Beyond Shadowgate

Beyond Shadowgate

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Beyond Shadowgate Walkthrough
By Viscera
A step-by-step guide for the entire game, including all endings.
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Introduction
This walkthrough shows how to beat the game and get all endings. It doesn’t explain how to get a total 100% (simply because I haven’t achieved that myself).

This game has four endings, two of which are mutually exclusive, in that an event in the middle of the game determines which one becomes available at the end. The other two can be achieved in any playthrough.

There are a number of items that can be picked up, that have no use whatsoever (as far as I know). I will list those the first time they appear.

In most cases, when I say that you should MOVE to something, it’s enough to just click on that thing with no command selected or click the exit on the lower left box.

Similarly, doors can typically just be OPENed by clicking on them with no command selected.

To USE and item in the inventory, it’s enough to click on it with no command selected, the game USEs it by default.

Items in your inventory are capitalized.

While the walkthrough is mostly step-by-step, I shortened trips to familiar locations by simply saying that you should go to [name of the location]. Otherwise, it would have bloated it too much. There is quite a bit of backtracking, after all.
Chapter 1
Del’s Cell
USE bench
USE Flint on straw (3x)
TAKE keys
MOVE through the north door.

Desolate Hall
CLOSE door to the south
MOVE north

Cell Block 1
USE Jailer Keys on west door
OPEN west door
MOVE west door

Isolated Cell
TAKE leather strap (The belt on the skeleton.)
[Timed Event]
CLOSE northern door
[Timed Event Over]
OPEN north door
MOVE through north door

Cell Block 1
MOVE north

Cell Block 2
USE Jailer Keys on east door
OPEN east door
MOVE east door

Torture Cell
[Timed Event]
CLOSE northern door
[Timed Event Over]
SPEAK with man
TAKE rope on man’s hand
OPEN north door
MOVE through north door

Cell Block 2
MOVE north

Cell Block 3
USE Jailer Keys on west door
OPEN west door
MOVE west door

Prisoner Cell
[Timed Event]
CLOSE northern door
[Timed Event Over]
SPEAK with man
TAKE rock on man’s hand
USE Leather Strap with Rope (You get the Sling.)
USE Stone with Sling (You get the Loaded Sling.)
OPEN north door
MOVE through north door

Cell Block 3
MOVE north

Sentry Post
SPEAK with minotaur to get its attention (Other actions work as well.)
USE Loaded Sling on minotaur
USE Jailer Keys on north door
OPEN north door
MOVE through north door

Royal Cell
TAKE the bone on the left
SPEAK with man (King Aronde) (You get the King’s Emblem.)
MOVE south

Sentry Post
USE Jailer Keys on east door
OPEN east door
MOVE east door

Empty Cell
USE Tibia Bone on grate
MOVE through the grate

Cavern River
MOVE north

Damp Cavern
MOVE north

Beast Den
TAKE coins to get the beast’s attention (Other actions work as well.)
[Timed Event]
MOVE south

Damp Cavern
MOVE south

Cavern River
USE farthing on river
[Timed Event Over]
MOVE to bucket north east

Dry Well
MOVE rope
Chapter 2
Lucky Well
TAKE silver coin (On the ground in the center, next to a rock.)
MOVE south east

Town Square
MOVE north (to the inn)

Town Inn
OPEN door
MOVE through door

Rusted Blade
USE Silver on barkeeper
USE King’s Emblem on barkeeper
TAKE drink from the barmaid (You get the Tavern Note.)
MOVE south

Town Inn
MOVE west

Curio Shoppe
OPEN door
MOVE through door

Curious Cat
USE Tavern Note on clerk
MOVE south

Curio Shoppe
MOVE east

Town Inn
MOVE east

Corner Lot
OPEN northeast door
MOVE through the northeast door

Weapon Shoppe
SPEAK with clerk
MOVE south

Corner Lot
MOVE southwest

Town Inn
MOVE through door

Rusted Blade
SPEAK with the barmaid
MOVE south

Town Inn
MOVE south

Town Square
MOVE southeast

Fountain
TAKE silver coin (On the ground in front of the fountain.)
MOVE east

Courtyard
MOVE northeast (to the temple)

Temple
SPEAK with the monk
MOVE south

Courtyard
MOVE northwest (to the castle)

Royal Castle
MOVE north

Castle Gate
SPEAK with guard
Go to the Rusted Blade (the inn)

Rusted Blade
MOVE west

Game Room
USE Silver on man
(With that, a minigame starts. It’s basically pure RNG, so there’s no real strategy involved. Just pick HIGH when you get a low card and LOW when you get a high card and with everything in-between, just pick what seems more likely. Every time you lose, you can just SPEAK with the man to try again. Sadly, there’s no way to bypass this game, you have to try until you get lucky and win. When you do, you get the War Medal.)
Go to the Castle Gate

