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1995-05-08
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DEATH GATE
INTRODUCTION
This walkthrough gives explicit instructions for playing Death
Gate which lead to a successful conclusion. However, it will
skip some interesting, although redundant, steps. This means if
you follow this walkthrough religiously, you may not appreciate
the complete game experience and the extremely successful
efforts of the designers to create a logical adventure game
with entertaining clues and dialogue.
The information given here assumes that the player has read
the Death Gate Game Manual included in the Death Gate game box
and makes use of the on-line Help instructions for the
operation of certain puzzles.
GENERAL HINTS
Exact dialogue options are not usually supplied because, in
general, you should talk to everyone you meet exhaustively.
When given choices of dishonest or insulting dialogue, pick
honest and diplomatic dialogue or you may find the person will
end the conversation prematurely. There are exceptions to these
guidelines; in those cases explicit dialogue instructions are
supplied.
Save reasonably often. This game isn't as benign as you may
think. You can 'undo' your last action. But it is possible to
get stuck in places with no way out because of not yet having
picked up the right equipment or absorbed the needed
information. You may be forced to restore to an earlier part of
the game.
OPENING SCENES
2000 years ago the Sartan council, fearing dominance by their
rivals, the Patryns, decide to sunder the world. Doing so, they
trap the Patryns in a place known as the Labyrinth and the
other 'inferior' races are left relatively free to manage their
own societies on the magically sundered realms.
Recently, the Patryn, Lord Xar, escaped the Labyrinth and then
helped others Patryns to escape including yourself, Haplo. You
lose consciousness at the final gate of the Labyrinth. When you
awake, Haplo is under your control and Lord Xar is sitting
before you.
NEXUS
Double click on Xar to talk to him. Xar explains the sundering
to you. Ask Xar all the questions available. When you finish
talking to Xar, you should have the Naming Rune for Arianus and
four spells: Identify, Heat, Cold and Rune Transfer. Take a
Glowlamp, before leaving.
Exit west and enter your ship. Use magic on the Marker (Naming
Rune for Arianus) and select and cast the Rune Transfer spell.
Click on the Steering Stone to transfer the rune onto it. Click
on the Steering Stone to take your ship to Arianus.
ARIANUS
DREVLIN
Leave the ship and enter the tunnel. Talk to Jarre. Take the
Bread, Marmalade, White T-Shirt and piece of Pipe. Go east and
talk to Limbeck. Take the cork out of the ink bottle and dip
the T-Shirt in the ink. Slap three dollops of Marmalade on the
Bread and give the messy Bread and Marmalade to Limbeck. Pick
up the discarded Map/Parchment. Look at the piece of Pipe being
used as a candlestick holder.
Go north, then north-west and talk to Grawple Rockdigger. _Do
not_ claim to be a god! Get the piece of Pipe he is holding and
the piece of Pipe from the repair box. Leave.
Go north to the snoozing dwarf and glowing guard. Cast Heat on
the sensor panel. Both characters are now distracted by the
alarm, so head north to the ship. Go downstairs and talk to
Duke. He should give you his ring. Go upstairs to the ship's
wizard. Take the Wine Jug and leave. Return to the tunnels and
return to your ship.
Click on the Steering Wheel and the map of Drevlin will be
displayed. Click on King Stephen's Castle.
KING STEPHEN'S CASTLE
Head north and hand over the Duke's ring to the guards. Tell
King Stephen that his cousin gave you the ring and tell him
why.
Once outside, go west. Pick up the shear and use it to remove
the bar from the shutter. Open the shutter and watch Trian. You
will learn the Create Reality Pocket spell. Go through the
shutter into Trian's study and take the Candle Holder. Look at
the books and you will add the Tower of Brotherhood Book to
your inventory. Read this Book. Cast the Create Reality Pocket
spell at the tapestry and enter the tapestry.
Talk to the elf wizard. Give him the Wine Jug and talk to him
again. _Make sure_ you ask him how to teach you the Shroud of
Darkness spell _last_. . . Well, at least you have learned two
new spells: Create Shroud of Darkness and Swap.
Leave the castle, return to your ship and return to Drevlin.
