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.
Shadowgate is copyright 1987 by ICOM Simulations, Inc. licensed to Mindscape.
This walkthru is copyright 1988 by Kiran S. Kedlaya.
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Shadowgate
----------
A Walkthru by Kiran S. Kedlaya
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.
I hope this walkthru has helped you in winning Shadowgate. I would have loved to
have this walkthru when I was playing, and this is the reason I have written it.
If you have any comments about this walkthru, my GEMail address is K.KEDLAYA, or
send them via snail mail to my real address:
12912 Georgia Ave.
Wheaton, MD 20906
Shadowgate is copyright 1987 by ICOM Simulations, Inc. licensed to Mindscape. This walkthru is copyright 1988 by Kiran S. Kedlaya.