Shadowgate 64 Walkthrough/FAQ

By ZeRoPaNiC




Section Index

I. Foreword
II. Walkthrough
III. Answers to selected problems
IV. Frequently asked questions.
(Please see legal stuff in section III)


I. Foreword

I wrote this FAQ/Walkthrough to assist on your voyage through Shadowgate. Don't
get me wrong, the Shadowgate site (www.shadowgate.com) offers a good deal of
info, but its not in a walkthrough format. Alas, people tend to get fed up with
things like that, and that's why you're reading this.. If your looking for just
quick tips on items, my friend Keith has written a supplement to this
walkthrough, and I suggest you check it out. So without further adieu, enjoy.

ZeRoPaNiC (aka Erik Tierney)
 [email protected]


II. Walkthrough

**** If I forget to mention items throughout the walkthrough it is because I am
telling you how to beat the game.. You will need only the items I've listed, but
don't let that discourage you.. If you really want to take everything you can
get your hands on, feel free to! I will also avoid picking up papers and books,
because I tell you the solutions to any puzzles anyhow, and they are not
required to have in your inventory to complete the game. *****

Welcome to the beginning of your adventure. I think an escape is in order here.
Talk to Agaar in the cell next to you, the guard will slip some food under the
door. Eat the food, then take the food. Move the straw on the ground to reveal a
grate. You can try to open it, but it won't budge by itself. Use the bone on the
grate, and go down it.

Okay..  From where you fell, there will be two doors and iron bars ahead of you,
and a door behind you. You can go to the door behind you and get the map on the
ground to the left, but it's not real detailed and proves useless unless you get
lost easy, then perhaps you'll want it. Anyway, go up to the iron bars and take
one, then go to the first door ahead of you.

Go to the opening on your right. Use the iron bar on the stone pillar. Ignore
the apparition (you can't understand it yet) and cross over to the other side
with your new homemade bridge (saving the game would be a good idea here).

Go to your left until you find a crumbling wall, look down on the ground and get
the pickax.
Ignore the doors for now and exit all the way back to the main sewer (where the
iron bar was found).

To your right will be two crates, then a door. Enter the door. See that green
rock in the background to the rightish? Go up to it and use the pickax to scale
it. Look at the ceiling in the far back. Stones.. Use the pickax on the stones
and climb up.. Hooray, you're free!

You're in the first tower.. Go out the first door. Turn to your left. There will
be two doors, enter the one on your left. On your right, next to the pile of
wood, there will be some rope, take it and exit the room. Enter the door ahead
of you. To your left on the shelf to the far right will be a fairy sculpture.
Take it, and exit the room. Go to your right, ignoring the door, continue left
and up the stairs.

Ahead of you lies a desk, take the elf sculpture and continue on into the
hallway. Hey! Its Lakmir!  After he talks to you, walk up the stairs.

Note the stepping stairs by the left window. Go into any of the three doors, it
does not matter, they all take you to the same place. Go up the stairs.

Go through the door ahead of you. The table falling over does absolutely
nothing, so don't worry. To your right will be a coin on the ground, get it.
Under the middle table by the coin, there is a paper with different combinations
to try on the flood gates.. You don't need it because I'll tell you the correct
combo, but if you want to take it, go ahead. Exit the room. Enter the door to
the left. Take the vial and exit. Enter the door ahead of you. Use the Fairy
sculpture then the Elf sculpture on the bookshelf where the Man sculpture is. Go
up the stairway. Enter the door nearest you. Take the Pixie flute from the right
side of the shelf in the very back. Exit all the way back to the stepping stairs
by the window.

Go up the stepping stairs and tie the rope to the window. Use the flute. Climb
down the rope.

Use the flute again. The graveyard is useless for now. Go to the very end and
enter the double door.

You can mess with the grave at the left side in the very back, but it won't do
anything for you yet, your missing a few items. Enter the temple to the left.

Once in, turn to your right and proceed into the alcove, follow it downstairs.
Take both keys, and the crowbar ahead of you. Ignore the doors and go back
upstairs. Go up to the statue and take the vial. Climb the ladder. Use the
crowbar on the nail, go back down and get the nail on the floor (its by the
first, far left pew). Climb up the ladder again and then up the ladder that you
just lowered.