DREVLIN
Enter the tunnels and head for the elf ship. (Cast Heat on the
sensor again.) Once on the elf ship, go upstairs to the
sleeping wizard. Cast Create Shroud of Darkness on the Black T-
Shirt and place the T-Shirt on the glowing figurines. This
exposes the 'gods' as elves to the dwarves who rebel
immediately. The elves are returning to their ship, so
_quickly_ go downstairs to the slaves and head west into the
store room to escape the fighting. Open the large box, take the
Zinger and activate it. This signals King Stephen's troops and
the elf ship is taken by the humans.
When King Stephen congratulates you, ask about 'making it
worth my while' and ask for information. You fly to Skurvash.
SKURVASH
Go to Skurvash. Talk to the waif, then agree to fetch his
doll. Go west and pick up the doll and discover the waif is a
street rat! Cast Swap on the street rat. Remove the net, then
go north-west and talk to the street rat. Take the Prybar,
agree to the street rate's help. Leave and return to the elf
ship. Go downstairs and west into the store room. Use the
Prybar on the strong box and take the piece of Pipe and the
Sack of Gems.
Return to Skurvash and go east to the Devil's Workshop. Talk
to the bartender and sell the Gems. Take Hugh the Hand up on
his offer to work for the Brotherhood. Say you are interested
and accept the contract to obtain the Magic Amulet.
Leave the tavern, head west, then north-west. Talk to the
street rat, then wait. He will return with a Lockpick and a
Paper from the Brotherhood.
Return to the 'town center' and go south-west to the house.
Put the Lockpick in the front door lock and push, jiggle and
turn it. Enter the house. Take the poetry book and read it.
Look at the clock. The pointer is at Mistymorne or '12
o'clock'. Toiltime is at '2 o'clock', Midcycle is at '5
o'clock', Winetime is at '7 o'clock' and Darktime is at '10
o'clock'. Following the verses in the poem, click on 7, then 2,
then 10 o'clock. Get the journal out of the hidden compartment
and read it.
Cast Create Reality Pocket on the portrait. Enter the
portrait. Claim to be a messenger from the man's wife-to-be.
Say she wants the magic amulet. Complement his intelligence and
perception. Answer his questions as follows: "The Bouncing
beans", "5" and "How much". You now have the Magic Amulet.
Leave and return to the Devil's Workshop. Give the Magic
Amulet to Hugh.
TOWER OF BROTHERHOOD
Hugh leaves you in the Initiation Room with some healing
Salve. Use the Salve. Push the table then get on it. Note which
floating continent is obscuring the sun. Look at the
Brotherhood Paper. Note which word is above the continent you
have just identified. e.g. if you saw Hesthea, note the word
'their'. Leave this room and look at the handprint wall. Push
the hands according to the first letter of the material each of
the hands is made of, spelling the word you have noted. For
example, if the word is 'their' then first push the topaz, then
hyacinth, then emerald, then iron, then ruby hand. The door to
the Treasure Room should open when you do this correctly.
Ignore the Treasure Room for now. Put the Lockpick in the lock
of the door on the right. Shake, pull and tilt the Lockpick.
When the door is open, go into the room. Look at the street
rat's doll and you will learn the Motion spell. Cast Motion on
the statue. Pick up the Crystal Necklace.
Leave and enter the Treasure Room. Put the Crystal Necklace on
the pedestal. Grab the two books and the Crystal Globe. When
Hugh threatens you, grab the Crystal Necklace. Leave the Tower
and you will return to the elf ship. Go to Drevlin.
DREVLIN
Read the two books. Go to Limbeck and give him the Candle
Holder. Go to Grawple Rockdigger and fix the broken pipe with
the five pieces of Pipe. Read the Help instructions on how to
turn and rotate the pieces of pipe. Place the long straight
piece on the right. Rotate the 'T' shaped piece so it is an
upside down 'T' and place it on the left. On top of the upside
down 'T', place an elbow shaped piece with its short side down
and its long side to the right. Place another elbow shaped
piece along side that with its long side down and its short
side to the left. Finally, place the last elbow shaped piece so
that its short side is up and its long side is to the right
joining the long straight piece on the right. Put the cork in
the replaced pipe, the turn the valve. Talk to Grawple again,
then show him the Map/Parchment. He will give you a lump of
Iron Ore. Leave and go to the east.
