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Walkthrough by EmperorCain

Version: 1.1 | Updated: 09/02/14

-------------------------------------------------------------------------------

Shadowgate (PC) - Released in 2014

-------------------------------------------------------------------------------

   I. Introduction/Contact Information
     A. Updates
  II. Walkthroughs
     A. General Gameplay  
     B. Apprentice Walkthrough
     C. Journeyman Walkthrough
     D. Master Walkthrough
 III. Achievements
  IV. Inventory and Spells
   V. Deaths
     A. Regular Deaths
     B. Hidden & Special Deaths
  VI. Frequently Asked Questions

-------------------------------------------------------------------------------

I - Introduction/Contact Information

-------------------------------------------------------------------------------

Shadowgate is a 2014 game available on Windows, Mac, iOS and Android. It is 
published by Zojoi, a company made up of many of those responsible for the 
original Shadowgate MacVenture and NES game. The game is very faithful in 
gameplay and style to the original Shadowgate game. It is not a remake, but 
there are many puzzles and rooms that players of the original game will 
recognize.

I personally have been a big fan of the MacVenture games Shadowgate, Uninvited 
and Deja Vu ever since I played them on the NES as a kid back in the 1980s and 
1990s. Shadowgate was the first of the games I played and my favorite of the 
group so the release of a new Shadowgate game excited me quite a bit!

The main version of this walkthrough will always appear on GameFAQs.com. If 
you would like to use it on your site, please keep it in the text format.

Send any comments, corrections or questions to either my email address at 
shadowgatehelp@gmail.com or message me on GameFAQs.com under my username, 
Emperor Cain.

Presently this Walkthrough only covers the Apprentice and Journeyman modes. 
Future updates will include coverage of Master mode as well as Frequently 
Asked Questions, a guide for each specific room, tips on meeting Achievements 
and a list of possible deaths.

A. Updates

Version 1.1 (9/1/2014) - The following updates were made:
-Added Master walkthrough.
-Some minor adjustments and corrections were made to the Apprentice and 
 Journeyman walkthoughs.
-A chart showing the torches for all 3 difficulty levels was added to the
 Walkthrough section.
-Added ways to meet Achievements for 39 of the 50 Achievements.
-Added Deaths section, containing a listing of all the hidden and special 
 deaths and a partial listing of the regular deaths.
-Added additional items and spells to the Inventory section to include all
 required items from Master as well as optional items.
-Added Frequently Asked Questions section.

Version 1.0 (8/29/2014) - Initial version. Includes Walkthrough for 
Apprentice and Journeyman, Achievements list and Inventory/Spell list.

-------------------------------------------------------------------------------

II - Walkthoughs

-------------------------------------------------------------------------------

The walkthroughs are designed to give you just the bare details that you need 
to beat the game. These walkthroughs will not reveal any story information, 
only when cutscenes appear. With rare exception, these walkthroughs will only 
focus on the items you need to beat the game, and will not cover any items that
are optional.

A. General Gameplay

Challenge Levels
----------------
Shadowgate provides you with three different difficulty options:

Apprentice - For first-time adventurers. Contains the easiest puzzles and most 
forgiving gameplay.

Journeyman - For casual adventurers. Contains harder puzzles and less forgiving 
gameplay.

Master - For experienced adventurers and closest to the classic version. 
Contains the hardest puzzles and least forgiving gameplay.

Despite what is said in the game, I would consider the Journeyman level more 
attune to the original Shadowgate challenge level. The higher the difficulty 
level, the more items and spells that are available, and the more complicated 
puzzles are. In addition there are areas where items will be removed and 
you will need to find another solution. There are less torches available in 
higher difficulty levels and the torches last for a shorter period of time.
Also, while keys are discarded once used in Apprentice and Master, you 
retain them in Master.

General Gameplay
----------------
There are 9 possible actions that you can take:

Look: Use to look at things in closer detail. This can be done on objects 
within the room, objects within your inventory as well as rooms themself. 
Using the look option will not count as a move.

Take: Use to take items and add them to your inventory.

Open: Use to open doors, hatches, sacks, books, scrolls, etc... You can also 
open and go through the clothes of corpses/mummies, etc...

Close: Use to close doors, hatches, books, scrolls, etc... Typically sacks 
vanish upon opening and cannot be closed. Scrolls and books that teach you 
spells also vanish once they are read.

Go: Use to go through doors, tunnels, etc... In certain rooms you can also 
use the go feature to move closer to a specific part of the room.

Use: Use objects in your inventory or the room. You will need to choose to 
use an object on another object or yourself.

Hit: Use to hit things, such as walls, creatures, etc...

Eat: Use to eat objects.

Speak: Use to speak to creatures that you find in the castle. You can also 
use speak to cast spells.

In addition the following options also appear on the screen at all times:

Save (top left): Use to save your game.

Yorick (top left): Once you have picked up Yorick, you may speak to him for 
hints. Yorick will also assist if you have the tutorial feature turned on.

Self (top right): Use when you are trying to use objects on yourself, or 
vice versa.

Options (top right): Additional menu options.

Inventory (bottom left): All the items you take are added to your inventory, 
you may use them or look at them at any time afterwards. Your inventory is 
split into four tabs, a general items tab, an archive tab which contains your 
books and scrolls, an outfit tab which contains objects you can wear and a 
spells tab.

Map (bottom left): Use to look at your map. The game automatically will update 
as you go through castle Shadowgate.

Torch (bottom right): Shows your torch. As your torch is starting to go out, 
the flame will shrink and the room will grow darker. You can use the torch to 
light other torches, as well as to set things on fire.

Torches
-------
You must have a torch lit at all times or you will die. There are numerous 
torches available throughout the game, all of which I have listed in the 
inventory. When your torch is starting to go out, you will see the flame 
shrink. Yorick will also give you hints when it is going out. Finally, there 
is a new music theme which plays when your torch is about to go out. To light 
a new torch, use your lit torch on one of the torches in your inventory. This 
will discard the current torch and you will start using the new torch. Torches 
will go out based on how many moves you have done, not based on how much time 
passes.

A chart on the number of torches available follows:

Room                              Apprentice     Journeyman     Master
----------------------------------------------------------------------
Antechamber                       2              2              2
Alcove                            2              2              2
Cellar                            2              2              2
Passage                           2              2              2
Mirror Room                       3              3              3
Grand Hallway                     4              2              2
Small Corridor                    2              2              0
Landing (North Tower 1st Floor)   2              1              1
Landing (North Tower 3rd Floor)   1              0              1
Landing (North Tower 4th Floor)   1              1              0
Landing (West Tower 1st Floor)    1              0              1
Landing (West Tower 3rd Floor)    1              1              0
Strong Room                       1              1              0
Landing (South Tower 1st Floor)   1              1              1
Empty Chamber                     2              2              2
Landing (South Tower 3rd Floor)   1              1              0
Prison                            0              0              7*

* You need to answer the first 4 Djinn riddles to obtain all these torches.

Walkthrough Speed
-----------------
These walkthroughs are not structured to do things in the least moves possible. 
The player at times may be able to do things in slightly different order than 
as specified here and still beat the game.

B. Apprentice

Entrance
--------
-Take the skull on the ground, Yorick. Yorick will act as a companion for you 
for the rest of the game and will provide hints to you.
-Take key.
-Use key on door to unlock it (key will automatically be discarded).
-Open door and go through it.

Antechamber
-----------
-The Warlock Lord will appear and talk to you.
-Take the 2 torches on the wall.
-Use self on the lever, this will open a secret compartment in the left wall.
-Take the key in the secret compartment.
-Use the key on the door (key will automatically be discarded).
-Open door and go through it.

Alcove
------
-Open book and look at it to learn the Invokan spell.
-Take the 2 torches.
-Hit the wall where cracks appear in the shape of a door to open a new 
passageway in front of you.
-Go through passageway on the right.

Small Hall
----------
-Open left door and go through it.

Cellar
------
-Take the 2 torches.
-Use the torch on the ice blocks on the floor to obtain a key (which is 
Optional) and scroll.
-Read the scroll to learn the Aggaap spell.
-Open door and go through it.

Dragon's Nest
-------------
-The dragon will not fire at you until you perform your second action in 
this room. You have two options in this room; you can either use the Iron 
Shield on yourself to equip it, then take the hammer with your next move, 
or simply take the hammer and leave the room.
-Go back to Small Hall.

Small Hall
----------
-Open door in middle and go through.

Crypt
-----
-Opening any coffin will cause a banshee to come out and curse you. This 
curse will eventually kill you if not cured. Unfortunately you cannot beat 
the game without opening certain coffins and hence this is unavoidable.
-Open first coffin and use a lit torch on the mummy inside to reveal a 
sword.
-Take the sword (technically Optional, but you can use this in certain 
places in the game in place of the dirk).
-Open the fourth coffin and use a lit torch on the mummy inside, a sack will 
appear.
-Open the sack to obtain a scroll and gear. The scroll is an optional item.
-If you did not take the iron shield in the Dragon's Nest, you can obtain a 
wooden shield to equip from the second coffin by opening it and burning 
the mummy.
-Go to Alcove.

Alcove
------
-Go through the hole in the wall revealed earlier by hitting it.

Grotto
------
-An orc will fire an arrow at you every time you enter this room. You are 
unable to enter the cave he appears from without being killed. If you have 
equipped a shield you will block it, you can also dodge it if a shield is not 
equipped.
-Take arrow.
-Go through exit on left.

Footbridges
-----------
-Use the hammer on the brazier, the bowl at the top will vanish but you can 
take the hook that is left behind. 
-Go across bridge on left. Going across the right bridge at this point in the 
game will result in your death.

Passage
-------
-Use lit torch on wraith to make it go away (the wraith may return later, 
if so, do the same thing).
-Take the 2 torches.
-Open and go through door.

Sewer
-----
-Take scroll.
-Open and look at scroll to learn Entraiz spell.
-Take bar.
-Use bar on the right cell to open it.
-Go through the right cell.

Wizard's Den
------------
-Use Invokan on the obelisk; a cutscene will play.
-Following cutscene, take sphere.
-Go back to Cellar.

Cellar
------
-Use orb on Ice Elemental to capture it.
-Go to Small Hall.

Small Hall
----------
-Open door on right and go through it.

Cavern Lake
-----------
-Use Orb on water to freeze it.
-Go to chained skeleton.

Captive
-------
-Take key.
-Go back to Cavern Lake

Cavern Lake
-----------
-Go through entrance on the left.

Waterfall
---------
-Use orb on the Water Elemental to capture it.
-Go to Sewer.

Sewer
-----
-Open hatch in the ceiling and go through it.

Mirror Room
-----------
-Take 3 torches
-Use hammer twice on the 2nd mirror, revealing a door underneath it.
-Use key obtained from skeleton on door to unlock it (key is discarded).
-Open door and go through it.

Furnace
-------
-If you open the door, a dragon will appear, blocking your path.
-Use orb on the fire, this releases the water elemental which will put out 
the fire and kill the dragon.
-Open door and go through door.

Grate
-----
-Use gear on empty gear spot on left.
-Use Entraiz spell on grate to open it.
-Use bar (from inventory or the bar on the floor) to pry loose the gear and 
take it back.
-Go through tunnel

Circle Chamber
--------------
-Use Invokan spell on obelisk to watch another cutscene.
-Open door at top of stairs and go through it.

Courtyard
---------
-Take rope.
-Use hook on rope to create grappling hook.
-Use grappling hook on either window to enable you to climb up it.
-Go into window

Drawbridge
----------
-Use self on lever to lower drawbridge. 
-Go down window (be sure to go down the same one that you used the grappling 
hook on or you will die).

Courtyard
---------
-Go through door into castle.

Grand Hallway
-------------
-A goblin will appear in front of you once you enter this room. Use hit on it 
and you will knock it out.
-You can optionally use the dirk or sword on the goblin to permanently kill it.
-Take 4 torches.
-Open left door and go through.

Library
-------
-Open desk to take a book, blank parchment and bottle with a purple potion in 
it (only the potion is required).
-Use the potion on yourself to heal the banshee curse.
-Take the locked book on the desk.
-Look at the third bookcase from the right.

Bookcase
--------
-Use the locked book on the gap in top row.
-Use self on book to pull it out and open the second bookcase from the right 
in the Library.

Library
-------
-Go through newly opened exit in bookshelves.

Study
-----
-Use a log on the fire pit to cause the fire elemental to appear.
-Use orb on fire elemental to capture it.
-Go to Grand Hallway.

Grand Hallway
-------------
-Open and go through the third door.

Banquet Hall
------------
-Look at floor.

Floor
-----
-Use bar, dirk or sword on floor (where shadows on floor are pointing to).
-Take Glyph Skull.
-Go back to Banquet Hall.

Banquet Hall
------------
-Open middle door and go through it.

Small Corridor
--------------
-Take 2 torches.
-Open left door and go through it.

Battlement
----------
-Go down stairs.

Watch Tower
-----------
-Take bow.
-Open sack to take 2 scrolls and a key (the first scroll is optional).
-Open second scroll and look at it to obtain Flumoris spell.
-Use Invokan spell on obelisk to watch another cutscene.
-Go back to Banquet Hall.

Banquet Hall
------------
-Open right door (North Tower) and go through it.

Landing (North Tower 1st Floor)
-------------------------------
-Take 2 torches.
-Go up stairs.

Landing (North Tower 2nd Floor)
-------------------------------
-Go up stairs.

Landing (North Tower 3rd Floor)
-------------------------------
-Take torch.
-Go up stairs.

Landing (North Tower 4th Floor)
-------------------------------
-Take torch.
-Open right door and go through it.

Observatory
-----------
-Go to telescope.

Sky
---
-Looking at the constellations will reveal information for a rune puzzle near
 the end of the game. The solution is included in this walkthrough, so you 
can otherwise consider this optional.
-Go back to Banquet Hall.

Banquet Hall
------------
-Use key obtained from Watch tower on left tower door (the one across the 
hall) to unlock it (key is discarded).
-Open door and go through it.

Landing (West Tower 1st Floor)
------------------------------
-Take torch.
-Go up stairs.

Landing (West Tower 2nd Floor)
------------------------------
-Go up stairs.

Landing (West Tower 3rd Floor)
------------------------------
-Take torch.
-Go up stairs.

Landing (West Tower 4th Floor)
------------------------------
-Open right door and go through.

Strong Room
-----------
-There will be a woman, Malor Kalu, sitting in the chair when you enter 
this room. A cutscene will automatically play, she will then turn into a 
werewolf.
-Use arrow on bow.
-Use bow on Malor Kalu to kill her.
-Take torch.
-Open desk, inside will be a key, sack, knife, steak and parchment. The 
parchment is optional.
-Open sack to obtain another key and 2 coins. The 2 coins are optional.
-Go to Banquet Hall.

Banquet Hall
------------
-Use key from the Strong Room desk on the lefternmost door (South Tower) to 
unlock it (key is discarded).
-Go through door.

Landing (South Tower 1st Floor)
-------------------------------
-Take torch.
-Go up stairs.

Landing (South Tower 2nd Floor)
-------------------------------
-Open door on left and go through.

Empty Chamber
-------------
-This room will initially appear empty when you enter it, but you can cause 
things to appear by using the Flumoris spell. Things in the room will slowly 
fade, but you can cast the spell again to make them reappear.
-Take scroll.
-Open and look at scroll to learn Sparrx spell.
-Take 2 torches.
-Go back to previous room.

Landing (South Tower 2nd Floor)
-------------------------------
-Go up stairs.

Landing (South Tower 3rd Floor)
-------------------------------
-Take torch.
-Open door on left and go through.

Music Room
----------
-Take flute.
-Go back to previous room.

Landing (South Tower 3rd Floor)
-------------------------------
-Go up stairs.

Landing (South Tower 4th Floor)
-------------------------------
-Use dirk on vines over door.
-Open door and go through it.