Woah! Watch your stepping here (saving the game would be a good idea here).
Follow the path around the right side until you get to the shutters. Open the
shutters and enter.

Enter the door ahead of you. Go to your right, then into the door to your right.
Take the oil. Exit and go left until you reach the stairs. Go down the stairs.

Hey, its Lakmir.. After he talks to you, go through the door.

Go down either stairway (right or left) Under the upstairs landing is a door, go
through it.

Go through the door on the right take the mug on the desk, and the rusty key on
the floor (its to the left of the stone pillar which is of course left of the
desk). Enter the door ahead of you. Get the giant's hair from the desk. Exit and
go down the stairway to the left.

Use the oil on the door, then enter it.

Go straight, then right and enter the door. Take the star crest on the big
machine with the door. Exit all the way back up to the floor with the kitchen
(where the oil was).

Go into the kitchen. Take the cover off the barrel. Use the dragon tears on the
barrel. Use the cup on the barrel. Pwew... Exit and go into the door ahead of
you. Use the mug on the fireplace. Use the star crest on the fireplace. No,
you're not in California, you've started a machine.. Now exit and go all the way
back to the room you got the star crest from.

Go through the door in the machine.

Hey, its Lakmir........Again.

After Lakmir talks to you (and he does seem to bother you a lot), complete the
knight statue puzzle (see section III, or figure if you want, try to figure it
out on your own). How do you know if you're at the right place? On your left
will be a knight statue which will teleport you back to the machine room, and to
you right will be the gate (which your now behind) and a stairway. Go up the
stairway.

Go to the door on your left. On your left is a machine. Use the nail on the top
of the machine, and get the key that it produces. Exit and enter the door across
from you. Get the vial on the bookshelf on the left. Now the fun part.
Chemistry! Go over to the bowl on the stand .. Use Liquid sunset and Night
elixir in the bowl. Now stand on the chair and use the key that you made on the
red hole. Open the door and take the middle ring. Hey, its Lakmir. I know that
Lakmir is full of hot air, but mark what he has to say about wearing the ring of
the dead. After Lakmir goes away, exit all the way back through the shutters you
entered the tower with (watching where you step on the temple roof, and saving
your game mind you...) and until your back inside the temple.

Now, go back into the alcove and down the stairs.

To your right is a door, go through it. There are two coffins inside, go up to
the gray one and use the golden key on it. Equip the ring of the dead and open
the coffin. Jezibel gives you a pendant and asks you to look for her son. No
sweat... Unequip the ring of the dead. On Jezibel's body lies a journal.. I
would take this, the innkeeper will later ask about Jezibel's son, most
questions I'll have an answer to (see section III), but just in case.... Ok, go
back up stairs and exit the temple.

Remember that grave I mentioned awhile ago? Now you can play with it.. Go up to
it (If you don't know what I'm talking about, when you exit the temple, it's to
the right, then turn right again). Remove the planks from the area. Equip the
ring, then listen to the spirit. After you hear him out, use the dragon tears on
the grave, and talk to the spirit again. He tells you about the stone of thirst,
which we will now find.

Go back into the temple and through the alcove. Now go straight back through the
hallway to your right. Use the rusty key on the door. Open it and go through.

Go to your right, turn left and follow up to the door. Again, use the rusty key,
and open the door. Enter the doorway.

Open the door ahead of you and enter. Turn left and enter the door on your left.
Look familiar? Equip the ring of the dead, and walk over to the small bed on the
left. The man asks you to find his granddaughter, and gives you a key. After you
speak to him, turn left and get the slipper on the stand. Exit the room. Turn to
your right, then left and go up the stairs.

Go in the door ahead of you. Now that you're in the main hallway, enter the big
double doors ahead of you.

Ok first things first.. Turn left and follow the path.

Go straight then left, and then turn right. Follow straight and make a right the
edge of the building. Go through the double door. Turn left and go straight,
then right. Enter the hallway looking thing.

Go straight and turn right.. I love this music.... Enter the door ahead of you.
Go straight, and down the ladder, again watching your step (it would be a good
idea to save here). Make sure the ring of the dead is unequipped and give the
ancient coin to the treasure hunter to your right. After he leaves, look in the
trash and get the slipper. Exit all the way back to where you entered the
hallway.