Castle Gate
USE War Medal on guard (You get the Luck Charm.)
Go to the Temple

Temple
USE Luck Charm on monk (You get the Blessed Charm.)
Go to the Rusted Blade

Rusted Blade
USE Blessed Charm on barmaid (You get the Hairpin.)
Go to the Weapon Shoppe

Weapon Shoppe
USE Hairpin on clerk (You get the Gold Dagger.)
Go to the Curios Cat

Curios Cat
USE Gold Dagger on clerk (You get the Curio Note.)
Go to the Rusted Blade

Rusted Blade
USE Curio Note on barkeeper (You get the Smithy Key.)
MOVE south

Town Inn
MOVE east

Corner Lot
USE Smithy Key on northwest door
MOVE through northwest door

Blacksmith
SPEAK with blacksmith
MOVE through the north door

Backroom
[Timed Event]
USE latch on trapdoor
OPEN trapdoor
MOVE through the trapdoor
[Timed Event Over]

Secret Tunnel
TAKE the parchment on the east wall (You get a part of the MAP.)
MOVE north

Forest Edge
MOVE northeast (up to the castle)

Hidden Entry
MAP (The command above the exit box.)
(Note the sun on the upper left corner of the map piece. That is the solution to the puzzle in this room and it’s randomized in every playthrough.)
USE the buttons according to the solution on the map (The fully black ones have to be pushed in.) USE the large button in the center (The entrance should open when you pushed the right buttons beforehand. Don’t worry, the game is fair enough to tell you when you did it wrong.)
MOVE through the west entrance
Chapter 3
Secret Alcove
USE lever
MOVE through north door

Vestibule
MOVE east

Entryway
MOVE east

Castle Foyer
MOVE to stairs on the northeast

Lower Stairs
MOVE north

Upper Hall
OPEN door
MOVE through door

Livery
TAKE the uniform hanging in the back
OPEN Blue Uniform (You get the Gold Coin.)
TAKE the cook book on the shelf to the left
OPEN Cook Book (You get the Cook’s Key.)
MOVE south

Upper Hall
MOVE north

Trade Hall
OPEN west door
MOVE through west door

Trade Office
TAKE the book on the table (It’s not necessary, but it contains an important hint if you LOOK at it.)
TAKE the map on the left wall
TAKE the key in the hidden hole

Trade Hall
OPEN east door
MOVE through east door

Trade Room
USE Iron Key on the iron panel at the foot of the bed (It has several triangles, the middle one is missing.)
TAKE the book in the hidden compartment
OPEN Secret Book (You get the Evidence.)
Go to the Castle Foyer

Castle Foyer
USE Cook’s Key on north door
MOVE through north door

Kitchen
(Useless Items: Bread, Cheese)
TAKE the spoon on the left shelf
TAKE the invoice on the west wall
TAKE the silver tray on the table
MOVE south

Castle Foyer
MOVE west

Entryway
MOVE south

Entrance
USE lever
MOVE south

Castle Gate
Go to the Curious Cat

Curious Cat
USE Gold Coin on clerk (You get the Gold Dagger.)
Go to the Rusted Blade

Rusted Blade
USE Invoice on barkeeper (You get King’s Wine.)
Go to the Kitchen (in the castle)

Kitchen
USE Gold Dagger on sack
TAKE sack
MOVE south

Castle Foyer
MOVE northeast

Lower Stairs
USE Spoon on darker stone
TAKE scroll behind rock
LOOK at secret stone (You learn the Tar Gwynthal spell.)
MOVE north

Upper Hall
MOVE southwest

Alcove
USE King’s Wine on guard
OPEN door
MOVE through door

King’s Chamber
TAKE lantern on nightstand
OPEN nightstand
TAKE object in nightstand
USE Mandragora on fireplace
USE the arm and head of armor according to the History Book (Arm must be raised, the head must look to the tapestry with the sun.)
MOVE north

King’s Passage
USE middle painting
USE right painting (3x until its back is revealed.)
USE Gold Dagger with right painting
TAKE the key in the right painting
USE King’s Key on the door
OPEN door
MOVE through the door

Secret Stairs
USE Lantern on the metal hook above you
MOVE north (down the stairs)

Antechamber
USE Tar Gwynthal on the mirror
TAKE the royal seal in the hidden compartment
USE button in the hidden compartment
OPEN west door
MOVE through west door

Throne Room
MOVE north

King’s Throne
USE Royal Seal on Prince Elryth
USE Evidence on Prince Elryth
MOVE south

Throne Room
MOVE south

Grand Hall
MOVE south

Vestibule
MOVE east

Entryway
MOVE east

Castle Foyer
USE wooden bar on east door
OPEN east door
MOVE through east door

Dungeon Stair (I guess the last letter didn’t fit anymore.)
MOVE north (down the stairs)

Sentry Post
USE Jailer Keys on north door
OPEN north door
MOVE through north door

Royal Cell
SPEAK with King Aronde (You get the Treasury Key.)

