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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.
-