Shadowgate FAQ/Walkthrough Copyright Kemco 1989 Written By Brian P. Sulpher E-mail: briansulpher@hotmail.com Version 2.7 Dates Written: October 24th to October 29th, 2002 Dedicated to Cougar. I miss you, and I hope you are living it up in the afterlife as you did in this world. You will always be in my memories, and you will never be forgotten. Also, In memory of Howler and Koonce. You two never had a good start in your lives, but you had a good time when you spent your time at my house. It was oh so unfortunate that you both had your already tragic lives cut short, but I can only hope that I helped make your life a more enjoyable experience. You too will be missed, but not forgotten. ----------- Version 1.0 ----------- -Submitted guide on October 29th, 2002 ----------- Version 1.2 ----------- -Submitted guide on January 1st, 2003 -Added "Bellows" to Sphinx's Ridles And Answers section -Added Claudio R. Ulloa Urbina to Final Word in thanks for the Bellows riddle ----------- Version 1.4 ----------- -Submitted guide on March 20th, 2003 -Edited spelling and grammar -Altered format ----------- Version 1.5 ----------- -Submitted guide on September 18th, 2003 -Altered Format again. made it clearer and easier to read ----------- Version 1.7 ----------- -Submitted guide on January 19th, 2004 -Added "Bone" to the Items List -Added to the Death List in the Laboratory -Thank you to Tolchok for the above two contributions ----------- Version 1.8 ----------- -Submitted guide on February 17th, 2004 -Updated some information on the Windy Ledge area (thanks to Kaine Andrews for e-mailing in the correction) ----------- Version 2.0 ----------- -Submitted guide on May 5th, 2004 -Updated the Deaths section for the Dragon's Lair (thanks to Tolchok for the information) -Added someinfo on the item called "Bellows" (thanks to Tolchok for the information) -Reformatted the FAQ slightly ----------- Version 2.1 ----------- -Submitted guide on August 30th, 2004 -Fixed a small error within the FAQ (thanks to Stifu for the help) ----------- Version 2.5 ----------- -Submitted guide on September 18th, 2004 -Added in a death scene at the "Troll Bridge" that had previously been missed, so thanks to DCIguy from GameFAQs for sending it in -Removed a death that does not exist, thanks to Larcen Tyler -Also did some minor reformatting to the file ----------- Version 2.6 ----------- -Submitted guide on 18th of October, 2005 -I added in Retronintendo and Honestgamers as sites allowed to use my FAQs -Altered the format to make it easier on the eyes of the reader ----------- Version 2.7 ----------- -Submitted guide on 13th of October, 2007 -Added in the Map as an item (thanks to Jonas Bernhardsson for pointing out I did not have the location in the Items section) ---------------------------------------------------------------------------- ------------------------------Table Of Contents----------------------------- ---------------------------------------------------------------------------- 1) Introduction 2) Controls 3) Commands 4) Items 5) Spells 6) Start to Mirror Room 7) Firedrake room to King's Throne Room 8) The Depths of the Castle 9) Frequently Asked Questions 10)Sphinx Riddles And Answers 11)Now You Die! 12)Final Word ---------------------------------------------------------------------------- -------------------------------Introduction--------------------------------- ---------------------------------------------------------------------------- 1) "The last thing that you remember is standing before the Wizard Lakmir as he waved his hands. Now you find yourself staring at an entryway which lies at the edge of a forest. The Druid's words ring within your ears: 'Within the Castle Shadowgate lies your quest. The dreaded Warlock will use his Black Magic to raise the Behemoth from the dark depths. The combination of his evil arts and the great Titan's power will surely destroy us all!! You are the last of the line of Kings, the seed of prophecy that was foretold long ago. Only you can stop the Evil One from darkening our World forever!! Fare thee well.' Gritting your teeth, you swear by your God's name that you will destroy the Warlock Lord!!" With these stirring words, you will begin your descent into the Castle Shadowgate to succeed where so many before you have failed before. You must use your brain and your brawn if you are to survive this ordeal, and a little luck will help your quest as well. So off with ye, to face the countless dangers! Be sure to keep a Torch lit at all times... ---------------------------------------------------------------------------- ---------------------------------Controls----------------------------------- ---------------------------------------------------------------------------- 2) This section will review the controls you will need for this game. D-Pad----> Moves your cursor in the desired direction. START----> Used to enter game file selection screen, and it also will give you a clue to each room if you are stuck (of course the walkthrough will make this not so useful). Sometimes it will not be of any use at all. SELECT---> Used to enter game file selection screen, and it also will give you a clue to each room if you are stuck (of course the walkthrough will make this not so useful). Sometimes it will not be of any use. B Button-> Cancels your currently selected command. A Button-> choose game file, choose your command, used to implement your command, and moves text lines. ---------------------------------------------------------------------------- ----------------------------------Commands---------------------------------- ---------------------------------------------------------------------------- 