Open the compartment amongst the controls. Put the lump of
Iron Ore in the compartment. This starts up the digger. Go east
to the room full of crystal coffins.
Put the Crystal Globe in the statue's hands. Creepy! Take the
Air Seal Piece. Return to your ship.
Cast Rune Transfer on the Book of Pryan and transfer the rune
to the Steering Stone. Click on the Steering Stone and return
to the Nexus.
NEXUS
Leave your ship and go to Xar. Talk to him, noting the names
Xar gives the Sartan council members. Return to your ship and
click on the Steering Stone to take your ship to Pryan.
PRYAN
CITADEL
Leave the ship. Pull up the Pink Plant. Go west to the citadel
door and look at it. Go west to the animal eating nuts in the
tree. Pick up a Shell and a Nut. Leave and return to your ship.
Click on the Steering Wheel and select the Tree City.
TREE CITY
Leave the ship. Head north-east. Take the clothesline. Open
the door, talk to the elf cook and agree to do some work. Talk
to the elf child. Ask her about the wizard and her doll. Ask
the cook about the bugs and the plant that drives off the
insects. Give the Doll in your inventory to the elf child.
Leave and go east.
Talk to the elf prince. Use the Clothes Line to rescue the elf
prince. Talk to the elf prince again. Make sure you win his
confidence by supporting his meetings with Zifnab. Go south-
east to the gathering place. Wait, listen while the campfire is
built, and talk to the elf prince again. Keep waiting until the
human princess shows up. Then wait until Zifnab turns up. When
Zifnab leaves, you learn the Transportation spell. Cast
Transportation on the white disk.
Talk to Zifnab. Pick up the Black Disk. Tie the Clothes Line
to the branch. Climb down the tree. Pick the Blue Flowers and
the Yellow Flowers. Swing over to the other tree using the
Clothes Line.
Go east to the Maw. Throw the Black Disk into the Maw. Go
south-east to the gathering place. Pick up the Ember in the
Shell. Cast Transportation on the white disk. Push the nearer
corpse. Pick up the Arrow and pick the Toadstools. Crush the
Yellow Flowers. Heave the jar of Marmalade at the spider. Put
the Ember in the Shell on the hive. Cut the pod containing the
Gold Staff with the Shear. Cast Transportation on the Black
Disk. Hand over the Gold Staff to the elf prince. Then give him
the Blue Flowers, and then the Poetry Book. Talk to the human
princess. Have her play the tune from the book and ask her to
accompany you. Return to your ship accompanied by the elf
prince and the human princess. Return to the Citadel.
CITADEL
Leave the ship, go west to the citadel door, then north and
north again. Ask the human princess to play the tune. Cut the
vines around the dwarf with the Shear. Talk to her, then wait
for her to return. Talk to her again. Introduce the dwarf to
your companions. The dwarf will tell you about a remedy for the
human princess' cold and, when you ask, will give you some
Herbs.
Give the Pink Plant, the Toadstools and the Herbs to the human
princess. Return to the animal eating nuts. Put some of the
crushed Yellow Flowers on the Nut. Give the Nut with the Yellow
Flowers to the animal. Pick up the nut meat and give it to the
human princess. Head back into the forest.
Ask the human princess to play the tune. Keep heading north
until you reach the Crystal Fragment in the tree. Ask the elf
prince to fetch the Crystal Fragment. Return to the tree stump
at the entrance to the forest. Pull the branch to open the
stump and toss the Crystal Fragment inside. Go south and wait
at the citadel door.
After the disturbing talk with Zifnab you have a small stone
in your inventory. Take the Fire Seal Piece and return to your
ship. Cast Rune Transfer on the Crystal Fragment and transfer
the rune to the Steering Stone. Click on the Steering Stone and
return to the Nexus.
NEXUS
May be you are having second thoughts about meeting Xar again
but you don't have any choice. Go and talk to him. Return to
your ship and go to Abarrach.
ABARRACH
TELESTIA
Leave the ship and go north-west. Talk to the dead worker and
ask for his Bucket. Go to the city and go into the house. Talk
to the dead butler. Go upstairs. Talk to the dead nanny. Ask
for her book then ask her to accompany you. Take the Tea Set
then go downstairs and give the Tea Set to the dead butler.
