DEATH GATE
DEATH GATE
INTRODUCTION
GENERAL HINTS
OPENING SCENES
NEXUS
ARIANUS
PRYAN
ABARRACH
CHELESTRA
LABYRINTH
VORTEX
COPYRIGHT
INTRODUCTION
This walkthrough gives explicit instructions for playing Death
Gate which lead to a successful conclusion. However, it will skip
some interesting, although redundant, steps. This means if you
follow this walkthrough religiously, you may not appreciate the
complete game experience and the extremely successful efforts
of the designers to create a logical adventure game with entertaining
clues and dialogue.
The information given here assumes that the player has read the
Death Gate Game Manual included in the Death Gate game box and
makes use of the on-line Help instructions for the operation of
certain puzzles.
Exact dialogue options are not usually supplied because, in general,
you should talk to everyone you meet exhaustively. When given
choices of dishonest or insulting dialogue, pick honest and diplomatic
dialogue or you may find the person will end the conversation
prematurely . . . even fatally! There are exceptions to these
guidelines; in those cases explicit dialogue instructions are
supplied.
Save reasonably often. This game isn't as benign as you may think.
You can 'undo' your last action. But it is possible to get stuck
in places with no way out because of not yet having picked up
the right equipment or absorbed the needed information. You may
be forced to restore to an earlier part of the game.
2000 years ago the Sartan council, fearing dominance by their
rivals, the Patryns, decide to sunder the world. Doing so, they
trap the Patryns in a place known as the Labyrinth and the other
'inferior' races are left relatively free to manage their own
societies on the magically sundered realms.
Recently, the Patryn, Lord Xar, escaped the Labyrinth and then
helped others Patryns to escape including yourself, Haplo. You
lose consciousness at the final gate of the Labyrinth. When you
awake, Haplo is under your control and Lord Xar is sitting before
you.
Double click on Xar to talk to him. Xar explains the sundering
to you. Ask Xar all the questions available. When you finish talking
to Xar, you should have the Naming Rune for Arianus and four spells:
Identify, Heat, Cold and Rune Transfer. Take a Glowlamp, before
leaving.
Exit west and enter your ship. Use magic on the Marker (Naming
Rune for Arianus) and select and cast the Rune Transfer spell.
Click on the Steering Stone to transfer the rune onto it. Click
on the Steering Stone to take your ship to Arianus.
DREVLIN
Leave the ship and enter the tunnel. Talk to Jarre. Take the Bread,
Marmalade, White T-Shirt and piece of Pipe. Go east and talk to
Limbeck. Take the cork out of the ink bottle and dip the T-Shirt
in the ink. Slap three dollops of Marmalade on the Bread and give
the messy Bread and Marmalade to Limbeck. Pick up the discarded
Map/Parchment. Look at the piece of Pipe being used as a candlestick
holder.
Go north, then north-west and talk to Grawple Rockdigger. Do not
claim to be a god! Get the piece of Pipe he is holding and the
piece of Pipe from the repair box. Leave.
Go north to the snoozing dwarf and glowing guard. Cast Heat on
the sensor panel. Both characters are now distracted by the alarm,
so head north to the ship. Go downstairs and talk to Duke. He
should give you his ring. Go upstairs to the ship's wizard. Take
the Wine Jug and leave. Return to the tunnels and return to your
ship.
Click on the Steering Wheel and the map of Drevlin will be displayed.
Click on King Stephen's Castle.
KING STEPHEN'S CASTLE
Head north and hand over the Duke's ring to the guards. Tell King
Stephen that his cousin gave you the ring and tell him why.
Once outside, go west. Pick up the shear and use it to remove
the bar from the shutter. Open the shutter and watch Trian. You
will learn the Create Reality Pocket spell. Go through the shutter
into Trian's study and take the Candle Holder. Look at the books
and you will add the Tower of Brotherhood Book to your inventory.
Read this Book. Cast the Create Reality Pocket spell at the tapestry
and enter the tapestry.
Talk to the elf wizard. Give him the Wine Jug and talk to him
again. Make sure you ask him how to teach you the Shroud of Darkness
spell last . . . Well, at least you have learned two new spells:
Create Shroud of Darkness and Swap.
Leave the castle, return to your ship and return to Drevlin.
