What the achievement asks
Play every game with the orphans of Mereldar. Five points, account-wide.
Eight games, six of them ordinary and two of them challenge versions that only appear under a specific world quest.
Where the games come from
Six of the eight are part of the campaign quest Mereldar's Light, which sends you to the orphanage and asks you to play three of them. The quest ends before you have played them all.
The fix is simple and it is what everybody does: abandon the quest and pick it up again. The games reset with it, so you can work through all six across two or three cycles without waiting for anything.
The two challenge versions, Hide and Seek - Challenge and Floor is Undersea - Challenge, only exist during the world quest Work Hard, Play Hard. There is no way to reach them outside it, so watch for that world quest.
Progress counts across your characters, which matters more than it sounds: players report doing the challenge versions and having the counter jump several steps at once, and doing them on an alt still credits the account.
The six ordinary games
| Game | Where and what |
|---|---|
| Who is scariest? | Three children upstairs in the orphanage. Talk to them and pick an answer |
| Scary Monster | Three children outside by the climbing frame. Talk, then press each of the four action buttons |
| Hit the Target | The children in front of the target. Talk, then throw a rock at it |
| Tag | Click one of the two running children |
| Floor is Undersea | The child by the fence, see below |
| Hide and Seek | The child by the doorway. You get a bar and a ping towards the hider |
Floor is Undersea is a jumping puzzle
Talk to the child near the fence, then walk the fence itself: along one segment, across the gap using the barrel in the middle, round the corner, across again, and finally click the child at the end of the last segment.
Practise the jumps before you start the game. Players consistently report failing on the distances rather than the timer, and walking the route once without the game running makes the real attempt straightforward.
For the challenge version, any ability that skips the walk works. A warlock's Demonic Circle placed at the far end and used the moment the challenge starts finishes it outright. Demon hunter and evoker glides help. Monk Transcendence and Zen Flight are reported not to work.
Hide and Seek can genuinely break
The hiding child sometimes ends up inside terrain, where he cannot be targeted or reached, and the sonar ping stays running around the orphanage even after you leave the quest.
There is no fix beyond starting the game again, so leave Hide and Seek for later rather than opening with it. There are plenty of other games to play first, and several of them are inside the building.
Where it fits
One of the pieces of You Xal Not Pass, which rewards the Shadow of Doubt mount and is part of Worldsoul-Searching, the War Within meta. Mereldar Menace happens in the same square, so throw your rocks while you are there.