Scroll down to read our guide named FAQ for Shadowgate Classic on Game Boy (GB), or click the above links for more cheats.
_____ __ __ __ / ___// /_ ____ _____/ /___ _ ______ _____ _/ /____ \__ \/ __ \/ __ `/ __ / __ \ | /| / / __ `/ __ `/ __/ _ \ ___/ / / / / /_/ / /_/ / /_/ / |/ |/ / /_/ / /_/ / /_/ __/ /____/_/ /_/\__,_/\__,_/\____/|__/|__/\__, /\__,_/\__/\___/ ________ /____/ / ____/ /___ ___________(_)____ / / / / __ `/ ___/ ___/ / ___/ / /___/ / /_/ (__ |__ ) / /__ \____/_/\__,_/____/____/_/\___/ Within the Castle Shadowgate Lies your Quest... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Shadowgate Classic FAQ % % By Mike Meevasin % % Version 1.8 % % firstname.lastname@example.org % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Author's Note: I have been told that there is more than one Sphinx Riddle. Whoops. If you receive a different riddle from him, please inform me, and tell me what the riddle is. -------------------------------------- %%%Table of Contents%%%%%%%%%%%%%%%%%% I. Revision History II. FAQ III. Walkthrough - Entranceway - Main Hall - Stone Hallway - Hidden Passage - Bridge Room - Wraith Room - EPOR Chamber - Mirror Room - Coffin Room - Hallway - Lake & Waterfall - Cold Room - Dragon Room - Fire Room - Troll Bridge - Courtyard - The Grand Hall - The Library - The Study - The Laboratory - The Unholy Garden - The Banquet Hall - The Sphinx Room - Observatory - The Werewolf - The Hell Hound & Wyvern - The Ancient King - The Gargoyle Room - The Lever Room - The Magician Chamber - The Wishing Well - The River Styx - The Skull Gate - The Behemoth & The Warlock IV. Credits/Disclaimer ****************************************** I. Revision History ****************************************** Version 1.8 (10/09/99) - Added a few more Sphinx riddles. Version 1.6 (9/12/99) - Revised parts of the Walkthrough. - Minor corrections here and there. - Added another riddle question. Version 1.4 (9/01/99) - Fixed up the Table of Contents. - Added a new FAQ question. - Fixed the Walkthrough to make it a little easier to read. Version 1.0 (8/16/99) - Started work on this FAQ - Walktrhough should be complete. ****************************************** II. FAQ (Frequently Asked Questions) ****************************************** Q. Why do I keep dying for no apparent reason? A. Your torch ran out. Just use another torch to light your way. Q. How do I get behind the Waterfall? A. To get behind the Waterfall you must point your arrow between the collapsed rocks and the waterfall itself. There is a crack between them that you must MOVE through. ****************************************** III. Walkthrough ****************************************** First things we will take a look at are the controls. The controls is laid out very neatly, and at times will make you scream "I need a mouse!!!" But they are very easy to understand and get the hang of. Move Look Use Take Hit Open Close Leave Speak Self Save *Note- I will be telling the walkthrough like a story with the things you need to do in CAPS. Another thing to know about Castle Shadowgate is torches. They are one of the most vital items to have. Without them to light your way, death will surly follow you wherever you may go. So be sure to find and grab every torch you see. As the torches begin to burn out the music will change. Be sure to have another torch ready to light if this happens. With that told, now let your journey begin through the Castle Shadowgate... ------------------------- The last thing you remember that you remember is standing before the wizard Lakmir as he waved his hands Now you find yourself staring at an entryway at which lies at the edge of a forest. The Druid's words ring in your ears: "Within the Castle Shadowgate lies your quest. The dreaded Warlock Lord will use his black magic to raise the Behemoth from the Dark Depths. The combination of his evil arts and the great Titan's Power will surly destroy us all! You are the last of Kings, the Seed of Prophecy that was foretold eons ago. Only you can stop the evil one from darkening our world forever! Fare thee well." Gritting your teeth, you swear that you will destroy the Warlock Lord! ------------------------- ------------ Entranceway- ------------ As you stare at the fronts of the Castle Shadowgate you carefully OPEN the door. Before you step through the door, you notice something odd about the skull above the door. Carefully OPENing