Grand Hall
Go to the Upper Hall

Upper Hall
MOVE southwest

Alcove
MOVE west

Treasury
USE Treasury Key on door
OPEN door
MOVE through door

Treasury
TAKE the pouch on the table
OPEN Fancy Pouch (You get the Emerald, Sapphire and Pearl.)
Go to the Vestibule

Vestibule
MOVE west

Secret Alcove
MOVE south

Hidden Entry
MOVE south

Forest Edge
MOVE northwest

Encampment
MOVE north
Chapter 4
Path Fork
MOVE north

Checkpoint
OPEN door
MOVE through door

Guardhouse
TAKE the heavy coat
TAKE the lantern
MOVE south

Checkpoint
MOVE south

Path Fork
MOVE west

Forest Path
LOOK at the gravestones (Not necessary, but they contain important hints.)
MOVE north

Mine Entrance
MOVE north

Mine Shaft
TAKE bird cage
MOVE north

Mine Junction
USE Lantern on metal hook above you
MOVE northwest

The Hollow
(Useless Item: sword sheath)
TAKE key
TAKE metal tag
MOVE southwest

Mine Junction
MOVE northeast

Rope Shaft
TAKE the hammer
MOVE up the rope

Cave Exit
MOVE north

Overlook
TAKE the standard
TAKE the metal tag
MOVE southwest

Cave Exit
MOVE south

Rope Shaft
MOVE south

Mine Junction
USE Sledgehammer on the shimmering rocks (You get Heavy Rocks.)
TAKE lantern
Go to the Upper Hall

Upper Hall
MOVE southeast

Tower Access
USE Tower Key on door
OPEN door
MOVE through door

Tower Landing
HIT marble vase
TAKE parchment in broken vase (You learn the Herbicidia spell.)
MOVE west (up the stairs)

Lower Stairs
MOVE north

Mid Tower
MOVE north

Upper Stairs
MOVE north

Upper Tower
OPEN door
MOVE through the door

Magick Study
LOOK through the telescope
USE the right candle holder
TAKE the shiny object behind the star chart
USE Emerald on the red book
TAKE the red book
Go to the Tower Landing

Tower Landing
OPEN door
MOVE through door

Tower Library
USE Sorcery Book on the right shelves
MOVE north

Book Case
TAKE the gold vessel
TAKE the bag
TAKE the griffon figure
Go to the Magick Study

Magick Study
OPEN the east door
MOVE through the east door

Turret
USE Tempies Bag on dragon
USE the chain holding the dragon
TAKE the vial
USE Dragon Tears on SELF (You learn the Polykromus spell.)
Go the Curious Cat

Curious Cat
USE Clay Griffon on clerk (You get Silver <20>.)
Go to the Weapon Shoppe

Weapon Shoppe
USE Sapphire on clerk (You get the X-Bow.)
USE Silver <20> on clerk (You get the Bolt Quiver.)
USE Bolt Quiver on X-Bow (You get the Loaded X-bow… and also know now why it’s not called “Crossbow” in the inventory.)
(After every time you use the crossbow, it needs to be loaded to be used again. Don’t worry, you have an unlimited amount of bolts.)
Go to the Temple

Temple
MOVE north into the temple proper

Inner Sanctum
OPEN the book
USE Gold Vessel on the statue
USE Lens on the altar
SPEAK to the statue
TAKE the lens
Go to the Checkpoint

Checkpoint
USE Signalum M on guard captain
USE Signalum B on guard captain
MOVE north

Magick Forest
(USE the Magick Lens on every screen (just click anywhere). Follow the direction to which the green wisps point to. Go in the opposite direction of where the red wisp points to. The direction is always "west, west, north".)

Peaceful Path
MOVE north

Covered Bridge
MOVE northeast (Down to the riverbank.)

