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- Welcome to Shadowgate, and particularly this walkthru. This walkthru is
- designed to ease you through whatever stumps you in Shadowgate. Keep in mind
- that this walkthru contains not just hints, but explicit directions as well.
- Don't come back unless you're absolutely stuck. Having said that, before
- we begin let me touch on three major issues in Shadowgate. First of all, you
- die often. Really often. (Even more than in Uninvited, for those who have
- played it.) Save a lot (but use the Save As command, otherwise you will
- overwrite your last save.) The next issue is light. This game takes place
- well before Edison, so to see where you're going you'll need a flaming
- torch. However, each torch has a limited life. Torches are stuck in the
- walls of most of the rooms, and you can pick them up and bring them with
- you, but you can't carry ALL of them, so knowing where another torch can be
- found is crucial. Also note that a torch will flicker momentarily 6 turns
- before going out (except the torch you start out with, which only lasts
- about ten turns), so when you get the flicker, light another torch. The last
- issue is secret doors. Not all entrances in this game are apparent, or even
- shown in the Exits window. Sometimes a passage is hidden in a scene, or
- moving a loose brick will uncover a hidden passage. Keep your eyes out for
- them. Okay, let's go! Here we are, at the entrance to Castle Shadowgate.
- But before you open the door, take a look at that skull. Well, there's no
- welcome mat to hide a key under, so maybe the skull holds it. Open the
- skull. Voila! Pick up the key. Now open the door (you won't need the key to
- do it). And wouldn't you know it, it creaks (shades of Uninvited here).
- Let's go inside. Now, the first thing to do here is light one of those
- torches before yours goes out (that's OPERATE the lit torch on the unlit
- one). You can now drop your torch and pick up the one in the wall. If you
- like, go ahead and set fire to the rug (people who went through Uninvited
- hitting every window with the battle axe will have fun here). The key won't
- open the side door, but it will unlock the double doors, so unlock those and
- go through. Here we are at another hallway. Grab the funny-looking
- torch, and save here. We're going to do a couple of interesting things now.
- First, light the funny looking torch and examine it. Greenish tint, eh? That
- might come in handy soon, but we don't need it now, so don't save here. Now
- pick up one of the candles, or the book. Whoops! Enjoy the funeral dirge
- (soon it will start to drive you insane). Now open your saved game (funny
- how the default is to start from the beginning, and not from a save file)
- and don't pick up anything from the shelf. But just because we can't take
- the book doesn't mean we can't read it... Open up the book. Aha! A key! Grab
- that, and go back to the first hallway. Now we have the key to unlock
- the other door. Do that, and go through (you can drop both keys now). You
- now should be in a closet, and two nice armaments are sitting on the
- shelves-a sword and a slingshot. Grab both (note that you can click on one,
- and then hold down Shift and click on the other, and you will select both;
- but release Shift before dragging them) and go back to the second hallway.
- Look at the far wall. Something fishy about that stone there... open it.
- A secret passage! Head through it. Now we are in a chamber with a large
- exit. You can't get through that (go ahead and try it), but there is another
- exit from this room. First pick up the arrow, and note which way it's
- pointing. Hmm... that torch on the left wall won't come out. Perhaps it's
- attached to something? Maybe if we pull it... Operate the torch (on itself).
- Ta-dah! Another hidden entrance! Go down there now. Two bridges, but
- which to take? For now, don't try to cross the rickety skull bridge. Stick
- with the sturdy one. Uh-oh. Good time for a save. That wraith won't kill
- you immediately (unlike everything else in this game), but will instead
- curse you. This is to be avoided. There is a way to destroy the wraith. Like
- many mystical creatures, the key to victory lies in the occult. In other
- words, try some smoke. If you operate your torch on him, he shudders. Maybe
- some particular kind of smoke? Green smoke? Fire up the oddball torch and
- fry him with it. Now you can pick up the cloak and go thru the door (the
- exit in the upper-right of the exit window is totally useless).