Lakmir's Abode
--------------
-Go through hole on right.

Inner Sanctum
-------------
-Open chest, inside there will be 2 scrolls, a key and a book. The second 
scroll and book is optional.
-Open scroll and look at it to learn Acensur spell.
-Go back to Lakmir's Abode.

Lakmir's Abode
--------------
-Go up to Ceiling.

Ceiling
-------
-Take the Golden Thorn.
-Go back to Circle Chamber.

Circle Chamber
--------------
-Use Acensur spell on circle to cause it to glow.
-Go onto circle for another cutscene.
-Go to Entrance.

Entrance
--------
-Use the glyph skull in the open slot around the door. This will power up the 
castle.
-Go to Landing (West Tower 2nd Floor)

Darkness
--------
-This room will initially be pitch dark.
-Use orb on the darkness to release the fire elemental, which will light up 
the room.
-Use hammer on the mural where the horn is.
-Take the horn.
-Take the tree rune on the right side of the mural.
-Go to Mirror Room.

Mirror Room
-----------
-Go through fifth mirror, which is a portal to another room.

Inner Keep
----------
-Take the fire rune on the wall.
-Open the sack to obtain 2 scrolls, a skull and a broken flute. All but one 
of the scrolls is optional.
-Open and look at scroll to learn Crysalys spell.
-Go through the door on the right.

Summit
------
-Go up the stairs.
-Use the knife on the flute twice to open up 2 additional holes in it.
-Use the flute on self to play it. This will cause the Air Elemental to 
shrink in size.
-Use the orb on the Air Elemental to capture it.
-Go back to Mirror Room.

(Note: The fourth mirror in the Mirror room can also be gone through 
optionally. This will bring you to a locked room in the North Tower, which 
will save you some time).

Store Room
----------
-Open door and go through it, to the Landing (West Tower 4th Floor).

Landing (West Tower 4th Floor)
-------------------------------
-Use the key from the sack in the Strong Room to unlock the left door.
-Open and go through door.

Spire
-----
-Use Sparrx spell on the sky to summon the Wyvern.
-Use Steak on Wyvern to calm it down.
-Take bladed sun jewel from wyvern.
-Go to Study.

Study
-----
-Take eye rune from the Floor.
-Go to Grate room.

Grate
-----
-Take water rune from the wall.
-Go to Antechamber.

Antechamber
-----------
-Use Aggaap spell on the hatch to open it.
-Go through hatch.

Gears
-----
-The bottom left reveals a gear combination. The gear combination is the 
first lever left in its upward position, the second lever pulled down to the 
middle and the third lever pulled down all the way. Using this will stop the 
waterfall in the Waterfall room.
-Use Gear on the bottom left to fix the Gears.
-Use self on the levers to use the combination described above.
-Use self on the bottom to stop the Waterfall.
-Go to Waterfall.

Waterfall
---------
-Go through exit behind dried up waterfall.

Hideaway
--------
-Take the eagle rune from the wall.
-Go to the Footbridge.

Footbridge
----------
-Use orb on the right bridge to release the air elemental. This will enable 
you to go over the right bridge.
-Go over right bridge.

Small Chamber
-------------
-This room contains a tablet on the wall with numerous slots on it. You will 
need to place the runes you have collected on this tablet.
-Use eagle rune on 4th row, 1st slot.
-Use eye rune on 4th row, 2nd slot.
-Use fire rune on 2nd row, 3rd slot.
-Use water rune on 2nd row, 2nd slot.
-Use tree rune on 3rd row, 2nd slot.
-Use self on left most chain to cause the staff to appear.
-Take staff.
-Use golden thorn on staff to combine the two.
-Go to Small Corridor.

Small Corridor
--------------
-Use key from chest in Inner Sanctum on right door to unlock it.
-Open right door and go through it.

Ornate Room
-----------
-The mural on the back of the wall reveals the solution for a crystal puzzle 
that appears later on.
-Use the hammer twice on the statue on the left to destroy it. This will 
enable you to go down into the pit.
-Go down into the pit.

Cave 1
------
-You have now entered a series of catacombs. Many of these rooms have similar 
names, and I have provided numbers in this walkthrough, but such numbers do 
not appear on the ingame map. As such, it may be easy to get lost. In such 
case, use the ingame map or go back to the first room and start over again 
to find your way.
-Go through left tunnel.

Shaft 1
-------
-Go through right tunnel.

Den
---
-When you try to go through the middle tunnel, two gargoyles will appear.
-Use Flumoris spell on gargoyles to scare them back into their tunnels.
-Go through the middle tunnel.

Tunnel 2
--------
-Go through the right tunnel.

Cave 6
------
-Go down ladder.

Shaft 2
-------
-Go through tunnel.

Rendezvous
----------
-Go through tunnel.

Cavern 4
--------
-Go through tunnel.

Shaft 3
-------
-Go up ladder.

Shaft 4
-------
-Go through tunnel.

Cave 7
------
-Go through tunnel.

Mine 2
------
-Go through tunnel.

Tunnel 4
--------
-Go through right tunnel.

Chasm
-----
-Go to rock.

Rock Table
----------
-The rock contains a variety of open slots, several of which contain black, 
white, blue or red crystals in them. You can take the crystals to add them 
to your inventory and use them to put them in the slots. Alternatively, you 
can move them directly from one slot to another. All of the crystals required 
to complete this puzzle are in the rock table when you begin.
-Put the black crystal in the 4th slot in the top row.
-Put the white crystal in the 4th slot of the 2nd row.
-Place blue crystals in the last 3 slots in the 3rd row.
-Place red crystals in all of the slots in the bottom row.
-Use the Crysalis spell on the rock. This will cause a bridge to form across 
the chasm.
-Go into tunnel across the bridge.

Cavern 5
--------
-Go through left tunnel.

cave 8
------
-Go through tunnel.

Tunnel 5
--------
-Go through tunnel.

Skull Door
----------
-Use the Invokan spell on the obelisk for a cutscene.
-After the cutscene, use the sphere on Lakmir to capture him into the orb.
-Use the orb on the staff to create the Staff of Ages.
-Use the bladed sun on the slot in the fourth finger.
-Use the platinum horn on self to open the skull door.
-Go through the skull door.

Summoning Chamber
-----------------
-The Behemoth will appear before you. The Warlock Lord will appear and a 
cutscene will take place.
-Various floating entities will appear around the Behemoth. Use the Staff of 
Ages on them to defeat the Warlock Lord and beat the game.

C. Journeyman

Entrance
--------
-Take the skull on the ground, Yorick. Yorick will act as a companion to you 
for the rest of the game and will provide hints 
to you.
-Take key.
-Use key on door to unlock it (key will automatically be discarded).
-Open door and go through it.

Antechamber
-----------
-The Warlock Lord will appear and talk to you.
-Take the 2 torches on the wall.
-Use self on the lever, this will open a secret compartment in the left wall.
-Take the key in the secret compartment.
-Use the key on the door (key will automatically be discarded).
-Open door and go through it.

Alcove
------
-Open book and look at it to learn the Invokan spell.
-Take the 2 torches.
-Hit the wall where cracks appear in the shape of a door to open a new 
passageway in front of you.
-Go through passageway on the right.

Small Hall
----------
-Open sack on floor to obtain dice, a scroll and gear. Only the gear is a 
required item to complete the game.
-Open left door and go through it.

Cellar
------
-Take the 2 torches.
-Use the torch on the ice blocks on the floor to obtain a key (which is not 
required) and scroll.
-Read the scroll to learn the Aggaap spell.
-Open door and go through it.

Dragon's Nest
-------------
-Use iron shield on self to equip it (any other action, including taking the 
shield will cause the dragon to breathe fire and kill you).
-Take hammer.
-Go back to Small Hall.

Small Hall
----------
-Open door in middle and go through.

Crypt
-----
-Using self on the left and middle torches will cause the tomb to pull back 
and open a new passageway to the Mirror room. This is one of two ways to get 
to the Mirror Room, and is Optional.
-Opening any coffin will cause a banshee to come out and curse you. This 
curse will eventually kill you if not cured. Unfortunately you cannot beat 
the game without opening certain coffins and hence this is unavoidable.
-Open first coffin and use a lit torch on the mummy inside to reveal a sword.
-Take the sword (technically Optional, but you can use this in certain 
places in the game in place of the dirk).
-Open third coffin and use a lit torch on the mummy inside to reveal a glyph 
skull and scroll.
-Take the glyph skull, the scroll is Optional.
-Go back to entrance.

Entrance
--------
-Use glyph skull on first slot to place the skull there. This will power 
certain parts of the castle, in particular the Gears in the Antechamber. It 
will also cause a barrier to appear before the Crypt room.
-Go to Antechamber.

Antechamber
-----------
-Use Aggaap spell on stone hatch to open it.
-Go through stone hatch.

Gears
-----
-Use the sword or dirk on the bottom left gear, this will reveal two 
lever combinations.
-The first combination is the first and second lever pulled down all the way 
and the third lever left up. Using this will stop the waterfall in the 
Waterfall room.
-The second combination is the first and second lever pulled down to the 
middle and the third lever pulled all the way down. Using this will lower 
the water level in the sewer.
-To use either combination, you must use the gear on the gap where the 
combinations have been revealed, then use self on the levers to put them in 
the proper combination. Then use self on the button. If you haven't placed 
the glyph skull in the first slot at the entrance, the Gears won't work.
-Use the second combination to lower the water level in the Sewer.
-Go back to Alcove

Alcove
------
-Go through the hole in the wall revealed earlier by hitting it.

Grotto
------
-An orc will fire an arrow at you every time you enter this room. You are 
unable to enter the cave he appears from without being killed. If you have 
equipped a shield you will block it, you can also dodge it if a shield is not 
equipped.
-Take arrow.
-Go through exit on left.

Footbridges
-----------
-Go across bridge on left. Going across the right bridge at this point in 
the game will result in your death.

Passage
-------
-Use lit torch on wraith to make it go away (the wraith may return later, if 
so, do the same thing).
-Take the 2 torches.
-Take cloak.
-Open and go through door.

Sewer
-----
-Take scroll.
-Open and look at scroll to learn Entraiz spell.
-Take bottle.
-Use bottle on water to fill it with water.
-Take bar.
-Use bar on the right cell to open it.
-Go through the right cell.

Wizard's Den
------------
-Use Invokan on the obelisk; a cutscene will play.
-Following cutscene, take sphere.
-Take mushroom (you can take up to three, only one is required).
-Go back to Footbridges.

Footbridges
-----------
-Use bottle of water on the fire in the brazier.
-Use hammer on brazier to break it into bowl and hook.
-Take hook.
-Go back to Gears.

Gears
-----
-Use first combination on Gears (see earlier).
-Use self on button to shut off waterfall.
-Go to Cellar.

Cellar
------
-Use orb on Ice Elemental to capture it.
-Go to Small Hall.

Small Hall
----------
-Open door on right and go through it.

Cavern Lake
-----------
-Use Orb on water to freeze it.
-Go to chained skeleton.

Captive
-------
-Take key.
-Go back to Cavern Lake

Cavern Lake
-----------
-Use lit torch on lake. Orb will float up to the surface.
-Take orb.
-Go through left exit.

Waterfall
---------
-Go through exit under waterfall.

Hideaway
--------
-Open corpse to receive 2 scrolls.
-Open first scroll to learn Myyxx spell.
-Take glyph skull 2.
-Go back to Entrance.

Entrance
--------
-Use glyph skull 2 on 2nd slot. This will power more of the castle.
-Go to Gear.

Gear
----
-Use second combination on Gears (see earlier).
-Use self on button to restart Waterfall.
-Go to Waterfall.

Waterfall
---------
-Use sphere on water elemental to capture it.
-Go to Sewer

Sewer
-----
-Open hatch in ceiling and go through ceiling.

Mirror Room
-----------
-Take 3 torches
-Use hammer twice on the 2nd mirror, revealing a door underneath it.
-Use key obtained from skeleton on door to unlock it (key is discarded).
-Use cloak on self.
-Open door and go through it.

Furnace
-------
-Access will only be permitted to the furnace while the fire is active if you 
are wearing the cloak.
-If you open the door, a dragon will appear, blocking your path.
-Use orb on the fire, this releases the water elemental which will put out 
the fire and kill the dragon.
-Open door and go through door.

Grate
-----
-Use gear on empty gear spot on left.
-Use Entraiz spell on grate to open it.
-Take bar (optional if you kept bar from Sewer).
-Go through tunnel

Circle Chamber
--------------
-Use Invokan spell on obelisk to watch another cutscene.
-Open door at top of stairs and go through it.

Courtyard
---------
-Go into well.

Well
----
-Take gauntlet and use on self to put it on.
-Take plant (you can take up to two, only one is required).
-Go up well.

Courtyard
---------
-Use self on well to untie rope.
-Take rope.
-Use hook on rope to create grappling hook.
-Use grappling hook on either window to enable you to climb up it.
-Go into window

Drawbridge
----------
-Use self on lever to lower drawbridge. This will not work if you have not 
used the 2nd glyph skull on the entrance.
-Go down window (be sure to go down the same one that you used the grappling 
hook on or you will die).

Courtyard
---------
-Go through door into castle.

Grand Hallway
-------------
-A goblin will appear in front of you once you enter this room. Use hit on 
it and you will knock it out.
-You can optionally use the dirk or sword on the goblin to permanently kill 
it.
-Take 2 torches.
-Open left door and go through.

Library
-------
-Take the book on the desk with a strange symbol on it.
-Open and read the book to learn the Placleer spell.
-Look at the third bookcase from the right.

Bookcase
--------
-You need to pull out specific books in order to open an exit through another 
bookcase. Use self on the following books: 17th book top shelf, 30th book 
top shelf, 3rd book bottom shelf, 13th book bottom shelf, 19th book bottom 
shelf.

Library
-------
-Go through newly opened exit in bookshelves.

Study
-----
-Use a log on the fire pit to cause the fire elemental to appear.
-Use orb on fire elemental to capture it.
-Go to Courtyard.

Courtyard
---------
-Use Placleer spell on the sky to clear up the storm.
-Go to Grand Hallway

Grand Hallway
-------------
-Open second door from right and go through it.

Banquet Hall
------------
-Look at floor.

Floor
-----
-Use bar, dirk or sword on floor (where shadows on floor are pointing to).
-Take Glyph Skull 3.
-Go back to Banquet Hall.

Banquet Hall
------------
-Open middle door and go through it.

Small Corridor
--------------
-Another goblin, this time one with a helmet will appear. Use hit on it while 
wearing the gauntlet to knock it out.
-You can optionally use the dirk or sword on the goblin to permanently kill 
it.
-Take 2 torches.
-Open left door and go through it.

Battlement
----------
-Go down stairs

Watch Tower
-----------
-Take bow.
-Open sack to obtain 2 scrolls, a key and dragon rune (the first scroll and 
dragon rune are optional).
-Open second scroll and look at it to obtain Flumoris spell.
-Use Invokan spell on obelisk to watch another cutscene.
-Go to Banquet Hall.

Banquet Hall
------------
-Open right door (North Tower) and go through it.

Landing (North Tower 1st Floor)
-------------------------------
-Take torch.
-Go up stairs

Landing (North Tower 2nd Floor)
-------------------------------
-Open latch on door
-Open door and go through it.

Store Room
----------
-You can go through the mirror to transport to the Mirror Room at any time. 
This will bring you through the 4th mirror in that room, and you can warp 
from here in the same way.
-Otherwise, this is an optional room. Go back to Landing (North Tower 2nd 
Floor).

Landing (North Tower 2nd Floor)
-------------------------------
-Go up stairs.

Landing (North Tower 3rd Floor)
-----------------------------
-Go up stairs

Landing (North Tower 4th Floor)
-----------------------------
-Take torch
-Open right door and go through it.

