Welcome  to  Shadowgate,  and  particularly  this  walkthru. This
walkthru  is  designed  to  ease  you  through  whatever stumps you in
Shadowgate.  Keep  in mind that this walkthru contains not just hints,
but  explicit  directions  as  well.  Don't  come  back  unless you're
absolutely  stuck.  Having  said that, before we begin let me touch on
three  major issues in Shadowgate. First of all, you die often. Really
often.  (Even  more  than in Uninvited, for those who have played it.)
Save  a lot (but use the Save As command, otherwise you will overwrite
your last save.) The next issue is light.

     This  game takes place well before Edison, so to see where you're
going  you'll  need a flaming torch. However, each torch has a limited
life. Torches are stuck in the walls of most of the rooms, and you can
pick them up and bring them with you, but you can't carry ALL of them,
so knowing where another torch can be found is crucial. Also note that
a  torch will flicker momentarily 6 turns before going out (except the
torch  you  start out with, which only lasts about ten turns), so when
you  get  the  flicker,  light another torch. The last issue is secret

     Not all entrances in this game are apparent, or even shown in the
Exits  window.  Sometimes  a passage is hidden in a scene, or moving a
loose  brick  will  uncover  a  hidden passage. Keep your eyes out for
them.  Okay,  let's  go!  Here  we  are,  at  the  entrance  to Castle
Shadowgate.  But  before you open the door, take a look at that skull.
Well,  there's  no welcome mat to hide a key under, so maybe the skull
holds  it.  Open  the skull. Voila! Pick up the key. Now open the door
(you won't need the key to do it). And wouldn't you know it, it creaks
(shades of Uninvited here). Let's go inside.

     Now,  the  first  thing  to do here is light one of those torches
before yours goes out (that's OPERATE the lit torch on the unlit one).
You  can  now  drop your torch and pick up the one in the wall. If you
like,  go  ahead  and  set  fire  to  the rug (people who went through
Uninvited  hitting  every  window  with  the  battle axe will have fun
here). The key won't open the side door, but it will unlock the double
doors, so unlock those and go through. Here we are at another hallway.
Grab  the  funny-looking  torch,  and  save  here. We're going to do a
couple of interesting things now.

     First,  light  the  funny  looking torch and examine it. Greenish
tint,  eh? That might come in handy soon, but we don't need it now, so
don't  save here. Now pick up one of the candles, or the book. Whoops!
Enjoy  the funeral dirge (soon it will start to drive you insane). Now
open  your  saved  game  (funny  how  the default is to start from the
beginning,  and  not from a save file) and don't pick up anything from
the  shelf.  But  just  because we can't take the book doesn't mean we
can't read it... Open up the book.

     Aha!  A  key! Grab that, and go back to the first hallway. Now we
have  the  key  to unlock the other door. Do that, and go through (you
can  drop  both keys now). You now should be in a closet, and two nice
armaments  are  sitting  on  the shelves-a sword and a slingshot. Grab
both  (note  that  you  can click on one, and then hold down Shift and
click on the other, and you will select both; but release Shift before
dragging  them)  and  go  back  to the second hallway. Look at the far
wall.  Something  fishy  about  that  stone there... open it. A secret
passage!  Head  through it. Now we are in a chamber with a large exit.
You can't get through that (go ahead and try it), but there is another
exit  from this room. First pick up the arrow, and note which way it's
pointing.  Hmm...  that torch on the left wall won't come out. Perhaps
it's attached to something? Maybe if we pull it...