- Cages? (More shades of Uninvited here) Don't bother trying to open them; it
- can't be done. Instead, read the scroll on the shelf (you don't need the
- scroll itself, just the information). This little rhyme basically states the
- object of the game: to find the bladed sun, the silver orb, the staff of
- ages, the golden thorn, and the platinum horn. We will be coming back here
- later, but now let's leave through the top exit. Wait! You can't reach it?
- Try climbing. The rope, in particular. But how to get it up there? Read the
- sign. "EPOR"? What does that spell backwards? "ROPE"! Perhaps it's a magic
- word... Say "EPOR" to the rope. Now we can climb it. Mirrors,
- mirrors, on the wall, who's the bravest of them all? Anyway, right now you
- can leave this room alone. Just open the back door and go through. Here
- we have a bunch of coffins. Actually, most of them are safe to open. The
- only one to avoid is the middle one on the left side. But the others, we can
- open. Try the left front. Close call, there! Now the back right. Nothing...
- the back middle, now. Those coins are useless; leave them alone. Now, the
- right front. Ah, now things are getting interesting! That mummy is holding
- something useful. But how to get it? Maybe we can remove the mummy's rags.
- Don't bother trying to unravel them; burn them off with your trusty torch.
- Now grab that scepter (it's not the Staff of Ages, by the way) and head
- through the back door. Go through the right door. Theres a shark in
- the lake! Don't worry about that yet. Go through the door on the far wall.
- Those stones would be good ammo for the slingshot. Grab one and load it
- (either operate it on the slingshot, or open the slingshot and put it in).
- For a chuckle, try putting in something else while the stone is in the
- sling. Now comes one of the nastiest parts of Shadowgate: a secret door. See
- the black space under the waterfall (right of the rockslide, which is for
- all practical purposes impassable)? Go through it. A secret room, and a
- rock. Take a look at the rock. Try whacking it. Grab the bag revealed and
- open it. Gems! (Uninvited players have a slight advantage here-the gems look
- like the Blothney gem, and are used the same way.) Go back to the fork now;
- we can't do much here yet. At the fork, take the left door. Ignore
- the rat; we have better things to do than chase rodents. See the gem-shaped
- hole in the door? A gem would fit in that nicely, wouldn't it? Put the
- lightest-shaded gem in the hole (you can drag the gem over the hole, or
- operate it on the hole). That sphere is not the silver orb, but is useful
- anyway. Examine it. Brrrr! Pick it up and return to the lake (don't try the
- trapdoor). Now we have to try to grab that object (a skeleton key, in
- fact) from the skeleton. Swimming is suicidal (try it, if you desire and
- have a save handy). Time to think here... the shark can swim in the water,
- but if the water weren't water... Maybe if it were ice, he would be stuck.
- But how can we freeze the water? The sphere! Operate it on the lake. Now how
- do we get it back? Melt the ice a bit. Your torch will do nicely. Now take
- the sphere and the key, and return to the pedestal room. Open the door and
- go through. Oh boy. Time to save your place, because one false step and
- you're fried adventurer. If you were to take something, the dragon at the
- far end of the room would roast you. You need some way of blocking his fire.
- What's here that can do that? The shield. Snatch it up (if it's too big, go
- back out, drop some stuff, and come back; don't drop anything in here). Now
- grab the hammer, the spear, and the helmet. We can't get any more here, so
- leave (you can drop the shield now it's totally useless for any other
- purpose). You can get more room in your inventory by wearing the helmet and
- the cloak. Now it's time to head for the mirror room, where your adventure
- really begins. One of these mirrors holds a surprise. But which one? The
- middle one. Smash it with the hammer (nothing else will do it). Don't worry
- about seven years of bad luck; you won't last that long if you don't do it.
- The hammer will do you no good anymore, so drop it. Open the door and go
- through. Whoa! It's locked, so use the skeleton key to get it open.
- If you can't take the heat, get out of the kitchen--or find something
- protective. If you aren't already, wear the cloak. That will enable you to
- tolerate the flames. Now open the door. Uh-oh... it's a firedrake! This
- creature feeds on fire. But if there's no fire... put out the fire with the
- chilling ball. Whew! Now you can take off the cloak, and drop it too. Oh,
- well, so much for that, but no time to waste, go through the door.
