Andere Lösungen

Death Gate (e)

Cover
 DEATH GATE

 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.

 GENERAL HINTS

 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. 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.

 OPENING SCENES

 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.

 NEXUS

 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.

 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 
_quickly_ 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 rate'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. 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 
and you will return to the elf ship. 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. 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 down and its short 
side to the left. 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, the 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.

 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. Return to the tree stump 
at the entrance to the forest. 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.

 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. Imagine the arrows are numbered as 
so:
                           1  2  3
                           4  5  6
                           7  8  9

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.

 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.

 LABYRINTH

 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.

 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. 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.