Underside
USE Heavy Rocks on Birdcage
USE Heavy Cage on the handle
MOVE south

Covered Bridge
MOVE north

Truss Bridge
MOVE north

The Meadow
MOVE north
USE Standard on harpy
USE Loaded X-Bow on harpy
TAKE the pole from the broken standard
MOVE north

Lone Tree
MOVE north
USE Lantern on treant
MOVE north

Shady Grove
MOVE east
[Timed Event]
USE Silver Tray on manticore
[Timed Event Over]
USE Loaded X-Bow on manticore
USE Loaded X-Bow on manticore
MOVE east

Forest’s Edge
MOVE northeast

Riverbank
USE Herbicidia on weeds
MOVE south

Forest’s Edge
SPEAK with man
MOVE northeast

Riverbank
MOVE north

Barge Deck
SPEAK with man
MOVE east

Foredeck
[Timed Event]
(You can’t actually do anything there, you have to wait until the timer runs out. This is not influenced by the Timed Events setting in the options.)
[Timed Event Over]
Chapter 5
The Swamp
MOVE north

Plant Path
TAKE the straw doll
MOVE north

Hilltop
MOVE north

Overlook
MOVE northwest

Front Door
TAKE the red stone
MOVE south

Overlook
MOVE northeast

The Barren
MOVE north

Crossroads
MOVE north

Desert Grave
TAKE the hand wheel
MOVE south

Crossroads
MOVE west

Pipes West
MOVE west

Hellfire Pit
USE Hand Wheel on the knob to the left
USE Straw Effigy on flame monster
USE hand wheel
MOVE east

Pipes West
MOVE east

Crossroads
MOVE east

Pipes East
MOVE east

The Structure
USE Occult Stone on the hole at the bottom of the structure
MOVE through the portal

Tunnel
MOVE north

Shelter
TAKE red stone shard
MOVE north

Hillside
TAKE red stone shard in the tree to the right
MOVE southwest

Dead Forest
TAKE red stone shard on the ground to the left
MOVE north

Dark Road
OPEN west gate
MOVE west

Mansion
OPEN mailbox
TAKE the key from the mailbox
MOVE east to the bulkhead

Bulkhead
TAKE red stone shard to the right of the bulkhead
USE Bulkhead Key on the padlock
OPEN doors
MOVE through the bulkhead

Ice Wall
MOVE east

The Pit
TAKE the bone below the skeleton
MOVE north

Cellar Stairs
OPEN door at the top (You get the Ruby and the passage is open. If nothing happens, you don’t have enough Ruby Shards, you need four.)
MOVE south

The Pit
USE Ruby on the pit itself
MOVE north

Cellar Stairs
OPEN door at the top
MOVE north through the door

Quiet Study
TAKE the needle on the desk
MOVE southwest

Dining Room
TAKE the metal bowl
MOVE south

Games Room
USE the chessboard
OPEN the cabinet
TAKE the hammer from the cabinet
MOVE north

Dining Room
OPEN the west doors
MOVE west

Kitchen
USE Hammer on the jar with the star
TAKE the cookie
OPEN the oven
TAKE the charred meat out of the oven
MOVE south[/b]
Go to the Ice Wall

Ice Wall
MOVE west

Altar
OPEN book
USE Ritual Bowl on indentation on the altar
USE Old Bone on the bowl
USE Burned Meat on the bowl
USE Needle on Self (You get the Bloody Needle. Ouch.)
USE Bloody Needle on the bowl
TAKE the stone from the bowl
Go to the Dark Road

Dark Road
[Timed Event]
MOVE east

Dead Forest
[Timed Event Over]
Go to the Tunnel

Tunnel
USE the first below the structure
USE Wisp Stone on the slot at the bottom of the structure
MOVE through the portal

The Structure
Go to the Front Door

Front Door
USE Cookie on door
OPEN door
MOVE through the door
Chapter 6
Entryway
OPEN west door
MOVE through west door

Scullery
TAKE the chalice
MOVE south

Entryway
OPEN north door
MOVE through north door

Main Hall
MOVE northeast (Up the stairs.)

Upstairs
TAKE the sun coin from the painting
MOVE north

Hallways
TAKE the lens
MOVE north

Alcove
MOVE south

Hallway
MOVE west

Side Hallways
TAKE the scroll (Not necessary, but contains important clues.)
MOVE through the west door

Sitting Room
[Timed Event]
MOVE south
[Timed Event Over]

Side Hallways
MOVE south
Go to the Main Hall

Main Hall
MOVE through the west door

Armor Room
[Timed Event]
MOVE northeast through the door
[Timed Event Over]

Main Hall
Go to the Sitting Room
MOVE through the fireplace

Storage Room
USE the hatch on the door
OPEN the door
USE the right barrel
TAKE the parchment (You get the next piece of the MAP.)
TAKE the key from the antler
[Timed Event]
OPEN trapdoor
MOVE through the trapdoor
[Timed Event Over]

Library
TAKE the bottle with the green fluid
TAKE the skull
TAKE the books from the lowest shelf to the north
HIT the back panel of the lowest shelf to the north
TAKE the moon icon
USE the lever
MOVE south

Main Hall
USE Moon Icon on the painting on the west wall
MOVE northeast (Under the stairs.)

