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- Solution to Death Gate by Legend Entertainment
- by Andrew David Watts
- Version 1.0 (11-30-94)
-
- The game is not hard except perhaps in a few spots...after that its
- mostly linear. I will separate the solutions into sections by world, and
- general information.
-
- Misc Notes -
-
- Speaking to people is up to YOU. What you say DOES make a small
- difference and CAN get you killed if you say the wrong thing. I will only
- tell you when talking to a person will get you something (an item or spell).
- Other than that, it shouldn't be too hard to use your discretion on this
- matter.
-
- After you complete each world, except Chelestra, give the seal to Xar.
-
- Talk to EVERYONE you can.
-
- The hints in the book seem unimportant, but KEEP THEM IN MIND if you get
- stuck.
-
- READ EVERY BOOK YOU GET!!
-
- WARNING - THE SOLUTION TO EACH OF THE SIX REALMS FOLLOWS! DO NOT READ ON
- UNLESS YOU ARE STUCK!!
-
- Prologue: Listen to Xar, do everything he tells you to do to get to Arianus.
-
- -------------------------------------------------------------------------------
- Arianus: The World of Air.
- The difficult parts of this world are getting out of Drevlin and out of the
- Tower of the Brotherhood.
- -------------------------------------------------------------------------------
-
- Drevlin: Get the shirt, marmalade and bread slice. Overflow the bread with
- marmalade. Give the bread to Limbeck and snatch the sticky parchment he
- discards. In the room with the sleeping dwarf, cast a heat spell on the
- sensor. After that you must act FAST - the alarm will last for a little
- while only.
-
- Elven Ship: In the Wizard's Quarters, grab the wine. In the galley, talk
- to Andrews, then LEAVE QUICKLY! Go through the dwarven tunnels. Don't worry
- about the unfinished activities in the caves - they will be resolved in time.
-
- Stephen's Castle: Talk to the guards, speak with King Stephen. After you
- exit the castle, go west and lift the bar on the window with the shear there.
- Watch and learn the new spell, Create Reality Pocket. Take the Candle Holder
- for Limbeck, and Create a Reality Pocket on the portrait of the jailed elf.
- Give him the wine, and talk to him to learn the spells Create Shroud of
- Darkness and Swap. Return to Drevlin.
-
- Drevlin: Give the Candle Holder to Limbeck. Take the cork, and put the white
- shirt in the ink. Get to the ship. Cast Shroud of Darkness on the Black Shirt
- and put it on the glowing figures. Get Below and west to the storeroom.
- Open the box and activate the zinger. From here, you will talk to King Stephen
- again, and be transported to Skuvash.
-
- Skuvash: Get the doll for the street rat, then cast swap on him, when you are
- trapped in his net. Free him, then go northwest into his hideout. Get the
- prybar. From there go back to the ship and open the strongbox with the prybar.
- Get everything in there. Go to the bar and give the jewels to the Bartender.
- He will give you some money and you will then be asked by Hugh the Hand to do
- a mission for him - assasinate the Merchant and bring back his pendant. Go
- back to the street rat and give him the money. He will return in one turn to
- give you a clue on the Tower's treasure and a lockpick. Look at the doll
- to get the "Motion" spell. Get to the Merchant's house.
-
- Merchant's House: Use the lockpick to enter the house. The sounds in order
- are 'CLACK', 'TICK', and 'THUNK'. Once inside, get the poetry book. Read
- it to figure out the clock puzzle. Read the journal in the compartment.
- Create a Reality Pocket on the Picture - if you're not kicked out, and answer
- the questions correctly, you will get his amulet. Return it to Hugh, and you
- will proceed to the Tower of the Brotherhood.
-
- Tower of the Brotherhood: Push the table and get on it. Note which continent
- is in the window. Use the lockpick on the northeastern door. Cast motion on
- the statue then get the necklace. Read the paper - depending on which
- continent is in the window, there is a different code - use the top
- corresponding word as the combination (t = topaz, o = opal, d = diamond, etc).
- Put the necklace on the pedestal, Get all three items that aren't labeled
- "Treasure". Take the necklace after Hugh and the guard enter. The Book of
- Pryan has the naming rune for that realm on it. From there exit - you will be
- taken to Drevlin.
-
- Drevlin: Fix the Kicksey-Winsey with the pipes. Fill the hole with the cork,
- and turn the master valve. Talk to the dwarf, and show him the map to get the
- directions to the Seal Piece and a piece of iron ore. Put the iron ore in the
- compartment of the Kicksey-Winsey. Enter the room of glass coffins and put
- the crystal ball from the tower in the statue's hands. Take the seal piece.
- Return the ship and place the naming rune of Pryan on the Steering Stone.