Once out of the hallway, enter the doors ahead and to the right of you.

Turn right, and proceed out the arch.

Equip the ring of the dead. Now move forward. The little girl will thank you,
and tell you she is returning to her grandfather. Exit all the way back to the
room where you got the first slipper (Grandfathers room - If your still lost,
its the room in the deciples tower where you got the fairy sculpture)

Again, make sure the ring of the dead is equipped, and move up to the bed. The
man will thank you for finding his granddaughter and give you the stone of
thirst! Bueno!

Before we go to the tower of trials, we are going to clean up some business.
This is not required just yet the game, but hell, why not get it out of the way
now instead of doing it later when its a last minute requirement. Exit the
deciples tower through the main hallway again.

By now, I hope you are memorizing your way around Shadowgate (or using the map a
lot if you picked it up).. It's sort of a requirement, because you'll be running
back and forth a lot. Anyway, now that you've exited, go through the door ahead
and to the left of you.

This is the guard barracks. Go straight, turn left and proceed forward up the
stairway.

Turn left and enter the door. Make sure the ring of the dead is unequipped, turn
left and talk to the troubadour (troubawhat?). Listen to all his songs and he
will give you a flower..... Guys giving other guys flowers... hmmm... Well I
guess it is the 90s.. Pay attention to what he says about the violin. Exit the
barracks all together.

Turn right, go to the doors and turn right again. Follow the path.

Go straight then left and then right. Equip Jezibel's pendant. See where that
sign is hanging from the building? Enter the door under it.

The innkeeper will ask if you are a grave robber.. Answer no. Then he will test
your knowledge about Jezibel's son Saul (you can get the answers from Jezibel's
journal if you picked it up, or see section III). After you answer all the
questions right, go up to the woman and talk to her. She'll ask you to save
Agaar and give you an orb. Exit the Inn.

Turn left and go up to the double doors and use the cemetery key on the doors
(the man /w the granddaughter gave you the key) Open and enter the doors.

Look familiar? It should, that's the temple ahead of you. Turn left and go
through the doors.

Turn left and follow all the way down till you reach the last grave on the
right. Place the flower on the grave, then equip the ring of the dead. Aristolin
tells you to inform his servant to give you his fortune.. Cool... (At this
point, you can talk to the other spirits in the graves with the ring of the dead
on, but their information is kind of useless.) Exit back to the temple.

Enter the temple.

Enter the alcove to the right, and go down the stairs. Turn right, down the
hallway, and into the door that's at the bottom of the stairs.

Turn left and enter the cave on the right.

Go across the bridge you created earlier in the game. (It would be a good idea
to save, you could fall.) If you have the ring of the dead on, you'll end up
talking to Lucas, it doesn't really matter if you do or don't. Enter the cave
ahead of you.

Turn left, enter the cave.

Turn right, make sure the ring of the dead is on, and keep going until you see
the bones in the water. Move until Dersius talks to you. He'll give you
Aristolin's treasure. Exit all the way back to the temple courtyard.

Go through the doors ahead of you.

Go straight, past the tunnel looking building next to you. Turn around and enter
the door in the tunnel looking building. Make sure the ring of the dead is
unequipped, and use the treasure on the man. Remember what the troubadour said
about how he chipped the dungeon keeper's violin? Purchase the chipped violin.
Exit.

Go back to the guard barracks.

Walk until you see the stairway, and the two doors. Enter the door to your
right.

Be careful! If you move too broadly, the keeper will knock you out. There's a
desk to your right and a fireplace to your left. Go up to the desk to your
right, and use the violin.. You'll hear footsteps. Quickly go up to the
fireplace. Once the keeper starts playing music, go behind the shelves and take
the key that's on the wall. Go downstairs.

Use the key on the first dungeon on the right. Talk to Agaar. The keeper will
lock you in. Agaar the orb. Once you're outside the cell, quickly turn left and
use the key to lock the door. Exit the barracks and go to the Inn.

Agaar will thank you and leave. He will also open his cottage for you! Exit the
Inn.

Enter the double doors ahead of you.

Walk left, then right. Go through the hallway.

Walk straight, then right. Turn right just before the door. Enter the door on
the right.