- Cross the bridge. Wouldn't you know it, there's a troll guarding this
- bridge. Don't worry about the toll (for a laugh, get the coins from the
- coffin and pay the toll); instead, dispatch him with your trusty spear. That
- will take care of him... for now. In any case, head on down the bridge.
- Another nastie! This time it's a cyclops. Thirteen feet tall... kinda
- reminds you of Goliath, doesn't he? So treat him the same way. Nail him with
- the slingshot. Bull's-eye! He's out cold, but he's not dead. If you really
- want to kill him, stab him with the sword. Neither the sword nor the sling
- will be useful anymore, so drop them.There's a well here, too. Anything
- inside? Operate the well on itself and find out? A bucket, but what's
- inside? Open it up and find out. A metal glove (technically a gauntlet).
- Hang on to that, but now open the door and enter another area of the castle.
- This hallway, judging by the rug stretching across the hall, is the
- entrance to the main area of the castle. Leave the broom here-you may or may
- not need it, but if you do you can always come back for it. Go ahead and
- burn the rug if you please, but don't waste too much time; let's head down
- the front left passage. This library is pretty well stocked. The most
- important book, though, is the one on the desk, so grab that. Also look
- inside the desk. Take everything in there you'll need all of it. Now it's
- time for a little light reading. The only book of interest to us is the
- thick book on the bottom left shelf, third from the left. (However, go ahead
- and read them all; there's some interesting and funny stuff in there.) Open
- that book up and copy down the stuff about scrolls and books (a text editor
- DA would be great for this, as well as for reading this walkthru).
- Incidentally, while you're at it, read the scrolls and the big book. Terra
- Terrakk and Instantum Illuminaris (yet another item borrowed from Uninvited)
- are easy enough to decipher, but what about that book? You can't read it
- right now, but don't trash that item yet. In any case, there's a gem-shaped
- hole in the wall. Just slide in the medium-shade gem and go inside.
- Here's another rug to burn, but that's not the important thing here. Look at
- that globe. Try to open it. If we can't open it with our mortal powers,
- maybe some more power would help... Remember "the key to the world"? Use the
- Terra Terrakk scroll on the globe (brace yourself for some nasty puns, too).
- Pick up the key (the bottle is a cure for the wraith's curse, which is there
- so that people wouldn't have to know the obscure bit about the green smoke)
- and close the globe. The rest of the stuff you can leave here, so go back to
- the main hallway and take the far left passage. Welcome to the
- laboratory. If you want to die, open the cage or drink some of the jars on
- the shelf. If not, examine the stone on the floor. Doesn't that look like a
- handle? Indeed, you can pull it. Operate the stone on itself (although Open
- should work, it doesn't) and take the holy water. Now head downstairs into
- the garden.
-
- Examine the fountain. There's a flute in there. But the fountain is gushing
- acid, so we can't get it or drink it (go ahead and try it, if you dare).
- Maybe if our hand was protected from the acid, we could grab the flute. Put
- the glove on and take the flute. Now it's time to remember one of the minor
- rules of adventuring: "Use it where you found it." Play the flute (operate
- it on itself) and pick up the ring. The flute and the gauntlet can both be
- dropped, and there's nothing more here, so return to the main hallway.