- Return to the Nexus.
-
- While in the Nexus - NOTE THE NAMES OF THE SIX DEVILS and what they are the
- devil of and keep them handy - this will be EXTREMELY important for the end of
- the game.
-
- -------------------------------------------------------------------------------
- Pryan: The Lush World of Fire.
- Defeating the spider and getting past the Tytans are the ONLY challenges Pryan
- has to offer. This is the easiest of the five realms to conquer.
- -------------------------------------------------------------------------------
- Citadel: Get the pink flowers, the nut, and the nut shell from this area.
- Do NOT try to attack the Tytans - you can't possibly defeat them.
-
- Tree City: Take the clothesline as a rope. Work for the elven cook. Give
- the doll to the elven girl, and follow her to the ledge. Give the rope to the
- elven prince, then follow everyone to the secret spot. Gather the ember in the
- shell. Watch the Zifnab show and marvel (or not) - Zifnab IS a Sartan.
- Follow Zifnab using the Transportation spell on the White Disk. Take the
- black disk. Tie the rope to the tree and gather the yellow and blue flowers
- in this area. Crush the yellow flowers. Use the rope to cross the chasm.
- Go to the edge of The Maw and throw the black disk into it. Transport on the
- White Disk into the Maw.
-
- The Maw: Put the ember on the hive. Throw the marmalade at the spider.
- Cut the pod with the golden staff in it and take it. Also in the pod is a
- magic arrow - you don't use it anytime soon. Push the corpse to find
- toadstools - take one - Transport out of there.
-
- Secret Spot: Give the love poetry, blue flowers and staff to the prince. Talk
- to the human princess, and the elven prince and ask them to join you. Go back
- to the citadel and forest.
-
- Citadel: Go to the forest with the tytan in it. Give the princess the Book
- of Pryan, and tell her to play the music in it on her flute. Free the dwarf
- girl quickly, for the princess has a cough and can only keep up the music for
- one turn. The dwarf girl will give you an herb. Go to the place you received
- your nut - there will be a Zuzu - a monsterlike squirrel. Put the crushed
- yellow flower in your nut and give it to the Zuzu. Take the discarded Nut
- Meat and feed it as well as the toadstool, pink flower, and the herb that you
- got from the dwarf girl to the human princess - this will cure her cough.
- Proceed to the Forest of the Tytans.
-
- Tytan Forest: Have the princess play the music from the Book of Pryan. When
- you get to the center of the forest, have the elven prince get the crystal.
- The crystal is important to you since it bears the naming rune to Aberrach -
- World of Stone. Once you get to the stump, pull on the branch, and throw the
- crystal in. From there, enter the citadel, and get the Seal Piece of Pryan
- from the statue, and a magic stone from Zifnab. Proceed to the Nexus, and
- then on to Aberrach - the hardest of the elemental worlds to conquer.
-
- ------------------------------------------------------------------------------
- Aberrach - The Dying World of Stone
- Almost everything in Aberrach is a challenge - be on your guard.
- ------------------------------------------------------------------------------
- Dead fields: Talk to Jethro - the undead worker. Get the pail from him and
- the rocks from the garden.
-
- City of Telestia: Take the tea set and ignore the dead nanny, for now. Give
- it to the dead butler and pay attention to what time he says Balthazar drinks
- tea. Go to the clock tower, put the pail with rocks on the hook and go up.
- Turn the dial to just before what time the Butler told you. After that turn
- the crank and wait one turn. Pull the release lever, and leave the tower.
- Enter the now open room, and grab the book off of the bookstand. Read it to
- learn the spells of Ward and Possession. Go from there to King Kleitus's
- Palace in the Core.
-
- The Core: Enter the palace and talk to Kleitus. You will be poisoned, learn
- a new spell - Hunger - and taken to the Dungeon where you meet a Sartan -
- Prince Edward. Listen to him about the bottles in the bar. Cast Hunger on
- the Dog, give him the steak and cast Posession on the dog. Get the key from
- the wall and give it to your comatose body. From there go upstairs and get
- the bottle with the antidote (2nd on from the left). Go back and give it to
- your comatose body - touch yourself (as the dog - don't get any dirty ideas).
- Take the bottle and drink it, Then give it to Edmund. Take the key and free
- both yourself and Edmund. Take the vise from the table. Ask Edmund to join
- you - he will lead you out of the palace and to the secret cave of the Sartan
- Refugees.
-
- Secret Cave: Talk to the gamblers and get rune-bones from them. Talk to
- Balthazar about EVERYTHING (you get nothing but you need to do this).