the skull you find Key 1. You then TAKE Key 1 and put it in your inventory. You then MOVE into the Castle's Main Hall. ---------- Main Hall- ---------- As you enter the Main Hall's evil eyes are there to greet you. They belong to the Warlock Lord as he begins to taunt you: "That pitiful wizard Lakmir was a fool to send a buffoon like you to stop me. You will surely regret if for the only thing here for you is a horrible death!" The sound of maniacal laughter echoes in your ears. As the Warlock's last words ring through your ears, you notice two torches on the wall. You TAKE them for they will be useful in lighting your way. As you try to OPEN the door you find that both are locked. You try Key 1 on the double doors, and the door unlocks. You then MOVE through the double doors. -------------- Stone Hallway- -------------- Entering this hallway you notice a book and two torches on the wall. You TAKE both torches. You also notice that one of the torches has strange rings on it, but what for is of yet unknown. As you walk towards the book you have a strange feeling about it. After some searching you figure out that if you TAKE the book it will open a pit that would surly cause you doom. Instead you OPEN the book. You find Key 2 in it and you take it. Heading back to the Main Hall you decide to USE Key 2 on the door on the right. It opens and you MOVE into the door. Inside you discover a sling and a sword. You TAKE both knowing that you may need them to face the dangers within the castle. Heading back into the Stone Hallway you notice a strange stone in the wall. As you try to OPEN the stone you find a hidden passage. --------------- Hidden Passage- --------------- In the hidden passage you discover an arrow. You try to TAKE the torches but they won't budge. While examining the room you notice the silver arrow pointing to the left torch. You USE the left torch as a lever and discover another hidden passage. Before leaving you TAKE the Silver Arrow. ------------ Bridge Room- ------------ At first glance you notice two bridges. One seems firm and solid while the other rickety and ruined. You decide to MOVE through the solid bridge just to be safe. ------------ Wraith Room- ------------ As you enter this room a Wraith appears before you. Weapons are useless against him, and nothing you try seems to work. You decide to try using fire on it. You USE your torch to light the ring-shaped torched you found. It begins to glow with a white light. With all your might you throw it at the Wraith. When the light disappears you find the Wraith gone, destroyed by the magical torch. You TAKE the two torches and the cloak before entering through the door. ------------- EPOR Chamber- ------------- Entering this chamber you notice a torch and various items scattered on the shelf. TAKE all the items on the shelf. You then OPEN the scroll that you found on the shelf and begin to read it. As you read the scroll you begin to ponder its meaning: "Five to find, Three are One, One gives access, The Bladed Sun The Silver Orb, To banish below. The Staff of Ages, to vanquish the foe. Joining Two, the Golden Blade. The last to invoke, The Platinum Horn" Not knowing what it could mean you decide to keep the riddle in mind, and search the room some more. As you LOOK at the sign that says EPOR you find this very strange. Taking another LOOK at it you discover that it is a spell. You USE the spell EPOR and it magically raises the rope to the ceiling. You then climb the rope to wherever it may lead. ------------ Mirror Room- ------------ You find yourself in a strange mirror room. Spying two torches and a broom you decide to take both, knowing that some use may come of them. With nothing else in the room you decide to MOVE through the door behind you. ------------ Coffin Room- ------------ A room full of coffins begins to make you feel uneasy. Using some luck and a lot of courage you decide to search the coffins. You OPEN the two on the right. You find a bag full of Coppcoins, in the middle coffin on the right. You OPEN the coffin in the bottom, and find a mummy. Sensing something within the Mummy you USE your torch and burn the mummies tattered bandages revealing a scepter. You TAKE the scepter and continue your search, by going through the door behind you. -------- Hallway- -------- Entering another of the Castle's hallways and finding nothing of interest you decide to head through the right door, and continue