Observatory
-----------
-Go to telescope.

Sky
---
-Use Placleer spell to clear sky.
-Looking at the constellations will reveal information for a rune puzzle 
near the end of the game. The solution is included in this walkthrough, so 
you can otherwise consider this optional.
-Go back to Banquet Hall.

Banquet Hall
------------
-Use key obtained from Watch tower on left tower door (the one across the 
hall) to unlock it (key is discarded).
-Open door and go through it.

Landing (West Tower 1st Floor)
------------------------------
-Go up stairs.

Landing (West Tower 2nd Floor)
------------------------------
-Go up stairs.

Landing (West Tower 3rd Floor)
-------------------------------
-Take torch.
-Go up stairs.

Landing (West tower 4th Floor)
------------------------------
-Open right door and go through it.

Strong Room
-----------
-There will be a woman, Malor Kahu, sitting in the chair when you enter this 
room. A cutscene will automatically play, she will then turn into a werewolf.
-Use arrow on bow.
-Use bow on Malor Kahu to kill her.
-Take torch.
-Open desk, inside will be a key, sack, knife, steak and parchment. The 
parchment is optional.
-Open sack to obtain another key and 2 coins. The 2 coins are optional.
-Go back to mirror room.

Mirror Room
-----------
-Go through fifth mirror, which is a portal to another room.

Inner Keep
----------
-Open sack to obtain two scrolls a skull and a broken flute. All but the 
first scroll are optional.
-Open first scroll and look at it to learn Crysalys spell.
-Go through door on right.

Summit
------
-Take snowdrop flowers from ground.
-Go through door back to Inner Keep.

Inner Keep
----------
-Go through mirror to return to Mirror Room, then go back to Entrance.

Entrance
--------
-Use the third glyph skull on the last slot. This will power up the remainder 
of the castle.
-Go back to Grand Hallway.

Grand Hallway
-------------
-Open second doorway from left and go through it.

Laboratory
----------
-Use plant on opening in machine.
-Use snowdrop flower on opening in machine
-Use mushroom on opening in machine
-USe Myyxx spell on machine, this will cause a purple vapor to appear.
-Eat purple vapor to cure the banshee curse.
-Go back to Banquet Hall.

Banquet Hall
------------
-Use the key from the desk in the Strong Room on the door furthest to the 
left (key is discarded).
-Open door and go through it.

Landing (South Tower 1st Floor)
-------------------------------
-Take torch.
-Go up stairs.

Landing (South Tower 2nd Floor)
-------------------------------
-Open door and go through it.

Empty Chamber
-------------
-This room will initially appear empty when you enter it, but you can cause 
things to appear by using the Flumoris spell. Things in the room will slowly 
fade, but you can cast the spell again to make them reappear.
-Take scroll.
-Open and look at scroll to learn Sparrx spell.
-Take 2 torches.
-Go back to previous room.

Landing (South Tower 2nd Floor)
-------------------------------
-Go up stairs.

Landing (South Tower 3rd Floor)
-------------------------------
-Take torch.
-Open door and go through it.

Music Room
----------
-Take Flute
-Take scroll.
-Open scroll and look at it to learn Acensur spell.
-Go back to previous room.

Landing (South Tower 3rd Floor)
-------------------------------
-Go up stairs.

Landing (South Tower 4th floor)
-------------------------------
-Use dirk on vines over door.
-Open door and go through it.

Lakmir's Abode
---------
-Go through hole on right

Inner Sanctum
-------------
-Open chest, inside there will be 2 scrolls and a key. The second scroll is 
optional.
-Open scroll and look at it to learn Runy'tr spell.
-Go Back to Circle Chamber.

Circle Chamber
--------------
-Use Acensur spell on circle to cause it to glow.
-Go onto circle for another cutscene.
-Go to Lakmir's Abode.

Lakmir's Abode
--------------
-Go up into light

Ceiling
-------
-Take Golden Thorn (this cannot be done until after the cutscene in the 
Circle Chamber).
-Go back to Lending (West Tower 2nd Floor).

Landing (West Tower 2nd Floor)
------------------------------
-Open door and go through it.

Darkness
--------
-This room will initially be pitch dark.
-Use orb on the darkness to release the fire elemental, which will light up 
the room. The fire elemental will fight with the dark elemental in the room, 
which will slowly darken the room.
-Use Runy'tr spell on the tree rune on the right side of the mural to get 
the tree rune.
-After a turn the fire and dark elemental will crack the wall by the left, 
where a person is seen blowing a horn.
-Use the hammer on the cracks near where the horn was twice to reveal the 
horn.
-Take the horn.
-Go back to Landing (North Tower 4th Floor).

Landing (West Tower 4th Floor)
------------------------------
-Use the key from the sack in the Strong Room to unlock the left door.
-Open door and go through it.

Spire
-----
-Use Sparrx spell on the sky to summon the Wyvern.
-Use Steak on Wyvern to calm it down.
-Take bladed sun jewel from wyvern.
-Go to Study.

Study
-----
-Use Runy'tr spell on eye rune on the floor to take the eye rune.
-Go to Grate room.

Grate
-----
-Use Runy'tr spell on water rune on wall to take the water rune.
-Go to Inner Keep.

Inner Keep
----------
-Use Runy'tr spell on fire rune on wall to take the fire rune.
-Go through door on right.

Summit
------
-Go up stairs.

Keep Tower
----------
-Use knife on flute twice to create two additional holes in it.
-Use flute on self to play it, this will shrink the tornado into the air 
elemental.
-Use orb on air elemental to capture it.
-Go to Gears

Gears
-----
-Use first combination on the Gears.
-Use self on the button to stop the waterfall.
-Go to Hideaway.

Hideaway
--------
-Use Run'tyr spell on eagle rune to take the eagle rune.
-Go to Footbridge.

Footbridge
----------
-Use orb on the right bridge to release the air elemental. This will enable 
you to go over the right bridge.
-Go over right bridge.

Small Chamber
-------------
-This room contains a tablet on the wall with numerous slots on it. You will 
need to place the runes you have collected on 
this tablet.
-Use eagle rune on 2nd row, 2nd slot.
-Use eye rune on 2nd row, 3rd slot.
-Use fire rune on 3rd row, 2nd slot.
-Use water rune on 4th row, 1st slot.
-Use tree rune on 4th row, 2nd slot.
-Use self on left most chain to cause the staff to appear.
-Take staff.
-Use golden thorn on staff to combine the two.
-Go to Small Corridor.

Small Corridor
--------------
-Use key from chest in Inner Sanctum on right door to unlock it.
-Open right door and go through it.

Ornate Chamber
--------------
-The mural on the back of the wall reveals the solution for a crystal puzzle 
that appears later on.
-Use the hammer twice on the statue on the left to destroy it. This will 
enable you to go down into the pit.
-Go down into the pit.

Cave 1
------
-You have now entered a series of catacombs. Many of these rooms have similar 
names, and I have provided numbers in this walkthrough, but such numbers do 
not appear on the ingame map. As such, it may be easy to get lost. In such 
case, use the ingame map or go back to the first room and start over again to 
find your way.
-Go through left tunnel.

Shaft 1
-------
-Go through right tunnel.

Den
---
-When you try to go through the middle tunnel, two gargoyles will appear.
-Use Flumoris spell on gargoyles to scare them back into their tunnels.
-Go through the middle tunnel.

Tunnel 2
--------
-Go through left tunnel.

Cavern 3
--------
-Go through tunnel.

Cavity
------
-Go up ladder.

Cave 4
------
-Go through tunnel.

Passage 2
---------
-Go through tunnel.

Tunnel 3
--------
-Use bar on stone on the ground towards the right to obtain black crystal.
-Go through right tunnel.

Hollow 2
--------
-Take white crystal. All other items in this room are optional.
-Go back to Tunnel 2.

Tunnel 2
--------
-Go through right tunnel.

Cave 6
------
-Go down ladder.

Shaft 2
-------
-Go through tunnel.

Rendezvous
----------
-Go through tunnel.

Cavern 4
--------
-Go through tunnel.

Shaft 3
-------
-Go up ladder.

Shaft 4
-------
-Go through tunnel.

Cave 7
------
-Go through tunnel.

Mine 2
------
-Go through tunnel.

Tunnel 4
--------
-Go through right tunnel.

Chasm
-----
-Go to rock.

Rock Table
----------
-The rock contains a variety of open slots, several of which contain blue or 
red crystals in them. You can take the crystals to add them to your inventory 
and use them to put them in the slots. Alternatively you can move them 
directly from one slot to another.
-Put the black crystal in the 4th slot in the top row.
-Put the white crystal in the 4th slot of the 2nd row.
-Place blue crystals in the last 3 slots in the 3rd row.
-Place red crystals in all of the slots in the bottom row.
-Use the Crysalis spell on the rock. This will cause a bridge to form 
across the chasm.
-Go into tunnel across the bridge.

Cavern 5
--------
-Go through left tunnel.

Cave 8
------
-Go through tunnel.

Tunnel 5
--------
-Go through tunnel.

Skull Door
----------
-Use the Invokan spell on the obelisk for a cutscene.
-After the cutscene, use the orb on Lakmir to capture him into the orb.
-Use the orb on the staff to create the Staff of Ages.
-Use the bladed sun on the slot in the fourth finger.
-Use the platinum horn on self to open the skull door.
-Go through the skull door.

Summoning Chamber
-----------------
-The Behemoth will appear before you. The Warlock Lord will appear and a 
cutscene will take place.
-Various floating entities will appear around the Behemoth. Use the Staff of 
Ages on them to defeat the Warlock Lord and beat the game.

C. Master

Entrance
--------
-Take the skull on the ground, Yorick. Yorick will act as a companion to you 
for the rest of the game and will provide hints 
to you.
-Take key.
-Use key on door to unlock it.
-You may optionally use the dirk on the root and then take the root. The 
root can be used later in the game to provide to the Djinn to solve a
riddle and receive an alternative banshee curse cure.
-Open door and go through it.

Antechamber
-----------
-The Warlock Lord will appear and talk to you.
-Take the 2 torches on the wall.
-Use self on the lever, this will open a secret compartment in the left wall.
-Take the key in the secret compartment.
-Use the key on the door.
-Open door and go through it.

Alcove
------
-Open book and look at it to learn the Invokan spell.
-Take the 2 torches.
-Hit the wall where cracks appear in the shape of a door to open a new 
passageway in front of you.
-Go through passageway on the right.

Small Hall
----------
-Open left door and go through it.

Cellar
------
-Take the 2 torches.
-Use the torch on the ice blocks on the floor to obtain a key (which is not 
required) and scroll.
-Read the scroll to learn the Aggaap spell.
-Open door and go through it.

Dragon's Nest
-------------
-Use iron shield on self to equip it (any other action, including taking the 
shield will cause the dragon to breathe fire and kill you).
-Take hammer.
-Take skull with glasses on it.
-Go back to Small Hall.

Small Hall
----------
-Open door in middle and go through.

Crypt
-----
-Hit the left, middle and right torches, this will cause the tomb to pull 
back and open a new passageway to the Mirror Room.
-Opening any coffin will cause a banshee to come out and curse you. This 
curse will eventually kill you if not cured. Unfortunately you cannot beat 
the game without opening certain coffins and hence this is unavoidable.
-Open first coffin and use a lit torch on the mummy inside to reveal a sword.
-Take the sword (technically Optional, but you can use this in certain 
places in the game in place of the dirk).
-Open second coffin and use a lit torch on the mummy inside to reveal a 
wooden shield.
-Take wooden shield.
-Open third coffin and use a lit torch on the mummy inside to reveal a glyph 
skull and scroll (scroll is optional)
-Take glyph skull.
Go through hole opened by moved tomb.

Mirror Room
-----------
-Take 3 torches.
-Use self on boulder to move it, opening up a hole in the ground. You cannot 
go through this now (it is blocked from the other side), but can open up that 
way later in the game.
-Go back to Entrance.

Entrance
--------
-Use glyph skull on first slot to place the skull there. This will power 
certain parts of the castle, in particular the Gears in the Antechamber. It 
will also cause a barrier to appear before the Crypt room.
-Go to Antechamber.

Antechamber
-----------
-Use Aggaap spell on stone hatch to open it.
-Go through stone hatch.

Gears
-----
-There are 3 possible lever combinations that can be used on the gears.
-The first combination is the first lever pulled to the middle, the second 
lever left up and the third lever pulled all the way down. Using this will 
lower the water level in the sewer.
-The second combination is the first lever pulled all the way down, and the 
second and third levers pulled to the middle. Using this will stop the 
waterfall in the Waterfall room.
-The third combination is the first lever left up, the second lever pulled 
all the way down and the third lever pulled to the middle. Using this will 
drain the moat in the Courtyard.
-To use any of these combinations, you must use self on the levers to put 
them in the proper combination. Then use self on the button. If you haven't 
placed the glyph skull in the first slot at the entrance, the Gears won't 
work.
-Use the first combination to lower the water level in the Sewer.
-Go to Alcove

Alcove
------
-Use the wooden shield on self to replace the iron shield with it.
-Use the green candle on your lit torch in order to cause the flame to turn 
green.
-Go through the hole in the wall revealed earlier by hitting it.

Grotto
------
-An orc will fire an arrow at you every time you enter this room. You are 
unable to enter the cave he appears from without being killed. If you have 
equipped a shield you will block it, you can also dodge it if a shield is not 
equipped the first time but can be killed if you continuously move in and out 
of the room without having a shield.
-Having the wooden shield equipped will cause the arrow to bounce off and hit 
the ground.
-Take arrow.
-Go through exit on left.

Footbridges
-----------
-Go across bridge on left. Going across the right bridge at this point in 
the game will result in your death.

Passage
-------
-Use lit green torch on wraith to make it go away (the wraith may return 
later, if so, do the same thing, with a lit green torch). Using a regular lit 
torch on the wraith will result in your death.
-Take the 2 torches.
-Take cloak.
-Open and go through door.

Sewer
-----
-Take scroll.
-Open and look at scroll to learn Entraiz spell.
-Open ceiling hatch.
-Take bar.
-Use bar on the right cell to open it.
-Go through the right cell.

Wizard's Den
------------
-Use Invokan on the obelisk; a cutscene will play.
-Following cutscene, take sphere.
-Take mushroom (you can take up to three, only one is required).
-Go back to Small Hall.

Small Hall
----------
-Open door on right and go through.

Cavern Lake
-----------
-Go through left exit.

Waterfall
---------
-Use orb on the water elemental to capture it.
-Go to Footbridges.

Footbridges
-----------
-Use orb on the brazier flame, releasing the water elemental, which will put 
out the flame.
-Use the hammer on the brazier to break it into bowl and hook.
-Take hook.
-Go to Gears.

Gears
-----
-Use the second combination to stop the waterfall.
-Go to Cellar.

Cellar
------
-Use orb on the ice elemental to capture it.
-Go to Cavern Lake.

Cavern Lake
-----------
-Use orb on water to freeze it.
-Go to chained skeleton.

Captive
-------
-Take key.
-Go back to Cavern Lake

Cavern Lake
-----------
-Use lit torch on lake. Orb will float up to the surface.
-Take orb.
-Go to Waterfall.

Waterfall
---------
-Go through exit under waterfall.

Hideaway
--------
-Open corpse to receive 2 scrolls.
-Open first scroll to learn Myyxx spell.
-Take glyph skull 2.
-Go to Gears.

Gears
-----
-Use the third combination to restart the waterfall and drain the moat.
-Go to Entrance.

Entrance
--------
-Use glyph skull 2 on 2nd slot. This will power more of the castle.
-You may optionally use the bar on the glyph skull 1 to remove it. This will 
turn off the Gears (which will need to be reactivated later), but will also 
turn off the barrier that appears in front of the crypt while the glyph 
skull 1 is in place, which can save you some time moving around. For purposes 
of this walkthrough, consider the skull removed.
-Go to Waterfall.