- Now let's explore the right doorway. Lots of nice stuff here, so pick up
- whatever you like... uh-oh. I guess that wasn't such a good idea. Get out of
- here before those hobgoblins rip you apart (there is no way to get the
- stuff, which may be just as well). Instead, open the door and enter the
- banquet hall. What could that be under the rug? Probably something
- useful. We can't move the rug, so we have to remove it. This particular spot
- is fun for the belligerent, because guess what-you have to burn the rug. Do
- so, but don't bother taking the key-unlock the lower door (in the center of
- the picture) with it. The other two keys you picked up here unlock the other
- two doors, so get those open and get rid of those two keys. Now take the
- door on the right. The picture of this room is very important. Either
- save here, and use a distinctive name like "Sphinx", or take a screen dump,
- and keep either one handy. In any case, this is a Sphinx, and (you guessed
- it) it will ask you some riddles. There are a total of six riddles, and
- which one is chosen is totally random. Try to figure them out yourself, but
- if you're stuck, the answers to the riddles are listed below:
- "Eyeless tho' that I may be...": Skull (from the library) "It has towns,
- but no houses;" Map (from the library) "First I was burnt..." Horseshoe
- (from the laboratory) "If you look at me..." Mirror (from the banquet hall)
- "I at fires attend..." Bellows (from the study) "Long neck and no
- hands..." Broom (from the mirror room) Once you know what the answer to
- the riddle is, go back and get that object, and give it to the Sphinx
- (dropping it will suffice). You may now go up the stairs into the
- observatory. The scroll is useless, but the map is not so. Examine the
- shooting star. It's not part of the map, so you can remove it. Take that,
- and then open the map. That rod will be of use to you, so take it. Now let's
- go up into the turret. That odd-shaped object on the floor is indeed the
- golden thorn, but getting it is not so simple. Save here, and then pick it
- up. Gee, I guess that beautiful lady isn't so beautiful after all... well,
- there is a surefire way to kill a werewolf, and that is with a silver object
- (usually a bullet). We don't have a bullet, but we have got that arrow, so
- operate the sucker on the lady/werewolf. Now take the spike and return to
- the banquet hall. Take the left passage now. This chamber seems innocent
- enough, but... there's the platinum horn, there on the floor. Pick that up.
- Maybe that wasn't so smart. This hellhound definitely will not let you get
- near the horn while it's around. We ought to send it back to the devilish
- place where it came from. And what better way to destroy a hell-spawned
- creature than with holy water? Use that on the hellhound, then get rid of it
- and get the horn. That's two out of five-not bad, but there's still a ways
- to go. Climb the stairs. Another artifact! This time it's the bladed
- sun, and this time a wyvern (a close relative of the dragon) is guarding it.
- The solution to this puzzle is sort of a throwaway, so don't feel low if you
- don't get it. Operate the shooting star on the wyvern. Now you can pick up
- the bladed sun and go back to the banquet hall. Now take the middle
- passage, and from there take the left doorway. The lightning is awfully
- menacing, but we can control it. What better way to control lightning than
- with a lightning rod! Typically such things are made of metals, such as
- iron. We do indeed have an iron rod, so stick that in the hole. Blammo! The
- hand seems to have something for you. Take the wand, and have a look at it.
- A serpent on the side, huh? That may serve us well eventually. Take the
- stairs down, but DON'T take the pot of gold; that's the oldest trick in the
- book. The bag is safe, so you can get it. Now go up the stairs, back to the
- hallway, and through the right doorway. Sir Doogan is quite dead, so
- you don't have to worry about him. However, there are some neat things here.
- Look at that panel on the right. Perhaps it's movable. Open it, and admire
- the small hole. What would fit in the hole? Not a gem, but something a bit
- smaller. Like a ring. Stick the ring in the hole. Now look at Sir Doogan. He
- looks a little plain without a kingly object in his hand. What of yours
- befits a man of such greatness? Try the scepter. Give it to Doogan. Aha! A
- secret tunnel... head down it.
-
- In the secret hallway under Doogan, watch out for the passage on the left;
- going that way makes for a crushing experience. Instead, take the passage
- straight ahead. The gargoyles will leave you alone as long as you don't try
- to get past them, but that's fine for now; just take the side path.