your search there. ----------------- Lake & Waterfall- ----------------- You find yourself standing next to some lake. You notice a key being held by a skeleton, and decide to swim for it. But you spot a hungry shark swimming in the lake. Deciding that there is no way to get the key with the shark there you press on. Seeing a door on the other side of the lake you decide to head there. In this room you find some sort of waterfall. Spying some stones on the floor you decide to gather some to use for your sling. While gathering the stones you spy some type of crack between the waterfall and the collapsed stones. You find that there is a cavern behind the waterfall. You cautiously MOVE through the waterfall and find a hidden cave. In the cave you notice a strange rock that seem out of place. You HIT it with all your might and reveal a bag. Inside are three gems, a white, red, and blue gem. You clutch them in your hands, as you exit the cave. ---------- Cold Room- ---------- After exiting the underground lake you head for the last door you have yet to go through. As you enter you notice it is strangely cold. You TAKE the two torches on the wall, and begin to examine the contents of this room. You spy a hidden door on the floor. You OPEN the door and see a rickety ladder leading down. You decide not to take it for the ladder does not seem to be able to support your weight. Before you enter the door you spy some sort of hole next to it. As you look at your gems you notice the White Gem would fit perfectly through the hole. You USE the White Gem and place it in the hole. When you do that a strange Sphere appears right atop the pedestal. Touching the sphere you notice that it is oddly cold, and begin to feel something strange, yet magical about it. You decide to go back to the lake. As you enter the Lake Room you USE the Sphere on the Lake. Magically the lake has turned to ice and the shark has now become harmless. You now TAKE Key 3 which the skeleton was holding. You then feel that you may need this sphere again, so you melt the lake so that you can reclaim the Sphere. With that in hand you head back to the cold room. ------------ Dragon Room- ------------ In the cold room you MOVE through the door to see what else lurks in this place of evil. As you enter the room you suddenly feel hot. The room has suddenly become immensely hot. Spying two eyes at the end of this corridor, you look down at the floor and notice a shield. You TAKE the shield just in time for the dragon has suddenly fired at you. Knowing that the Shield could not stand this heat forever you TAKE the Helmet, Spear, and Hammer and quickly leave the room. With a Hammer in hand you head back to the Mirror Room. Somehow feeling that there is more to these mirrors than meets the eye you USE your Hammer to smash the mirror in the middle, revealing a door behind it. Trying to OPEN the door you find it locked. With Key 3 in hand you unlock the door and head on through. ---------- Fire Room- ---------- Entering the Fire Room the heat becomes unbearable and you must turn back. You remember finding a Cloak somewhere in this Castle. You USE it on your SELF, and head back towards the Fire Room. It protects you but you not know for how long. As you OPEN the door, a demon rushes through the door and almost kills you. Finding your way blocked you remember the Sphere and decide to throw it in the Fire Pit. In a flash the demon and the fire disappears and you MOVE through the door, and continue your quest. ------------- Troll Bridge- ------------- Entering this room you find a bridge held over a large chasm. Trying to cross the bridge a troll appears and demands payment. Having no gold coins to pay the troll you USE your spear and pay him with the pointy end of your spear instead. He falls into the chasm below and you quickly run across the bridge. ---------- Courtyard- ---------- Arriving in the Castle Courtyard you find a Cyclops guarding the door on the other side of the Courtyard. Remembering the tale of the Cyclops and how its weakness is its one eye. You find your sling and USE a stone to put in the sling. With all your might you use your sling and hurl the stone at the beast. Hitting it square in the eye the beast falls. Before leaving you spy a well. Wanting a drink after your travels you decide to get some water. Noticing something covering the lid you OPEN it. You find a gauntlet within the bucket and decide to