You're in Agaar's cottage. Time for item collection. See the beds ahead of you?
Go up to the bed nearest to the wall, and up to its left headboard post. Look
down at it, and take it. Turn around and go to the left side of the bookcase.
Look closely at the tipped over books, and take the fang. Turn to your right, go
up to the shelf and take the flint (the 2 gray rocks). Exit the cottage.

Turn left then right through the door.

Go straight till you get to the door on the left. Enter the door.

Lets save here. Go down the ladder on the left (be careful not to fall). Enter
the tunnel ahead of you.

Use the stone of thirst, and then climb down the ladder. Go forward and up the
ladder.

Walk right and up to the device. There are three wheels. You could look in the
lecture notes you picked up and figure the combo to them or look at section III.
Use the lever (Agaar's bedpost) on the peg at the end of the controls. HEY
EVERYONE! IT'S LAKMIR. After Lakmir bores you with his usual stuff, use the
lever. There's Lakmir to BS you some more, and yet another boring animation
sequence. (Notice how they screwed up? When Lakmir appears the second time after
the animation sequence, the game plays the wrong music.) Exit back to where you
found the remains of the little girl/granddaughter.

Hey... The moat is drained! Walk down the steps and into the doors.

SAVE! This tower is a bitch to pass!  Go up the stairs ahead of you.

See the last picture to the left? Go up to it and look down. Use the switch.

Pick up the parts to the puzzle on your right. Turn left and go up to the wall
between the pillars. Click A on the crest. Figure it out yourself, or look at
section III.

Turn to your left and talk to the walls (No, I'm not crazy, talk to them). See
section III for answers, unless you've read the books and papers throughout the
game. After you've gotten past the walls, walk up to the statue.

Woah! Your controls are reversed! I find that to complete this area of the
tower, it is easiest to hold your controller upside down. Nothing too difficult
about this. Just save, and watch out for the spinning spikes. Keep teleporting
using the statues until you reach the door. Also, after you have teleported the
first 2 times, there will be a statue directly ahead of you. Avoid it, that's
not the one you need to use. The one you need to use is ahead and to the right
of it. Once you're at the door, go through it.

Okay. Here's the really tricky part. You're going to have to act fast. First of
all, avoid the suit of armor. Walk up to the candle, save, and use the flint.
Take the lit candle. Go through the door next to the candle. Look at the map I
included in section III, along with its footnotes. Print it out, because you'll
need to do this part as fast as you can. Once you reach the end of the map,
quickly put what's left of the melting candle into the candleholder and enter
the door.


SAVE. Turn to your right and look at all three mirrors between the pillars. Go
up to the mirror on the right, turn around and face forward, and move BACKWARDS
into the mirror. Get the ring.
Put on the ring. Walk on the white tiles.

I'll be glad when I don't have to see Lakmir again. Exit back to the main hall
in the deciples tower.

Make sure you have the ring of the kingdom equipped, and enter the door on your
right with the dragon on it. Get the dragon flute, and go back to where you
entered the tunnels where you used the stone of thirst.

Okay, save again. Now, instead of going down the ladder and into the tunnel, do
you see off to the right the two dragon statues? Go up to the door and play the
dragon flute.

Keep walking around the path until you see a walkway connecting to a door in the
middle structure of the room. Open and enter the door.

Go down the ladder to the left.

Take the dragon's eye on the desk to the left. Exit all the way back, and out
the door.

Once out the door, go forward and proceed left. Follow the path until you get to
the golden dragon in the wall. Use the fang on it. Go up the stairs, and follow
the path up another set of stairs. Follow the path up yet another set of stairs.

Enter the room to your right. Walk up to bed and use the hair of the giant on
the lute.  Turn left and open the door on the right.

The way to get to the roof from here is to play the dragon song by going up to
the dragon statues and pushing either their left or right wing. See section III
for the answer. Once you've completed this, climb the stairs to the roof.

Lakmir...... yawn...... Make sure the ring of the kingdom is equipped, and take
the staff. This animation sequence isn't too bad.

SAVE!  Diversion time! If we don't cause a diversion, We'll get killed! Enter
the door in the shack next to you. Walk up to the bundle of hay in the trough.
Use the flint.