     Operate  the  torch (on itself). Ta-dah! Another hidden entrance!
Go  down there now. Two bridges, but which to take? For now, don't try
to  cross  the rickety skull bridge. Stick with the sturdy one. Uh-oh.
Good  time  for a save. That wraith won't kill you immediately (unlike
everything  else in this game), but will instead curse you. This is to
be  avoided.  There is a way to destroy the wraith. Like many mystical
creatures,  the key to victory lies in the occult. In other words, try
some  smoke. If you operate your torch on him, he shudders. Maybe some
particular  kind  of smoke? Green smoke? Fire up the oddball torch and
fry  him  with  it. Now you can pick up the cloak and go thru the door
(the  exit  in the upper-right of the exit window is totally useless).
Cages?  (More  shades  of  Uninvited here) Don't bother trying to open
them; it can't be done.

     Instead,  read the scroll on the shelf (you don't need the scroll
itself,  just the information). This little rhyme basically states the
object  of the game: to find the bladed sun, the silver orb, the staff
of  ages,  the  golden thorn, and the platinum horn. We will be coming
back  here  later, but now let's leave through the top exit. Wait! You
can't  reach it? Try climbing. The rope, in particular. But how to get
it  up  there?  Read the sign. "EPOR"? What does that spell backwards?
"ROPE"!  Perhaps  it's  a magic word... Say "EPOR" to the rope. Now we
can climb it. Mirrors, mirrors, on the wall, who's the bravest of them
all?  Anyway,  right  now you can leave this room alone. Just open the
back  door  and go through. Here we have a bunch of coffins. Actually,
most of them are safe to open. The only one to avoid is the middle one
on the left side. But the others, we can open.

     Try  the  left  front.  Close  call,  there!  Now the back right.
Nothing...  the  back middle, now. Those coins are useless; leave them
alone.  Now,  the right front. Ah, now things are getting interesting!
That  mummy  is  holding something useful. But how to get it? Maybe we
can remove the mummy's rags. Don't bother trying to unravel them; burn
them  off  with your trusty torch. Now grab that scepter (it's not the
Staff  of Ages, by the way) and head through the back door. Go through
the  right  door.  Theres  a shark in the lake! Don't worry about that
yet.  Go  through the door on the far wall. Those stones would be good
ammo for the slingshot. Grab one and load it (either operate it on the
slingshot, or open the slingshot and put it in).

     For  a  chuckle, try putting in something else while the stone is
in  the  sling.  Now  comes one of the nastiest parts of Shadowgate: a
secret  door.  See  the  black space under the waterfall (right of the
rockslide, which is for all practical purposes impassable)? Go through
it.  A  secret room, and a rock. Take a look at the rock. Try whacking
it. Grab the bag revealed and open it. Gems! (Uninvited players have a
slight  advantage  here-the  gems  look like the Blothney gem, and are
used  the  same  way.)  Go back to the fork now; we can't do much here
yet.  At  the fork, take the left door. Ignore the rat; we have better
things  to do than chase rodents. See the gem-shaped hole in the door?
A gem would fit in that nicely, wouldn't it?

     Put  the  lightest-shaded  gem  in the hole (you can drag the gem
over  the  hole,  or  operate  it on the hole). That sphere is not the
silver  orb,  but  is useful anyway. Examine it. Brrrr! Pick it up and
return  to  the  lake  (don't try the trapdoor). Now we have to try to
grab that object (a skeleton key, in fact) from the skeleton. Swimming
is  suicidal  (try  it,  if you desire and have a save handy). Time to
think  here...  the  shark  can  swim  in  the water, but if the water
weren't  water... Maybe if it were ice, he would be stuck. But how can
we freeze the water? The sphere! Operate it on the lake. Now how do we
get it back? Melt the ice a bit. Your torch will do nicely.

     Now take the sphere and the key, and return to the pedestal room.
Open the door and go through. Oh boy. Time to save your place, because
one  false  step  and  you're  fried  adventurer.  If you were to take
something,  the dragon at the far end of the room would roast you. You
need  some way of blocking his fire. What's here that can do that? The
shield.  Snatch  it up (if it's too big, go back out, drop some stuff,
and  come back; don't drop anything in here). Now grab the hammer, the
spear,  and  the helmet. We can't get any more here, so leave (you can
drop the shield now it's totally useless for any other purpose).

