Death Gate

Death Gate

Submitted by: Dj Simo

The game is not hard except perhaps in a few spots...  after
that its mostly linear.  I will separate the solutions into
sections by world, and general information.


Misc Notes.

Speaking to people is up to YOU.  What you say DOES make a small
difference and CAN get you killed if you say the wrong thing.  I
will only tell you when talking to a person will get you
something (an item or spell). Other than that, it shouldn't be
too hard to use your discretion on this matter.

After you complete each world, except Chelestra, give the seal
to Xar.

Talk to EVERYONE you can.

The hints in the book seem unimportant, but KEEP THEM IN MIND if
you get stuck.

READ EVERY BOOK YOU GET!!

WARNING - THE SOLUTION TO EACH OF THE SIX REALMS FOLLOWS!  DO
NOT READ ON UNLESS YOU ARE STUCK!!

Prologue:  Listen to Xar, do everything he tells you to do to
get to Arianus.


--------------------------------------------------------------------
Arianus:  The World of Air. The difficult parts of this world
are getting out of Drevlin and out of the Tower of the
Brotherhood.
---------------------------------------------------------------------

Drevlin: Get the shirt, marmalade and bread slice.  Overflow the
bread with marmalade.  Give the bread to Limbeck and snatch the
sticky parchment he discards.  In the room with the sleeping
dwarf, cast a heat spell on the sensor.  After that you must act
FAST - the alarm will last for a little while only.

Elven Ship:  In the Wizard's Quarters, grab the wine.  In the
galley, talk to Andrews, then LEAVE QUICKLY!  Go through the
dwarven tunnels. Don't worry about the unfinished activities in
the caves - they will be resolved in time.

Stephen's Castle:  Talk to the guards, speak with King Stephen.
After you exit the castle, go west and lift the bar on the
window with the shear there. Watch and learn the new spell,
Create Reality Pocket.  Take the Candle Holder for Limbeck, and
Create a Reality Pocket on the portrait of the jailed elf.  Give
him the wine, and talk to him to learn the spells Create Shroud
of Darkness and Swap.  Return to Drevlin.

Drevlin:  Give the Candle Holder to Limbeck.  Take the cork, and
put the white shirt in the ink.  Get to the ship.  Cast Shroud
of Darkness on the Black Shirt and put it on the glowing
figures.  Get Below and west to the storeroom. Open the box and
activate the zinger.  From here, you will talk to King Stephen
again, and be transported to Skuvash.

Skuvash:  Get the doll for the street rat, then cast swap on
him, when you are trapped in his net.  Free him, then go
northwest into his hideout.  Get the prybar.  From there go back
to the ship and open the strongbox with the prybar. Get
everything in there.  Go to the bar and give the jewels to the
Bartender. He will give you some money and you will then be
asked by Hugh the Hand to do a mission for him - assasinate the
Merchant and bring back his pendant.  Go back to the street rat
and give him the money.  He will return in one turn to give you
a clue on the Tower's treasure and a lockpick.  Look at the doll
to get the "Motion" spell.  Get to the Merchant's house.

Merchant's House:  Use the lockpick to enter the house.  The
sounds in order are 'CLACK', 'TICK', and 'THUNK'.  Once inside,
get the poetry book.  Read it to figure out the clock puzzle.
Read the journal in the compartment.

Create a Reality Pocket on the Picture - if you're not kicked
out, and answer the questions correctly, you will get his
amulet.  Return it to Hugh, and you will proceed to the Tower of
the Brotherhood.

Tower of the Brotherhood:  Push the table and get on it.  Note
which continent is in the window.  Use the lockpick on the
northeastern door.  Cast motion on the statue then get the
necklace.  Read the paper - depending on which continent is in
the window, there is a different code - use the top
corresponding word as the combination (t = topaz, o = opal, d =
diamond, etc). Put the necklace on the pedestal, Get all three
items that aren't labeled "Treasure".  Take the necklace after
Hugh and the guard enter.  The Book of Pryan has the naming rune
for that realm on it.  From there exit -you will be taken to
Drevlin.

Drevlin:  Fix the Kicksey-Winsey with the pipes.  Fill the hole
with the cork, and turn the master valve.  Talk to the dwarf,
and show him the map to get the directions to the Seal Piece and
a piece of iron ore.  Put the iron ore in the compartment of the
Kicksey-Winsey.  Enter the room of glass coffins and put the
crystal ball from the tower in the statue's hands.  Take the
seal piece. Return the ship and place the naming rune of Pryan
on the Steering Stone. Return to the Nexus.