Waterfall
---------
-Use orb on the water elemental to capture it.
-Go to Mirror Room.

Mirror Room
-----------
-Use hammer twice on the 2nd mirror, revealing a door underneath it.
-Use key obtained from skeleton on door to unlock it.
-Go to Sewer.

Sewer
-----
-Use cloak on the water to wet it.
-Use cloak on self.
-Go to Mirror Room.

Mirror Room
-----------
-Open and go through the 2nd mirror door.

Furnace
-------
-Access will only be permitted to the furnace while the fire are active if 
you are wearing the cloak, while wet. The cloak will dry if you spend too 
many turns after wetting it, you can rewet it by putting it in another body 
of water such as the Sewer or the Cavern Lake.
-If you open the door, a dragon will appear, blocking your path.
-Use orb on the fire, this will release the water elemental which will put out 
the fire and kill the dragon.
-Open door and go through door.

Grate
-----
-Use gear on empty gear spot on left.
-Use Entraiz spell on grate to open it.
-Take bar (optional if you kept bar from Sewer).
-Use bar on gear to take it back.
-Go through tunnel.

Circle Chamber
--------------
-Use Invokan spell on obelisk to watch another cutscene.
-Open door at top of stairs and go through it.

Courtyard
---------
-Go into well.

Well
----
-Take gauntlet and use on self to put it on.
-Take plant (you can take up to two, only one is required).
-Go up well.

Courtyard
---------
-Use self on well to untie rope.
-Take rope.
-Use hook on rope to create grappling hook.
-Use grappling hook on either window to enable you to climb up it.
-Go into window

Drawbridge
----------
-Use self on lever to lower drawbridge. This will not work if you have not 
used the 2nd glyph skull on the entrance.
-Go down window (be sure to go down the same one that you used the grappling 
hook on or you will die).

Courtyard
---------
-Go through door into castle.

Grand Hallway
-------------
-A goblin will appear in front of you once you enter this room. Use hit on 
it and you will knock it out.
-You can optionally use the dirk or sword on the goblin to permanently kill 
it. If you don't kill it, it can appear again later but you can hit it to 
knock it out again. Note that you can get an additional key that is not 
required to beat the game if you hit the goblin in this room 5 times and use 
open on it. You cannot get this if you kill it.
-Open goblin to take a red crystal from it.
-Take 2 torches.
-Open left door and go through.

Library
-------
-Use bar on glasses skeleton to seperate glasses from it.
-Use glasses on self
-Take left book on desk.
-Open book and look at it to learn Placleer spell.
-Take right book (locked book) on desk.
-Look at the third bookcase from the right.

Bookcase
--------
-Put the locked book in the gap on the top shelf.
-You need to pull out specific books in order to open an exit through another 
bookcase. Use self on the following books: 6th book bottom shelf, 3rd book 
bottom shelf, 17th book top shelf, 19th book bottom shelf, 13th book bottom 
shelf, 5th book top shelf, locked book.

Library
-------
-Go through newly opened exit in bookshelves.

Study
-----
-Use lit torch on a fire pit to light it.
-Use a log on the fire pit to cause the fire elemental to appear.
-Use orb on fire elemental to capture it.
-Go to Courtyard.

Courtyard
----------
-Use Placleer spell on the sky to clear up the storm.
-Go to Grand Hallway.

Grand Hallway
-------------
-Open second door from right and go through it.

Banquet Hall
------------
-You may optionally take the poker to be used as a riddle solution for the 
Djinn, which will enable you to get an alternate cure for the banshee curse.
-Look at floor.

Floor
-----
-Use bar, dirk or sword on floor (where shadows on floor are pointing to).
-Take Glyph Skull 3.
-Now that you have the glyph skull you have the ability to use the machine in 
the Laboratory to cure the banshee curse. Alternatively, you can obtain the 
cure by correctly answering 3 Djinn riddles. The Djinn method requires less 
backtracking, and you can find that cure by continuing through this 
walkthrough. If you want to use the Laboratory method, follow these 
additional instructions:
1.Go to the Entrance and place the newly obtained glyph skull in the 3rd slot.
2.Go to the Mirror Room and go through the fifth mirror, which is a portal 
to the Inner Keep.
3.In the Inner Keep, go through the door on the right to go to the Summit.
4.In the Summit, take the snowdrop flower from the ground.
5.Go to the Grand Hallway, open the 2nd door from the left and go through it.
6.Use a mushroom, plant and snowdrop flower on the opening in the machine.
7.Use the Myyxx spell on the machine. A purple mist will appear.
8.Eat the Mist to cure the banshee curse.
-Go to the Banquet Hall to continue.

Banquet Hall
------------
-Open second door from right, go through it.

Small Corridor
--------------
-A goblin appears once you go into this room.
-Use gauntlet on self.
-Hit the goblin.
-You can optionally use the dirk or sword on the goblin to permanently kill 
it. 
-Open the left door, go through it.

Battlement
----------
-Go down the stairs.

Watch Tower
-----------
-Take bow.
-Open sack to obtain 2 scrolls, a key and dragon rune (the first scroll and 
dragon rune are optional).
-Open second scroll and look at it to obtain Flumoris spell.
-Go to Banquet Hall.

Banquet Hall
------------
-Open the right door (Landing North Tower) and go through it.

Landing (North Tower 1st Floor)
-------------------------------
-Take torch.
-Go up the stairs.

Landing (North Tower 2nd Floor)
-------------------------------
-Open the latch on the door.
-Go through the door.

Store Room
----------
-You can go through the mirror to transport to the Mirror Room at any time. 
This will bring you through the 4th mirror in that room, and you can warp 
from here in the same way.
-Otherwise, this is an optional room. Go back to Landing (North Tower 2nd 
Floor).

Landing (North Tower 2nd Floor)
-------------------------------
-Go up the stairs.

Landing (North Tower 3rd Floor)
-------------------------------
-Take torch.
-Go up the stairs.

Landing (North Tower 4th Floor)
-------------------------------
-Open right door and go through it.

Observatory
-----------
-Take Lightning Rod
-Go to telescope

Sky
---
-Use Placleer spell to clear sky.
-Looking at the constellations will reveal information for a rune puzzle 
near the end of the game. The solution is included in this walkthrough, so 
you can otherwise consider this optional.
-Go back to Banquet Hall.

Banquet Hall
------------
-Use key obtained from Watch tower on left tower door (the one across the 
hall) to unlock it.
-Open door and go through it.

Landing (West Tower 1st Floor)
------------------------------
-2 goblins will appear when you enter this room.
-Use Flumoris on the goblins to stun them.
-Hit one of the goblins to knock them both out.
-Open one of the goblins to get a red crystal.
-You can optionally use the dirk or sword on the goblins to permanently kill 
them. 
-Take torch
-Go up stairs.

Landing (West Tower 2nd Floor)
------------------------------
-Go up the stairs.

Landing (West Tower 3rd Floor)
------------------------------
-Go up the stairs.

Landing (West Tower 4th Floor)
------------------------------
-Open door on right and go through it.

Strong Room
-----------
-There will be a woman, Malor Kahu, sitting in the chair when you enter this 
room. A cutscene will automatically play, she will then turn into a werewolf.
-Use arrow on bow.
-Use bow on Malor Kahu to kill her.
-Open desk, inside will be a key, sack, knife, steak and parchment.
-Open sack to obtain another key and 2 coins. The 2 coins are optional.
-Go to Study.

Study
-----
-Use parchment on globe to draw a map on it.
-Go to Landing (West Tower 3rd Floor)

Landing (West Tower 3rd Floor)
------------------------------
-Open door and go through it.

Prison
------
-The Djinn appears in this room. By speaking to him he will ask you riddles, 
which you can answer by giving him certain items.
-Speak to Djinn.
-Use lit torch on poker.
-Use poker on Djinn to solve first riddle.
-Speak to Djinn.
-Use map parchment on Djinn to solve second riddle. He will give you 2 torches.
-Speak to Djinn
-Use root on Djinn to solve third riddle. He will give you a bottle with a 
purple liquid in it.
-Use bottle on self to cure banshee curse.
-Optionally, you can use the bucket found in the Well to solve the fourth 
riddle, which will earn you five more torches. Do not solve the Djinn's fifth 
riddle, as he will kill you if you do (a special death).
-Go to Banquet Hall.

Banquet Hall
------------
-Use the key from the desk in the Strong Room on the door furthest to the 
left (key is discarded).
-Open door and go through it.

Landing (South Tower 1st Floor)
-------------------------------
-Take torch.
-Go up the stairs.

Landing (South Tower 2nd Floor)
-------------------------------
-Open door and go through it.

Empty Chamber
-------------
-This room will initially appear empty when you enter it, but you can cause 
things to appear by using the Flumoris spell. Things in the room will slowly 
fade, but you can cast the spell again to make them reappear.
-Take scroll.
-Open and look at scroll to learn Sparrx spell.
-Take 2 torches.
-Go back to previous room.

Landing (South Tower 3rd Floor)
-------------------------------
-Open door and go through it.

Music Room
----------
-Take flute.
-Take scroll.
-Open scroll and look at it to learn Acensur spell.
-Go to Circle Chamber.

Circle Chamber
-------------
-Use Acensur spell on circle on floor.
-Go onto the circle on the floor for a cutscene.
-Go to Landing (South Tower 3rd Floor)

Landing (South Tower 3rd Floor)
-------------------------------
-Go up the stairs.

Landing (South Tower 4th Floor)
-------------------------------
-Hit the door and the vines will disappear (this will not work if you haven't 
cast Acensur in the Circle Chamber).
-Open and go through the door.

Lakmir's Abode
--------------
-Go up to the Ceiling.

Ceiling
-------
-Take golden thorn.
-Go back to previous room.

Lakmir's Abode
--------------
-Go through the hole on the right.

Inner Sanctum
-------------
-Open chest, inside there will be 2 scrolls and a key. The second scroll is 
optional.
-Open scroll and look at it to learn Runy'tr spell.
-Go to Landing (West Tower 2nd Floor)

Landing (West Tower 2nd Floor)
------------------------------
-Open door and go through it.

Darkness
--------
-This room will initially be pitch dark.
-Use orb on the darkness to release the fire elemental, which will light up 
the room. The fire elemental will fight with the dark elemental in the room, 
which will slowly darken the room.
-Use Runy'tr spell on the tree rune on the right side of the mural to get 
the tree rune.
-Perform a couple of more moves and cracks will appear around the horn on the 
mural.
-Use the hammer on the cracks around the horn.
-Take horn.
-Go to Landing (North Tower 4th Floor)

Landing (North Tower 4th Floor)
-------------------------------
-Use the key from the sack in the Strong Room to unlock the left door.
-Open door and go through it.

Spire
-----
-Use Sparrx spell on the sky to summon the Wyvern.
-Use Steak on Wyvern to calm it down.
-Take bladed sun jewel from wyvern.
-Go to Study.

Study
-----
-Use Runy'tr spell on eye rune on the floor to take the eye rune.
-Go to Grate room.

Grate
-----
-Use Runy'tr spell on water rune on wall to take the water rune.
-Go to Mirror Room.

Mirror Room
-----------
-Go through the fifth mirror to be transported to Inner Keep.

Inner Keep
----------
-Use Runy'tr spell on fire rune on wall to take the fire rune.
-Open sack to obtain 2 scrolls, a skull and broken flute. All but the first 
scroll is optional.
-Open scroll and look at it to learn Crysalys spell.
-Go through door on right.

Summit
------
-Go up stairs.

Keep Tower
----------
-Use knife on flute twice to create two additional holes in it.
-Use flute on self to play it, this will shrink the tornado into the air 
elemental.
-Use orb on air elemental to capture it.
-Go to Entrance.

Entrance
--------
-Place the 3rd glyph skull in the 3rd slot.
-If you removed the 1st glyph skull earlier, put it back in the 1st slot.
-Go to Gears.

Gears
-----
-Use the Gear on the bottom left to put it back.
-Use the second combination on the levers.
-Use self on button to turn off the waterfall.
-Go to Hideaway.

Hideaway
--------
-Use Run'tyr spell on eagle rune to take the eagle rune.
-Go to Footbridge.

Footbridge
----------
-Use orb on the right bridge to release the air elemental. This will enable 
you to go over the right bridge.
-Go over right bridge.

Small Chamber
-------------
-This room contains a tablet on the wall with numerous slots on it. You will 
need to place the runes you have collected on this tablet. Do not pull the 
left chain until you put the runes in or you will be killed (a hidden death).
-Use eagle rune on 4th row, 1st slot.
-Use eye rune on 4th row, 2nd slot.
-Use fire rune on 2nd row, 3rd slot.
-Use tree rune on 3rd row, 2nd slot.
-Use water rune on 2nd row, 2nd slot.
-Use self on left most chain to cause the staff to appear.
-Take staff.
-Use golden thorn on staff to combine the two.
-Go to Battlement.

Battlement
----------
-Use lightning rod on the hands of the middle angel statue.
-Upon doing this, the lightning elemental will appear. Use the orb on it to 
capture it.
-Go down the stairs.

Watch Tower
-----------
-Use Invokan on obelisk for a cut scene.
-Go to Small Corridor.

Small Corridor
--------------
-Use key from chest in Inner Sanctum on right door to unlock it.
-Open right door and go through it.

Ornate Chamber
--------------
-The mural on the back of the wall reveals the solution for a crystal puzzle 
that appears later on.
-Use the hammer twice on the statue on the left to destroy it. This will 
enable you to go down into the pit.
-Go down into the pit.

Cave 1
------
-You have now entered a series of catacombs. Many of these rooms have similar 
names, and I have provided numbers in this walkthrough, but such numbers do 
not appear on the ingame map. As such, it may be easy to get lost. In such 
case, use the ingame map or go back to the first room and start over again to 
find your way.
-Go through left tunnel.

Shaft 1
-------
-Go down ladder.

Pit 1
-----
-Go through tunnel.

Tunnel 1
--------
-Go through middle tunnel.

Cave 3
------
-Use bar on two of the blue crystals on the ground to take them.
-Go back to Shaft 1.

Shaft 1
-------
-Go through right tunnel.

Den
---
-When you try to go through the middle tunnel, two gargoyles will appear.
-Use orb on them to release the lightning elemental, this will scare them 
into their tunnels.
-Go through middle tunnel.

Tunnel 2
--------
-Open the sack to obtain a scroll, stone tablet and blue crystal. The scroll 
and stone tablet are optional.
-Go through left tunnel.

Cavern 3
--------
-Use bar on red crystal on ground to take it.
-Go through tunnel.

Cavity
------
-Go up ladder.

Cave 4
------
-Go through tunnel.

Passage 2
---------
-Go through tunnel.

Tunnel 3
--------
-Use bar on stone on the ground towards the right to obtain black crystal.
-Go through right tunnel.

Hollow 2
--------
-Take white crystal. All other items in this room are optional.
-Go back to Tunnel 2.

Tunnel 2
--------
-Go through right tunnel.

Cave 6
------
-Use bar on 2 red crystals on the ground to take them.
-Go down ladder.

Shaft 2
-------
-Use bar on 1 of the red crystal to take it. 
-Go through tunnel.

Rendezvous
----------
-Go thorugh tunnel.

Cavern 4
--------
-Go through tunnel.

Shaft 3
-------
-Go up ladder.

Shaft 4
-------
-Go through tunnel.

Cave 7
------
-Go through tunnel.

Mine 2
------
-Go through tunnel.

Tunnel 4
--------
-Go through right tunnel.

Chasm
-----
-Go to rock.