3) This section will give you a detailed explanation of what each command can do for you. o------o | Look | o------o Use this to examine your surroundings, living beings, items, and anything else you want to get a description of. o-----o | Use | o-----o This command allows you to use one thing on another to reach a desired result. o------o | Open | o------o Use this command to open doors and other things you come across in your adventuring. o-------o | Close | o-------o Use this to shut any doors or anything else you may have opened along your adventure. o------o | Take | o------o If you see something that you think might be useful, then use this command to add it to your inventory. o-------o | Leave | o-------o This can be used to leave an item behind that you feel has no use to you. As far as I know, this command does not work with any of the items. o-----o | Hit | o-----o This command allows your character to throw a punch at whatever he might wish to. o-------o | Speak | o-------o This command allows you to talk to the beings you will encounter along the way. o------o | Self | o------o This allows you to use something upon your own body. Beware that many things are lethal to you! o------o | Save | o------o Choose this option whenever you make some progress in the game so if you leave this mortal coil, you can re-start your quest with some of your achievements documented. o------o | Card | o------o Select the up or down box to rotate through your inventory of items, as well as your list of learned spells. o-------o | Goods | o-------o This will show your current page of items/spells selected. ---------------------------------------------------------------------------- -----------------------------------Items------------------------------------ ---------------------------------------------------------------------------- 4) This section will list all of the items in the game, what they do, and where in the castle they are located. Arrow.......: This item is crafted of silver, and it enters your possession early in the Hidden Passage. This will serve you well later on in the castle when your life is threatened (despite it not seeming so). Bellows.....: This item has no direct use (though it can be used to fan the flames of a fireplace if you so desire), but it may have the power to send you along in your journey. Big Coin....: With the picture of a well on it, maybe you should throw it down one to make a wish. This is found on the Look-Out Point. Blade.......: This is one of the three items needed for the final battle, so look diligently for this! Blue Gem....: Found in the Damp Cave, this will help you farther into the game. Bone........: Found in the Dragon's Lair, it appears to have no use in your quest. Bottle 1....: This is a bottle that appears to be full of Mercury (it kills you). It is found in the Rope Room. Bottle 2....: This bottle is impossibly light! It is found in the Rope Room. Bottle 3....: Found in the Laboratory, this concoction has a consistency of tar, but appears to be non-lethal. Bottle 4....: Found in the Laboratory, this concoction has a consistency of tar, but appears to be non-lethal. Bottle 5....: Found in the globe in the Library, it appears to be harmless sugar water. Broom.......: This is a broom! It is found in the Mirror Room. Cloak.......: This item is found in the Wraith room, and it will be useful in protecting you from intense heat. Copper Coins: Found in the Tomb, these might be useful for bribing? Crest.......: The family crest of Sir Dugan himself can be found in the Banquet Hall. Might be useful for some trivia... Flute.......: Found in the Small Garden, you should play it right away to celebrate. Gauntlet....: Found in the Courtyard's well bucket, use it to reach things found in dangerous liquids. Goblet......: This shines with a lustrousness that is extremely similar to Bottle 2. Gold Coins..: Found on the Look-Out Point, these might be useful for paying a fare to another location. Hammer......: Found in the Dragon's Lair, it might be put to its best use in smashing things (as hammers tend to do). Helmet......: This appears to be an adornment of a Hobgoblin that was less fortunate in the Dragon's Lair than you, since you go the helmet and all. Horn........: This beauty is found in the Hot Room, and its platinum build just may have the power to open the path to the Warlock Lord. Horseshoe...: This item has no direct use, but it may have the power to send you along in your journey. Keys........: These are found in various rooms throughout the castle, and these little fellas will open up locked doors for you, but you have to find them first. Map.........: Found in the Library, bring it with you as it may have the answer to a riddle in the future. Mirror......: Not of any apparent use when you take it from the Banquet Hall, it may come in handy for an idle conversation. Orb.........: This silver Orb will play a big part in the battle with the Warlock Lord. It is found in the Lever Room (be sure not to wake it's guardian). Poker.......: Another item that has no direct use, but it may have the power to send you along in your journey. Red Gem.....: Found in the Damp Cave, this will help you farther into the game. Ring........: You receive it in the Small Garden, and it may just help to reveal the way past the royalty. Rod.........: Found behind the star chart in the Observatory, it might be handy on a walk on the parapet. Scepter.....: This is a jewel encrusted rod that is worthy of belonging to a King. It is found in the Tomb after you burn the Mummy. Scroll 1....: Has the following