Secret Stairs
USE Basement Key on door
OPEN door
MOVE through the door

Dungeon Hall
TAKE the shovel to the left
MOVE north

Cesspool
TAKE the scroll (Not necessary, but contains important clues.)
USE Chalice on the pool (You get Chalice <F>.)
TAKE the key from the gargoyle
[Timed Event]
MOVE south
[Timed Event Over]

Dungeon Hall
Go to the Main Hall

Main Hall
TAKE the moon icon from the painting
MOVE northeast (Up the stairs.)

Upstairs
USE Bedroom Key on the east door
OPEN east door
MOVE through east door

Guest Bedroom
USE bed
TAKE scroll
LOOK at Aged Scroll (You learn the Educ Spritus spell.)
USE bed
MOVE down the ladder

Mural Room
USE Magick Lens on the mural
USE Skull on the mural
USE Lever
MOVE northeast (To the back of the room.)

The Dead-End
HIT the broken brick (2x)
TAKE the charm from the skeleton
MOVE south

Mural Room
OPEN west door
MOVE through west door

Dungeon Hall
OPEN east door
MOVE through east door

Torture Room
USE the misaligned tile on the floor
TAKE the crank from the floor
Go to the Library

Library
OPEN the door to the northwest
GO through the door to the northwest

Laboratory
USE Ectoplasm on the apparatus
USE Chalice <F> on the apparatus
USE Handle on hole on the side of the apparatus
USE the handle
TAKE the filled glass vessel
MOVE southwest

Library
USE Charm on the floor with the candles



Now this is a pivotal point of the game. This chapter can end in two ways, depending on whether you decide to vanquish the phantom right here or put in extra effort to truly break the haunting. Naturally, the latter leads to a better outcome and also unlocks the best ending of the game (but closes off another ending). The shorter solution makes it impossible to achieve the best ending, but unlocks another ending in turn.
If you want the best ending, follow these steps. If you just want to be done with it right here, skip them.

GO to the Guest Bedroom

Guest Bedroom
USE Tar Gwynthal on mirror
MOVE through the mirrot

Main Bedroom
MAP
(Note the clock on the lower right. Just as with the sun puzzle from before, this shows the solution to the clock puzzle and is randomized every playthrough.)
USE the weights under the clock until the clock hands have the position as on the map.
USE the key in the clock
TAKE the red gem from the clock
USE the latch on the door
OPEN the door
MOVE through the door

Hallway
Go to the Torture Room

Torture Room
USE the door
TAKE the shield
OPEN the door
Go to the Armor Room

Armor Room
USE Shield on the armor
USE Moon Icon on the relief
USE Sun Coin on the moon icon
TAKE the red gem
Go to the Laboratory

Laboratory
OPEN the west door
MOVE through the west door

Grave
USE Red Gem on gravestone
USE Red Gem on gravestone
TAKE the salt sack from the compartment
USE the wrapped corpse
USE Salt Sack on the corpse
USE Shovel on the dirt to the left
Go to the Library




USE Educ Spritus on the charm
USE Purifier on the phantom
Go to the Alcove

Alcove
MOVE north (Up the stairs.)

Attic
TAKE the bag
TAKE the silver key
LOOK at Imp Charm (You learn the Discitea Mort spell.)
Go to the Scullery

Scullery
USE Pantry Key on the east door
OPEN east door
MOVE through the east door

Pantry
TAKE the yellow stone
Go to The Structure

The Structure
USE P.I. Stone on the hole at the bottom of the structure
MOVE through the portal
Chapter 7
Dingy Hallway
LOOK at the left photo (Memorize what creature is depicted and the player number.)
MOVE northeast

Joe’s Bar
LOOK at the newspaper on the counter. (Memorize the order in which the teams are playing.)
OPEN the door at the back to the left
MOVE through the door at the back to the left

Cellar
USE the chain
TAKE the wooden bat among the bottles on the wine rack
USE the spigot
LOOK at the image below the barrel (Memorize what creature is depicted and the player number.)
MOVE southwest

Joe’s Bar
MOVE up the stairs

Upstairs Hall
USE Baseball Bat on the man
OPEN the door
MOVE through the door

Waiting Room
TAKE the coat
USE Faded Coat on SELF
TAKE the notepad on the desk
LOOK at the photo on the floor to the right (Memorize what creature is depicted and the player number.)
USE the button on the wall
OPEN west door
MOVE through the west door

Office
USE the poster
MOVE to the safe

Wall Safe
(The safe combination is the player numbers in the order of their playing times, as depicted in the newspaper. The combination is randomized every playthrough. The order is always Hounds (found in the Waiting Room), Serpents (found in the Dingy Hallway) and Gargoyles (found in the Cellar).)
USE the numbers until they have the right combination (You don’t actually have to have USE selected.)
USE the handle
TAKE the green stone
TAKE the money
MOVE south

Office
OPEN the window
MOVE through the window

Catwalk
MOVE south

Alley
OPEN manhole
MOVE down manhole

Sewer
TAKE the shears
MOVE south

Alley
USE Wire Cutters on fence
MOVE north through the fence

Frozen Lake
MOVE in the direction that has no cracks until you leave the lake (The directions are randomized every playthrough. At the end, you get Path Notes.)