Rock puzzle
-----------
-The rock contains a variety of open slots. You need to place crystals 
you have collected in the slots.
-Put the black crystal in the 4th slot in the top row.
-Put the white crystal in the 4th slot of the 2nd row.
-Place blue crystals in the last 3 slots in the 3rd row.
-Place red crystals in all of the slots in the bottom row.
-Use the Crysalis spell on the rock. This will cause a bridge to form 
across the chasm.
-Go into tunnel across the bridge.

Cavern 5
--------
-Go through left tunnel.

Cave 8
------
-Go through tunnel.

Tunnel 5
--------
-Go through tunnel.

Skull Door
----------
-Use the Invokan spell on the obelisk for a cutscene.
-After the cutscene, use the orb on Lakmir to capture him into the orb.
-Use the orb on the staff to create the Staff of Ages.
-Use the bladed sun on the slot in the fourth finger.
-Use the platinum horn on self to open the skull door.
-Go through the skull door.

Summoning Chamber
-----------------
-The Behemoth will appear before you. The Warlock Lord will appear and a 
cutscene will take place.
-Various floating entities will appear around the Behemoth. Use the Staff of 
Ages on them to defeat the Warlock Lord and beat the game.

-------------------------------------------------------------------------------

III - Achievements

-------------------------------------------------------------------------------

This section lists the various achievements you can obtain in the game and how
to obtain them. The game automatically keeps track of your progress on the 
achievements and you do not need to save your game in order for the game to
track these. You can accomplish these achievements across multiple files.

Hero: Successfully beating game and beating Warlock Lord for the first time.
-Obtaining this achievement is self explanatory

Monarch: Complete Master in 1000 turns or less.
-Follow the Master Walkthrough above and you should be able to beat the game 
in under 1000 turns.

Potentate: Completing Journeyman in 2000 turns or less.
-Follow the Journeyman Walkthrough above and you should be able to beat the 
game in under 1000 turns.

Commander: Completing Apprentice in 2700 turns or less.
-Follow the Apprentice Walkthrough above and you should be able to beat the 
game in under 1000 turns.

Master Healer: Cure curse in 500 turns or less in Master mode.
-It will likely be quicker to cure the curse if you try to obtain it from 
the Djinn. Plan to head to the Djinn as soon as you have the necessary items 
to answer its first 3 riddles. You can save moves by only picking up required 
items, picking up a smaller number of torches, only lighting torches right 
before they go out, using the fourth mirror to warp you to and from when 
necessary and using the keys in the Entrance and Antechamber directly on the 
door rather than taking them.

Journeyman Healer: Curing curse in 650 turns or less in Journeyman mode.
-If you follow the above Journeyman Walkthrough you should be able to cure 
the curse in under the 650 turns.

Apprentice Healer: Curing curse in 800 turns or less in Apprentice mode.
-If you follow the above Apprentice Walkthrough you should be able to 
easily cure the curse in under the 800 turns.

Master Adventurer: Uncovering 100% map locations.
-There are a total of 107 unique rooms that you must visit. For me, this 
Achievement did not appear until I used the Exquish spell on my torch in 
the Pit and Mine 1 rooms. There are 2 doors that cannot be opened in the 
game, the door in the Landing (North Tower 3rd Floor) and the left door in 
the Landing (West Tower 4th Floor).

Journeyman Adventurer: Uncovering 80% of map locations and notes.
-Following the Walkthrough, in particular the higher difficulty levels will 
more than likely result in you meeting this achievement. If not, go through 
some of the non-required rooms in the Catacombs and you will likely achieve 
it.

Novice Adventurer: Uncovering 50% of map locations and notes.
-There shouldn't be any difficulty obtaining this achievement by following 
the Walkthroughs.

Master Scholar: Solve 62 major puzzles.
UNDER CONSTRUCTION

Journeyman Scholar: Solve 50 major puzzles.
UNDER CONSTRUCTION

Novice Scholar: Solve 40 major puzzles.
UNDER CONSTRUCTION

Supreme Paladin: Competing Master without hints.
-Follow the above walkthrough without speaking to Yorick.

Journeyman Paladin: Completing Hourneyman without hints.
-Follow the above walkthrough without speaking to Yorick.

Apprentice Paladin: Completing Apprentice mode or higher without hints.
-Follow the above walkthrough without speaking to Yorick.

Torchbearer: Collecting 10 torches.
-There shouldn't be any difficulty obtaining this achievement by following 
the Walkthroughs.

Wizard's Friend: Finding Lakmir the timeless.
-Go to Lakmir's Abode.

Infiltrator: Discovering and entering castle.
-This will be met once you go across the drawbridge in the Courtyard.

Spelunker: Discovering and entering catacombs beneath castle.
-This will be met once you enter the Cave 1 room.

Weather Master: Showing mastery of weather outside Shadowgate.
-Use the Placleer spell to clear the weather. Places you can do this at 
include the Courtyard, the Battlement, the Spire and Sky.

The Chosen One: Finding all 5 relics described in the prophecy.
-Obtain the staff, orb, horn, bladed sun and golden thorn items.

Messenger: Summoning Lakmir and gaining each of his instructions.
-Use Invokan on obelisk in Wizard's Den.
-Use Invokan on obelisk in Circle Chamber.
-Use Invokan on obelisk in Watch Tower.
-Use Invokan on obelisk in Skull Door.

Protector of the Realm: Unlock all achievements.
-Achieve all of the other achievements listed here.

Master Tradesman: Examining 600 different items.
UNDER CONSTRUCTION

Journeyman Tradesman: Examining 500 different items.
UNDER CONSTRUCTION

Novice Tradesman: Examining 400 different items.
UNDER CONSTRUCTION

Master Necromancer: Experience 48 unique deaths.
UNDER CONSTRUCTION

Journeyman Necromancer: Experience 35 unique deaths.
-You can find the necessary number of deaths in the Deaths section.

Novice Necromancer: Experience 25 unique deaths.
-You can find the necessary number of deaths in the Deaths section.

Master Savior: Complete Master mode in one game session.
-Follow the Master Walkthrough above in one game session.

Journeymode Savior: Completing Journeyman or higher in one game session.
-Follow the Journeyman Walkthrough above in one game session.

Apprentice Savior: Completing Apprentice or higher in one game session.
-Follow the Apprentice Walkthrough above in one game session.

Saint: Pray at every altar.
-Speak to the hooded statue in the Alcove.
-Speak to the left angel statue in the Battlement.
-Speak to the middle angel statue in the Battlement.
-Speak to the right angel statue in the Battlement.
-Speak to the angel statue in the Landing (West Tower 4th Floor)
-Speak to the angel statue in the Landing (South Tower 2nd Floor)
-Speak to the statue in the Lava Flow.
-Speak to the arm statue in the Subterrane.

Wizard: Successfully cast every spell.
-Cast all 13 spells.

Alchemist: Successfully creating all recipes in lab in Master.
UNDER CONSTRUCTION

Avenger: Kill 9 different goblins.
-Take the hammer from the Dragon's Next.
-Hit the goblin in the Grand Hallway.
-Take the goblin clothes from the goblin.
-Use a dirk or sword on the goblin to kill it.
-Take the gauntlet and animal skull from the well.
-Hit the goblin in the Small Corridor while wearing the gauntlet.
-take the goblin helmet from the goblin.
-Use a dirk or sword on it to kill it.
-Open the scroll in the Watch Tower to learn Flumoris.
-Use Flumoris on the goblins in the Landing (West Tower 1st Floor) then hit 
them.
-Take the goblin armor from the goblins.
-Use a dirk or sword on them to kill them.
-While wearing the goblin helmet, goblin clothes and goblin armor, enter 
the Guardroom and take the crossbow and 2 bolts.
-Use a bolt on the crossbow then use it on the cave opening in the Grotto 
from where the goblins are firing at you. You will need to do this twice to 
kill both goblins.
-Take the dead flowers from the Battlement.
-Take the 2 cubes of sugar kane from the Store Room.
-Use the hammer on the ice in the Cellar. Note that the ice will melt if you 
take a long time before performing the next action.
-Use the ice, dead flowers, a cube of sugar kane and the animal skull on the 
opening in the maching in the Laboratory. Use the Myyxx spell, and a blue 
vapor will appear.
-Take the top half of the torn parchment from the Strong Room.
-Take the bottom half of the torn parchment from the Empty Chamber.
-Use one half of the parchment on the other half of the parchment to form a 
scroll.
-Open and look at the scroll to learn the Magj'ryk spell.
-Go to the Lava Flow room and use the Magj'ryk spell on the hammer to enchant 
it. Then use the hammer on the lava to double enchant it.
-Go to the Laboratory and use the blue vapor on Yorick to turn him blue.
-Go to the Guardroom and use the double enchanted hammer on Yorick to kill 
him, you, and the three goblins. Although you will die, this will count as 
killing all three goblins in this room so as to accomplish this achievement.

Cleric: Win game without killing any goblins in Master.
-To obtain this achievement, refrain from killing the goblins after you knock 
them out throughout the game. They will obtain again, but you can knock them 
out again in the same way.

Survivalist: Consume 22 edible/drinkable items.
UNDER CONSTRUCTION

Weaponmaster: Using every weapon.
UNDER CONSTRUCTION

Lightbringer: Finding and lighting every torch.
-Follow the Walkthroughs and you can find every torch in the game. Note that 
you will have to play different difficulty levels in order to obtain and use 
all of the torches.

Axe Wielder: Successfully completing the black axe quest in Master.
-Take the goblin clothes from the goblin when it is knocked out in the Grand 
Hallway.
-Take the goblin helmet when it is knocked out in the Small Corridor.
-Take the goblin armor when they are knocked out in the Landing (West Tower 
1st Floor).
-Use all three of these items on yourself.
-Go to the Guardroom. Take the crossbow and 2 bolts.
-Go to Grotto and kill the goblins shooting arrows at you. This can be done 
by using a bolt on the crossbow and using it on the cave entrance they are 
shooting at you from. This must be done twice.
-Go through cave entrance to get to the Goblin Hole room.
-Take the black axe from the large skull.

Assassin: Wear all wearable items.
-Use helmet on self.
-Use dented helmet on self.
-Use wooden shield on self.
-Use iron shield on self.
-Use blindfold on self.
-Use cloak on self.
-Use gauntlet on self.
-Use glasses on self.
-Use goblin clothes on self.
-Use goblin armor on self.
-Use goblin helmet on self.
-Use hat on self.

Scout: Pick up 200 different items.
-See the Inventory and Spells section for a comprehensive list of items. 
Pick up 200 of these items and you will make this achievement. Many items 
have multiple versions that you can pick up (in particular torches, skulls, 
bones and the colored crystals) which will help meet this achivement.

Juggernaut: Beat game in all 3 modes.
-Obtaining this achievement is self explanatory

Reaper: Discover all special deaths in Master.
-Obtain all the deaths identified in the Hidden Deaths section.

Master Investigator: Finding 2 relics from another place and time. In 
Journeyman or Master.
-Open scroll in Observatory and look at it to learn Terakk spell.
-Go to Study, and use Terakk on it to open globe.
-Take scroll from inside globe, open it and look at it to learn Exquish spell.
-Take candle from Library or Observatory.
-Go to Pit, use lit torch on candle.
-Use Exquish on lit torch to put it you.
-You will now see a hat appear. Look at it.
-To relight your torch, use lit candle on your torch.
-Go to Mine 1, use lit torch on candle if it has gone out.
-Use Exquish on lit torch to put it out. A 'coat of arms' (P.I. badge) will 
appear. Look at it.

Boon Companion: Appease traveling companion with all his requests.
-Take mushroom from well and use on Yorick.
-Take coin from Antechamber (burn rug with lit torch) and use on Yorick.
-Take dead flowers in Battlement and use on Yorick.
-Use Yorick on fountain in Landing (West Tower 1st Floor)
-Use female-looking skull from Grotto on Yorick.
-Use 12th book on bottom row of bookcase on Yorick.

Good Housekeeping: Tidying up castle of dust and spider webs. In Journeyman 
or Master.
-Take broom in Mirror Room.
-Use broom on rug in Antechamber.
-Use broom on rug in Grand Hallway.
-Use broom on the four cobwebs in the Laboratory.
-Use Flumoris on the Empty Chamber, then use the broom on the rug that appears.
-Use broom on rug in Ornate Chamber.

Harryhausen: Attempt to communicate with all skulls.
UNDER CONSTRUCTION

-------------------------------------------------------------------------------

IV - Inventory and Spells

-------------------------------------------------------------------------------

Currently this section lists all items that are required to be used to beat the
game. It contains a partial list of optional items. 

A. Items

Air Elemental
-------------
Room: Footbridges
Apprentice: Required
Journeyman: Required
Master: Required
Use: The Air Elemental can be captured by using the orb on it. Release the 
orb on the right bridge in the Footbridges room to enable you to travel 
over the bridge.

Animal Skull
------------
Room: Well
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: The animal skull can be used along with the root and dirty water from the 
moat to create a white mist in the Laboratory which will turn you into a 
mouse if eaten.

Arrow
-----
Room: Grotto
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the arrow on the bow to form the bow and arrow. You can then use the 
bow on the werewolf to kill it. In Master, in order to obtain it you must 
have the wooden shield equipped.

Bar
---
Room: Sewer, Grate
Apprentice: Required
Journeyman: Required
Master: Required
Use: Only one of the bars is required since you can use the same one multiple 
times. Use to pry open the right cell in the Sewer. In Journeyman and Master, 
you can also use it to pry loose crystals in the Catacombs. It can also be used
to pry loose glyph skulls from the Entrance, pry loose the gear in the Gears,
take the glasses off a skull, and pry loose a rock on the Floor of the Banquet 
Hall.

Bell
----
Room: Music Room
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use along with the harp, lute, 4 holed flute, drum and horn and you will 
receive a hidden death.

Black Axe
---------
Room: Goblin Hole
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: To obtain the Black Axe you need to kill the 2 goblins in the Goblin 
Hole, which is accessible via the Grotto. You can kill them by firing 2 
crossbow bolts into the cave entrance you can see in the Grotto. The crossbow 
and bolts can be obtained from the Guardroom. The item has no use.

Black Axe Parchment
-------------------
Room: Alcove
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Says "Seek Ye the Black Axe".

Black Crystal
-------------
Room: Rock Table - Apprentice; Mine 1, Tunnel 3, Cave 5, Tunnel 5
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use in the rock puzzle.

Black Gem
-------
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Black Vapor
------------
Room: Laboratory
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can create the black vapor by putting the bread, fungus and sugar 
kane in the machine in the Laboratory, then casting the Myyxx spell. Using 
the black vapor has no effect.

Bladed Sun
----------
Room: Spire
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the steak on the Wyvern to tame it and you can take the Bladed Sun. 
Use the Bladed Sun on the slot on the fourth finger at the Skull Door. 
Along with the horn, this will enable you to open it.

Blindfold
---------
Room: Captive
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Blue Crystal
------------
Room: Rock Puzzle - Apprentice, Journeyman; Cave 2, Cave 3, Tunnel 2
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use in the rock puzzle.

Blue Vapor
------------
Room: Laboratory
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can create the blue vapor by putting the ice, dead flowers, sugar 
kane and animal skull in the machine in the Laboratory, then casting the Myyxx 
spell. Using the blue vapor on Yorick will freeze it, which enables you to 
destroy Yorick in the Guardroom (in Master only).

Bolt (2)
--------
Room: Guardroom
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: To obtain the 2 Bolts, you must be wearing the goblin helmet, goblin 
clothes and goblin armor when you enter the Guardroom. You can fire it by 
using one on the crossbow, then using the crossbow. Fire both bolts into the
 cave entrance found in the Grotto to kill the 2 goblins there.

Bone
----
Room: Small Hall, Grotto
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Book
----
Room: Library
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Read the book to learn the Placleer spell. In Master, you must be 
wearing glasses at the time in order to be able to read it.

Book
----
Room: Library
Apprentice: Optiona.
Journeyman: Optional
Master: Optional
Use: Nothing book, pages are blank.

