EarthWorld, FireWorld, WaterWorld, AirWorld and the prizes
| Drag | Orbit (one finger on touch screens) |
| Right-drag / Shift-drag | Pan (two fingers on touch screens) |
| Wheel / pinch | Zoom |
| Click | Select a room, item, creature or prize; double-click to fly to it |
| W A S D / arrows | Pan; Q and E turn; + and − zoom |
| 1 – 6 | Vault, EarthWorld, FireWorld, WaterWorld, AirWorld, all worlds |
| N / B | Next / previous solution step |
| F | Fly to the selection |
| L, P, Space | Labels, passages, motion on/off |
| / | Search |
Room contents, skill tests, object powers, clue words and solutions follow the Atari Compendium’s SwordQuest Revisited article and Russ Perry Jr.’s solutions in the SwordQuest Archive of Adventure. The game itself drew each room as a flat 2600 screen; the 3D architecture here is an interpretation built around those facts. Layout choices that are inferred rather than documented (the letter-to-sephirah order in FireWorld, the chakra order in WaterWorld, and all of AirWorld, which was never finished) are marked as such in each description.
Sources: SwordQuest Revisited and SwordQuest solutions (Atari Compendium).
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