------------
Entranceway-
------------
Key 1- *Important*
As you stare at the entrance 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 you push (OPEN) the Skull
up from its position and from within 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-
----------
Torches x2
Sword
Sling- *Important*
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-
--------------
Key 2- *Important*
Torch
Ring Torch (Torch)- *Improtant*
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 were to disturb the book from its
resting place, 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 remove (OPEN) the
stone you find a hidden passage.
---------------
Hidden Passage-
---------------
Silver Arrow (Arrow)- *Important*
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 pull down (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 walk (MOVE) through
the solid bridge just to be safe.
------------
Wraith Room-
------------
Cloak- *Important*
Torch x2
As you enter this room a Wraith appears before you. Your weapons are
useless against him, and nothing you try seems to work. You decide to
try using fire on this abomination. You USE your torch to light the
ring-shaped torched you found earlier. It begins to glow with a strange
and mysterious 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 across the hall.
-------------
EPOR Chamber-
-------------
Bottle 1
Bottle 2 *Important*
Scroll 1 *Important*
Torch
Entering this chamber you notice a torch and various items scattered
on the shelf. TAKE all the items on the shelf. You then examine (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-
------------
Broom *Important*
Torch x2
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.
You stare at you reflection in each mirror. For some strange reason one
of the mirrors appears odd to you. With nothing else in the room you
decide to MOVE through the door behind you.
------------
Coffin Room-
------------
Bag 2- Coppcoin x3
Scepter- *Important*
A room full of coffins begins to make you feel uneasy. Using some
luck and a lot of courage you decide to search through the coffins. You
OPEN the two on the right. Inside 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 you find nothing of
interest or value, and you decide to head through the door on the
right, and continue your search there.
-----------------
Lake & Waterfall-
-----------------
Bag 1- *Important*
Red, White, Blue Gem
Key 3- *Important*
Stone x5- *Important*
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.
You see a door on the other side of the lake and you decide to head
there. In this room you find some sort of waterfall. Spying some stones
on the floor you decide to gather (TAKE) 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 seems
out of place. You HIT it with all your might and reveal a bag hidden
inside the rock. Inside are three gems, a white, red, and blue gem. You
clutch them in your hands, as you exit the cave.
----------
Cold Room-
----------
Sphere *Important*
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-
------------
Hammer *Important*
Helmet
Shield *Important*
Spear *Important*
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. Those
eyes belong to a Dragon! 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 Firedrake rushes
through the door and almost kills you. Finding your way blocked you
remember the Sphere and decide to throw it into 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-
----------
Gauntlet- *Important*
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
place (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. You turn (USE) the crank to bring up the
bucket of water. Noticing something covering the bucket 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-
---------------
Torch
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-
------------
Map- *Important*
Skull- *Important*
Scroll 3- *Important*
Scroll 4- *Important*
Glasses- *Important*
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-
----------
Bellows
Bottle 5
Cup
Key 6
Poker
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-
---------------
Bottle 2 x2
Bottle 3
Bottle 4
Horseshoe- *Important*
Holy Water (Water)
Test tube
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-
------------------
Flute- *Important*
Ring- *Important*
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-
-----------------
Crest
Key 4- *Important*
Mirror- *Important*
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-
------------
Rod- *Important*
Scroll 5
Star- *Important*
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-
-------------
Golden Blade (Blade)- **Very Important**
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-
------------------------
Platinum Horn (Horn)- **Very Important**
The Bladed Sun (Talisman)- **Very Important**
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. USE Key 4 on the last
door and continue your quest.
-----------------
The Ancient King-
-----------------
Wand- *Important*
Bag 3- *Important*
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 bag 3 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-
------------------
Torch x4
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-
---------------
Silver Orb (Orb)- **Very Important**
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-
-----------------------
Scroll 2 *Important*
Staff of Ages (Staff) **Very Important**
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, and the ferryman takes you
somewhere...
---------------
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
together. 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.