Book
----
Room: Library
Apprentice: Optiona.
Journeyman: Optional
Master: Optional
Use: Book from Fandryl discussing workings of circle.

Book
----
Room: Library
Apprentice: Optiona.
Journeyman: Optional
Master: Optional
Use: Provides hints for banshee curse antidote.

Book
----
Room: Observatory
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses alignment of stars.

Book
----
Room: Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Kahu's Log.

Book
----
Room: Inner Sanctum
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses behemoth.

Book
----
Room: Inner Sanctum
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Year 1851.

Book
----
Room: Ornate Chamber
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: A handwritten journal about dwarves being difficult and goblins being 
brought in as a result.

Book
----
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains strange glyphs and foreign marks.

Book
----
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains strange markings in the language of Tyrian.

Book
----
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Cuthegar I, discusses concealing a well of holding.

Book
----
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Cuthegar II, discusses Behemoth.

Bottle
------
Room: Sewer, Laboratory (3), Prison, Inner Sanctum
Apprentice: Optional
Journeyman: Required
Master: Optional
Use: Use the bottle on the water in the sewer to fill it with water. In 
Journeyman, you can then pour the water on the fire on the brazier in the 
Footbridge to put it out. This will enable you to use the hammer on the 
brazier to obtain the hook. This will not work in Master.

Bottle (with purple liquid)
---------------------------
Room: Library (Apprentice), Prison (Master)
Apprentice: Required
Journeyman: Not available
Master: Required (unless alternate banshee cure used)
Use: The bottle with the purple liquid will cure the banshee curse if
used on self. It is found in the Library in Apprentice, in Master you
must solve the first three Djinn riddles to receive it. In Master as
an alternative you can create the cure in the Laboratory and this item
will not be required.

Bow
---
Room: Watch Tower
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the arrow on the bow to form the bow and arrow. You can then use the 
bow on the werewolf to kill it.

Bowl
----
Room: Footbridges
Apprentice: Not available
Journeyman: Optional
Master: Optional
Use: Obtain by putting out the fire on the brazier then hitting it with a 
Hammer in Journeyman or Master. Item has no use.

Bread
-----
Room: Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: The bread can be used in the machine along with the sugar kane and 
fungus to create a black mist which you can eat, but has no effect.

Broken Flute
------------
Room: Inner Sanctum
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Broom
-----
Room: Mirror Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: In Journeyman and Master you can broom rugs and cobwebs to earn the Good 
Housekeeping achievement.

Bucket
------
Room: Well
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use to solve a Djinn riddle.

Chart
-----
Room: Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Shows Castle Shadowgate

Cloak
-----
Room: Passage
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Use the cloak on yourself to enable yourself to move through the Furnace 
room. In Journeyman, you can simply equip the cloak. In Master, the cloak 
needs to be wet. This can be done by placing it in a body of water such as
the Sewer or Cavern Lake shortly before entering the Furnace room.

Coin
----
Room: Antechamber, Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Burn the rug with a lit torch to find the coin in the Antechamber. You 
will find two of them. Two coins are also found in the sack contained in the 
desk in the Strong Room. One can be given to Yorick as part of the Boon 
Companion achievement.

Crossbow
--------
Room: Guardroom
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: To obtain the crossbow, you must be wearing the goblin helmet, goblin 
clothes and goblin armor when you enter the Guardroom. You can fire crossbow 
bolts by using one on the crossbow, then using the crossbow. Fire both bolts 
into the cave entrance found in the Grotto to kill the 2 goblins there.

Cudgel
------
Room: Guardroom
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use the goblin helmet, goblin clothes and goblin armor on yourself so 
you can enter the Guardroom. Once inside you can take the cudgel. It does 
not have a use.

Cushion
-------
Room: Empty Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use. There are 2 in this room.

Dead Flowers
------------
Room: Battlement
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: The dead flowers have 2 possible uses in Master. They can be combined 
with the ice, animal skull and sugar kane in the machine to form the blue 
vapor. This can be used to freeze Yorick and destroy it in the Guardroom. The 
dead flowers can seperately be used on the pipe, which can then be lit with 
the torch and used on Yorick, which is one of many conditions needed to meet 
the Boon Companion achievement.

Dented Helmet
-------------
Room: Dragon's Nest
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Dice
----
Room: Small Hall
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Dirk
----
Room: N/A, start the game with it
Apprentice: Required (Sword or bar can be used in its place)
Journeyman: Required (Sword or bar can be used in its place)
Master: Required (Sword or bar can be used in its place)
Use: The Dirk can be used to assist in prying things apart. Use it to pry 
loose a Gear in the Gears room (Journeyman only) to reveal the combinations. 
You can also use it on the floor to pry loose a stone and reveal a Glyph 
skull. You can also use it to kill goblins.

Dirty Water
-----------
Room: Courtyard
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: While the moat is full, use an empty bottle on it to take some of the 
dirty water. Use the dirty water along with the animal skull and root in the 
Laboratory to create a white mist that will turn you into a mouse if eaten.

Dragon Rune
-----------
Room: Watch Tower
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Eagle Rune
----------
Room: Hideaway
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you are required to have used the Acensur spell on the 
circle in the Circle Chamber in order to take it. In Journeyman and Master, 
you are required to use the Runy'tr spell to obtain it. Use in the Small 
Chamber puzzle along with other runes to obtain the staff.

Eye Rune
--------
Room: Study
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you are required to have used the Acensur spell on the 
circle in the Circle Chamber in order to take it. In Journeyman and Master, 
you are required to use the Runy'tr spell to obtain it. Use in the Small 
Chamber puzzle along with other runes to obtain the staff.

Fire Elemental
--------------
Room: Study
Apprentice: Required
Journeyman: Required
Master: Required
Use: The Fire Elemental can be captured by using the orb on it. Release 
the orb in the Darkness room to light the room. In Journeyman, this will 
cause it to fight with the Dark Elemental, which will cause cracks in the 
mural on the wall so you can take the horn. 

Fire Rune
---------
Room: Inner Keep
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you are required to have used the Acensur spell on the 
circle in the Circle Chamber in order to take it. In Journeyman and Master, 
you are required to use the Runy'tr spell to obtain it. Use in the Small 
Chamber puzzle along with other runes to obtain the staff.

Flute
-----
Room: Music Room
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the knife on the flute to create 2 more holes in it. Use the flute 
on self to reduce the size of the Air Elemental in the Keep Tower.

Fungus
------
Room: Well
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: The fungus can be used in the machine along with the bread and sugar 
kane to create a black mist which you can eat, but has no effect.

Gauntlet
--------
Room: Well
Apprentice: Optional
Journeyman: Required
Master: Required
Use: Use the gauntlet on self to put it on. You can then use it to punch 
and knock out the helmeted goblin in the Small Corridor.

Gear
----
Room: Crypt - Apprentice; Small Hall, Gears - Journeyman; Gears - Master
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you'll need to use the same gear twice, first to fix 
the gears in the Grate room and second to enable the Gears to work in the 
Antechamber. In Journeyman, a second gear can be obtained by prying one 
loose from the Gears, but you need to put it back in order for them to 
work. Use the other gear you find in the Small Hall to fix the gears in 
the Grate room. In Master, the only gear is the one in the Gears room. You 
will need to take it out in order to use it in the Grate room, then take 
it back and put it back in the Gears room to use future combinations.

Glasses
-------
Room: Dragon's Nest
Apprentice: Optional
Journeyman: Optional
Master: Required
Use: Use the glasses on self in order to be able to read a book in the
Library so as to learn the Placleer skull.

Glasses Skull
-------------
Room: Dragon's Nest
Apprentice: Optional
Journeyman: Optional
Master: Required
Use: Use the bar on the skull in order to pry the glasses off of it.

Glyph Skull
-----------
Room: Crypt
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Use in first empty slot at Entrance to partially power castle. In
particular, the Gears will not work without this skull being placed in
the proper slot. This causes a barrier to appear in front of the crypt. 
The skull can be removed with a bar.

Glyph Skull
----------
Room: Hideaway
Apprentice: Not available
Journeyman: Required
Master: Required
Use: In Journeyman, use in second empty slot at Entrance to partially 
power castle. In particular, the Drawbridge will not work without this 
skull being placed in the proper slot. The skull can be removed with a bar.

Glyph Skull
----------
Room: Floor
Apprentice: Optional
Journeyman: Required
Master: Required
Use: In Journeyman, use in third empty slot at Entrance to partially power 
castle. In order to obtain it you must pry loose a rock with the bar, dirk 
or sword. In Apprentice there is only one empty slot to put it in. The
skull can be removed with a bar.

Goblin Armor
------------
Room: Landing (West Tower 1st Floor)
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: You can obtain this by taking it from the goblins in this room after you 
hit it. Wear it along with goblin clothes and goblin helmet to permit you to 
take items from the Guardroom.

Goblin Clothes
--------------
Room: Grand Hallway
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: This is called goblin armor in the game, but I have named it clothes in 
this file to distinguish it from the other goblin armor. You can obtain this 
by taking it from the goblin in this room after you hit it. Wear it along with 
goblin armor and goblin helmet to permit you to take items from the Guardroom.

Goblin Helmet
-------------
Room: Small Corridor
Apprentice: Not available
Journeyman: Optional
Master: Optional
Use: Obtain the goblin helmet by knocking out the goblin, hitting it while 
wearing the gauntlet. If you wear the goblin helmet along with the goblin 
clothes and goblin armor, you can perform a limited number of actions in the 
Guardroom without being killed.

Gold Bar
--------
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Golden Thorn
------------
Room: Ceiling
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Jourtneyman and Master, to obtain the Golden Thorn, you need to use 
the Acensur spell on the circle on the floor in the Circle Chamber. This 
is Optional in Apprentice. Use the Golden Thorn on the staff as a step 
in forming the Staff of Ages.

Grappling Hook
--------------
Room: N/A
Apprentice: Required
Journeyman: Required
Master: Required
Use: Create the grappling hook by using the hook on the rope. You can then 
use the grappling hook on either of the windows in the Courtyard. The moat 
must be lowered at the time in order for you to climb up to the window.

Green Candle
------------
Room: Alcove
Apprentice: Optional
Journeyman: Optional
Master: Required
Use: In Master, use on a lit torch to turn the torch green. Using the lit
green torch on the Wraith will cause it to go away. You can do this each
time the Wraith appears. You can not directly take the candle without killing 
yourself.

Hammer
------
Room: Dragon's Nest
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Journeyman and Master, You need to have the Iron Shield equipped to 
take the hammer. You can take it without the Iron Shield in Apprentice as long 
as that is the only action you perform in the room. Use the hammer to shatter 
mirrors, the only one you need to do this on is the second one from the left 
in the mirror room. Use it on the brazier located in the Footbridges room 
once the fire is out to take the hook. Also use it to break open cracks in 
the mural in the Darkness room to obtain the horn. Finally, use it on the 
statue to the left in the Ornate Chamber room to enable you to climb down 
the pit into the Catacombs.

Hat
---
Room: Music Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Helmet
------
Room: Entrance
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Can take in the Entrance by cutting away the roots with the dirk or 
sword. No use in the game.

Hook
----
Room: Footbridges
Apprentice: Required
Journeyman: Required
Master: Required
Use: To obtain the Hook, you need to put out the fire in the brazier with 
water (Journeyman) or the water elemental (Master), then break it with the 
hammer. Use the hook on the rope to form the grappling hook, you can then use 
this to climb up the windows in the Courtyard. 

Horn
----
Room: Darkness
Apprentice: Required
Journeyman: Required
Master: Required
Use: The horn is hidden behind the mural of a horn on the wall in the 
Darkness room. To obtain it you must release the fire elemental in this room. 
In Journeyman and Master, you must wait for the elemental to fight with the 
dark elemental to form cracks in the mural, then use the hammer on those 
cracks to reveal the horn. The horn is used in the Skull Door room to open 
the Skull Door.

Ice Elemental
-------------
Room: Cellar
Apprentice: Required
Journeyman: Required
Master: Required
Use: The Ice Elemental can be captured by using the orb on it. Use 
the orb on the water in the Cavern Lake to freeze the lake such that 
you can travel to the captive skeleton.

Ice
---
Room: Cellar
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: To obtain the ice, use a hammer on the icicle in the Cellar. You can 
combine the ice with the animal skull, dead flowers and sugar cane in the 
machine in the Laboratory to create the blue vapor, which can be used to 
freeze and destroy Yorick in the Guardroom (which can only be done in Master).

Iron Shield
-----------
Room: Dragon's Nest
Apprentice: Optional
Journeyman: Required
Master: Required
Use: You may optionally use the Iron Shield in Apprentice if you want to 
perform more than one action in the Dragon's Nest. In Journeyman and Master, 
you need to equip the Iron Shield before taking any other action in the 
Dragon's Nest or the Dragon will breathe fire on you and kill you. You need 
to directly equip the shield from the ground on yourself; you cannot take it 
and then equip it via your inventory. The Iron Shield will be destroyed 
after the dragon breathes on it four times. You can also 
use the shield to block the goblin firing its arrow at you in the Grotto.

(Sugar) Kane
------------
Room: Store Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: The sugar can be used in the machine along with the bread and fungus to 
create a black mist which you can eat, but has no effect.

Key
---
Room: Entrance
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock door in Entrance.

Key
---
Room: Antechamber
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock door in Antechamber.

Key
---
Room: Captive
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock door in Mirror Room.

Key
---
Room: Watch Tower
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock door in Banquet Hall (West Tower door).

Key
---
Room: Strong Room (desk)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock door in Banquet Hall (South Tower door).

Key
---
Room: Inner Sanctum
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock right door in Small Corridor.

Key
---
Room: Strong Room (sack)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to unlock left door in Landing West Tower 4th Floor.

Key
---
Room: Cellar
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Can obtain by using a lit torch on the left ice block in the Cellar. No 
use. 

Key
---
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use. 

Key
---
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use. 

Key
---
Room: Grand Hallway
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: In order to obtain this key you must hit the goblin that appears in the 
Grand Hallway 5 times. Do not kill it before its fifth appearance or you will 
lose the opportunity to obtain this key. While it is knocked out, open the 
goblin to obtain this key. Use it to unlock the door in the Ruins room in the 
Catacomb, which will result in a hidden death.

Knife
-----
Room: Strong Room (in the desk)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the knife twice on the flute to create two additional holes 
on it. This enables you to use the flute on the air elemental to shrink 
its size.

Lakmir
------
Room: Skull Door
Apprentice: Required
Journeyman: Required
Master: Required
Use: Will appear after you use the Invokan spell on the obelisk. Capture 
using the orb then use the orb along with the Golden Thorn on the 
staff to form the Staff of Ages.

Lightning Elemental
-------------------
Room: Battlement
Apprentice: Not available
Journeyman: Not available
Master: Required
Use: Will appear once you have placed the Lightning Rod in the hands of the 
middle angel statue. Use orb on it to capture it. Release the elemental on 
the gargoyles in the Den to scare them away.

Lightning Rod
-------------
Room: Observatory
Apprentice: Not available
Journeyman: Optional
Master: Required
Use: Use on the middle angel statue's hand in the Battlement. If the weather 
is stormy, lightning will strike it and summon the Lightning Elemental.

Locked Book
-----------
Room: Library
Apprentice: Required
Journeyman: Not available
Master: Required
Use: In Apprentice, use on a gap in the bookcase, then use self on it once 
placed in order to open up one of the other bookcases. In Master, use it on 
the same gap in the bookcase. You then must use self on other books in a
specified order, using this book last. This will open up one of the other
bookcases.

Log
---
Room: Study
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use the Log on the fire pit in the Study to cause the Fire Elemental to 
appear. You can not directly take this item. You must use it directly on the 
fire pit.

Lute
----
Room: Music Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use along with harp, drum, bell, four holed flute and horn in Music Room 
to reveal a hidden death.

