Written Walkthrough
Mandragora Written Walkthrough
Version: 1.6.2.2489 (12/30/2025)
This walkthrough will be a written guide from a playthrough I am doing for this guide. I will be playing a Vanguard, sword/shield, so your difficulty may vary. I will be doing a thorough playthrough but it might not be 100% item-wise. It's been a few months since I last played through Mandragora but I'll do my best to remember everything!
This playthrough is being done on the latest version as of today (12/30/2025) 1.6.2.2489. If you are playing on a different version, difficulty may vary!
I hope this guide helps you in some way.
Recommended (Optional): Before we get started, I highly recommend going into your Options menu and turning off Action Queuing. This is completely optional, but I find combat flows better — especially if you have a habit of double tapping. This can make all the difference!
Character Creation
If you need a breakdown of skills for each class, check out (LINK CLASSES) for a comprehensive look at each class and ability, as well as their respective skill trees.
Off memory, Wyldwarden and Flameweaver were the easiest classes to play for me as they become super powerful fairly quickly. I would recommend these classes as a brand new player — but play whatever class you feel like you would enjoy! They’re all really good.
This walkthrough will be a non-magic run using Vanguard sword/shield. Difficulty will be baseline:
• 100% Enemy Health
• 100% Enemy Damage
• 100% Skill Stamina Cost
Tutorial
After the initial cutscenes and discussion with Ket, you’re able to start moving around. Take this time to familiarize yourself with movement and jumps. Get a feel for the game and get used to everything. Mandragora does a good job coaxing you into how it plays with small tutorials in this area.
Eventually, you’ll bump into a trio of inquisitors — Kezka, Olem and Maddick. You’ll enter a sparring session with Maddick. Use this as an opportunity to practice and get adjusted to the controls. Mandragora uses RT (controller scheme) and a direction input to dodge, which is a bit different than other games. Personally, I adjusted to the default settings, but if you want — change your control scheme now. The sooner you’re comfortable, the more enjoyable the game will be.
After the inquisitor duel, move forward and open the door using RB. Explore the room. Left of the soldier is 4x Copper Bars, and up the ladder to the right is a chest with supplies. This is basically a tutorial on how hidden things can be — keep a sharp eye as you explore!
Exit and go east. Jump platforms and loop around for coal. Grab sage on your way out and continue east into the Feralwood. Activate the Witch Stone (think bonfires). These are checkpoints and places to rest for now — and later, level up. Activate it and continue east.
You’ll find a bridge with a prompt to look up/down. Using down + jump, go under the bridge and go west to snag extra money.
Head back up and continue east. At the platforms, jump up for 3x Wood. Jump up again to find a hidden platform — your first lockpicks. These are very important early on.
Continue east and break the wall at the prompt. Go through the cave, defeat rats, collect copper, and pick up plans for a copper sword. Exit the cave and continue east to meet Ulfar. Wolves came and scared his precious Vin!
Ulfar hints at sharpening your weapon — take this to heart. If this is your first playthrough, the biggest tip I can give you is: use consumables liberally. Make bandages, potions — everything you can (when you can). You’ll find the game much easier. Spellcasters can struggle a bit early without mana potions, but it’s nothing terrible. Stamina management is the most important thing to keep in mind. Being able to dodge or block is more important than forcing extra damage in most scenarios.
After talking to Ulfar, continue east and get ready for your first boss fight. The game will give you a tutorial on Quick-Use items — read and understand it.
First Boss — <<WARG>>
The hardest part about the first boss is still getting adjusted to the control scheme. I have a written bestiary on every enemy and also guides for each boss that I will link at each boss.
If you die to the first boss a few times, don’t fret. It isn’t too hard — you’re just getting used to everything. Mandragora is a game of patience.
