Death Gate Walkthrough by Sebatianos Sebatianos@abandonia.com Nexus: Talk to lord Xar. You need to ask him about his plans (but you might chose to talk about everything and learn more about the world of Death Gate). Take the lamp from the wall. Exit west and enter your ship. Use magic on the Marker (select Rune Transfer spell). Use the spell on the Steering Stone. Click on the Steering Stone and you’re on your way to Arianus. Arianus Enter the tunnel. You can just tell Jarre that you’re a traveler and she’ll leave you in peace. Take the bread, marmalade, T-Shirt and piece of pipe it was hanging on. Go east. Take the cork out of the ink bottle and dip the T-Shirt in the ink. Use marmalade on bread three times and give bread to Limbeck. Pick up the Map he drops. Go north and use the heat spell on the sensor panel (behind the sleeping dwarf). Go north, downstairs and talk to Duke. Ask who he is and tell him you need something to verify his story (he gives a ring). Go upstairs to the ship's wizard and take the Wine Jug. Return to your ship. Use the steering wheel and go to king Stephen's castle. Head north and give the ring to the guard. Explain what happened to the king. Once outside, go west. Pick up the shear and use it on the bar that’s keeping the shutter closed (open shutter). Go through the shutter into Trian's study and take the candle holder. Cast the create reality pocket spell at the tapestry and enter it. Talk to the elf and give him the Wine. Talk to him again until he teaches you the shroud of darkness spell. Use this spell on the T-shirt. Now go back to your ship and fly back to Drevlin. Give the candle holder to Limbeck and get the piece of pipe. Go to the elf ship again (use heat spell on the sensor again). Go to wizard’s room (you might want to save at this point) and put the T-shirt on the glowing figurines. Quickly go downstairs and then west to the store room. Open the large box, take and activate the Zinger. When King Stephen congratulates you, ask about 'making it worth my while' and ask for information. Now fly to Skurvash. Go to the city and talk to the waif. Help him get the doll back. Go west and pick up the doll. Cast swap spell on the boy, then remove the net. Go north-west and talk to the street rat. Agree to him helping you and take the Prybar. Return to the ship. Go into the store room and use the Prybar on the strong box. Take the gems and the pipe. Return to Skurvash and go east to the inn. Talk to the bartender and offer to sell him the gems. Now Hugh the Hand will offer to work for the Brotherhood. Accept the job he offers you. Leave the tavern and return to the street rat’s place. Talk to him. Wait until he returns and gives you the lock pick and the paper. Return to the town and go south-west. Use the lock pick on the lock (when it’s in the lock push, jiggle and turn it). Enter the house. Take the poetry book and read it. Look at the clock and move the pointer (the short point should be moved in such a combination: mistymorne, winetime and toiltime). Get the journal out of the hidden compartment and read it. Cast the create reality pocket on the portrait and enter it. Claim to be a messenger from the man's wife-to-be and that she wants the amulet. Complement his intelligence and perception. Answer his questions as follows: "The Bouncing Beans", "5" and "How much" and he gives you the amulet. Give the Magic Amulet to Hugh (back in the inn). Push the table and get on it. Open the window and see what continent is outside. Look at the Brotherhood Paper. Note which word is above the continent you saw. The letters of the word next to the continent are the key. Leave this room and look at the wall. Push the hands according to the first letter of the material they are made from (to spell the key word). The right combination will open the door to the treasure room. Put the lock pick in the lock of the other door (shake, pull and tilt the lock pick). Enter the door and use the motion spell on the statue (if you haven’t learned the spell yet examine the street rat’s doll). Pick up the necklace and go to the treasure room. Put the necklace on the pedestal (you might want to save again). Grab the two books and the Crystal Globe. When two guards appear take the necklace again. Read the two books. Return to the ship and fly to Drevlin. Go in the caves (west, north, north-east) and find Grawple Rockdigger. Take the pipes from the box and