take it. With no water in the well you decide to just press on. --------------- The Grand Hall- --------------- You find yourself in the castle's Grand Hall. You TAKE the nearby torch and decide to continue your search to the first door on the left. ------------ The Library- ------------ You now find yourself in the Castle's Library. Searching through the library, you OPEN the desk drawers and TAKE 2 scrolls, Key 5, and some Glasses. You open Scroll 3 and it reads: Lands under the heavens; The Key to the world. "Terra Terrakk" Suddenly you find that you have learned another spell. And the scroll disappears. You also OPEN Scroll 4 to see what it may hold. It reads: "To move the sun from far to near, Light is what the darkness fears." "Instantum Illumina" With another spell in hand, the scroll quickly disappears. You then spy a book atop the desk. You OPEN the book and LOOK at it, but find that it is written in some foreign language. You remember the Glasses and USE them on your SELF. Looking at the book again you find that the words can now be read. They are written as: "The Light grows faint, the path Winds round. Where life is lost Wisdom is found. The seed of the Dream. Fore the evil is free, where The Sword is hung, he must place the key. A bridge to from, amidst burning death a Demon to guard." "Motari Riseth" As you read the final lines, discovering it to be a magical spell, the book suddenly disappears. You search the room more finding a Map and Skull. You TAKE both deciding that they may be useful. Also you discover another hole near the bookcase. Remembering about the White Gem, you examine the hole and your gems. The Red Gem looks as if it would fit perfectly. It does, and the bookcase slides away to reveal a hidden passageway. ---------- The Study- ---------- In the Study you find a Cup, Bellows, and Poker. TAKE them all. You also spot a globe. You notice that it has some sort of line through it, as if it can be opened. You try to OPEN it, but to no avail. You then remember one of the scrolls saying the "key to the world", deciding to use the spell TERRAKK. The globe then has a crack in it large enough to OPEN. Inside you find Key 6, and a bottle. Take both and head back to the Grand Hall. --------------- The Laboratory- --------------- In the Grand Hall you MOVE through the second door on the left. The Lab smells of evil as you search through its halls. Spying items on the shelves, you decide to TAKE them all, for whatever use they may be used for. You also TAKE the Horseshoe atop the wall, for it could bring you luck. You LOOK at the cage on the floor, and see that the cage has rattled. You decide to leave whatever is in there alone. You also spy a vase along the wall. LOOKing inside to find a poisonous smell, and you pull back as quickly as possible. Before heading through the door, you trip on something on the floor. You USE the stone's little ring to lift it up and discover Holy Water. TAKE the Holy Water and head down the stairs. ------------------ The Unholy Garden- ------------------ Entering the garden you spy a Flute above a fountain. As you reach for it, a drip of water touches your skin. It begins to burn, and you discover that it is acid water! You remember the Gauntlet you found and USE it on your SELF. You then safely TAKE the flute. You USE the flute to play a peaceful melody. As you do the tree reveals a hidden hole, with a Ring in it. Take the ring and head back to the Grand Hall. ----------------- The Banquet Hall- ----------------- In the Grand Hall you OPEN the door at then end of the hall and MOVE through. You now find yourself in the Banquet Hall. As you step on the rug, you feel something under it. You USE your torch and burn the rug to find Key 4. USE Key 5 on the door near the stairs and MOVE through. ---------------- The Sphinx Room- ---------------- As you enter you spot a Sphinx guarding the stairs. As you try to MOVE up the stairs the Sphinx gives you a riddle that you must answer. His riddles are: "I'm a fire's friend, My body swells with wind. With my nose I blow, how the embers glow!" Here he speaks of the Bellows you found in the Study. Give (USE) it to him to pass. "I've no eyes. But once did see. Thoughts had I but now I'm white and empty. " Here he speaks of the Skull you found in the Library. Give (USE) it to him to pass. "First burnt and beaten, drowned and pierced with nails, Then stepped on by long-faced animals" Here