- Possess the dog, release the spell, and talk to Balthazar about the east wall
- to get the unravel illusion spell, and to enter the hidden cave. Take the
- book (to learn Resurrection), and the robe (where you see a vision and learn
- Self-Immolation). Wear the robe, then talk to Balthazar again. Go back to
- Telestia.
-
- Telestia: Go to the clock tower and use the vise on the scepter to get the
- head piece. Go back to Balthazar's home - in the city. Talk to the nanny
- and grab her book. Get her to join you. Go to the fields and get Jethro to
- join you. Flip the rhyme book to "Grab that Snake". Go north, and give the
- rhyme book back to the nanny. From there go north to the puzzle.
-
- The Arrow Puzzle: This is the most EVIL puzzle of the entire game. To go
- through it easily (and be a wimp), make one move and push the reset button,
- five times each. Then hit the hint button until it is solved. It is much
- more gratifying to try to solve the puzzle yourself though (go ahead, I did it,
- why can't you?)
-
- Dwarf Cave: Take the dwarf with you to the palace and enter the catacombs.
- Grab the rag and go north. Show the rag to the dog and follow his nose. Cast
- Unravel Illusion on the Rune. Put the headpiece on the hole in the Colossus
- Rune. Receive the pendant from Edmund and take the seal piece and return to
- the Nexus. After you report, go to Chelestra - all five naming runes
- (including the one for the Nexus) is on the pendant.
-
- -------------------------------------------------------------------------------
- Chelestra: The Realms of the Water World.
- Two moderately difficult puzzles can stump most players who get here. After
- this, the game gets fairly easy.
- -------------------------------------------------------------------------------
- Chelestra (not much is needed to be done here): Get the water, and go to
- the city. Cast Rune Transfer on the Rune Bone that will change the Ward Spell
- on the Gate to a Posession Spell. Your true enemy is revealed here to be the
- dark dragon, Sang-Drax. Cast Possession on the dog - nothing can be done to
- save you right now, and retreat to the open city.
-
- The Sartan Council: You will be revived and administered null water - you
- will be invulnerable to spells and unable to cast them for a short time. This
- also negates the fear Sang-Drax puts upon you. You will learn Null Water,
- which when cast upon your bottle, will have the effect listed above. Cast
- Rune Transfer on the Pendant to the Globe. Push the Globe and create a reality
- pocket on the rug. Take the rug to Samah's ship, where yours used to be. Put
- the rug on the beam, and create a reality pocket there, push the globe & exit.
- Go outside of the cave, and drink the null water. Go in the cave, take the
- scales, and go outside the city. Take Zifnab's rock and forget about the
- scales. Return to the Nexus. Grab Xar's Book. Proceed inside the labyrinth.
-
- -------------------------------------------------------------------------------
- The Labyrinth and Vortex: The Exodus of the Game
- -------------------------------------------------------------------------------
- The Labyrinth:
- When you enter, throw the zinger at the vines. Then cast cold on the vines.
- When you reach the tiger men - backtrack to the vines until you can see the
- tiger men clearly. Cast heat on the vines. Cast cold on them again. At the
- cave, take the skull, go in, take the bone. Put the skull on the zinger and
- then put that in the robe.
-
- At your home village, activate the zinger and take the cord. Heal the
- tracker and convince him to track Xar and Sang-Drax. Put the cord on the
- bone, and shoot the giant insect outside the cave. When you meet Sang-Drax,
- Crush the Stone. Read the story from there.
-
- The Vortex:
- At the first part of the path - cast the mirror image (horizontally) of
- self-immolation. You will be fine, your double will destroy himself. Take
- whatever he had. Combine the shears. From there go north and north again into
- the tentacles. Cut each one with the shears as it approaches you. Go north
- to the center of the Vortex.
-
- The Runed Island - Exodus:
- Put the water seal piece in the water spire. Cast Resurrection on Xar.
- Talk to him - he tells you which devil's rune to put the focus over. Put
- the stone seal in the earth spire. Read the history book for the appropriate
- devil's rune. Put the focus over that rune. Put the air seal in the air
- spire. Put the nexus seal in the focus...
-
- ...and watch the fireworks.
-
- You should be able to receive all 1500 points from this solution.
- I hope this is useful - the game itself is not all that hard, I beat it in
- three days - with some help from the net.
-
- Thanks to "The Whistler" for helping me out with the puzzle on Chelestra.
-
- -------------------------------------------------------------------------------
- Andrew David Watts The Absent-Minded Professor
- adwatts@wpi.edu taliesin@bdp.res.wpi.edu
-
- " The Journey of Now, The Journey Beyond,
- Seeing reason without hate or wrath,
- To travel the roads, to see and feel,
- This is to live the Order of the Path."
- -------------------------------------------------------------------------------
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