Lake Shore
MOVE north

Entrance
MOVE north

Museum
USE Money on the ticket box
TAKE the ticket
MOVE north
USE Ticket on man
MOVE north

Portal
USE Portal Key on the hole at the bottom of the structure
MOVE through the portal

The Structure
Go to the Desert Grave (north of the Crossroads)

Desert Grave
MOVE north

Endless Expanse
MOVE in the same directions you went on the Frozen Lake (LOOK at the Path Notes to find your way… and don’t think about how that solution doesn’t actually make any sense whatsoever.)

Mountain Base
MOVE north
Chapter 8
Mountain Trail
OPEN cart doors
MOVE into the cart

Carriage
TAKE the harness to the left
TAKE the parchment at the top (You get another piece of the MAP.)
OPEN the book
LOOK at the words carved into the walls in the order “Tach”, “Yth” and “Eos” (You learn the Tachytheos spell.)
MOVE south

Mountain Trail
MOVE north

The Ascent
MOVE north

Great Divide
MOVE west (Up the stairs.)

Talos Ridge
TAKE the grappling hook
MOVE southeast

Great Divide
MOVE east (Down the stairs.)

Decrepit Tent
MOVE into the tent
USE Discitea Mort on the zombie
SPEAK to the zombie
TAKE the pickaxe
MOVE southwest

Great Divide
MOVE north

Wall of Ice
USE Pickaxe on ice wall (3x)
MOVE up the ice wall

Precipe
USE Heavy Coat on SELF
USE Harness on the rope on the wall
USE harness

Chasm
USE Pearl on the monster
USE Polykromus on the chasm
MOVE north

Mountain Nest
USE Tempies Bag on dragon
USE dragon

Crossroads
MOVE east

Gateway
MOVE south
Chapter 9
Crossroads
USE Tachytheos on the stone with the “X”.
(This is a ferry stone, if which there are several in the game world, as you surely noticed. You can always USE Tachytheos on them and travel to every other ferry stone you’ve come across. Useful and vital to get back to certain locations faster or at all, if there’s no other way back there.)
Travel to the castle



If you let the imp die in Chapter 6 and want to get the ending that this outcome unlocked, you have to go to the Curious Cat and take the skull hanging there.




Royal Castle
Go to the Isolated Cell (In Cell Block 1 of the dungeon of the castle. You’ll have to unlock the cell door with the Jailer Key again.)

Isolated Cell
USE Discitea Mort on the skeleton
TAKE the soul in the vision (The blue face in the white light.)
Go to the Checkpoint (At the edge of the forest.)

Checkpoint
USE Discitea Mort on all three corpses and TAKE their respective souls
Go to The Dead-End (The back of the Mural Room in the basement of the mansion.)

The Dead-End
USE Discitea Mort on the skeleton
TAKE the soul in the vision
Go to the Desert Grave

Desert Grave
USE Discitea Mort on the skeleton
TAKE the soul in the vision
Go to the Gateway

Gateway
USE all the souls (Betrayed Soul, Valiant Soul, Brave Soul, Noble Soul, Poor Soul, Lost Soul) on the portal.
Move through the portal
Chapter 10
Spires
MOVE south

Cage
USE handle below the cage
MOVE south

Spires
MOVE north

Stone Door
MOVE north

Main Hallway
(In the hallways, you'll probably encounter some silly-looking spiders. Just HIT them to make them scurry away.)
TAKE the green tablet to the right
MOVE east

Alcove
HIT the lose stone on the west wall
TAKE the metal key from the compartment
OPEN the chest
TAKE the glowing orb
MOVE south

Main Hallway
MOVE north

Mine Entrance
USE Key 1 on the door
OPEN the door
MOVE through the door

Still Corridor
MOVE west

Trap Hall
MOVE north

Workbench
TAKE skull candle
TAKE tablet
Go back to the Still Corridor

Still Corridor
MOVE north

Quiet Corridor
MOVE east

Dark Hall
USE unlit torch to the left
USE Orb of Sight on dark sigil above the pedestal
MOVE north

Stone Tablet
TAKE the key
TAKE the tablet
(Those items are invisible, but the reflection in the mirror tells you where they are.)
Go back to the Quiet Corridor

Quiet Corridor
MOVE north

Deep Pit
USE all your tablets on the empty pedestals
TAKE the tablet from the pedestal that doesn’t glow
MOVE north