Leave and go east. Read the Children's Book. Leave the book
turned to the 'Get that Snake' poem. Ask the dead worker to
accompany you. Go north to the cave. Give the Children's Book
to the dead nanny. Pick up some Rocks. Go north to the wall.
Solve the puzzle as follows. Imagine the arrows are numbered as
so:
1 2 3
4 5 6
7 8 9
Click on 1,3,7,9, then 2,4,6,8, then 2,4,6,8, then 5.
Talk to the dead dwarf. Leave and returned to the deserted
city. Enter the clock tower. Put the Rocks in the Bucket. Put
the Bucket on the hook and climb the rope. Turn the time dial
so the clock hand is just before the fourth mark. Crank the
rope. Wait. _Immediately_ after the clock strikes four, release
the lever, climb downstairs, leave and enter the house. If you
were quick enough, the study doors will be open. Go east into
the study and take the Book from the stand. Read the Book. You
learn two new spells: Possession and Ward. Leave and return to
your ship. Go to Kleitus' Palace.
KLEITUS' PALACE
Go to the palace. Talk with Kleitus XIV. There is no way to
avoid ending up drugged and in the cell. You have learned a new
spell: Hunger, and you now have a Steak in your inventory. Talk
to Edmund. It seems you both need the antidote or you are both
going to die soon. Throw the Steak to the dog, then cast Hunger
on the dog. Cast Possession on the dog.
Now in Possession of the dog, leave the cell, climb the stairs
and take the Bottle which is second on the left. This is the
clear liquid antidote. Return to the cell. Give the Bottle to
Edmund then give the Bottle to Haplo. Touch Haplo. Pick up the
Bottle and drink the antidote. Now you are healthy but still
manacled in the cell! Cast Possession on the dog again and get
the Key Ring. Give the Key Ring to Edmund, then to Haplo. Touch
Haplo. Pick up the Key Ring and unlock the manacles with it.
Take the Vise. Ask Edmund to accompany you. Leave the cell, go
west and enter the ship. Edmund takes you to the secret cave.
SECRET CAVE
Leave the ship and enter the cave. Talk to the gamblers and
you will receive four Rune Bones. The dog is sniffing at the
east wall, so cast Possession on him. Look at the hidden tunnel
then touch Haplo. Talk to Balthazar. Talk to him about
everything except _don't_ tell him you are a Patryn! You will
learn the Unravel Illusion spell. Enter the hidden tunnel.
Pick up the Spell Book and read it. You will learn the
Resurrection spell. Pick up the Robe. After witnessing climatic
and far-reaching events, you will learn the Self Immolation
spell. Leave and talk to Balthazar. Return to your ship and go
to Telestia.
TELESTIA
Go to the cave and visit the dead dwarf. Wear the Robe then
talk to the dead dwarf. Have the dead dwarf accompany you. Go
into the city and enter the clock tower. Climb the rope.
Tighten the Vise. Shove the Vise between the tongs on the
headpiece of the scepter. Loosen the Vise. Take the Headpiece.
Climb down and return to the ship. Go to Kleitus' Palace.
KLEITUS' PALACE
Leave the ship and go into the cave. Open the door to the
north. The dead dwarf will rush ahead but leave a piece of
Cloth behind. Take the Cloth and show it to the dog. Open the
door and follow the dog's directions through the catacombs as
he picks up the scent of the dead dwarf. Kleitus XIV is after
you, so _hurry_! Eventually the dog will lead you to the
Colossus. The damaged containment rune looks fine, so cast
Unravel Illusion on it. Place the scepter's Headpiece in the
hole in the rune. Congratulations! You have defeated Kleitus
XIV. Edmund will give you his pendant. Take the Stone Seal
Piece.
Leave and return to the ship. Cast Rune Transfer on the
pendant and transfer the rune to the Steering Stone. Return to
the Nexus.
NEXUS
Leave the ship and go to Xar. Talk to Xar. He will try to
motivate you to his cause but is he succeeding? Return to your
ship and go to Chelestra.
CHELESTRA
Leave the ship and go west to the domed city. Notice that
Zifnab's Stone is glowing. Trouble ahead! Save! Look at the
warding spell on the city gate. Look at Balthazar's Book.