DREVLIN
Enter the tunnels and head for the elf ship. (Cast Heat on the
sensor again.) Once on the elf ship, go upstairs to the sleeping
wizard. Cast Create Shroud of Darkness on the Black T-Shirt and
place the T-Shirt on the glowing figurines. This exposes the 'gods'
as elves to the dwarves who rebel immediately. The elves are returning
to their ship, so immediately go downstairs to the slaves and
head west into the store room to escape the fighting. Open the
large box, take the Zinger and activate it. This signals King
Stephen's troops and the elf ship is taken by the humans.
When King Stephen congratulates you, ask about 'making it worth
my while' and ask for information. You fly to Skurvash.
SKURVASH
Go to Skurvash. Talk to the waif, then agree to fetch his doll.
Go west and pick up the doll and discover the waif is a street
rat! Cast Swap on the street rat. Remove the net, then go north-west
and talk to the street rat. Take the Prybar, agree to the street
rat's help. Leave and return to the elf ship. Go downstairs and
west into the store room. Use the Prybar on the strong box and
take the piece of Pipe and the Sack of Gems.
Return to Skurvash and go east to the Devil's Workshop. Talk to
the bartender and sell the Gems. Take Hugh the Hand up on his
offer to work for the Brotherhood. Say you are interested and
accept the contract to obtain the Magic Amulet.
Leave the tavern, head west, then north-west. Talk to the street
rat, then wait. He will return with a Lockpick and a Paper from
the Brotherhood.
Return to the 'town center' and go south-west to the house. Put
the Lockpick in the front door lock and push, jiggle and turn
it. Enter the house. Take the poetry book and read it. Look at
the clock.
The pointer is at Mistymorne or '12 o'clock'. Toiltime is at '2
o'clock', Midcycle is at '5 o'clock', Winetime is at '7 o'clock'
and Darktime is at '10 o'clock'. Following the verses in the poem,
click on 7, then 2, then 10 o'clock, or positions 1, 2 then 3
as marked on the picture of the 'clock' above. Get the journal
out of the hidden compartment and read it.
Cast Create Reality Pocket on the portrait. Enter the portrait.
Claim to be a messenger from the man's wife-to-be. Say she wants
the magic amulet. Complement his intelligence and perception.
Answer his questions as follows: "The Bouncing Beans",
"5" and "How much". You now have the Magic
Amulet.
Leave and return to the Devil's Workshop. Give the Magic Amulet
to Hugh.
TOWER OF BROTHERHOOD
Hugh leaves you in the Initiation Room with some healing Salve.
Use the Salve. Push the table then get on it. Note which floating
continent is obscuring the sun. Look at the Brotherhood Paper.
Note which word is above the continent you have just identified.
e.g. if you saw Hesthea, note the word 'their'. Leave this room
and look at the handprint wall. Push the hands according to the
first letter of the material each of the hands is made of, spelling
the word you have noted. For example, if the word is 'their' then
first push the topaz, then hyacinth, then emerald, then iron,
then ruby hand. The door to the Treasure Room should open when
you do this correctly.
Ignore the Treasure Room for now. Put the Lockpick in the lock
of the door on the right. Shake, pull and tilt the Lockpick. When
the door is open, go into the room. Look at the street rat's doll
and you will learn the Motion spell. Cast Motion on the statue.
Pick up the Crystal Necklace.
Leave and enter the Treasure Room. Put the Crystal Necklace on
the pedestal. Grab the two books and the Crystal Globe. When Hugh
threatens you, grab the Crystal Necklace. Leave the Tower. You
will return to the elf ship and go to Drevlin.
DREVLIN
Read the two books. Go to Limbeck and give him the Candle Holder.
Go to Grawple Rockdigger and fix the broken pipe with the five
pieces of Pipe. Read the Help instructions on how to turn and
rotate the pieces of pipe.
The pipe should be contructed as in the above picture. Place the
long straight piece on the right. Rotate the 'T' shaped piece
so it is an upside down 'T' and place it on the left. On top of
the upside down 'T', place an elbow shaped piece with its short
side down and its long side to the right. Place another elbow
shaped piece along side that with its long side to the left and
its short side down. Finally, place the last elbow shaped piece
so that its short side is up and its long side is to the right
joining the long straight piece on the right. Put the cork in
the replaced pipe, then turn the valve. Talk to Grawple again,
then show him the Map/Parchment. He will give you a lump of Iron
Ore. Leave and go to the east.