The <<WARG>> teaches stamina management. In the beginning, take your time and watch your stamina more than anything. Don’t get flustered and definitely don’t get greedy. Leave yourself enough stamina for 1–2 dodges. The max amount of swings I landed was 5 in a row when the Warg rammed the wall and was stunned. Roll through attacks when you can — you have invincibility frames. Use this fight as a way of learning how damage is dodged.
Once you finish with the Warg, head back to Ulfar. After a handful of cutscenes — congratulations! The tutorial is complete. The game ramps up from here, but it’s nothing crazy. Things stay fairly simple for a bit.
Chapter 1
Once the cutscenes end and you can move forward, you’ll arrive at the Witch Tree. This is your central hub, and you’ll return here constantly throughout your adventure. At the Witch Stone, you can now level up! You should have enough experience to reach roughly level 4–5 if you grinded a little. You’ll also be introduced to your skill tree.
This walkthrough discusses what I’m doing as a Vanguard, but feel free to apply the logic to other classes too.
Skill Ups 1
My goal is to make a build that’s as tanky as possible. If you’re a new player, I recommend this approach because the longer you can stay in a fight, the more you can learn. More health — especially in the beginning!
As a Vanguard, I’m going directly to the right (Defense, Constitution and Endurance). My goal is to hit the Veteran node ASAP to start building up that 10% bonus health. At every major skill interval, I’ll explain each choice if you want to keep up. This is a full physical build with minimal branching. As always — play whatever you enjoy!
Head west of the Witch Stone and speak with Ulfar. Browse his shop and familiarize yourself with upgrades. We can’t do a cart upgrade yet, but keep it in mind. We’ll be watching for Linen Cloth, Light Leather, Wood and Copper Ore.
Feel free to craft. You can save materials or craft copper pieces. I opted to create Copper Leggings and upgrade Ulfar himself to level 2 (not the cart). Go to the Upgrade tab and hold Y. My goal is to finish the copper set, and I don’t recommend buying much right now.
Continue west and upward on the shiny cliffs to enter a new zone and activate another Witch Stone. Hunter’s Trail is our first early grind spot. You can skip grinding and push forward, but for this guide I’m taking it slow and steady.
Continue west until you find a statue. Remember the Sage from the tutorial? Use it here for a free skill point. If you’re following this Vanguard route, return to the Witch Stone and grab Veteran now. This begins your 10% health scaling from enemy kills. This also teaches you an important trick: resting at Witch Stones respawns enemies — huge for farming.
Farming Tip: Resting at Witch Stones respawns enemies. This is mandatory knowledge if you plan to grind levels, materials, or cart upgrades later.
Continue downward and westward, collecting the copper node. Watch for ambushes and manage stamina. Destroy crates for extra drops. You’ll find bird eggs and Calendula — make a mental note. You will backtrack later if you’re doing cart upgrades (recommended). Nodes respawn over time — nothing to stress about, just remember locations.
Make your way over the wall and into Old Wickham. If ghouls that drain stamina/speed are giving you trouble, slow down and take your time.
Stay grounded and head west through the doorway. Drop down for linen and a locked door. Head back up and climb as high as you can. Break crates at the top and jump right.
Use a lockpick here to open your first locked chest and grab the Ring of Energy (+20 stamina). Huge early find.
Head west to the Witch Stone and try to hit level 5.
Skill Ups 2
You have a choice to make here. For this route, I’m taking the choice node to the right of Veteran. Choice nodes let you pick one of three stat bonuses. Mix and match however you like — but for this walkthrough, I’m dumping everything into Constitution.
For now, I only have one point, so I put 1 point into Constitution (more HP). Don’t worry — our first true grind spot is coming soon.
If you’re struggling: Take a timeout and grind. At any point in your playthrough, if things feel rough — grind for levels. I’ll call out notable grind spots as we reach them.
Head west and defeat the three bandits. Duck archer shots (or block/dodge). If you’re wearing light armor, you can farm them for drops.