Notice that he modified the Ward spell to create the Possession
spell. One of the Rune Bones that you got from the gamblers in
the Secret Cave in Abarrach, is a copy of the modification.
Cast Rune Transfer on this Rune Bone and transfer the rune to
the Ward spell on the city gate.
Here is the trouble! Sang-Drax, the dragon and the embodiment
of evil! When you get a chance, cast Possession on the dog,
then _immediately_ head west into the city. Talk to Samah . . .
Disaster! By the time you finish talking with Samah you are in
real trouble! However, you have learned another spell: Null
Water.
Leave and go east. Fill the Clear Bottle with water from a
pool. Cast Null Water on the Bottle. Drink the Null Water then
enter the cave. Pick up the Dragon Scales and leave. Go west
and put the Scales on the rock pile. Pick up the glowing Stone.
Return to the Sartan high council. Push the globe on to the
Rug. If necessary, wait for the effect of the Null Water to
wear off. Cast Create Reality Pocket on the Rug. Take the Rug.
Go to the ship and place the Rug in the ship. Enter the Rug.
Push the globe through the portal. Leave the scene via the
portal. Cast Rune Transfer on the Pendant and transfer the
runes to the Steering Stone. Go to the Nexus.
NEXUS
Leave the ship and go to Xar's office. Take the History Book
and read it. Go to the gate to the Labyrinth. Go through it.
LABYRINTH
Cast Cold on the choke vines.
Head north, then north-east to the tiger-men. Turn back and
return over the choke vine field. When the tiger-men reach the
choke vines, cast Heat on the choke vines. Cast Cold on the
choke vines and head north, then north-east.
Take a Skull. Enter the cave. Look at the cave painting and
take the Bone. Head north. More tiger-men! Combine the Zinger,
Black Robe and Skull. Return to the choke vines. Cast Heat on
the choke vines. Throw the Zinger on to a spire. Cast Cold on
the choke vines and pick up the charged Zinger. Return to the
tiger-men and activate the Zinger.
Talk to the head man. Tell him that the previous 'you' wasn't
you. You need the tracker who is fatally wounded in front of
you. Apply the Salve to the wounded man. Pick up the Cord. Talk
to the tracker and ask for his help. When the tracker is
accompanying you, head north.
Dispatch the chaodin by combining the Cord and Bone to make a
bow, then shoot the Arrow.
Try to continue north. Drink the Null Water. Save. Continue
north. Talk to Sang-Drax but crush the glowing Stone before he
kills you! Talk to Zifnab. Talk to Zifnab again when you arrive
at the Vortex.
VORTEX
Head north. You will meet your double. _Set up_ to cast the
Self Immolation spell, but _before_ casting it, swap the right
and left rune stones. Cast this nonsense spell at the double.
Search the ashy remains. You now have two of each item in your
inventory.
Keep heading north. When you are blocked by the tentacles,
combine the two shears in your inventory to make a pair of
shears. Cut the tentacles, as they block your path north, with
the shears.
When you arrive at the inner platform, after a lengthy
conversation, Sang-Drax kills Xar and you are on your own!
Save. _Quickly_ put the Water Seal Piece in the water spire.
Wait for Sang-Drax to reappear as a sea slug. _Quickly_ put
the Stone Seal Piece in the earth spire.
Wait for Sang-Drax to reappear as an apparition. _Quickly_ put
the Air Seal Piece in the air spire. Save.
You are now stuck. The focus has been moved to the
'Reformation' spell and you need the 'Interconnection' spell.
Well, Xar had researched these matters. Talk to him?! Cast
Resurrection on Xar. Talk to Xar. Save.
The Heart?! Remember Xar's names for the high council members?
Orseph is the 'Devil of the Heart'. Look up Orseph's starting
rune in the History Book. You probably won't have time to
change the focus and complete the 'Interconnection' before
Sang-Drax kills you. If so, restore the last saved game. Move
the focus to Orseph's starting rune. Place the Nexus Seal Piece
in the focus.
Enjoy the closing sequence!
DEATH GATE is published by Legend Entertainment Company and
distributed by Accolade, Inc.
This walkthrough is copyright (c) 1995 by Diana Griffiths. All
rights reserved. Not to be distributed without permission.