While in the Nexus - NOTE THE NAMES OF THE SIX DEVILS and what
they are the devil of and keep them handy - this will be
EXTREMELY important for the end of the game.

----------------------------------------------------------------
Pryan: The Lush World of Fire. Defeating the spider and getting
past the Tytans are the ONLY challenges Pryan has to offer.
This is the easiest of the five realms to conquer.
----------------------------------------------------------------

Citadel:  Get the pink flowers, the nut, and the nut shell from
this area. Do NOT try to attack the Tytans - you can't possibly
defeat them.


Tree City:  Take the clothesline as a rope.  Work for the elven
cook.  Give the doll to the elven girl, and follow her to the
ledge.  Give the rope to the elven prince, then follow everyone
to the secret spot.  Gather the ember in the shell.  Watch the
Zifnab show and marvel (or not) - Zifnab IS a Sartan.

Follow Zifnab using the Transportation spell on the White Disk.
Take the black disk.  Tie the rope to the tree and gather the
yellow and blue flowers in this area.  Crush the yellow flowers.
Use the rope to cross the chasm.  Go to the edge of The Maw and
throw the black disk into it.  Transport on the White Disk into
the Maw.

The Maw:  Put the ember on the hive.  Throw the marmalade at the
spider.  Cut the pod with the golden staff in it and take it.
Also in the pod is a magic arrow - you don't use it anytime
soon.  Push the corpse to find toadstools - take one - Transport
out of there.

Secret Spot:  Give the love poetry, blue flowers and staff to
the prince.  Talk to the human princess, and the elven prince
and ask them to join you.  Go back to the citadel and forest.

Citadel:  Go to the forest with the tytan in it.  Give the
princess the Book of Pryan, and tell her to play the music in it
on her flute.  Free the dwarf girl quickly, for the princess has
a cough and can only keep up the music for one turn.  The dwarf
girl will give you an herb.  Go to the place you received your
nut - there will be a Zuzu - a monsterlike squirrel.  Put the
crushed yellow flower in your nut and give it to the Zuzu.  Take
the discarded Nut Meat and feed it as well as the toadstool,
pink flower, and the herb that you got from the dwarf girl to
the human princess - this will cure her cough. Proceed to the
Forest of the Tytans.

Tytan Forest:  Have the princess play the music from the Book of
Pryan.  When you get to the center of the forest, have the elven
prince get the crystal. The crystal is important to you since it
bears the naming rune to Aberrach -World of Stone.  Once you get
to the stump, pull on the branch, and throw the crystal in.
From there, enter the citadel, and get the Seal Piece of Pryan
from the statue, and a magic stone from Zifnab.  Proceed to the
Nexus, and then on to Aberrach - the hardest of the elemental
worlds to conquer.

-------------------------------------------------------------------
Aberrach - The Dying World of Stone Almost everything in
Aberrach is a challenge - be on your guard.
--------------------------------------------------------------------
Dead fields:  Talk to Jethro - the undead worker.  Get the pail
from him and the rocks from the garden.

City of Telestia:  Take the tea set and ignore the dead nanny,
for now.  Give it to the dead butler and pay attention to what
time he says Balthazar drinks tea.  Go to the clock tower, put
the pail with rocks on the hook and go up. Turn the dial to just
before what time the Butler told you.  After that turn the crank
and wait one turn.  Pull the release lever, and leave the tower.
Enter the now open room, and grab the book off of the bookstand.
Read it to learn the spells of Ward and Possession. Go from
there to King Kleitus's

Palace in the Core.

The Core:  Enter the palace and talk to Kleitus. You will be
poisoned, learn a new spell - Hunger - and taken to the Dungeon
where you meet a Sartan - Prince Edward.  Listen to him about
the bottles in the bar.  Cast Hunger on the Dog, give him the
steak and cast Posession on the dog.  Get the key from the wall
and give it to your comatose body.  From there go upstairs and
get the bottle with the antidote (2nd on from the left).  Go
back and give it to your comatose body - touch yourself (as the
dog - don't get any dirty ideas). Take the bottle and drink it,
Then give it to Edmund.  Take the key and free both yourself and
Edmund.  Take the vise from the table.  Ask Edmund to join you -
he will lead you out of the palace and to the secret cave of the
Sartan Refugees.