prophecy: "Five to find, three are one. One gives access, the Bladed Sun. The Silver Orb, to banish below. The Staff of Ages, to vanquish the foe. Joining two, the Golden Blade. The last to invoke, the Platinum Horn." Scroll 2....: This teaches you the spell "Humana", and it is found in the Mage's Room. Scroll 3....: Teaches you the spell "Terrakk" after you find it in the Library. Scroll 4....: Teaches you the spell "Illumina" after you find it in the Library. Shield......: This is found in the Dragon's Lair, it has one purpose; to protect you from the Dragon long enough to grab the other items. Skull.......: Well, it is a skull! DUH! Anyway, it is found in the Dragon's Lair. Sling.......: This is found in the closet in the Hallway. It is a weapon that is useful for long range battles, provided you have some kind of projectile to load into it. Spear.......: Grab this in the Dragon's Lair to deal with a little problem at a toll bridge later on. Sphere......: This is found in the Cold Room, and it is a round crystal ball that is super cold. Staff.......: The Staff of Ages is found in the Snake Cave, but you have to do some real work to get it. Perhaps you should wave a magic Wand to get it? Star........: Found on the star chart in the observatory, sending it back to heaven will help you out of a jam when threatened by an airbourne creature. Stones......: found at the Waterfall, there are five of them, they are used with the Sling to make a formidable weapon. Sword.......: This is found in the closet in the Hallway. It is a weapon that has Druidic script on the handle. It will have more than a few uses for your quest, so be sure to grab it. Testtube....: This item has no direct use, but it may have the power to send you along in your journey. Torch.......: These are your life meter. If your flame extinguishes, you will die. These are found in multiple rooms, and you should pick each one up that you come across. If you hear the "Torch Music", be sure to light up a new one real quick. You can also get a special torch in the third room of the game, which will be useful in the trials ahead. Wand........: Found on the Windy Ledge, it is decorated with the picture of a Serphant, so maybe that has something to do with its use? Water.......: This holy water just may come in handy if anything "hellish" gets in your way, after you get this in the Laboratory. White Gem...: Found in the Damp Cave, this will help you farther into the game. ---------------------------------------------------------------------------- ----------------------------------Spells------------------------------------ ---------------------------------------------------------------------------- 5) This section will list all of the spells in the game, what they do, and where in the castle they are located. o------o | Epor | o------o look at the EPOR sign on the wall of the Rope Room to learn this enchanting spell. This will cause rope to rise up and fall as used in the Rope Room. o--------o | Humana | o--------o This spell is learned by OPENING Scroll 2. This will render you invisible when you need to slip by the Troll on the bridge. o--------o | Motari | o--------o This spell learned in the Library will raise a bridge from the Lava Field for you to cross. o----------o | Illumina | o----------o This spell is learned in the Library will help you to "light" the way past some bothersome stone guardians. ---------------------------------------------------------------------------- -------------------------Start To The Mirror Room--------------------------- ---------------------------------------------------------------------------- 6) This section will get you entered into the castle, and to get you some of the equipment you must have if you are to succeed. a) OPEN the skull mounted over the entrance to the castle to get Key 1. Then open the door in front of you to gain access to the castle Shadowgate. b) When you enter, the Warlock Lord's spirit appears in the hallway to taunt you with the following: "That pitiful Wizard Lakmir was a fool to send a buffoon like you to stop me. You will surely regret it for the only thing here for you is a horrible death!!" With this lovely welcome, you enter the hallway, so begin your quest by TAKING the two torches off of the wall, and then USE Key 1 to open the wooden doors at the end of the hall to exit the room. c) In this room, begin by TAKING the two torches from the wall (the one closest to you in the corridor is a special torch), and then OPEN (not TAKE) the book on the ledge. Inside the hollowed out book is Key 2, so TAKE it. d) MOVE back to the hallway, USE Key 2 to open the side door here, and then MOVE into it. e) Take the Sling, TAKE the Sword, and then MOVE back into the Hallway. f) MOVE back to the Corridor. g) HIT the odd looking section of the wall at the end of the Corridor to reveal a secret passage, which you will then MOVE through. h) The Hidden Passage has a few things for you to check out. The torches can not be TAKEN which is odd, but do TAKE the Silver Arrow. The torches are attached to the walls firmly, and one of them has been nailed there quite firmly, so you should USE it as a lever. This will reveal a hidden door to a spiraling staircase leading down, which means you should MOVE through the door. A little note for you is that the small, arched doorway is impossible to pass through because the ledge will break when you try (does not kill you, it just leads nowhere). i) The Dual Bridges room has an excellent condition stone bridge, and an old wooden rickety bridge. The only course of action you face in this room for now is to MOVE across