he speaks of the Horseshoe you found in the Lab. Give (USE) it to him to pass. "Long neck, ho hands, 100 legs, cannot stand. Born of forest nest, against a wall I rest." Here he speaks of the Broom you found in the Mirror Room. Give (USE) it to him to pass. "It has towns, but no houses. Forests, but no trees. Rivers but no fish." Here he speaks of the Map you found in the Library. Give (USE) it to him to pass. "You look at me, I look back, your right hand raises, I my left. You speak, but I in vain." Here he speaks of the Mirror you found in the Banquet Hall. Give (USE) it to him to pass. He now lets you pass and you move on through. Before that you note those weird symbols on the stairs. ------------ Observatory- ------------ As you enter this room you find a scroll on the table. You read the scroll, but it seems to be of no use. You also spot a star map with a Star on it. TAKEing the star you feel something magical about it. As you do that you felt something behind the map. OPEN the map. You will discover a Rod. TAKE the Rod and head up the stairs. ------------- The Werewolf- ------------- As you enter the room you find a woman chained to the wall. Although beautiful you sense something evil about this woman, you then remember the tales of the werewolf, and how it transforms into a woman on nights of the full moon. Using the Arrow you found, you strike the woman with it, and she transforms into a werewolf, just as you expected. TAKE the Blade and head back to the Banquet Hall. ------------------------ The Hell Hound & Wyvern- ------------------------ USE Key 6 on the door on the second floor. And head on through. You will find a horn on the floor. Trying to TAKE the horn a Hell Hound suddenly appears. USE the Holy Water you found on the beast to send it back to the depths of where it came from. Now TAKE the Horn and head up the ladder. As you climb up the stairs you find the Bladed Sun guarded by a Wyvern. As you reach for your sword the Star you found begins to glow. You USE the Star on the Wyvern and it is slain instantly. You now TAKE the Talisman and head back to the Banquet Hall. ----------------- The Ancient King- ----------------- As you enter this corridor you find two torches. TAKE them and head to the door on the left. You will find yourself on the Balcony with a fierce storm going on. Learning that lightning is attracted by metal, like the armor you're wearing, you know it is dangerous to be standing out here. With the Rod you found in the Observatory, you place it on the hole near the edge, so lightning would strike the Rod instead. As you do this lightning strikes the rod. A skeletal hand then appears with a Wand in hand. TAKE the Wand and head down the stairs. Going down you find a bag and a pot of gold. Knowing that the pot would attract the lightning, you take the bag and head back to the corridor and through the other door. You now find yourself in an ancient throne room. A skeleton sits on the throne. You USE the scepter and place it in his hand. As you do this the crest slowly slides down to reveal a ring shaped hole. Remembering the Ring you found you place it in the hole to reveal a hidden passageway. ------------------ The Gargoyle Room- ------------------ As you descend down the passage you find four torches on the wall. TAKE them all. You are about to move through the crawl through passage on the left, but a huge stone pillar quickly falls narrowly missing you. You then head through the door at the end of the room. You now find yourself in the Gargoyle room. Head to the door on the right. You will find yourself in another fire pit. Without the sphere you cannot freeze the fire. Nor can you get to the door on the other side without some type of bridge. Remembering the text from the book you USE the spell Motari. A bridge forms, allowing safe passageway to the door. --------------- The Lever Room- --------------- You find a strange cylinder attached to a chain, along with some levers on the wall. Somehow this reminds you of the symbols in the Sphinx room, and you place the switches in this order. First flip the right switch down. Then the middle switch down. Finally flip the right switch up to retrieve the Silver Orb. ----------------------- The Magician's Chamber- ----------------------- Peering through your items you find one gem left, the Blue Gem. You recall seeing a door in the EPOR Chamber, and head back there. Opening the door, you