Open the compartment amongst the controls. Put the lump of Iron
Ore in the compartment. This starts up the digger. Go east to
the room full of crystal coffins.
Put the Crystal Globe in the statue's hands. Creepy! Take the
Air Seal Piece. Return to your ship.
Cast Rune Transfer on the Book of Pryan and transfer the rune
to the Steering Stone. Click on the Steering Stone and return
to the Nexus.
NEXUS
Leave your ship and go to Xar. Talk to him, noting the names Xar
gives the Sartan council members. Return to your ship and click
on the Steering Stone to take your ship to Pryan.
CITADEL
Leave the ship. Pull up the Pink Plant. Go west to the citadel
door and look at it. Go west to the animal eating nuts in the
tree. Pick up a Shell and a Nut. Leave and return to your ship.
Click on the Steering Wheel and select the Tree City.
TREE CITY
Leave the ship. Head north-east. Take the clothesline. Open the
door, talk to the elf cook and agree to do some work. Talk to
the elf child. Ask her about the wizard and her doll. Ask the
cook about the bugs and the plant that drives off the insects.
Give the Doll in your inventory to the elf child. Leave and go
east.
Talk to the elf prince. Use the Clothes Line to rescue the elf
prince. Talk to the elf prince again. Make sure you win his confidence
by supporting his meetings with Zifnab. Go south-east to the gathering
place. Wait, listen while the campfire is built, and talk to the
elf prince again. Keep waiting until the human princess shows
up. Then wait until Zifnab turns up. When Zifnab leaves, you learn
the Transportation spell. Cast Transportation on the white disk.
Talk to Zifnab. Pick up the Black Disk. Tie the Clothes Line to
the branch. Climb down the tree. Pick the Blue Flowers and the
Yellow Flowers. Swing over to the other tree using the Clothes
Line.
Go east to the Maw. Throw the Black Disk into the Maw. Go south-east
to the gathering place. Pick up the Ember in the Shell. Cast Transportation
on the white disk. Push the nearer corpse. Pick up the Arrow and
pick the Toadstools. Crush the Yellow Flowers. Heave the jar of
Marmalade at the spider. Put the Ember in the Shell on the hive.
Cut the pod containing the Gold Staff with the Shear. Cast Transportation
on the Black Disk. Hand over the Gold Staff to the elf prince.
Then give him the Blue Flowers, and then the Poetry Book. Talk
to the human princess. Have her play the tune from the book and
ask her to accompany you. Return to your ship accompanied by the
elf prince and the human princess. Return to the Citadel.
CITADEL
Leave the ship, go west to the citadel door, then north and north
again. Ask the human princess to play the tune. Cut the vines
around the dwarf with the Shear. Talk to her, then wait for her
to return. Talk to her again. Introduce the dwarf to your companions.
The dwarf will tell you about a remedy for the human princess'
cold and, when you ask, will give you some Herbs.
Give the Pink Plant, the Toadstools and the Herbs to the human
princess. Return to the animal eating nuts. Put some of the crushed
Yellow Flowers on the Nut. Give the Nut with the Yellow Flowers
to the animal. Pick up the nut meat and give it to the human princess.
Head back into the forest.
Ask the human princess to play the tune. Keep heading north until
you reach the Crystal Fragment in the tree. Ask the elf prince
to fetch the Crystal Fragment. Save. Return to the tree stump
at the entrance to the forest. Quickly, pull the branch to open
the stump and toss the Crystal Fragment inside. Go south and wait
at the citadel door.
After the disturbing talk with Zifnab you have a small stone in
your inventory. Take the Fire Seal Piece and return to your ship.
Cast Rune Transfer on the Crystal Fragment and transfer the rune
to the Steering Stone. Click on the Steering Stone and return
to the Nexus.
NEXUS
May be you are having second thoughts about meeting Xar again
but you don't have any choice. Go and talk to him. Return to your
ship and go to Abarrach.
