 to 24 spell and +5 to 10 melee)
    Skull Bracelet (reward for putting 12 coins in well)
        +2Vit +2Spr
        -80 to +80 melee damage
        requires 50Vit, 35Str
    Tainted Wristband
        -50Vit +100Str +100Wis,
        +100 to 100 melee damage 
        +100 to 100 spell damage
        requires 60Vit, 60Spr
    Lost King's Crown (reward for lighting underground light towers)
        +10 to 20 spell damage
        +15 protection
        requires 30Vit, 40Wis
    Lost Prince's Ring (reward for defeating Lost Prince)
        +10 to 20 melee damage
        +15 to 25 spell damage
        requires 50Str, 45Wis
    Bellman's Ring (reward for solving Bellman's quest)
        +24 to 28 spell damage
        requires 20Str, 30Wis
    Oaf's Amulet (found in underground tomb, code from stone tomb)
        +50Str -50Wis -30Agl
        +55 to 60 melee damage
        -50 to -50 spell damage
        +15 protection
        requires 30Str
    Angel's Wristlet (found in underground tomb, code from castle 2nd floor)
        +15Vit +15Spr
        +0 to 20 melee damage
        +0 to 20 spell damage
        +10 protection
        requires 60Vit, 50Str
    Corrosive Helm
        -30 protection
        requires 25Vit, 30Str
    Serpent Gem
        +8 to 12 spell damage
        +10 protection
        requires 20Str, 15Wis
    Arcane Bracelet
        +0 to 30 spell damage
        +25 protection
        requires 50Wis
    Stiff Band
        +50Str +50Wis -20Agl
        +50 to 50 melee damage
        +50 to 50 spell damage
        requires 50Wis
    Spiked Clincher (reward for defeating warlord on 2nd floor)
        +5 to 10 melee damage
        requires 15Str
    (you don't have to kill warlord, you might be able to lead him away and get it)
    Leowyn King's Crown (reward for completing locked door quest (spider guy))
        +5Spr +5Str
        +20 to 33 melee damage
        requires 30Str, 20Wis
    Freden's Crest (reward for Leowyn Lore quest)
        +20Spr +20Str
        +20 to 60 melee damage
        +0 to 40 spell damage
        requires 50Str, 60Wis, 40Agl
    Experience                                                               [mwex]
        For each kill your character gains experience, after so much experience,
    your character will reach a milestone. (read: level up)  There is no numbered
    levels and the highest exp milestone is 100000, after that, the game stops 
        Each milestone will grant you some points to add to your attributes.  There
    really isn't much of an experience grind to Morning's Wrath.  I tended to hit
    4 or 5 milestones between potions.
        One note on adding points to your attributes, Strength, Wisdom, and Agility
    all max out at 100 points.  I haven't seen a cap on Vitality and Spirit.  
    During my first play of the game, I raised stats pretty evenly.  But after a
    while, I started using magic pretty exclusively to attack, so all the strength
    points were wasted, when I would have been better served to add those 85 points
    to Vitality or Spirit.
    Potions                                                                  [mwpo]
        There are two sets of life and mana potion caches in the game.  They put
    out a never ending supply of potions.  Don't hesitate to use potions you have,
    as they are free to replenish, and never leave the cache without a stash of
    Spells                                                                   [mwsp]
        To get in your spellbook, click on the S to the right of the quick-use 
    belt, or press the S key.  After the opening sequence (after you are 'killed' 
    by the invading army, you will go through a dialog sequence, and will be given 
    the spell components Fire and Blast.  Fire is the element and Blast is the 
    type.  A Blast attack shoots whatever element is attached a few squares down 
    the screen.
        So the first, easiest spell to make is Fire Blast.  In the spellbook, click
    on the Fire icon, and it moves to the top bar, and then click on Blast to move 
    it to the top.  Then click Save, and a scroll will fall on the floor next to 
    you.  Pick up the scroll.  In your inventory, right click the scroll to make 
    that your active spell.
        My first spell has always been Fire Blast Fire Blast.  You can cast it a
    few times before running out of mana, and usually 2 of them will kill the
    early mobs.
        When you get more types, you can make spells with multiple effects.  You
    can create a Fire Blast Static Blast spell, an attack with Fire and Static.
        As you adventure further, you will encounter more spell elements and
    types.  Gaining new Elements and Spell Types is determined by the experience
    milestone that you have current reached, and how many artifacts you have put
    into the mana well.