Stone Path
MOVE east

Magick Orb
USE Tablet on the slot under the orb
MOVE south

Stone Path
USE Key 2 on the door to the north
OPEN the door
MOVE through the door

Mine Shaft
MOVE to the mine cart

Mine Cart
USE Skull Candle on the furnace
USE lever

Mine Station
MOVE west

Mine Vault
USE the button
TAKE the talisman in the compartment
MOVE south

Mine Station
MOVE north

Mine Exit
MOVE north

Mountain Peak
MOVE through the portal

Crossroads
MOVE north

Lakmir’s Cabin
OPEN door
MOVE through the door

Lakmir’s Study
OPEN the desk
TAKE the gold ring out of the desk
USE tapestry above the back entrance
USE Talisman on the hexagonal relief
USE tapestry
MOVE north

Thornbush Wall
MOVE north

Gatekeeper
SPEAK to the creature
MOVE north
Chapter 11
Ancient Castle
MOVE north

Entrance
TAKE mushroom at the lower left
OPEN door
MOVE through door

Antechamber
MOVE north

Alcove
USE Grap. Hook on the wooden beam on the ceiling
MOVE north

Arrow Hall
TAKE the torch
MOVE west

Undead Chasm
USE Mushroom on the creature
TAKE the gem
MOVE south

Arrow Hall
MOVE north

The Pen
[Timed Event]
USE Silver Tray on basilisk
[Timed Event Over]
USE pickaxe on petrified basilisk
TAKE the basilisk horn
USE Loaded X-Bow on the button high up the wall
OPEN the door to the northeast
MOVE through the door to the northeast

Damp Stairs
MOVE north (Down the stairs.)

Waterfall
MOVE south

Lake Bank
MOVE east

Lake Bed
TAKE the parchment (You get the final piece of the MAP.)
MOVE south

Lake Bank
MOVE west

Stone Hallway
MOVE west

Cold Room
TAKE the white shards (On the floor between the door and the pedestal.)
OPEN the door
MOVE through the door

Treasure Hall
MOVE north

Dragon’s Nest
TAKE the key around the skeleton’s neck
MOVE south

Treasure Hall
USE Steel Key on the chest
TAKE the scroll from the chest
TAKE the bottle from the chest
MOVE south

Cold Room
MOVE south

Stone Hallway
MOVE north

Crypt
USE Herbicidia on the algae
MOVE northwest

Mirror Hall
USE Tar Gwynthal on the right mirror
MOVE through the right mirror

Circle Chamber
MOVE north

The Circle
TAKE the scroll
LOOK at Truth of 12
MOVE south

Circle Chamber
MOVE south

Mirror Hall
USE Educ Spritus on the room
TAKE the memory of the broom
MOVE south

Crypt
USE Educ Spritus on the room
TAKE the memory of the scepter

Stone Hallway
MOVE west

Cold Room
USE Educ Spritus on the room
TAKE the memory of the orb
MOVE through the door

Treasure Hall
USE Educ Spritus on the room
TAKE the memory of the shield
Go to the Damp Stairs

Damp Stairs
USE Educ Spritus on the room
TAKE the memory of the wine bottle
MOVE south

The Pen
MOVE south

Arrow Hall
USE Educ Spritus on the room
TAKE the memory of the arrow
MOVE west

Undead Chasm
USE Educ Spritus on the room
TAKE the memory of the bridge
MOVE south

Arrow Hall
MOVE south

Alcove
USE Educ Spritus on the room
TAKE the memory of the book
MOVE south

Antechamber
USE Educ Spritus on the room
TAKE the memory of the evil eyes
MOVE through the door at the northeast

Closet
USE Educ Spritus on the room
TAKE the memory of the sword
TAKE the memory of the sling
MOVE south

Antechamber
MOVE south

Entrance
USE Educ Spritus on the room
TAKE the memory of the key
Go to the Circle Chamber

Circle Chamber
MOVE north

The Circle
MOVE through the portal

Gazebo
MOVE south

Courtyard
TAKE the scythe
MOVE north

Grand Hallway
USE Torch on the slot on the western wall, above the gears
USE torch
MOVE west

Castle Study
TAKE the red shards on the floor, next to the bookcase
MOVE north

Parlor
(Useless Item: Goblet)
TAKE the poker
MOVE south

Castle Study
MOVE south

Grand Hallway
MOVE north

Banquet Hall
MOVE north

Small Corridor
USE Poker on the boards over the west doorway
MOVE west

Battlement
SPEAK to Jair
USE B. Horn on Jair
TAKE the armor
TAKE the iron rod
MOVE west

Watch Tower
TAKE the pot of gold
Go to the Inner Sanctum of the temple in the town

Inner Sanctum
USE Blue Gem on Jair
USE Jair’s Armor on Jair (You get Jair’s Key.)
Go to the Blacksmith