     You can get more room in your inventory by wearing the helmet and
the  cloak.  Now  it's  time  to  head for the mirror room, where your
adventure  really  begins.  One of these mirrors holds a surprise. But
which one? The middle one. Smash it with the hammer (nothing else will
do it). Don't worry about seven years of bad luck; you won't last that
long  if  you  don't do it. The hammer will do you no good anymore, so
drop  it.  Open the door and go through. Whoa! It's locked, so use the
skeleton  key  to  get it open. If you can't take the heat, get out of
the kitchen--or find something protective. If you aren't already, wear
the  cloak.  That will enable you to tolerate the flames. Now open the

     Uh-oh...  it's  a  firedrake! This creature feeds on fire. But if
there's  no fire... put out the fire with the chilling ball. Whew! Now
you  can  take  off  the cloak, and drop it too. Oh, well, so much for
that,  but  no  time  to waste, go through the door. Cross the bridge.
Wouldn't  you  know  it,  there's  a troll guarding this bridge. Don't
worry  about  the toll (for a laugh, get the coins from the coffin and
pay the toll); instead, dispatch him with your trusty spear. That will
take  care  of  him...  for now. In any case, head on down the bridge.
Another  nastie! This time it's a cyclops. Thirteen feet tall... kinda
reminds  you  of  Goliath, doesn't he? So treat him the same way. Nail
him with the slingshot. Bull's-eye! He's out cold, but he's not dead.

     If  you really want to kill him, stab him with the sword. Neither
the sword nor the sling will be useful anymore, so drop them.There's a
well  here,  too. Anything inside? Operate the well on itself and find
out?  A  bucket,  but  what's inside? Open it up and find out. A metal
glove (technically a gauntlet). Hang on to that, but now open the door
and enter another area of the castle. This hallway, judging by the rug
stretching  across  the  hall, is the entrance to the main area of the
castle. Leave the broom here-you may or may not need it, but if you do
you  can  always  come  back  for it. Go ahead and burn the rug if you
please,  but don't waste too much time; let's head down the front left
passage. This library is pretty well stocked.

     The  most important book, though, is the one on the desk, so grab
that.  Also look inside the desk. Take everything in there you'll need
all  of it. Now it's time for a little light reading. The only book of
interest  to us is the thick book on the bottom left shelf, third from
the  left.  (However,  go  ahead  and  read  them  all;  there's  some
interesting and funny stuff in there.) Open that book up and copy down
the stuff about scrolls and books (a text editor DA would be great for
this,  as  well  as  for  reading  this walkthru). Incidentally, while
you're  at  it,  read  the scrolls and the big book. Terra Terrakk and
Instantum  Illuminaris  (yet another item borrowed from Uninvited) are
easy  enough  to decipher, but what about that book? You can't read it
right  now,  but  don't  trash  that  item yet. In any case, there's a
gem-shaped hole in the wall. Just slide in the medium-shade gem and go
inside. Here's another rug to burn, but that's not the important thing

     Look  at that globe. Try to open it. If we can't open it with our
mortal  powers,  maybe some more power would help... Remember "the key
to  the  world"?  Use  the  Terra  Terrakk  scroll on the globe (brace
yourself  for  some nasty puns, too). Pick up the key (the bottle is a
cure  for  the  wraith's curse, which is there so that people wouldn't
have  to  know  the  obscure  bit about the green smoke) and close the
globe.  The  rest  of  the stuff you can leave here, so go back to the
main hallway and take the far left passage. Welcome to the laboratory.
If  you  want  to  die, open the cage or drink some of the jars on the
shelf.  If not, examine the stone on the floor. Doesn't that look like
a  handle?  Indeed,  you  can  pull  it.  Operate  the stone on itself
(although  Open  should work, it doesn't) and take the holy water. Now
head downstairs into the garden.

     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

     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.

     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.

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