        Using a character just past the 50000 experience milestone, I find that
    you get the following:
        first artifact = stone + triple
        second artifact = static + cannon
        third artifact = crystal + burst
        Once you are going you can choose from several different elements and 
    types.  Here are the elements and types that I've encountered so far.
    Spell Elements
    Fire,   Stone,  Static,    Crystal, 
    Plasma, Razor,  Lightning, Caustic, 
    Flare,  Meteor, Ion,       Phantasma
    It seems that there are 4 base elements, and that afterwards you get stronger
    versions of the base elements.  Plasma is like a level 2 Fire, Flare would be 
    level 3.  The elements seem to line up in 4s.
        Shoots element in a straight line a short distance in the direction 
        of your cursor.
        Shoots elements in three-directions from your character. (in the shape of
        an upside-down y)
        Like the blast, but stronger.  It travels in a straight line in the 
        direction of your cursor, and lasts longer than the blast attack.
        By far my favorite early type, it sends elemental attacks in 8 directions.
        Creates a line the travels in front of your caster, like a big line of 
        blast spells.  This will appear across the screen, even behind walls.  Can
        be used to clear rooms without entering.
        A reverse burst, the elements start in 8 positions away from your
        character and converge where you are standing.
        Just like the wave travelling forward, but with another wave moving in the
        opposite direction.  Again, behind walls.
        A square area of affect around the caster.  Stays right where it was cast.
        A cross between Cannon and Triple, basically a Cannon attack in three 
        directions, but with a much faster travel path. (and more linear)
        A cannon burst attack.
        Two simultaneous flank spells, perpendicular to each other.  A flank spell
        both horizontal and vertical.  Again, behind walls.
        Like the bloom attack, but with some extra spell spots thrown in?  It's a
        ridiculously wide area attack.  You won't have much need for the other
        types once you have it.
    Walkthrough                                                              [mwwa]
    <opening story - text and art> (don't click or it will skip the rest)
    <the opening sequence is chock full of dialog, but after that, there's only
    a couple more to deal with, it drove me as crazy typing it as it is for you
    to scroll past it>
    --Opening dialog in Morning's bed quarters.
    --Sophia, a servant, Morning (the princess and protagonist)
        Time to take Morning downstairs.  As you exit the bedroom, you will pass a
    small room (closet?) in the hall.  (remember, left click to move)  Open the
    door, (left click again) and pick up the Glass Jar.  The jar will figure into
    a task after we finish the opening sequence.  I wouldn't bother with the life
    potion.  You won't need it until the opening sequence is over, and you are
    required to 'die' during the opening sequence.
        Walk down the stairs. (left click on the stairs)
        After a forced dialog with the Captain of the Guard, Morning will walk
    automatically to see Steward Haliphen at the front of the hall, where more
    dialog takes place.
        At this point you can chat up the nobles, there is a quick scene with
    the slacker guards you can see at the south end of the hall.  To progress the
    story, speak with Sophia, who is at the entrance to the hall standing by a 
    --dialog with Sophia
        Sophia then goes across the room to the armory.  Walk to the armory
    and talk to Prince Ardus for the romance storyline to begin.
    --dialog with Prince Ardus
    You can continue talking to nobles here, but to advance the storyline,
    move near Haliphen and the guard at the bottom end of the hall.
    --dialog with Haliphen and Captain of the Guard.
    Haliphen and the guard walk to the gate at the far end of the hall.
    To continue the storyline, walk near the now-open gate.
    (note: if you click on Haliphen, Morning will follow him.  You have
    to get it just right, or he'll move off your cursor, and Morning will
    just walk to where the cursor was when you clicked.)
    Outside, once you walk down the path to be near Haliphen, another
    dialog ensues.
    --dialog in the courtyard with Haliphen, Lord Rahine, and Lord Oderan
    After a music change, a mob of Ashidian solders fill the gate, followed
    by another line of dialog.
    You get to watch your first fight scene here as you run back to the castle.
    Don't watch too long, as the Ashidians will attack (and kill) the helpless
    Morning as well.
    --Once safely inside, another dialog with Haliphen.
    Now it is time to get dressed for war.  You will be wearing the blue, 
    metal armor from Heona's Armor Cabinet.  It is in the Armory, where you
    met with Prince Aldus.  Click on the cabinet, and Morning says.