Blacksmith
USE Blue Gem on blacksmith
TAKE blue gem shards
Go to the Mid Tower in the castle

Mid Tower
USE Jair’s Key on the door
OPEN door
MOVE through the door

Jair’s Room
OPEN the glass case
USE Jair’s Armor on the armor stand
CLOSE the glass case
USE Empty Sack on the staff
TAKE the staff
Go to the Grand Hallway in Castle Shadowgate

Grand Hallway
MOVE east

Guard Room
USE the table runner
USE the lever under the table
MOVE north

Old Chapel
USE Iron Rod on statue
USE Pot of Gold on statue
USE Blue Shards on the mold below the statue
USE White Shards on the mold below the statue
USE Red Shards on the mold below the statue
SPEAK to the statue
TAKE the purple gem
Go to the Small Corridor

Small Corridor
MOVE east

Throne Room
MOVE down the stairs in front of the skeleton

Subterranean
MOVE north

Den
MOVE north

Wishing Well
HIT the west door
MOVE through the west door

Holding Cell
[Timed Event]
USE Bottle 6 on the gargoyle
[Timed Event Over]
MOVE north

The Prison
USE Lavender Gem on the respectable to the right
MOVE east

The Armory
TAKE the gem (What kind of gem it is depends on your actions earlier.)
MOVE south

The Prison
TAKE the lavender gem
USE Lavender Gem on the respectable to the left
MOVE west

Stone Bridge
MOVE north

The Obelisk
MOVE northwest

Reflection
USE Gold Ring on the hole in the hand
MOVE north

Great Cavern
MOVE northwest

Summoning
TAKE the staff
Endings
Depending on your actions at this point, you can get different endings. As mentioned earlier, what endings are available do you depend on your actions in chapter 6. In any case, you’ll have to replace the Warlock Staff with something else.

Ending A
USE the pole on the hole in the ground

Ending B
USE the Sun Stone on the Staff of Ages
USE the Divine Staff on the hole in the ground
Keep clicking on Talimar until it is over

Ending C
USE the Staff of Ages with the hole in the ground

Ending D
Go back to the Reflection

Reflection
USE Educ Spritus with the mirrors
USE Scythe on Lakmir
TAKE the censer
USE the Moon Stone on the Soul Prison
USE the Void Conduit on the Warlock Staff
Go to the Summoning

Summoning
USE the Void Staff on the hole in the ground
16 Comments
Chromeshellking 27 Mar @ 6:56pm 
@mndlika: For the best ending you have to at least prep the grave but not bury it till you have salted the remains then you can bury it.
Chromeshellking 27 Mar @ 6:55pm 
For the best ending you have to at least prep the grave but not bury it till you have salted the remains then you can bury it.
raixel 9 Mar @ 8:02pm 
This is the only game I ever played where I was *trying* to die in every way possible. Like "Oh hey look, a window. Lets see if we can go out of it!" or HITting every single NPC I ran into.

The death scene text is great (especially if youre lucky enough to get an image like one of the monsters or the front door mansion scene). I finished my first playthrough at (IIRR) 98%. Im not sure what I missed.
Drakeema 9 Mar @ 10:53am 
It's a pretty interesting room that you get to see, full of interesting things... A nice secret, pretty much. Sad that it was not covered here. But I finally found it being covered in another guide, with video of what's inside.
Viscera  [author] 9 Mar @ 4:39am 
@Drakeema: If you go inside, you die. That's all that happens. That said, it's apparently necessary to do that at least once in a playthrough, if you want 100% completion.
Drakeema 8 Mar @ 11:09pm 
Chapter 5 - After you get the blue gem to activate the portal, you exit the cellar and go back to the front of the mansion. The FRONT DOOR is now OPEN... What's inside??? Every guide and playthrough I've seen completely IGNORES the open door!!!!!
raixel 9 Feb @ 12:45pm 
Crap. In Chapter 6 I buried the corpse as soon as I found the shovel so no best ending for me on that run. Well, I guess thanks to this guide I can blow through the first 5 chapters real fast on a different save and have 2 saves for different endings
Prince Oatmeal 4 Feb @ 12:39pm 
Hmm... missing this "empty sack" somehow, I've traced it back to when I got the Imps Sack, and the stuff back, i never received the empty sack, afterwards... I'm guessing I'll have to replay through and its a glitch some how...
Prince Oatmeal 30 Jan @ 10:40am 
Ok, what about the skeleton in the Main Bedroom on Chapter 6, stopping you from getting the brass key from the clock, make sure to clarify that you might be putting in the clock hands wrong. Example... mine looked like 9:30 when it was actually 3:45...
mndlika 18 Dec, 2024 @ 6:09pm 
Thank you, @Viscera.