Walk to the path to the very left of you. Enter the double door. Walk up to the
man and use Jezibel's pendant. Saul will take care of the dwarven guards.

Walk up to the staff ahead of you and use the dragon's eye. (Oddly it looks like
the staff on the front of the box... hmm). Sit back and watch. Cool.. But it's
not over yet.

Oh Lakmir your so fine, your so fine you blow my mind, hey Lakmir, hey Lakmir..
Exit through the tunnel to the right of what remains of the platform where the
staff was.

Enter the doors to your left.

THAT THING IS *$@&ING COOL... Too bad it looks like a giant ding-dong. Turn to
your right and head up to the statue of Lord Jair. If you read the plaque, it
said, "In the hour of darkest night I shall be there to serve and save the
kingdom!" Well, it's pretty dark out now. Let's give him some firepower. Making
sure you still have the ring of the kingdom equipped, use the staff of ages on
the statue. Now use the ring of the kingdom itself on the statue. Sit back and
watch the sequence. It's actually pretty good until you get to the scrolling
text. ALL THIS WORK FOR THIS SMALL ENDING!

Well folks, that's it! I hope this guide helped, and you had fun in the game!
Now its time for you to do what I did and bring back the game to your local
Babbages and get your money back!

The End.


III. Answers to selected problems

**The knight statue path.. (Lakmir's tower)**

Here's a crude map of what statues to walk into.
I've separated the rooms with a line, and (*) is the statue you walk into.


                 End
-------------------------------------------
              (*)        *
-------------------------------------------
               *        (*)
-------------------------------------------
               *        (*)

               *         *
-------------------------------------------
               *        (*)
-------------------------------------------
                (*)   *    *
                    Start




**Answers to the innkeeper's questions.**
Not all will be used.

What is the name of Saul's friend? - Lucas

What season was it when Saul came home? - High Winter

Who did he leave with on the night he was last seen? - Dwarf

What was Saul hoping to find? - Gold and gems

How long after he left did the poor woman die? - A fortnight

What did Jezibel become sick with after he left? - Black Death




**Answers to the floodgate controls.**

Turn the wheels in these directions (TURN ONLY ONCE!)

From Left of the device to right.

Left, Right, Right



**The crest puzzle (Tower of trials).**

The piece with one window, The open dragon head that the head is facing right,
the open dragon head that is facing left. The piece to the left.



**Answers to the talking wall's questions.**
Not all will be used.

Who has forever been known as the Good Master? - Lakmir

Does the Royal Family's Dragon scream? - No.

For what symbol is one given a sorcerous rank? - The Ring of the Kingdom.

What was responsible for the banishment of the Evil One? - The Staff of Ages.

What is Lord Jair's homeland? -  Westland.

What type of magic is expressly forbidden? - Death magic.

Name the number of ways into the Royal Family's Tower? - Two.

Who is the rightful king of Kal Torlin? - Nathor Dreslin.

By what name does the master of Dersius go? -  Aristolin.

Which ring is used as a punishment for those who disobey the rules? - Green
ring.

Of what species was the last dragon? - Gold.

What is the prohibition against black magic? - It taints the soul.

What was the name of the First Dragon? - Bolhalor.


**Map and footnotes of the candle maze (Trial of towers)**

Legal Stuff: - I grabbed this map off of the Shadowgate Website
(http://www.shadowgate.com)
I did not draw this. It is property of Kemco, and Infinite Ventures. I only
included it to save you time, so you would not have to go to their website
In order to see the map, please open the file map.jpg


**Dragon song  (Dragon tower).**

I've numbered the statues in correct order 1-4; also r - right, l - left for
what wing you should depress.


       Statue
1-r                  2-l


3-l                  4-r

        Enter

IV. Frequently asked questions

Q: Is there any way I can forward past these useless and boring animation
sequences?

A: No.. Only the one when you very first of the game about your caravan being
captured can be bypassed. Believe me, I've tried!

Q: Why can't I understand the apparitions?

A: You need the ring of the dead to hear the spirits, it can be found in
Lakmir's tower.

Q: Why can't living people understand me?

A: Did you happen to catch what Lakmir said about how if you wore the ring of
the dead, the living would fade away? Make sure the ring is unequipped.