Mace
----
Room: Guardroom
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use the goblin helmet, goblin clothes and goblin armor on yourself so 
you can enter the Guardroom. Once inside you can take the mace. It does not 
have a use.

Mallet
------
Room: Music Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use on drum along with harp, lute, bell, four holed flute and horn in 
Music Room to reveal a hidden death. Also can use it on a gong in the 
Catacombs to reveal another hidden death.

Mirror
------
Room: Study, Music Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use the mirror on the Wyvern to tame it. You can then ride it, leading 
to a hidden death.

Mushroom
--------
Room: Wizard's Den
Apprentice: Optional
Journeyman: Required
Master: Optional
Use: Combine the mushroom with the plant and snowdrop flower on the machine in 
the Laboratory and cast the Myyxx spell to create the purple vapor that heals 
the banshee curse. Optional in Master since you have an alternative method
to cure the curse.

Orb
---
Room: Wizard's Den (after cutscene)
Apprentice: Required
Journeyman: Required
Master: Required
Use: The orb is used throughout the game to capture elementals, which 
you can release at other points of the game to fulfill tasks. This includes 
the following:
-Capture the Ice Elemental to freeze the water in the Cavern Lake. You will 
need to use the torch on the frozen lake to recover the orb.
-Capture the Water Elemental to put out the fire in the Furnace room. In 
Master, also use the Water Elemental to put out the fire in the brazier in the 
Footbridges room.
-Capture the Fire Elemental to light up the Darkness room.
-Capture the Air Elemental to enable you to pass over the right bridge in the 
Footbridge room.
-Capture the Lightning Elemental in Master to enable you to scare away the 
gargoyles in the catacombs.
-Capture Lakmir and use the orb on the staff to form the Staff of Ages.

Parchment
---------
Room: Library
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Parchment
---------
Room: Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use on globe in Study, you can then use it to solve the second Djinn 
riddle.

Parchment
---------
Room: Strong Room
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Top half of a scroll. Combine with another torn parchment to learn 
Magj'ryk spell.

Parchment
---------
Room: Empty Room
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Bottom half of a scroll. Combine with another torn parchment to learn 
Magj'ryk spell.

Parchment
---------
Room: Music Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses a song.

Pipe
----
Room: Study
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use the Terakk spell on the globe in order to obtain this item. You can 
use the dead flowers on the pipe and light it using a lit torch. Doing so and 
using it on Yorick is one of many conditions to meet the Boon Companion 
achievement.

Plant
-----
Room: Well
Apprentice: Optional
Journeyman: Required
Master: Optional
Use: Combine the plant with the mushroom and snowdrop flower on the 
machine in the Laboratory and cast the Myyxx spell to create the purple vapor 
that heals the banshee curse. Optional in Master since you have an alternative 
method to cure the curse.

Poker
-----
Room: Banquet Hall
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use a lit torch on the poker and use it on the Djinn in order to solve 
the first Djinn riddle.

Purple Vapor
------------
Room: Laboratory
Apprentice: Not available
Journeyman: Required
Master: Optional
Use: You can create the purple vapor by putting the mushroom, plant and 
snowdrop flower in the machine in the Laboratory, then casting the Myyxx 
spell. Eat the purple vapor to heal the banshee curse. Optional in Master
since you have an alternative method to cure the curse.

Quiver
------
Room: Watch Tower
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Red Candle
------------
Room: Library
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can light a candle with the lit torch which, if lit, can relight a 
torch if you have put it out due to water, the Exquish spell or something 
other than it going out on its own.

Red Crystal
-----------
Room: Rock Table - Apprentice; Journeyman; Grand Hallway (in pockets of 
goblin), Landing (West Tower 1st Floor) (in pockets of goblin), Cavern 1, 
Hollow 1, Cavern 3, Cave 6, Shaft 2, Shaft 3, Shaft 4, Mine 2, Shaft 5
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use in the rock puzzle.

Red Gem
-------
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Ring
----
Room: Small Corridor
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Take this from the goblin while it is knocked out. You can use this on 
the mummy king in the Ornate Chamber along with the scepter and he will kill 
you (a hidden death).

Root
----
Room: Entrance
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: To take the root, use the dirk or sword to cut it, you can then take 
it. Use the root to solve the third Djinn riddle. You can also use it along 
with the animal skull and dirty water from the moat to create a white mist 
in the Laboratory which will turn you into a mouse if eaten.

Rope
----
Room: Courtyard
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, the rope appears next to the well and there is a second 
rope that can be used to go into the well. In Journeyman and Master, use 
the Well to untie the rope, you can then use the rope on the Well again 
to add it back to the Well. If the rope isn't on the Well, you cannot go 
down it without dying. Use the hook on the rope to form the grappling 
hook, you can then use this to climb up the windows in the Courtyard.

Sack
----
Room: Small Hall
Apprentice: Optional
Journeyman: Required
Master: Optional
Use: Contains dice and a scroll. In Small Hall, also contains gear.

Sack
----
Room: Crypt
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains scroll.

Sack
----
Room: Watch Tower
Apprentice: Required
Journeyman: Required
Master: Required
Use: Contains 2 scrolls, a key and the dragon rune.

Sack
----
Room: Store Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains 2 pairs of cubes of sugar kane.

Sack
----
Room: Strong Room
Apprentice: Required
Journeyman: Required
Master: Required
Use: Contains 2 coins and key.

Sack
----
Room: Inner Keep
Apprentice: Required
Journeyman: Required
Master: Required
Use: Contains 2 scrolls, a skull and broken flute.

Sack
----
Room: Tunnel 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains scroll, tablet and blue crystal.

Sack
----
Room: Tunnel 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains black gem, red gem, key, scroll and gold bar.

Scepter
-------
Room: Crypt
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can use this on the mummy king in the Ornate Chamber. In Master, if 
you also use the ring on him, he will kill you (a hidden death).

Scroll
------
Room: Cellar
Apprentice: Required
Journeyman: Required
Master: Required
Use: Open and read to learn the Aggaap spell.

Scroll
------
Room: Sewer
Apprentice: Required
Journeyman: Required
Master: Required
Use: Open and read to learn the Entraiz spell.

Scroll
------
Room: Hideaway
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Open and read to learn the Myyxx spell.

Scroll
------
Room: Watch Tower
Apprentice: Required
Journeyman: Required
Master: Required
Use: Open and read to learn the Flumoris spell.

Scroll
------
Room: Inner Keep
Apprentice: Required
Journeyman: Required
Master: Required
Use: Open and read to learn the Crysalys spell.

Scroll
------
Room: Empty Chamber
Apprentice: Required
Journeyman: Required
Master: Required
Use: Open and read to learn the Sparrx spell.

Scroll
------
Room: Music Room
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Open and read to learn the Acensur spell.

Scroll
------
Room: Inner Sanctum
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, open and read to learn the Acensur spell. In 
Journeyman and Master, open and read to learn the Runy'tr spell.

Scroll
------
Room: N/A
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Create by using one of the torn scrolls on the other. Open and read to 
learn the Magj'ryk spell.

Scroll
------
Room: Observatory
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Open and read to learn the Terakk spell.

Scroll
------
Room: Study
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Open and read to learn the Exquish spell.

Sling
-----
Room: Antechamber
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use

Scroll
------
Room: Alcove
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: A scroll from Lakmir to Fandryl, telling him to seek an obelisk in the 
acolyte den beneath the sewers. A clue to the existence of the Wizard's Den.

Scroll
------
Room: Small Hall
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Scroll from Fandryl talking about danger.

Scroll
------
Room: Crypt
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains drawing of castle.

Scroll
------
Room: Crypt
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Contains hints about which glyphs to use.

Scroll
------
Room: Wizard's Den
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Provides hints for usage of 5 relics.

Scroll
------
Room: Hideaway
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Warning from Fandryl to his brother.

Scroll
------
Room: Grate
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Scroll from Lakmir talking about circle chamber being prepared.

Scroll
------
Room: Circle Chamber
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Scroll from Gabryll saying evil shall be thrice defeated and returned.

Scroll
------
Room: Drawbridge
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Addressed to Wizard Greylord, from Unthalm.

Scroll
------
Room: Banquet Hall
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Addressed to Fandryl, discussing a weakness, signed with three squigly 
lines.

Scroll
------
Room: Watch Tower
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses following the path the ancients have left.

Scroll
------
Room: Inner Sanctum
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Scroll to the timeless one about a woman, from W.

Scroll
------
Room: Inner Keep
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses black axe.

Scroll
------
Room: Tunnel 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Discusses catacombs, from T

Scroll
------
Room: Hollow 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Crumbles upon opening.

Scroll
------
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: States Tylomar over and over again.

Sextant
-------
Room: Observatory
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Shooting Star Rune
------------------
Room: Empty Chamber
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: In Apprentice, you are required to have used the Acensur spell on the 
circle in the Circle Chamber in order to take it. In Journeyman and Master, 
you are required to use the Runy'tr spell to obtain it. No use.

Skull
-----
Room: Small Hall, Dragon's Nest, Grotto, Inner Keep, Tunnel 1, Pit 1, 
Cavern 1, Cavern 3, Cavern 4, Cave 7, Mine 2
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Regular skull. Speak to as part of Harryhausen achievement.

Skull (Candle)
--------------
Room: Empty Chamber
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Speak to as part of Harryhausen achievement. Can light candle on head, 
which can be used to relight a torch that has gone out due to putting it in 
water or casting the Exquish spell.

Skull (Female)
--------------
Room: Grotto
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use on Yorick as part of Boon Companion achievement. Also, speak to as 
part of Harryhausen achievement.

Snowdrop Flower
---------------
Room: Summit
Apprentice: Not available
Journeyman: Required
Master: Optional
Use: Combine the snowdrop flower with the mushroom and plant on the 
machine in the Laboratory and cast the Myyxx spell to create the purple vapor 
that heals the banshee curse. Optional in Master since you have an alternative 
methodto cure the curse.

Spear
-----
Room: Dragon's Nest, Guardroom
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can take a spear in the Dragon's Nest if you have the Iron Shield 
equipped (or its the first thing you can in Apprentice). Alternatively, in 
Master, use the goblin helmet, goblin clothes and goblin armor on yourself 
so you can enter the Guardroom. Once inside you can take the spear. It does 
not have a use.

Staff/Staff of Ages
-------------------
Room: Small Chamber
Apprentice: Required
Journeyman: Required
Master: Required
Use: To obtain it, you need to place 5 runes in the proper place in the 
Small Chamber and pull the left chain. The staff needs to be combined with 
the Golden Thorn and orb (once Lakmir is inside it) to form the Staff of 
Ages. Use the Staff of Ages on the floating entities in the Summoning Chamber 
to defeat the Warlock Lord.

Steak
-----
Room: Small Chamber
Apprentice: Required
Journeyman: Required
Master: Required
Use: Feed the steak to the Wyvern to tame it. This will enable you to take 
the bladed sun from its neck.

Stone
-----
Room: Hideaway, Cave 1, Cave 7
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Sword
-----
Room: Crypt
Apprentice: Optional (can use in place of Dirk)
Journeyman: Optional (can use in place of Dirk)
Master: Optional (can use in place of Dirk)
Use: Can be found in the Crypt by burning a mummy. The sword is not 
required to complete the game, but you can use it in place of the Dirk 
when prying loose gears or stones, or trying to kill goblins.

Tablet
------
Room: Cavern 5
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Gives clue about where to place bladed sun.

Torch
-----
Room: Antechamber, Alcove, Cellar, Passage, Mirror Room, Grand Hallway, 
Small Corridor, Landing (North Tower 1st Floor, 3rd Floor, 4th Floor), 
Landing (West Tower 1st Floor, 3rd Floor), Strong Room, Landing (South 
Tower 1st Floor, 3rd Floor), Empty Chamber, Prison
Apprentice: Required
Journeyman: Required
Master: Required
Use: A torch must be lit at all times. Use the torch to scare away the 
wraith. You can also use it to melt ice in the Cellar and Cavern Lake.
It can be used to heat the poker to be used in solving a Djinn riddle.
As the difficulty level increases, some of the torches will disappear.

Torn Scroll
-----------
Room: Strong Room
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use on the other torn scroll to form a new scroll containing the Magj'ryk 
spell.

Torn Scroll
-----------
Room: Empty Chamber
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use on the other torn scroll to form a new scroll containing the Magj'ryk 
spell.

Tree Rune
---------
Room: Darkness
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you are required to have used the Acensur spell on the 
circle in the Circle Chamber in order to take it. In Journeyman and Master, 
you are required to use the Runy'tr spell to obtain it. Use in the Small 
Chamber puzzle along with other runes to obtain the staff.

Vial
----
Room: Mirror Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Water Elemental
---------------
Room: Waterfall
Apprentice: Required
Journeyman: Required
Master: Required
Use: The Water Elemental can be captured by using the orb on it. It will 
not appear if you have shut the waterfall off. Release the elemental in the 
Furnace room to put out the fire and kill the dragon. In Master, you will 
also need to release the elemental on the brazier flame in the Footbridges 
to put it out such that you can break it with the hammer and take the hook.

Water Rune
----------
Room: Grate
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, you are required to have used the Acensur spell on 
the circle in the Circle Chamber in order to take it. In Journeyman and 
Master, you are required to use the Runy'tr spell to obtain it. Use in the 
Small Chamber puzzle along with other runes to obtain the staff.

White Candle
------------
Room: Laboratory, Library
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can light a candle with the lit torch which, if lit, can relight a 
torch if you have put it out due to water, the Exquish spell or something 
other than it going out on its own.

White Crystal
-------------
Room: Rock Table - Apprentice; Hollow 2 - Journeyman, Master
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use in the rock puzzle.

White Vapor
------------
Room: Laboratory
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: You can create the white vapor by putting the animal skull, moat water 
(you can put this in a bottle) and roots in the machine in the Laboratory, 
then casting the Myyxx spell. Eating the white vapor will result in a hidden 
death.

Wind Rune
---------
Room: Hideaway
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: No use.

Wooden Shield
-------------
Room: Crypt
Apprentice: Optional
Journeyman: Optional
Master: Required
Use: Equip the wooden shield before stepping into the Grotto. Once you 
step into this room a goblin will fire an arrow on you which will bounce 
onto the ground, enabling you to take it. This will not happen if you have the 
iron shield equipped.

Yorick
------
Room: Entrance
Apprentice: Required
Journeyman: Required
Master: Required
Use: Yorick is available to give you hints throughout the game.

B. Spells

Acensur
-------
Room: Inner Sanctum (scroll) - Apprentice; Music Room (Scroll) - Journeyman
Apprentice: Required
Journeyman: Required
Master: Required
Use: In Apprentice, use on circle in Circle Chamber to permit you to take 
runes from thoughout the castle. In Journeyman, use on circle in Circle 
Chamber to permit you to take Golden Thorn in Ceiling. In Master, use
on circle in Circle Chamber to permit you access to Lakmir's Abode, 
Ceiling and Inner Sanctum.

Aggaap
------
Room: Cellar (Scroll)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to open the hatch on the floor in the Antechamber.

Crysalys
--------
Room: Inner Keep (Scroll)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use on rock puzzle once you have placed the crystals properly. This 
will cause a bridge to appear across the chasm so you can continue.

Entraiz
-------
Room: Sewer (Scroll)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to open greate in Grate room (the Gear must be fixed first).

Exquish
-------
Room: Study (scroll)
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: You need to cast the Terakk spell on the globe to obtain the scroll 
containing this spell. You can use the Exquish spell on your torch to put 
it out. This needs to be used in achieving the Master Investigator achievement.

Flumoris
--------
Room: Watch Tower (Scroll)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use to scare away the gargoyles in the Den in Apprentice and Journeyman. 
Also use it to make objects appear in the Empty Room. In Master, use it to 
stun 2 goblins that appear on the Landing West Tower 1st Floor.