find one more hole for one more gem. You use the gem and the stone wall rises to reveal a Magician. He tells you of how to defeat the Warlock. "Listen, Warrior! The Warlock Lord can only be defeated by thy courage and the Staff of Ages. Remember, Five to find. Three for the Staff One to be the key, and one to be thy pathway. Have thy wits, about thee warrior! Fare thee well." As the wall re-seals itself a scroll appears. TAKE the scroll. As you read the scroll: "As the shadow of the wind, thou shalt be!" "Humana" With the wizards word in mind. You decide to head back to the two bridges. Looking at your items you discover Bottle 2, with a label that read, "Lighter than air". You USE Bottle 2's liquid on your SELF, and suddenly find yourself rising above the air. Now you can cross the bridge without worry of dying. As you enter the cave a snake is there waiting for you. Quickly you USE the Wand on it and begins to shrink. Soon it turns into a Staff. TAKE the Staff and head back to the Gargoyle room. As you head towards the Gargoyle room you find that the troll has returned, and not very happy. You USE the spell HUMANA and become invisible, allowing you to pass unseen across the bridge. Entering the Courtyard the Cyclops seems to be guarding the door once again. USE the Stone on the Sling, and vanquish the beast. Finally you reach the Gargoyle room. Sensing something strange about the Gargoyle statues you give them a closer look. They almost seem as if they are, alive. You cast the spell ILLUMINA and blind the Gargoyles. Quickly you run through the door they were guarding. ----------------- The Wishing Well- ----------------- You find yourself in some sort of well room. Finding a lever near the well you USE it to reveal a hidden passage within the well. You USE the Big Coin to see if there is any water below. As you do that a wind erupts from the well. You jump down the well and the wind safely brings you to the bottom of the well. --------------- The River Styx- --------------- You find yourself in what appears to be a river. Something seems very evil about the river so you decide not to jump into the water. You then spy a gong near the river. You USE the mallet that is attached and ringed the gong. Suddenly a ferryman appears and asks for payment. You USE a Gold Coin as your payment. --------------- The Skull Gate- --------------- As you MOVE onto the raft the ferryman takes you to some type of sacred ground. There you find three sun shaped symbols on the wall and a skull gate blocking your path. You remember a Talisman that you have, and place it under the sword icon. It turns out to be one of the Sacred Relics the Bladed Sun. Now you USE the Horn and give out a mighty blow. As if by magic the Skull gate slowly rises, you know that this is where the evil Warlock is, and prepare yourself for the final battle. --------------------------- The Behemoth & The Warlock- --------------------------- As you enter the chamber you find that the Warlock has just summoned the most powerful being know to man, The Behemoth! You wonder what can stop such a creature. Suddenly it all becomes clear to you: "Five to find, Three are One, One gives access, The Bladed Sun The Silver Orb, To banish below. The Staff of Ages, to vanquish the foe. Joining Two, the Golden Blade. The last to invoke, The Platinum Horn" The Orb that you found, it is the Silver Orb! And that Staff. It must be the Staff of Ages. Plus the Blade, it's got to be the Golden Blade. You USE the Blade onto the Staff and they magically fit togheter. Then you USE the Orb onto the Staff. It then becomes a magical weapon. One that can defeat the Behemoth and the Warlock. You pray as you raise the Staff of Ages. Will it destroy the Behemoth once and for all? Only you shall know. ****************************************** IV. Credits/Disclaimer ****************************************** This FAQ is copyrighted by Mike Meevasin. Shadowgate Classic is made/owned/copyrighted/whatever by Nintendo, Infinite Ventures, and Kemco. You may freely use this FAQ for noncommercial purposes if it is not altered and I am credited. %%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% - Aaron Finale (email@example.com) for one of the Sphinx's Riddle Question. - Bob Hrabik (firstname.lastname@example.org) for another one of the Sphinx's Riddle question. - Marcus0001 (Marcus0001@aol.com) for providing one of the answers to the Sphinx's riddle.