fix the broken plumbing above the dwarf’s head (use the cork in the fixed plubming) and open the main valve. Talk to Grawple and show him the Map. He will give you a lump of Iron Ore. Return to the middle of the tunnels and turn east. Open the compartment on the controls and put the lump of ore in it. Go through the new tunnel and put the crystal globe in the statues hands. Take the Air Seal Piece and return to your ship. Transfer the rune from the Book of Pryan to the Steering Stone (cast rune transfer spell). Click on the Steering Stone to return to the Nexus. Nexus Talk to him Xar (best about everything) then return to your ship and click on the Steering Stone to go to Pryan. Pryan Exit the ship. Pick up the pink plant and go to the citadel. Head west and take a nut. Give the nut to the animal and pick up the empty shell. Go back to the ship and use the steering wheel and fly to the Tree city. Head north-east and take the clothesline. Open the door and talk to the cook. Help her with the work. Give the doll to the elf child. Leave and go east. Talk to the elf prince and rescue him with the help of the clothes line. Talk to the prince again. Support his meetings with Zifnab. Go south-east to the gathering place. Wait for the campfire to start burning. Take the burning piece that fell out of the fire (use the shell on the glowing piece), then talk to the elf prince. Keep waiting until the human princess shows up. Then wait until Zifnab turns up. When Zifnab leaves cast a transportation spell on the white disk. Talk to Zifnab. Pick up the black disk. Tie the clothes line to the branch and climb down the tree. Pick the blue and the yellow flowers. Swing over to the other tree. Go east to the maw. Throw the black disk into the Maw. Go to the gathering place. Cast the transportation spell on the white disk again. Push the corpse. Pick up the arrow and the toadstools (you might want to save again). Crush the yellow flowers. Throw the jar of marmalade at the spider. Use the glowing ember on the hive. Cut the pod containing the gold staff with the shear and transport back to the campfire (using the black stone). Give blue flowers, the poetry book and the staff to the elf prince (make sure the prince will accompany you). Talk to the human princess and have her play the tune from the book to you. Ask her to accompany you. Return to your ship accompanied by the elf prince and the human princess and fly to the Citadel. Leave the ship and go west to the citadel door. Go west and pick up another nut. Use the yellow dust (you got from crushing the yellow plants) in the nut and give the nut to the animal. Pick up the nut meat. Now go east and to the forest until you see a dwarf girl tied to a tree. Ask the human princess to play the tune. Cut the vines round the dwarf with the shear. Talk to her and wait for her to return. Talk to her again. Introduce the dwarf to your companions. The dwarf will tell you about a remedy for the human princess' cold and, when you ask, will give you some herbs. Give the cure to the princess (the nut meat, the pink plant, the toadstools and the herbs). Ask the human princess to play the tune again. Keep going north until you see a tree with a crystal fragment in it. Tell the elf prince to get the crystal (this would be a good point to save again). Return to the tree stump at the entrance of the forest. Pull the branch and throw the crystal inside. Go south and wait at the citadel door. Talk to Zifnab again, take the fire seal piece and return to your ship. Transfer the rune from the crystal fragment to the steering stone. Return to the Nexus. Nexus Talk to lord Xar and return to the ship (fly to Abarrach). Abarrach Go north-west and talk to the dead worker. Get his bucket. Go to the city and enter the house. Go upstairs and take the nanny’s book. Talk to her and ask her to follow you. Take the tea set and go back to the dead worker. Ask the dead worker to accompany you and go north to the cave. Read the children’s book and turn the pages until you come to the nursery rhyme about the snake. Now give the book to the dead nanny. Pick up some rocks and go to the wall. Solve the puzzle (all the arrows must point downwards). Talk to the dead dwarf and return to the deserted city. Talk to the butler and give him the tea set. Enter the clock tower. Put the rocks in the bucket. Put the bucket on the hook and climb the rope. Turn the time dial so the