Drop down from the archer, kill the ghoul, and go west for a coalescence. These are quick XP gains — use now or save. I usually save them. Break crates for loot and head back up. Ignore the ladder for now and keep heading west for more Calendula.
Climb the ladder and knock the archer down. Backtrack for loot/gold. Grab the item on your left and defeat the two imps that ambush you. Then climb to the very top and continue.
Careful of the shield enemy. Give space and do NOT attack or try to dodge through them when they plant their shield — you’ll bounce and get punished. Patience is key.
After defeating the shield enemy, drop west for loot. Use your camera to spot a lower ledge. Drop down, kill the imp, then drop down left to a chest with materials and mana potions. Grab it, jump right, then climb the ladder again and continue forward. You’ll reach another imp and a ladder. Grab the gold at the bottom and get ready to grind.
Early Game Grind Spot: You’ll fight two shield enemies here. This is amazing early XP. They net ~70 essence each and can drop copper, coal, and sometimes gear (greatshield/mace/head cowl). Expect ~30–40 gold per kill too. Rest at the Witch Stone to respawn them and repeat. Grind to around level 8.
At level 8, you should have roughly 2000–2500 gold and maybe some extra items. I personally only got a mace and 2 cowls — that’s fine.
Fast travel back to camp (Witch Tree). If you’re Vanguard and got a mace drop, use it — it’s an upgrade from the base sword. I smelted my copper at Ulfar and crafted Copper Armor/Gloves and a Kite Shield. If you didn’t find an Outlaw Cowl, feel free to make the copper helmet. The cowl gives +2 strength which scales nicely with Pernach if you got it. Upgrade your gear as needed, buy copper ore if you’re short, and farm more if you need cash.
After the grind, you can choose to continue down the well or run the area again for materials. I’m doing one more round for wood, copper, eggs and Calendula. When you’re ready, go down the well.
In Old Wickham Sewers, drop off the ladder and head west for rats and loot, then head east. Ignore the ladder going down at first and grab the loot east of it. Then go down. Grab the map fragment, break crates, and clear bandits. Head east to get a “metal hook” notification and slay three rats guarding a coalescence. Remember this location for later.
Head west from the map fragment and watch the spike floors. Get ready for a miniboss.
Miniboss — <<Corrupted Vermin>>
<<Corrupted Vermin>> shouldn’t be any match for us at level 8–9, but if it’s giving you trouble, check the bestiary and video guide.
After it’s defeated, lower the ladder with the lever to the west. Climb the ladder and jump right. From this platform, drop down to your right again for a Focus Ring. Not great for Vanguard, but handy for casters.
Climb all the way up. Outside on Merchant’s Road, head east and destroy the roots blocking the path. This loops to our old grind spot. Rest if you need potions — the next area is a slightly annoying group fight.
If you’re new, bait enemies one by one. There are four: an archer on the tower, a sword bandit, a rogue behind him, and a bandit mage. If you rush, a shield bandit joins and can mess you up. Take your time. After, head west and watch for bear traps. Jump them and continue. Remember the cardinal plant location and smash crates. You’re almost to Wickham.
Drop down, grab the Witch Stone, and continue west. You’ll meet Gerald — your map NPC. Accept his quest and help get him back into town.
Enter town, grab the wood outside, and head into the bar to meet Pepper. Speak to Rosalie and remember the expensive book she has — it matters later. This is also your first chance to buy food buffs. I buy 5 Rabbit Broth. Outside, pet the cat on the left. There’s an achievement for petting all cats — we’re petting all cats.
Head west and speak to Sam. He has decent wares, especially the Barbaric Warhammer for 2H builds. The heretic shield isn’t terrible. You can also buy mana/health potions that stack with flasks — but they do not recharge on rest, so be careful. They can become a gold sink.
Activate the Witch Stone and talk to Shirin (Tailor NPC). She’ll meet you back at the Witch Tree caravan. Continue west and enjoy the dad jokes. Enter the building to meet Commander Clayborne. Accept the quest, then head east — the sewer door should open. Time to clear bandits.