TELESTIA
Leave the ship and go north-west. Talk to the dead worker and
ask for his Bucket. Go to the city and go into the house. Talk
to the dead butler. Go upstairs. Talk to the dead nanny. Ask for
her book then ask her to accompany you. Take the Tea Set then
go downstairs and give the Tea Set to the dead butler. Leave and
go east. Read the Children's Book. Leave the book turned to the
'Get that Snake' poem. Ask the dead worker to accompany you. Go
north to the cave. Give the Children's Book to the dead nanny.
Pick up some Rocks. Go north to the wall. Solve the puzzle as
follows.
1 2 3
4 5 6
7 8 9
Imagine the arrows are numbered as above. Click on 1,3,7,9, then
2,4,6,8, then 2,4,6,8, then 5.
Talk to the dead dwarf. Leave and returned to the deserted city.
Enter the clock tower. Put the Rocks in the Bucket. Put the Bucket
on the hook and climb the rope. Turn the time dial so the clock
hand is just before the fourth mark. Crank the rope. Wait. Immediately
after the clock strikes four, release the lever, climb downstairs,
leave and enter the house. If you were quick enough, the study
doors will be open. Go east into the study and take the Book from
the stand. Read the Book. You learn two new spells: Possession
and Ward. Leave and return to your ship. Go to Kleitus' Palace.
KLEITUS' PALACE
Go to the palace. Talk with Kleitus XIV. There is no way to avoid
ending up drugged and in the cell. You have learned a new spell:
Hunger, and you now have a Steak in your inventory. Talk to Edmund.
It seems you both need the antidote or you are both going to die
soon. Throw the Steak to the dog, then cast Hunger on the dog.
Cast Possession on the dog.
Now in Possession of the dog, leave the cell, climb the stairs
and take the Bottle which is second on the left. This is the clear
liquid antidote. Return to the cell. Give the Bottle to Edmund
then give the Bottle to Haplo. Touch Haplo. Pick up the Bottle
and drink the antidote. Now you are healthy but still manacled
in the cell! Cast Possession on the dog again and get the Key
Ring. Give the Key Ring to Edmund, then to Haplo. Touch Haplo.
Pick up the Key Ring and unlock the manacles with it. Take the
Vise. Ask Edmund to accompany you. Leave the cell, go west and
enter the ship. Edmund takes you to the secret cave.
SECRET CAVE
Leave the ship and enter the cave. Talk to the gamblers and you
will receive four Rune Bones. The dog is sniffing at the east
wall, so cast Possession on him. Look at the hidden tunnel then
touch Haplo. Talk to Balthazar. Talk to him about everything except
don't tell him you are a Patryn! You will learn the Unravel Illusion
spell. Enter the hidden tunnel.
Pick up the Spell Book and read it. You will learn the Resurrection
spell. Pick up the Robe. After witnessing climatic and far-reaching
events, you will learn the Self Immolation spell. Leave and talk
to Balthazar. Return to your ship and go to Telestia.
TELESTIA
Go to the cave and visit the dead dwarf. Wear the Robe then talk
to the dead dwarf. Have the dead dwarf accompany you. Go into
the city and enter the clock tower. Climb the rope. Tighten the
Vise. Shove the Vise between the tongs on the headpiece of the
scepter. Loosen the Vise. Take the Headpiece. Climb down and return
to the ship. Go to Kleitus' Palace.
KLEITUS' PALACE
Leave the ship and go into the cave. Open the door to the north.
The dead dwarf will rush ahead but leave a piece of Cloth behind.
Take the Cloth and show it to the dog. Open the door and follow
the dog's directions through the catacombs as he picks up the
scent of the dead dwarf. Kleitus XIV is after you, so hurry! Eventually
the dog will lead you to the Colossus. The damaged containment
rune looks fine, so cast Unravel Illusion on it. Place the scepter's
Headpiece in the hole in the rune. Congratulations! You have defeated
Kleitus XIV. Edmund will give you his pendant. Take the Stone
Seal Piece.
Leave and return to the ship. Cast Rune Transfer on the pendant
and transfer the rune to the Steering Stone. Return to the Nexus.
NEXUS
Leave the ship and go to Xar. Talk to Xar. He will try to motivate
you to his cause but is he succeeding? Return to your ship and
go to Chelestra.