Invokan
-------
Room: Alcove (Book)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use on obelisks with yellow lines on them to summon Lakmir at various 
points throughout the game.

Magj'ryk
--------
Room: N/A
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use to enchant hammer. Using the hammer on the third mirror in the 
Mirror Room will reveal a hidden death.

Myyxx
-----
Room: Hideaway (Scroll)
Apprentice: Not available
Journeyman: Required
Master: Optional
Use: Use on machine in Laboratory along with ingredients (mushroom, plant, 
snowdrop flower) to create banshee curse antidote. In Master, you have two
possible ways to create the banshee curse antidote, so it is Optional
to beat the game if you use the Djinn method.

Parchment
---------
Room: Strong Room
Apprentice: Optional
Journeyman: Optional
Master: Optional
Use: Use the parchment on the globe in the Study in order to trace a map on 
it. You can then use it to solve the second Djinn riddle.

Placleer
--------
Room: Library (Book)
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Use on the sky in the Courtyard to clear the weather, enabling you to 
pull a Glyph Skull out of the floor in the Banquet Hall. Can also be used on 
the telescope to clear the sky, enabling you to see the constellations.

Runy'tr
-------
Room: Inner Sanctum (Scroll)
Apprentice: Not available
Journeyman: Required
Master: Required
Use: Using on the various runes throughout the castle will enable you to 
take them into your inventory.

Sparrx
------
Room: Empty Chamber (Scroll)
Apprentice: Required
Journeyman: Required
Master: Required
Use: Use on Spire to summon the Wyvern.

Terakk
------
Room: Observatory (scroll)
Apprentice: Not available
Journeyman: Not available
Master: Optional
Use: Use this on the globe in the Study to cause it to open. Inside you can 
find a scroll and a pipe. Open the scroll and look at it to learn the 
Exquish spell.

-------------------------------------------------------------------------------

V - Deaths

-------------------------------------------------------------------------------

Part of the fun of playing Shadowgate is all the various ways that you can die,
many of them which can be done via suicide. What follows is a list of the 
various deaths you can experience.

This section is still a work in progress.

A. Regular Deaths

Set yourself on fire
-Use a lit torch on yourself 3 times.

Stab yourself in the belly
-Use the dirk on yourself 2 times.

Cut yourself in the neck
-Use the sword on yourself 2 times.

Cleave yourself in half
-Use the black axe on yourself 2 times.

Smash your head in with a hammer
-Use the hammer on yourself 2 times.

Plunge spear through yourself
-Use the spear on yourself 3 times.

Stumble in dark
-Let the torch go out and try to go somewhere while it is dark. You will 
trip and fall on your head.

Fall into pit in floor
-Take the book or candles in the Alcove. The floor will give way beneath you.

Get roasted by dragon
-Perform an action or try to go into the dragon tunnel while not having any 
shield equipped.

Get roasted by dragon with wooden shield
-Perform an action or try to go into the dragon tunnel in the Dragon Nest 
while the wooden shield is equipped.

Killed by tentacled monster
-Go into the water in the Cavern Lake.

Fall off wooden bridge
-Go onto the wooden bridge on the right in the Footbridge. The bridge will 
collapse underneath you.

Jump into chasm at Footbridges.
-Go into the chasm at the Footbridges.

Fall into well
-Go into the well in the Courtyard. You will fall to your death, your head 
exploding like a pumpkin.

Jump out of window
-In the Drawbridge room there will be 2 windows, one of which should have a 
grappling hook attached to it and the other which does not. Go out the 
window that doesn't have the grappling hook attached to jump to your death.

Jump over Fire Pit in Study
-If the fire pit is not at a level such that the Fire Elemental appears in 
the Study, use a log on it.
-Go into the fire pit. You'll attempt to jump over it and get turned into a 
charred hunk.

Get shot with arrow by goblin
-Go to the Grotto while not wearing a shield and the goblin firing at you 
will hit you with an arrow when you enter. Typically you dodge the arrow the 
first time, so you may need to enter the location multiple times to get this 
death to occur.

Get killed in goblin hole
-Go into the cave entrance where goblins are firing arrows at you from in the 
Grotto before killing them.

Get clubbed by goblin
-When the goblin appears in the Grand Hallway, try to go or do an action other 
than hitting it. It will smash you with its cudgel.

Get clubbed by helmed goblin
-When the helmed goblin appears in the Small Corridor try to go or do an 
action other than hitting it with a gauntlet equipped and it will bash your 
head in until your skull explodes.

Get killed by 2 goblins
-Hit the goblins or do other actions on them in the Guardroom and 2 of 
them will kill you.

Get killed by 2 goblins (2)
-Hit the goblins before casting the Flumoris spell, try to go, or take other 
actions on them and they will kill you, exploding your head like a melon.

Killed by banshee curse
-Fail to cure the banshee curse and it will eventually kill you.

Killed by Yorick shrapnel
-Probably the most complicated regular death in the game to achieve, you 
need to turn Yorick blue by using the blue vapor on it in the Laboratory. You 
then must hit it with a twice enchanted hammer (by casting Magj'ryk on it 
and placing it in the lava in the Lava Flow) in the Guardroom. Yorick will 
explode and his shrapnel will kill both you and the three goblins in the room.

Pounced on by wolf woman
-When Malor Kahu turns into a werewolf in the Strong Room, hit it, or use 
another weapon on it other than the bow and arrows. She will pounce on you 
and eat your face.

Electrocuted by Lightning Elemental
-Fill an empty bottle with water by using an empty bottle on a body of water 
such as the water in the Sewer or the moat in the Courtyard.
-Use the bottle on the Lightning Elemantal in the Battlement.

Hurl self down pit
-Go down the pit in the Ornate Chamber before hitting the left statue with a 
hammer two times.

Hurl self over edge on Spire
-Go over the edge while on the Spire.

Jump off Keep Tower
-Use flute on air elemental to shrink it (it must have 3 holes, use the flute 
on it to create them).
-Go over the edge of the Keep Tower.

Consumed in an inferno
-Go into the flames in the Furnace before you use the water elemental on it.

Cooked by fire drake
-Hit or otherwise attack the fire drake in the Furnace.

Jump into bubbling tar
-Go into the tar in the Furnace after you use the water elemental on it.

Suffocate in bubbling tar
-Go into the tar in Cavern 4.

Swatted by gargoyles
-Perform an action on the gargoyles other than casting Flumoris on them 
(Apprentice, Journeyman) or using the Lightning Elemental on you (Master) and 
they will swat you across the room.

Jump into lava
-Go into the lava in the Lava Flow room. You'll shout out "my precious" like 
Gollum in the Lord of the Rings and be melted by the lava.

Jump into well headfirst in Ruins
-Go into the well in Ruins.

Jump into chasm
-Go into the chasm in the Chasm.

Blasted by Warlock Lord
-Do an action on the Warlock Lord in Subterrane and he'll blast you.

Blasted by Skull Door
-Place the bladed sun in a finger other than the fourth one and play the 
horn. Fire will blast out of the eyes of the skull, killing you.

Destroyed by Warlock Lord
-This appears to be based on making a maximum number of moves. I died around 
1865 moves total in Journeyman when this death occurred.

B. Hidden & Special Deaths

The game features 9 hidden deaths, which have special cutscenes that play in 
addition to the regular Grim Reaper one. There are also 2 additional special
deaths. Finding all will net you the Reaper achievement.

1. Get sucked into space
-Take torn scrolls from Strong Room and Empty Chamber.
-Use torn scroll on other torn scroll to form a new scroll.
-Open scroll and look at it to learn Magj'ryk spell.
-Use Magj'ryk spell on hammer to enchant it.
-Use hammer on third mirror in the Mirror Room to get sucked into space.

2. Open locked door in Catacombs
-Hit the goblin in the Grand Hallway 5 times. Make sure to not kill him or 
you will not be able to obtain this death.
-The fifth time you have hit him, open him to obtain a key.
-Use the key in the Ruins. A monster will come out and kill you.

3. Get killed by mummy king
-Open the fourth coffin in the Crypt and use the lit torch on the mummy 
inside to reveal the scepter.
-Take the scepter
-Hit the goblin that appears in the Small Corridor while wearing the gauntlet. 
-While the goblin is unconscious, open it to take the ring.
-In the Ornate chamber, use the scepter and the ring on the king. Doing so 
will cause it to come back to life and kill you.

4. Death Metal Music
-Go to the Mirror Room and play all the possible instruments including:
-Use self on harp.
-Use self on lute.
-Use mallet on drum
-Use bell.
-Use knife on flute such that it has 4 holes in it, then use it.
-Use horn.
-Once you've used all 6 without leaving the room, you will die.

5. Get killed by goblins in Catacombs
-Take the mallet from the Music Room.
-Use the mallet on the gong in the Rendezvous room in the Catacombs. Several 
goblins will appear and kill you.

6. Fail at Small Chamber puzzle
-In Master, go to the Small Chamber, but rather than place any of the runes 
on the wall, immediately pull the chain furthest to the left to cause a demon 
to appear and kill you.

7. Fall off the Wyvern
-Take the mirror from the Music room.
-Go to the Spire and use the mirror on the Wyvern to tame it.
-Go onto the Wyvern to ride it, you will soon fall off of it.

8. Turn into a mouse
-Use dirk or sword on roots at Entrance and take root.
-Take horned animal skull from Well.
-Take an empty bottle which can be obtained from the Sewer, the Laboratory or 
after drinking the purple liquid in the bottle the Djinn gives you by solving 
its third riddle.
-Use bottle on moat in Courtyard to fill it with dirty water. If the moat is 
not filled, use a combination other than the third on the Gears.
-In the Laboratory, use the roots, animal skull and dirty water on the opening 
in the machine.
-Use Myyxx spell on the machine. If the machine is not working, make sure 
that the third glyph skull has been placed in the third slot in the Entrance.
-A white mist will appear. Eat it to turn into a mouse.

9. Steal the goblin's drinks in Guardroom
-Hit the goblin in the Grand Hallway and steal its clothes while it is knocked 
out.
-Hit the goblin in the Small Corridor while wearing the gauntlet and steal its 
helmet while it is knocked out.
-Hit the goblins in the Landing (West Tower 1st Floor) after using the 
Flumoris spell and steal the armor while they are knocked out.
-Use all 3 of these on self to put them on. You can then enter the Guardroom 
which is accessible via the Grand Hallway.
-Once in the Guardroom use both cups on self and the goblins will kill you.

Special 1. Release the Djinn
-In order to release the Djinn, you must solve all five of his riddles.
-The solution to the first riddle is to use a red hot poker. In order to do 
this, use a lit torch on the poker first. 
-The solution to the second riddle is the parchment you find from the Strong 
Room with a map traced on it. To do this you must use the parchment on the 
globe in the Study. 
-The solution to the third riddle is the root from the Entrance.
-The solution to the fourth riddle is the bucket from the Well. 
-The solution to the fifth riddle is the key from Hollow 2. 

Special 2. Fail to defeat Warlock Lord
-Once in the Summoning Chamber, perform an action that kills you, such as by 
using the staff on the Behemoth directly or the Warlock Lord.

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VI - Frequently Asked Questions

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Q. Can I play the game without Yorick?

A. No. You cannot take the key in the Entrance without taking Yorick first. 
   There is a way to destroy Yorick (see later question regarding how to kill 
   the goblins in the Guardroom), but by doing so you will die as well so he 
   cannot be permanently destroyed.

Q. Is there a way to avoid the banshee curse?

A. No. You are required to open at least one coffin in order to obtain items
   to beat the game and the banshee will appear the first time you open a
   coffin.

Q. How do I cure the banshee curse?

A. In Apprentice, you can find a bottle with a purple liquid in it in the
   Library. Drink it to cure the curse. In Journeyman, you will need to create
   a purple mist in the Laboratory and eat it. To create the purple mist, use
   a mushroom found in the Wizard's Den, a plant found in the Well and a
   snowdrop flower found in the Inner Keep on the opening in the machine and
   cast the Myyxx spell to create the mist. You can do the same in Master. 
   You can also obtain a bottle with the antidote by solving the third Djinn
   riddle. If the machine in the Laboratory is not working, make sure you
   have put the glyph skulls in the slots at the Entrance to power the 
   machine.

Q. Is there a way to open the door in the Landing (North Tower 3rd Floor) 
   or the left door on the Landing (West Tower 4th Floor)?

A. No. These doors cannot be opened.

Q. Is there a way to open the door in the Ruins?

A. Yes. Instead of killing the goblin in the Grand Hallway, simply hit it. 
   It will eventually come back randomly. The fifth time you hit it, open 
   it to obtain the key to this door. Note that you will be killed if you
   open this door (a hidden death).

Q. How do I cross the wooden bridge in the Footbridges?

A. You will need to capture the air elemental using the Orb and release it
   on the bridge. The air elemental can be found on the Keep tower. In order
   to shrink its size and capture it you will need to use the knife on the
   flute such that it has 3 holes.

Q. How do I use the mirror warps?

A. The second rune skull must be in place at the Entrance in order for the
   warps, which are located in the fourth and fifth mirrors, to work.

Q. Where do I use the frozen key from the Cellar?
A. This key is not usable.

Q. Is there a way to get rid of the goblin that fires an arrow at me each
   time I enter the Grotto?

A. On Apprentice and Journeyman, no. On Master you can kill them by firing
   2 crossbow bolts into the cave entrance that they fire from. The
   crossbow and bolts can be found in the Guardroom (see seperate question on
   how to take items from that room).

Q. Is there a way to permanently get rid of the goblins?

A. If you simply hit the goblins and knock them out, they will eventually 
   return. You can permanently kill them by using your dirk or sword on them 
   while they are knocked out.

Q. Is there a way to kill the goblins in the Guardroom?

A. Yes, but if you do so, you will die. You will need to collect the ice 
   (use a hammer in the Cellar on an icicle), animal skull, sugar kane and 
   dead flowers. Use these on the machine in the Laboratory along with the 
   Myyxx spell for a blue vapor to appear. You will then need to double 
   enchant your hammer, which can be done by going to the Lava Flow, using 
   the Magj'ryk spell on it, and using the hammer on the lava. Then return 
   to the Laboratory and use the blue vapor on Yorick to turn him blue. Then 
   go to the Guardroom and use the double enchanted hammer on Yorick to kill 
   him, you, and all three goblins.

Q. Is there a way to permanently get rid of the Wraith in the passage?

A. Unfortunately not. To get rid of him use a lit torch on him. In Master,
   you will need to use a green lit torch which is done by using the candle
   in the Alcove on your lit torch. Do the same when he reappears.

Q. How can I take items from the Guardroom?

A. In order to take items from the Guardroom you need to make the goblins
   believe that you are a goblin. You can do this by wearing the goblin
   helmet (hit the goblin in the Small Corridor), goblin clothes (hit the
   goblin in the Grand Hallway) and goblin armor (hit the goblins in the
   Landing (West Tower 1st Floor). Note that there are certain items in
   this room that you can't take.

Q. The Djinn automatically sends me to the Entrance each time I enter the 
   prison. What do I do to enter this room?

A. You are only able to enter the Prison in Master. If you try to enter in a
   lower difficulty, he will send you to the Entrance every time you enter
   the room.

Q. What are the solutions to the Djinn riddles?

A. The solution to the first riddle is to use a red hot poker. In order to 
   do this, you must use a lit torch on the poker first. The solution to the
   second riddle is the parchment you find from the Strong Room with a map
   traced on it. To do this you must use the parchment on the globe in the
   Study. The solution to the third riddle is the root from the Entrance.
   The solution to the fourth riddle is the bucket from the Well. The
   solution to the fifth riddle is the key from Hollow 2. If you answer the
   fifth riddle, the Djinn will kill you, which is a special death (with a
   cut scene).

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