Enter the sewers and grab the coalescence to your right. There’s a locked door, so head left and drop down. Grab wood on the way down and use your camera so you don’t fall too far. Head left at the bottom and climb up for mana potions, then backtrack and go right. You’ll see a gate you can open, but we’re not done yet — keep heading right, clearing bandits. You’ll find a railed gate key and bandit ears as drops.
Climb the ladder and break the wall to your right. Use a lockpick to grab the Stoneskin Potion diagram and materials.
Now head left and run past spikes and the rogue mage. Drop down for more lockpicks. Climb back up and drop onto the mage to dispatch her. Make sure to jump back across at the top for a map fragment. Now you can open the locked door from the beginning and head down to the gate on the bottom floor.
Through the door, activate the Witch Stone. Head left to find a rowdier bandit variant. Duck poison daggers and dodge behind attacks. Clear it, then head right and rest if needed.
Continue right to find another <<VERMIN>> miniboss. Same rules as before, except now you gain Shadow Shards (useless for Vanguard, helpful for Spellweavers). There’s a locked gate past the miniboss — ignore it for now.
Head back left and climb the shiny wall grab spots. If you go right you’ll see a treasure goblin, but you can’t kill it yet — head left instead. Platform and dodge traps. Down the ladder, clear the last two bandits and grab lockpicks to your left. Pull the lever and head back to Clayborne to turn in the quest. Enjoy the dialogue about Pepper stuffing the wrong bird...
After turning in the bandit quest, tell Clayborne about Gerald. Outside, speak to Pepper and accept his quest to return to Old Wickham. Head east out of town, grab the wood spawn, and speak to Gerald — give him the good news and he’ll return to your caravan.
Before you go back to the caravan yourself, climb the cliff to the east to grab the Cardinal Leaf spawn again. You might get lucky and find a Savage Broadsword from the nearby enemy — great early weapon for Wyldwardens.
Skill Up 3
At this point, you should be close to level 11. My Vanguard choices progressed upward from the Endurance node left of the Vanguard node. I grabbed the Constitution node above Endurance and grabbed the other choice node, dumping everything into Constitution again. My character is fairly tanky now with 737 health — very nice for this stage of the game.
My next goal is to reach Revenge to the right of these nodes.
Warp back to the caravan and head left/up the cliff to speak with Gerald. Turn in any map fragments and check his wares. There are skill books if you want them and lockpicks — I recommend buying all 7. I also bought all of the wood for later use.
Turning in fragments lets you see resource nodes on your map (VERY handy) and missing treasure chests. If you need to backtrack for XP or resources, now is a great time. When you’re ready, head to the Old Wickham Witch Stone — time to visit Pepper’s old home.
Head left from the Witch Stone, clear bandits, and enter The Abandoned House. Head down, then right over the big crates. Drop down, break the wall, and proceed right to grab the Illuminator diagram.
Head back over the crate wall and push the box on your left a few scoots. Jump up, pull the lever, and go to the top of the crate wall. The door closes — be stubborn and pull the lever again. This time the door stays open.
Climb up and head right. Collect the Briar set and attempt to leave. The door slams and opens again. Climb up on the left side. At the top, head right and drop down to pick up the teddy bear for Pepper.
We’re not done yet. Climb back up and go all the way left. You’ll see a door having a fit — open it. Inside are three hanging bodies. Destroy them and fight the <<WRAITH>> miniboss. It isn’t too tough — just don’t get greedy. Use the link for a full walkthrough.
Reward: Defeating the Wraith gives Prism — a very strong Vindicator spell. It’s a bit finnicky, but it hits hard.
With teddy bear in hand, return to Pepper and turn in the quest. You won’t exactly be bursting at the seams with gold, but lockpicks are lockpicks.
Once the quest is turned in, it’s time to progress the story.
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