the stone bridge. j) A WRAITH! To get rid of this unholy being, USE your lit torch on the special torch to cause it to blaze up in a strange, white flame. Your character will automatically hurl the Torch at the Wraith to burn the abomination away. Then you should TAKE the two torches, TAKE the Cloak, OPEN the door, and then MOVE through to the next room. k) In this room, TAKE the Torch, LOOK at the EPOR sign twice to learn the EPOR spell, USE it to cause the rope to rise up to the hole in the roof, and TAKE the grey bottle from the shelf (Bottle 2). Then, TAKE the Scroll 1, OPEN it to read the riddle (this will be important later, so keep the parchment), and then MOVE up the rope to the next room. Scroll 1 says the following: "Five to find, three are one. One gives access, the Bladed Sun. The Silver Orb, to banish below. The Staff of Ages, to vanquish the foe. Joining two, the Golden Blade. The last to invoke, the Platinum Horn." I hope that makes more sense later! l) You enter the Mirror Room where you will TAKE the two Torches, TAKE the Broom, and then OPEN the square on the small map before you MOVE through to the next area. m) Here is a tomb with six coffins! Open the first two coffins on the right side of the hallway (do not open the left side ones or else you may die). OPEN the sack, TAKE the three Copper Coins, USE your Torch on the Mummy, and TAKE the Scepter from the ashes. Then you just need to MOVE through the door on the bottom of the mini-map. n) Tri-Door Hallway has two unopened doors, so OPEN the right door, and MOVE through to the next room. o) Here you see the Shark Pond. OPEN the door, ignoring the Key with the skeleton for now, and MOVE through. p) Here you find the Waterfall, so TAKE the five Stones on the ground, and MOVE to the small crack of black behind the Waterfall to find... q) The Damp Cave has a very suspicious rock on the wall, so HIT it, OPEN the bag, and take the Red Gem, White Gem, and Blue Gem before MOVING back out to the Waterfall, then MOVE to the Shark Pond, and then MOVE to the Tri-Door Hallway. r) Open the door on the left, and MOVE through it to the next room. s) You have entered the Cold Room. TAKE the two Torches from the wall, USE the White Gem on the small hole in the wall, TAKE the Sphere, OPEN the door, and MOVE through the door. The trapdoor on the floor leads to death, so it is better to leave it closed. t) The Dragon's Lair has many great items for you, but you must get them in the proper order. First you have to TAKE the Shield, TAKE the Spear, TAKE the Hammer, and then leave and return. TAKE the Helmet, TAKE the Skull, and then TAKE the Bone before MOVING out of the room beck to the Cold Room, to the Tri-Door Hallway, and then to the Shark Pond. u) USE the Sphere on the pond, TAKE the Key 3, USE your Torch on the ice (NOT THE SPHERE!), TAKE the Sphere, and the MOVE to the Tri-Door Hallway, to the Tomb, to the Mirror Room, and then to the Rope Room. v) OPEN the wall at the back to reveal a new room, then MOVE to it. w) the Mage's Room has a small hole in a plaque on the ground, so USE the Blue Gem on it to reveal the Mage who says: "Listen, Warrior!! The Warlock Lord can only be defeated by thy courage and the Staff of Ages. Remember, five to find. Three for the Staff, one to be the key, and one to be thy pathway. Have thy wits about thee, Warrior!! Fare thee well." The wall closes again, but it leaves Scroll 2 for you. TAKE the scroll, OPEN it to get the magic spell "Humana", and then the scroll vanishes. MOVE out of the room, and MOVE up the rope in the Rope Room to reach the Mirror Room. x) USE the Hammer on the middle mirror to reveal a door (the other two mirrors lead to death when smashed), USE Key 3 on the door, USE the Cloak on SELF, and then MOVE through the door to the next room. Congratulations on completing the first section of the walkthrough! I hope you fare as well on the next portion of the castle, but beware that the traps faced so far were nowhere near the level of evil traps that await you now! ---------------------------------------------------------------------------- ---------------------Firedrake Room To King's Throne Room------------------- ---------------------------------------------------------------------------- 7) This section will take you deeper into the castle, and to use some equipment found already, plus gain some new items. a) The Fire Drake Room is ablaze as you enter (the Cloak you just donned will protect you from the flames), OPEN the door on the end of the bridge, USE the Sphere to cool the fire off (and the Firedrake as well), and then MOVE on through the door to the next room. b) MOVE across the bridge in the Troll Bridge to reveal the Troll that lives here, USE your Spear (since you have no Gold Coins to give) to send him into the chasm (though no THUD is heard, which is odd), and then MOVE on to the next area. c) When you enter the Courtyard, a Cyclops blocks your way, ready to fight you to the death! Start by USING a Stone upon the Sling, and then USE the Sling on the Cyclops. This will render the big beast unconscious (guess David vs. Goliath was not in the Cyclops reading!), and then USE your trusty Sword on the fallen beast to finish it off (be sure to look at the Cyclops after this to read a good line). Now, USE the crank on the well to raise a bucket, OPEN (not sure why OPEN is required as LOOK would be better) the bucket to find a Gauntlet, which you should immediately TAKE, and then USE on SELF. Then you just have to OPEN the door on the far side of the Courtyard, and the MOVE through to the next room. d) You enter a Drafty Hallway with three new doors for