Secret Cave:  Talk to the gamblers and get rune-bones from them.
Talk to Balthazar about EVERYTHING (you get nothing but you need
to do this).

Possess the dog, release the spell, and talk to Balthazar about
the east wall to get the unravel illusion spell, and to enter
the hidden cave. Take the book (to learn Resurrection), and the
robe (where you see a vision and learn Self-Immolation).  Wear
the robe, then talk to Balthazar again.  Go back to Telestia.

Telestia:  Go to the clock tower and use the vise on the scepter
to get the head piece.  Go back to Balthazar's home - in the
city.  Talk to the nanny and grab her book.  Get her to join
you.  Go to the fields and get Jethro to join you.  Flip the
rhyme book to "Grab that Snake".  Go north, and give the rhyme
book back to the nanny.  From there go north to the puzzle.

The Arrow Puzzle: This is the most EVIL puzzle of the entire
game.  To go through it easily (and be a wimp), make one move
and push the reset button, five times each.  Then hit the hint
button until it is solved.  It is much more gratifying to try to
solve the puzzle yourself though (go ahead, I did it, why can't
you?)

Dwarf Cave:  Take the dwarf with you to the palace and enter the
catacombs. Grab the rag and go north.  Show the rag to the dog
and follow his nose.  Cast Unravel Illusion on the Rune.  Put
the headpiece on the hole in the Colossus Rune.  Receive the
pendant from Edmund and take the seal piece and return to the
Nexus.  After you report, go to Chelestra - all five naming
runes (including the one for the Nexus) is on the pendant.

--------------------------------------------------------------------
Chelestra:  The Realms of the Water World. Two moderately
difficult puzzles can stump most players who get here.  After
this, the game gets fairly easy.
--------------------------------------------------------------------
Chelestra (not much is needed to be done here):  Get the water,
and go to the city.  Cast Rune Transfer on the Rune Bone that
will change the Ward Spell on the Gate to a Posession Spell.
Your true enemy is revealed here to be the dark dragon,
Sang-Drax.  Cast Possession on the dog - nothing can be done to
save you right now, and retreat to the open city.

The Sartan Council:  You will be revived and administered null
water - you will be invulnerable to spells and unable to cast
them for a short time.  This also negates the fear Sang-Drax
puts upon you.  You will learn Null Water, which when cast upon
your bottle, will have the effect listed above.  Cast Rune
Transfer on the Pendant to the Globe.  Push the Globe and create
a reality pocket on the rug.  Take the rug to Samah's ship,
where yours used to be.  Put the rug on the beam, and create a
reality pocket there, push the globe & exit. Go outside of the
cave, and drink the null water.  Go in the cave, take the
scales, and go outside the city.  Take Zifnab's rock and forget
about the scales.  Return to the Nexus.  Grab Xar's Book.
Proceed inside the labyrinth.

--------------------------------------------------------------------
The Labyrinth and Vortex:  The Exodus of the Game
--------------------------------------------------------------------
The Labyrinth: When you enter, throw the zinger at the vines.
Then cast cold on the vines. When you reach the tiger men -
backtrack to the vines until you can see the tiger men clearly.
Cast heat on the vines.  Cast cold on them again.  At the cave,
take the skull, go in, take the bone.  Put the skull on the
zinger and then put that in the robe.

At your home village, activate the zinger and take the cord.
Heal the tracker and convince him to track Xar and Sang-Drax.
Put the cord on the bone, and shoot the giant insect outside the
cave.  When you meet Sang-Drax, Crush the Stone.  Read the story
from there.

The Vortex:
At the first part of the path - cast the mirror image
(horizontally) of self-immolation.  You will be fine, your
double will destroy himself.  Take whatever he had.  Combine the
shears.  From there go north and north again into the tentacles.
Cut each one with the shears as it approaches you.  Go north to
the center of the Vortex.

The Runed Island - Exodus:
Put the water seal piece in the water spire.  Cast Resurrection
on Xar. Talk to him - he tells you which devil's rune to put the
focus over.  Put the stone seal in the earth spire.  Read the
history book for the appropriate devil's rune.  Put the focus
over that rune.  Put the air seal in the air spire.  Put the
nexus seal in the focus...

...and watch the fireworks.

You should be able to receive all 1500 points from this
solution.

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