- Now we really need some magic. Remember the book? The book on magic stated
- that books come with extra protections. What would help us read anything,
- the book in particular? Maybe we need our eyes checked... but that's not
- necessary; just put on the glasses and read the book. The stuff in the book
- is important to keep, so copy that down. But "A bridge to form amidst
- burning death, a demon to guard"? The lava seems pretty deadly to me. The
- book is for this particular location. Use it on the demon, then drop the
- book and the glasses and cross the bridge (toll-free, even). The
- switches here will open the cylinder, but if you throw them in the wrong
- combination the beastie in the hole will have you for breakfast, so think
- before you flip. Now is the time for the saved game or screen dump of the
- Sphinx' chamber. See those little lines on the staircase? Those lines are a
- diagram of which switches to throw. Flip the right switch, the middle, then
- the right again to open the cylinder. Take the silver orb. That makes four
- out of five. Unfortunately, the fifth of the five is on the other side of
- the troll's bridge, so we have to do some major backtracking here. Head back
- all the way to the second hallway by double-clicking the back exit (the one
- on the bottom of the exits window) and return to the bridge room.
- What we seek lies across the rickety bridge, but it will fall under too much
- weight, so drop everything but your lit torch and go across. The snake is
- merely a statue, so don't panic. However, we have seen a snake before-on the
- wand. Go back and get that, and go back across. Operate the wand on the
- snake. Aha! The staff of ages! Take that, ditch the wand, and go back
- across. Once on the other side, grab everything and go back to the "EPOR"
- room. Look at the back wall closely. See the loose stone in the center.
- Open it and go through. Here's the third gem-shaped hole, so stick your last
- gem in it. The wizard's words are important, so keep a record of those. Take
- the scroll as well, and read it. If you're puzzled, "Ulterior Humana"
- translates to "Hidden Human". The scroll is an invisibility spell! That will
- be really useful soon. Now go out, go up the rope and back to the troll
- bridge. Cross the bridge. Well, the troll doesn't want you to cross. But if
- he can't see you, he can't stop you! Use Ulterior Humana on yourself, and
- stride past him. If you didn't kill the Cyclops before, he will be
- aroused again, but you're still invisible, so no matter. Just pass him and
- go back to the room with the gargoyles. An interesting fact about gargoyles:
- they are extremely irritable to light. This gives you a good weapon against
- them: Instantum Illuminaris. Use it on them, then go straight past them.
- The door on the left is impossible to open, so don't worry about it.
- Instead, turn the crank to open the well. Guess what? This is a wishing
- well. Got any coins? Check the bag. Look at that big coin. Got a picture of
- a well on it, eh? Toss that into the well. The wind means you may now jump
- in the well, so do so. Here's the River Styx (yet another cliche; this
- game thrives on them). Perhaps the gong is a service gong. Try banging it with
- the mallet. That ferryman is Charon (the game calls it Kros), for you
- mythology buffs. He wants a fare of one coin, so give him one of the coins
- from the bag. Almost done! This is a good time for a save; dying is none
- too difficult. The bladed sun looks like it would fit in one of those niches.
- But which one? Remember the message in the book? "Where the sword is hung,
- thou shalt put the key" or something to that effect. Stuff the bladed sun in
- the left hole. Now about the staff. Recall the scroll: "Five to find, three
- are one." Also recall "Three for the staff, one to be the key, and one to be
- thy pathway." We need to put together some stuff, the staff being one of the
- three items in question. Stick the orb and the staff together, then add the
- spike to that. Ta-dah! The staff is now ready for action. Now how to get
- inside. "One to be thy pathway." The only one of the five we haven't used is
- the horn. Blow it. Besides a few eerie notes, you may now enter the
- skeleton, and have a rendezvous with your destiny. Oh boy. Here's the
- Warlock Lord, and there's the Behemoth (sounds kinda like a piece of heavy
- machinery, doesn't it?) Now, annihilate the Behemoth by zapping him with the
- staff. Kerblam! You've saved the world from a horrible fate. Enjoy the
- winning music (I preferred the music for Uninvited, but to each his own) and
- the princess (the game assumes you're male-one final cliche). Also don't
- forget to print out a certificate of achievement, acknowledging your heroic
- feat.
- --
- _ _ _
- |\/ \/|
- |_____|
- / o o \
- _\ ,___, /_
- ----/ \-----/ \------------
- '' ''
- Lord Hippo
-
-