you to explore, so expect to walk through hear lots. TAKE the Torch, and then MOVE through the door closest to you on the left side of the hall. e) Here in the Library, OPEN the desk, TAKE the Glasses, Key 5, Scroll 3, and Scroll 4. USE the Glasses on yourself, OPEN the book on the table to read this passage: "The light grows faint, the path winds round. Where life is lost, wisdom is found. The seed of the dream, fore the evil is free, where the Sword is hung, he must place the key. A bridge to from, amidst burning death. A Demon to guard." You will learn the spell Motari (Motari Riseth). OPEN Scroll 3 to read this: "Lands under the Heavens; the key to the world" to get the spell Terrakk (Terra Terrakk). OPEN Scroll 4 to read this: "To move the Sun from far to near, light is what the Darkness fears.", to learn Illumina (Instantum Illumina). Now that we have fulfilled our scholarly side, TAKE the Map off of the wall, USE the Red Gem in the small hole to open a secret passage to the next room, which you should MOVE to. Also, grab the Skull if you do not have one yet. f) USE the spell Terrakk upon entering to crack the globe (or Crack Terra), OPEN the globe, TAKE Key 6, and then MOVE out of the room, MOVE to the Library, and then MOVE to the Drafty Hallway, and then MOVE to the second door on the left side of the room. g) The Laboratory is a scary place! TAKE the two Bottle 2's, Bottle 3, Bottle 4, Testtube, and Horseshoe. USE the odd looking stone in the floor to raise it, TAKE the Water, and then MOVE through the next door to the next area. h) The Small Garden has a fountain of acid with a Flute at the top. Making sure your Gauntlet (protects you from the acidic water) is on, TAKE the Flute, USE the Flute to reveal a hole in the tree, TAKE the Ring in there, then MOVE back to the Laboratory, and then the Drafty Hallway where you OPEN the door before MOVING through it. i) The Banquet Hall has three doors, each one locked by a different key (at this point you have Key 5 and Key 6). USE your Torch upon the rug to find Key 4, TAKE Key 4, TAKE the Mirror, TAKE the Crest, and then USE Key 5 on the top right door before MOVING through to the next room. j) The Sphinx Room has a few interesting things to look at. First of all, take note of the markings on the staircase behind the Sphinx, as these will help you later on in a puzzle. Try to MOVE past the Sphinx, and he will then ask you a riddle (these are randomly selected), and if you have the item he asks about, then USE it on him to pass. If you guess incorrectly, you will be warped back to a room you were in previously! Check out the section farther down the page for some answers to the riddles if you are stumped. k) The Observatory is a nice room with no nasty monsters to get you, so TAKE the Star from the star map, OPEN the star map, TAKE the Rod, and then MOVE up the ladder to the next room. l) The Tower has a lady chained to the wall, but do not rush in to save her because she is actually a Werewolf! Instead, use your silver arrow (USE the Arrow) on her to kill her! TAKE the Blade, and then MOVE back through the Observatory, and the Sphinx Room back into the Banquet Hall where you should Use Key 6 on the top left door to enter the next area. m) Try to TAKE the platinum Horn, or MOVE to the next area to cause the sudden appearance of the Hellhound! USE the holy Water on the hound to banish it back to its home, TAKE the Horn, and then MOVE up the ladder to the next area. n) You enter the Turret to see a Wyvern approach! USE the Star on the Wyvern to break it into a multitude of pieces, TAKE the Talisman, and then MOVE through the Hot Room back to the Banquet Hall where you use Key 4 to move through the last remaining closed door. o) You enter the Small Hallway to find three doors. TAKE the two Torches, and then MOVE through the door in the left to enter the next area. p) Windy Ledge has the lightning striking in the sky, so be sure to USE the Rod on the hole in the railing on the top right of the screen so the lightning will not charbroil you in your armor. Then TAKE the Wand, and then MOVE on to the next area. q) The Look-Out Point has a sac on the left and a gold box on the right. OPEN the Bag, Take the three Gold Coins, TAKE the Big Coin, and the MOVE back to the Windy Ledge, and then the Small Hallway. r) Now we have to back track a fair way to pick up one last item before venturing forward once more, so MOVE through the following set of rooms: Banquet Hall, Drafty Hallway, Courtyard, Troll Bridge, Firedrake Room, Mirror Room, Tomb, Tri-Door Hallway, Corridor, Hidden Passage, and then to the Bridge Room. Now you should USE Bottle 2 upon SELF to make your body lighter than air, MOVE across the rickety bridge to the next room. s) The Snake Cave contains a ... well, a Snake. USE the Wand (has a picture of a Serphant on it after all) on the Snake to cause it to transform into the Staff of Ages, so TAKE it quickly. Then you need to MOVE back through the castle, USE Humana to get by the Troll that has returned with your Spear in hand, and then enter the King's Throne Room. t) Upon entering the King's Throne, USE the Scepter upon the skeletons open hand, USE the Ring upon the newly revealed hole, which shows a secret passage to the depths of the castle! Congratulations on getting this close to the end! You now enter what can be considered the most dangerous part of the game, mainly because you near the hiding spot of the Warlock Lord! He keeps his best monster protectors close, so be ready for any type of threat! ---------------------------------------------------------------------------- ----------------------------The