      The armor and sword of Heona.  Hopefully they are all that legend
      makes them out to be.
    Then Sophia enters and a dialog ensues.
    **<more walk-through to come>**
    *** underground throne room - lost king's crown
    As soon as you enter the underground for the first time, you are automatically
    taken to see the lost king in the underground throne room.  He asks you to
    bring light back to the city by lighting the four towers.  He will give you
    his crown (lost king crown is an artifact) for accomplishing this.
    The lost prince isn't too happy about this.  After you complete the task, the
    king thanks you, and drops the crown.  As soon as you pick it up, there is a
    short dialog with the prince, and then a fight.
    (nothing too hard, I killed him with 2 quadruple fire-burst spells with spell
    damage at 85-98)
    When you kill the lost prince he will drop the 'lost prince's ring' artifact
    and the gate to the underground tomb near the cemetary will open
    *** underground spirit at wilted garden ***
    get watering can from the across street in house, 
    ladder leading into darkness
    (in darkness just walk all the way west, ignoring the various openings to the
    north and south, when you come to a wall going west, it is right there on the
    with watering can in inventory when you come out and go near the wilted 
    garden, the spirit will start to follow you, walk her to any dark light tower
    and she will light it up
    *** underground spirit at cemetary ***
    get shovel from royal engineer's room (W of stairs to Morning's bed quarters)
    apply shovel to grave
    pick up skull
    talk to spirit
    lead spirit to dark light tower and he will light it up
    *** underground spirit in cell ***
    get key from chamber pot in cell to SE of spirit
    (1st cell near lower entrance to jail)
    unlock spirit cell
    talk to spirit
    pick up medallion
    talk to spirit
    lead spirit to dark light tower and he will light it up
    *** underground spirit at library ***
    get stone wedge from building near SE light tower, there are 2 buildings
    immediately east of tower, then a building north, and one north of that
    in the second north building you will find the stone wedge
    in library apply wedge to gears next to statue
    talk to spirit
    pick up book
    (if you neglect to apply stone to gears the library gate will close
    open it up by applying the book to the pedestal)
    lead spirit to dark light tower and she will light it up
    *** bell quest in underground ***
    get music box in house two houses east of the southeastern light tower
    there are 4 tones, from lowest to highest, I'll call them
    1, 2, 3, and 4.  The song that plays (when you right click the music box
    in your inventory) is 2-3-4-1-3-2. (no rhythmic importance)
    There are 4 gilded bells inside the lost king's throne area.  The tones
    from left to right, in tonal ordination are 2, 4, 3, and 1.
    |-|  |-|  |-|  |-|
    | |  | |  | |  | |
    | |  | |  | |  | |
    |-|  |-|  |-|  |-|
     2    4    3    1
    So play the song on the appropriate bells, and you get the Bellman's Ring
    artifact. (+4 Wis, +24-28 spell damage)
    *** well task in underground ***
    put 12 coins in well
    take skull bracelet
    *** coin list ***
    1.  in wilted garden, immediately west of were the spirit stood
    2.  across street from wilted garden, NW corner of house with ladder leading
        into darkness
    3.  east of entrance path to throne room
    4.  in second house to east of SE light tower, SW corner of house
    5.  in stone tomb room, SW corner
    6.  in guard bunkhouse to E of cell area
    7.  W of NW light tower, there are 2 houses immediately West of tower
        and one larger house south of them, in larger house, SE corner
    8.  there are 2 houses immediately south of house in #7, the house
        to the west, NW corner
    9.  in building with wedge shaped stone for library spirit quest
    10. inside the gates to the underground tomb
    11. W of SW light tower there is a building with two buildings immediately
        to the north, the building immediately to the north on the western side
        has several beds, and a coin roughly in the middle
    12. in jail, northeastern most cell
    13. along N wall, just east of NW corner
    14. along N wall of library, N of where spirit was standing
    15. outside library to northeast on a large patch of brick road
    16. in front of the well
    17. SE of NE light tower, there is an L-shaped house, inside corner of the L
    *** guy locked in room, 2nd floor of castle, eastern side
    get glass jar from storage room near Morning's bed quarters
    get spider in glass jar from far NW corner of mana well room
    find crack on S wall of the locked room, apply jar with spider
    man runs out, you get in

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