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    Walkthrough by Lord Hippo

    Updated: 09/25/08 | Search Guide | Bookmark Guide

    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 doors. 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 door. 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 here. 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 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.
    
    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.
    -- 
           _  _  _
           |\/ \/|
           |_____|
          /  o o  \
         _\ ,___, /_
    ----/  \-----/  \------------
         ''       ''
    Lord Hippo
    
    

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