Depths Of The Castle------------------------ ---------------------------------------------------------------------------- 8) This will take you right to the finish of the game, and you will get to complete your quest! a) The Granite Hall is a large place, so start by TAKING the four Torches, and then moving through the exit at the end (not the one on the left or else you will be crushed severely). b) You enter the Gargoyle Room to find a pair of seemingly dead Gargoyles (I assure you they are alive). For now, all we want to do in this room is to MOVE through the door on the right. c) The Lava Field has a door on the far side of the lave field, but no path to get to it! Think back to your scroll saying if a demon blocks your path, USE Motari to raise a path. Then, MOVE through the door on the far side of the room. d) Did you take note of the Sphinx's stairs when you were there? If you did not, then you may have to back track to see the answer to this lever puzzle. USE the right lever, USE the middle lever, and then USE the right lever to open the protective casing to get access to the silver Orb! TAKE the Orb, and then MOVE back through the Lava Field to get to the Gargoyle Room. e) USE Illumina to blind the Gargoyles with a supernova like blast of light, and then MOVE between them to the next room. f) You enter the Well Room to find a well and a door. The door is locked, you have no keys, so try to OPEN the well. Next, USE your Big Coin in the well (it does have the picture of the well on it), and then MOVE into the well where the air currents you probably wished to help do help you down to the next area. g) You arrive by the River Styx, and a gong is sitting on a stand to your left. USE the beater hanging there upon the gong to call up the ferryman to carry you across the river. He will ask for a Gold Coin, so USE a Gold Coin on him, and MOVE onto the raft to be carried across the deadly waters expanse. h) You have arrived at the Skull Gate, and here you should refer back to Scroll 1 for some inspiration: "Five to find, three are one. One gives access, the Bladed Sun. The Silver Orb, to banish below. The Staff of Ages, to vanquish the foe. Joining two, the Golden Blade. The last to invoke, the Platinum Horn." One gives access, the Bladed Sun? Well you do have the Talisman which matches this description, so you should USE it on the shape it matches on the wall. However, you have three choices, so use the clues provided earlier to deduce the spot (or the next line of this guide) to realize it goes underneath the Sword emblem. This has disabled one of the defenses of the Warlock Lord, but the door remains closed. Five Items needed (one used so far), three are one (Orb and Staff of Ages are joined by the Golden Blade?), so that leaves the platinum Horn. USE the Horn to cause the mouth to open wide to you, and then MOVE through to the final confrontation! i) The Warlock Lord has succeeded! As you enter the cavern, he has called forth the Behemoth to do his bidding! Now, you must act in the proper manner, or you will be eradicated by the Warlock's extensive powers. USE the golden Blade upon the Staff of ages to cause the Blade to smoothly connect to the Staff. Next, USE the silver Orb upon the Staff to make it into a living entity! USE the combined powers of the three items (listed in your goods as Staff) upon the Behemoth (NOT the Warlock Lord). This does not kill the Behemoth (it can not be killed after all), but in it's throes of pain, it latches it's claw upon the evil Warlock Lord, and drags the Magician down into the abyss for all time. You realize with that the morning sun has arrived, and so you begin to trek home to your people. You go before the King at Stormhaven, and he grants you a kingdom of your own, and his daughter as reward for your brave, selfless, heroic deeds. You have saved the world, but other threats will likely arise, for the world needs heroes to sing of after all! ---------------------------------------------------------------------------- -------------------------Frequently Asked Questions------------------------- ---------------------------------------------------------------------------- 9) This section will cover many of the questions that have been sent my way in the past about this game, plus a few trouble spots that give most player’s frustration. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #1: How do I kill the Wraith? Answer #1 : USE a lit Torch upon your special Torch, this will cause the Wraith to burn away to nothing. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #2: How do I get the key from the skeleton in the Shark Pond? Answer #2 : USE the Orb on the pond to freeze it so you can TAKE the key. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #3: Can I get the Sphere back from the pond? Answer #3 : Yes, you can by USING a Torch on the pond (not on the Sphere though) to unfreeze the Orb from the pond. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #4: Help! I can not enter the room with the flames! How do I do so? Answer #4 : USE the Cloak on SELF before you enter the room. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #5: The Cyclops keep returning. I am running out of Stones, so how do I get him to stay down? Answer #5 : After he is on the ground "seeing stars", use your Sword on him to end his life. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #6: How do I get the Holy Water to stop the Hellhound? Answer #6 : USE the odd looking stone on the floor of the Laboratory to find the Holy Water. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #7: What is the answer to the Sphinx's Riddles? Answer #7 : See the section below this one to find out. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #8: What do I do in the King's Throne Room? Answer #8 : USE the Scepter on his open hand, and then USE the Ring on the hole in the wall. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question #9: What order do I pull the levers in? Answer #9 : USE the right lever, USE the middle lever, and then USE the right lever to reveal the Orb. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question#10: How I do pass through the door between the Gargoyles, as they keep destroying me? Answer #10 : Use the Spell "Illumina" to blind them so that they will be unable to attack you. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question#11: How do I get down the Well? Answer #11 : Be sure to use the Big Coin on it before attempting to go down it. *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- Question#12: I used the right items at the end of the game, but they would not forge together! How do I do it? Answer #12 : USE the Blade, upon the Staff, USE the Orb upon the Staff, and then USE the Staff upon the Behemoth to achieve victory! *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- ---------------------------------------------------------------------------- ------------------------Sphinx Riddles And Answers-------------------------- ---------------------------------------------------------------------------- 10) This section will contain answers to many of the Sphinx's Riddles as I have seen. If you know any other ones, please e-mail me the question and item that happens to be correct. I will fully credit you for the assistance. o--------o | Mirror | o--------o You look at me, I look back, your right hand raises, I my left. You speak, but I in vain. o-------o | Broom | o-------o Long neck, no hands, 100 legs, cannot stand. Born of a forest nest, Against a wall I rest. o-----------o | Horseshoe | o-----------o First burnt and beaten, drowned and pierced with nails, then stepped on by long-faced animals. o-----o | Map | o-----o It has towns, but no houses. Forests, but no trees. Rivers, but no fish. o-------o | Skull | o-------o I've no eyes, bout once did see, thoughts had I, but now I'm white, and empty. o---------o | Bellows | o---------o I´m a Fire´s Friend, My Body Swells With Wind. With My Nose I Blow, How The Embers Glow. ---------------------------------------------------------------------------- ------------------------------Now You Die!---------------------------------- ---------------------------------------------------------------------------- 11)This section will cover every single way to die in each room, and also by your own items. o-----------------o | Castle Entrance | o-----------------o No deaths here. o---------o | Hallway | o---------o No deaths here. o----------o | Corridor | o----------o The Book Pitfall : In the Corridor (third room), if you take the book, a trap door will activate below you to drop you to your death. o----------------o | Hidden Passage | o----------------o No deaths here. o-------------o | Bridge Room | o-------------o The Rickety Bridge : Try to cross the chasm without the special aid needed to make it will cause a long fall to your mushy splat of a death. o-------------o | Wraith Room | o-------------o No deaths here. o-----------o | Rope Room | o-----------o Jump Down The Hole : In the Mirror Room, if you MOVE down the hole when the rope is not in the up position. o------o | Tomb | o------o Slime! : The green slime out of the second coffin on the right of the Tomb will spill out if opened, and this means if you progress, you will get Slimed to death. o------------------o | Tri-Door Hallway | o------------------o No deaths here. o------------o | Shark Pond | o------------o Swimming : Needless to say, the Shark will shred you if you try to take a dip. Sphere Snuffing Torches : If you USE the Torch on the Sphere in the ice, it will plunge you into darkness, and you die. o-----------o | Waterfall | o-----------o No deaths here. o-----------o | Damp Cave | o-----------o No deaths here. o-----------o | Cold Room | o-----------o Trapdoor Ladder : Going down this is a one way ticket to the Grim Reaper. o---------------o | Dragon's Lair | o---------------o Grab An Item : Any item you grab before you get the Shield off the floor spells your doom. CHARGE! : Try to move towards the Dragon (even with the Shield in hand) and get yourself flamed up something fierce. Linger Too Long : If you stay too long, the Shield becomes too hot, and you die terribly. o-------------o | Mage's Room | o-------------o No deaths here. o-------------o | Mirror Room | o-------------o Jump Down The Hole : In the Mirror Room, if you MOVE down the hole when the rope is not in the up position. Left Mirror Break : If you smash this one with the Hammer, you will instantly be pin cushioned by the shards of glass. Right Mirror Break : If you smash this with the Hammer, it will open the portal into space which suffocates you. o-----------------o | Fire Drake Room | o-----------------o Jump In The Oil : you die for going in there. Jump In The Flaming Oil : you burn for going in there. Firedrake Tan : You get burned to a crisp if you try to move near it. Playing With Fire : USE your Torch on the oil below to be burned to the bone. o--------------o | Troll Bridge | o--------------o Cheapskate! : Try to cross the bridge without paying, and you will land in the deep chasm below. Can He Do That? : Try to pass his bridge again, and he will use your own Spear to send you to the Reaper. One Coin, Two Coin, PSYCHE!: If you pay the Troll a