Leave the ship and go west to the domed city. Notice that Zifnab's
Stone is glowing. Trouble ahead! Save! Look at the warding spell
on the city gate. Look at Balthazar's Book. Notice that he modified
the Ward spell to create the Possession spell. One of the Rune
Bones that you got from the gamblers in the Secret Cave in Abarrach,
is a copy of the modification. Cast Rune Transfer on this Rune
Bone and transfer the rune to the Ward spell on the city gate.
Here is the trouble! Sang-Drax, the dragon and the embodiment
of evil! When you get a chance, cast Possession on the dog, then
immediately head west into the city. Talk to Samah . . . Disaster!
By the time you finish talking with Samah you are in real trouble!
However, you have learned another spell: Null Water.
Leave and go east. Fill the Clear Bottle with water from a pool.
Cast Null Water on the Bottle. Drink the Null Water then enter
the cave. Pick up the Dragon Scales and leave. Go west and put
the Scales on the rock pile. Pick up the glowing Stone. Return
to the Sartan high council. Push the globe on to the Rug. If necessary,
wait for the effect of the Null Water to wear off. Cast Create
Reality Pocket on the Rug. Take the Rug. Go to the ship and place
the Rug in the ship. Enter the Rug. Push the globe through the
portal. Leave the scene via the portal. Cast Rune Transfer on
the Pendant and transfer the runes to the Steering Stone. Go to
the Nexus.
NEXUS
Leave the ship and go to Xar's office. Take the History Book and
read it. Go to the gate to the Labyrinth. Go through it.
Cast Cold on the choke vines.
Head north, then north-east to the tiger-men. Turn back and return
over the choke vine field. When the tiger-men reach the choke
vines, cast Heat on the choke vines. Cast Cold on the choke vines
and head north, then north-east.
Take a Skull. Enter the cave. Look at the cave painting and take
the Bone. Head north. More tiger-men! Combine the Zinger, Black
Robe and Skull. Return to the choke vines. Cast Heat on the choke
vines. Throw the Zinger on to a spire. Cast Cold on the choke
vines and pick up the charged Zinger. Return to the tiger-men
and activate the Zinger.
Talk to the head man. Tell him that the previous 'you' wasn't
you. You need the tracker who is fatally wounded in front of you.
Apply the Salve to the wounded man. Pick up the Cord. Talk to
the tracker and ask for his help. When the tracker is accompanying
you, head north.
Dispatch the chaodin by combining the Cord and Bone to make a
bow, then shoot the Arrow.
Try to continue north. Drink the Null Water. Save. Continue north.
Talk to Sang-Drax but crush the glowing Stone before he kills
you! Talk to Zifnab. Talk to Zifnab again when you arrive at the
Vortex.
Head north. You will meet your double. Set up to cast the Self
Immolation spell, but before casting it, swap the right and left
rune stones. Cast this nonsense spell at the double. Search the
ashy remains. You now have two of each item in your inventory.
Keep heading north. When you are blocked by the tentacles, combine
the two shears in your inventory to make a pair of shears. Cut
the tentacles, as they block your path north, with the shears.
When you arrive at the inner platform, after a lengthy conversation,
Sang-Drax kills Xar and you are on your own! Save. Quickly put
the Water Seal Piece in the water spire.
Wait for Sang-Drax to reappear as a sea slug. Quickly put the
Stone Seal Piece in the earth spire.
Wait for Sang-Drax to reappear as an apparition. Quickly put the
Air Seal Piece in the air spire. Save.
You are now stuck. The focus has been moved to the 'Reformation'
spell and you need the 'Interconnection' spell. Well, Xar had
researched these matters. Talk to him?! Cast Resurrection on Xar.
Talk to Xar. Save.
The Heart?! Remember Xar's names for the high council members?
Orseph is the 'Devil of the Heart'. Look up Orseph's starting
rune in the History Book. You probably won't have time to change
the focus and complete the 'Interconnection' before Sang-Drax
kills you. If so, restore the last saved game. Move the focus
to Orseph's starting rune as depicted above. Place the Nexus Seal
Piece in the focus.
Enjoy the closing sequence!
DEATH GATE is published by Legend Entertainment
Company and distributed by Accolade, Inc.
This walkthrough is copyright (c) 1995 by Diana Griffiths. All
rights reserved. Not to be distributed without permission.
All screen shots are copyright of Legend Entertainment Company.