Coin (it does not matter if it is Gold or Copper), he will up the price to two Coins, and then he will begin to let you by, but suddenly will drop the bridge away to kill you anyway! Base Jumping : MOVE into the chasm to end your time on earth. o-----------o | Courtyard | o-----------o The Well Is Dry? : Go down the well to splatter on the dry bottom. You Expected To Win? : Attack the Cyclops with any item except a loaded Sling to get your butt kicked. o----------------o | Drafty Hallway | o----------------o No deaths here. o---------o | Library | o---------o Window Fun : Go too far out the window to get killed. o------------o | Laboratory | o------------o Bad Doggie : OPEN the cage to be ripped to shreds. Slime Again!: USE the green vase on SELF to be melted away to nothing. o--------------o | Small Garden | o--------------o Don't Drink the Water : USE it on Self to die of no throat disease! Keep Touching It Then : Without the Gauntlet, repetitive exposure to the acid will finish you off. o--------------o | Banquet Hall | o--------------o No deaths here. o-------------o | Sphinx Room | o-------------o Window Jumping : The usual occurrences result like in every other room. o-------------o | Observatory | o-------------o Window Jumping Again?!? : You should know by now not to do this people! o-------o | Tower | o-------o What A Nice Lad... OH GOD!: If you try to help her, you will be shredded by her Werewolf ways. What A Dead Lad... OH GOD!: USE your Torch on her to somehow reanimate her to get killed anyway. Window Fun : You are dense if you do not know not to jump out the window! o----------o | Hot Room | o----------o Nice Hellhou... ARRRRGH! : Try to MOVE by or USE the wrong item. I dare you! I DOUBLE DOG DARE YOU! Window Problems : I am done talking about this situation! o--------o | Turret | o--------o OH! That Wyvern! : Try to take the Talisman or attack the Wyvern with the wrong item to have the life squeezed out of you. Free Like A Bird : Swan dive off of the Turret to see what real pain is. o---------------o | Small Hallway | o---------------o No deaths here. o-------------o | Windy Ledge | o-------------o Take A Jump : You know what happens when you jump into the open air with no parachute? Well try this for fun then if you don't. o----------------o | Look-Out Point | o----------------o Take that Greedy : Go for the big prize to fall into the moat for some Alligator attention! Take A Jump : You know what happens when you jump into the open air with no parachute? Well try this for fun then if you don't. o------------o | Snake Cave | o------------o No deaths here. o--------------------o | King's Throne Room | o--------------------o No deaths here. o--------------o | Granite Hall | o--------------o That Hurt! : MOVE through the door on the left to get pulverized by a giant slab of granite. o---------------o | Gargoyle Cave | o---------------o I Am Taking A Walk : Go between the two Gargoyles to receive a life depleting beating. o------------o | Lava Field | o------------o Anti-Polar Bear Club : MOVE into the lava if you feel stupid enough to do so. o------------o | Lever Cave | o------------o That Is Big! : Mess up the lever puzzle, or try to MOVE down the hole to become breakfast for a gigantic White beast. o-----------o | Well Room | o-----------o I Knew I Forgot Something : Although you do need to go down the well, if you forget to chuck your Big Coin, then your descent will be a little bit too fast. o------------o | River Styx | o------------o NO Swimming : MOVE into the currents to die a horrible death. o------------o | Skull Gate | o------------o The Talisman Looks Better Here... : Wrong hole equals brutal, burning death. o--------------o | Warlock Lord | o--------------o That's Him! : Try to attack the Warlock Lord if you wish to be fried by his magical power. o----------------------------------------o | Suicides (can be achieved in ANY room) | o----------------------------------------o Burn To Death : USE your Torch upon your SELF three times to cause your body to be consumed by the ravenous flames. Sword Stabbing : USE the sword on SELF to embrace the Reaper. Poker Poking : USE the Poker on SELF to bite the bullet. Hammering It Home : USE the Hammer on SELF to end your quest. Torch Burns Out : This will cause you to stumble in the dark, and end up breaking your neck. Bottle 1 : This is poisonous if used on SELF. ---------------------------------------------------------------------------- ----------------------------------Final Word-------------------------------- ---------------------------------------------------------------------------- 12)As is the usual, this walkthrough is copyright property of Brian P. Sulpher, 2003. The only website, group, person, etc. to have access to post it is www.gamefaqs.com, www.ign.com, www.retronintendo.com, and www.honestgamers.com. You must ask for permission before posting this, as doing so without consent is a violation of international copyright law. If you liked it, hated it, have anything to add, then please E-mail me at briansulpher@hotmail.com. You can also contact me through MSN messenger through the same E-mail address. This game is an amazingly fun read, and I highly suggest you try it out. If you like this game, then I also suggest you check out the pseudo sequels on the Nintendo Entertainment System: Deja Vu and Uninvited. They are both different enough to stand on their own two legs as their own games, but they still possess that awesome adventuring! A big thanks to Claudio R. Ulloa Urbina for contributing to the Sphinx's Riddle And Answer Section with the "Bellows" riddle. Thanks a bunch bud!