clock hand is just before the fourth mark. Crank the rope and when the clock strikes four, release the lever, climb downstairs and go back to the house. Enter the study (if it’s not open you were to slow, so just repeat these actions). Take the book from the stand and read it. Return to your ship and go to the Kleitus' palace. Go to the palace and talk to Kleitus. In jail talk to Edmund and throw the steak to the dog. Cast a hunger spell on the dog and then possession. As a dog leave the cell, climb the stairs and take the second bottle on the left. Return to the cell and give the bottle to Edmund and then Haplo. Touch Haplo. Pick up the Bottle and drink the antidote. Possess the dog again and get the key ring. Give the keys to Edmund and then Haplo. Touch Haplo. Pick up the keys and unlock the manacles with it. Take the vise. Ask Edmund to accompany you. Leave the cell, go west and enter the ship. Leave the ship and enter the cave. Talk to the gamblers and get the rune bones. The dog is sniffing at the east wall, so cast possession on him. Look at the hidden tunnel and touch Haplo. Talk to Balthazar. Tell him about everything, just don’t revile that you’re a Patryn! He’ll teach you the unravel illusion spell. Enter the hidden tunnel. Pick up the spell book and read it. Pick up the robe. Leave and talk to Balthazar. Return to your ship and go to Telestia. Go to the cave and visit the dead dwarf. Wear the Robe then talk to the dead dwarf. Have the dead dwarf accompany you. Go into the city and enter the clock tower. Climb the rope. Tighten the v and shove in between the tongs on the headpiece of the scepter. Loosen the vise and take the Headpiece. Climb down and return to Kleitus' Palace. Leave the ship and go into the cave (you better save). Open the door to the north. The dead dwarf will rush ahead but leave a piece of cloth behind. Take the cloth and show it to the dog. Open the door and follow the dog. Kleitus XIV is after you, so hurry! When you come to the colossus cast the unravel illusion on the damaged rune. Place the scepter's headpiece in the hole in the rune. Take the stone seal piece. Transfer the rune from the pendant to the steering wheel in the ship and return to the Nexus. Nexus Leave the ship and go talk to Xar. Return to your ship and go to Chelestra. Chelestra Go west to the domed city. Zifnab's Stone is glowing (this means danger, so you better save). Look at the spell on the city gate. Look at Balthazar's book. Notice that he modified the ward spell to create the possession spell (you better save again at this oint). One of the rune bones that you got from the gamblers (on Abarach), is a copy of the modification. Transfer this rune to the ward spell on the city gate. And here comes the dragon Sang-Drax. When you get a chance, cast possession on the dog and head west into the city. Talk to Samah. Leave and go east. Fill the clear bottle with water from a pool. Cast null water on the bottle and drink it. Now enter the cave and pick up the dragon scales. Leave and go west. Put scales on the rock pile to get the glowing stone. Return to the Sartan high council. Push the globe on to the rug (maybe you’ll have to wait for the effect of null water to pass). Cast create reality pocket on the rug and take the rug to the ship. Place the rug and create another reality pocket. Enter the run and push the globe. Go to the ship and transfer the runes from the pendant to the steering stone. Return to the Nexus. Nexus Leave the ship and go to Xar's office. Take the History Book and read it. Go to into the Labyrinth (you might wish to save again the game again). Cast cold on the vines. Head north, then north-east to the tiger-men. Turn back and return over the choke vine field and when tiger-men are on the vines use the heat spell to melt the vines. Freeze the vines again and go back to the tiger-men territory. Take a skull and go in the cave. Take the bone head, now go north. Put together the Zinger, black robe and the skull. Go back to the vines and heat them up. Throw the Zinger on to a spire and freeze the vines again. Pick up the charged Zinger. Go back to tiger-men and activate the Zinger. Talk to the head man and tell him that the previous 'you' was an imposter. Apply the salve to the wounded man. Pick up the cord. Ask the tracker for help. Head north with him. Dispatch the chaodin by combining the Cord and Bone to make a bow, then shoot the Arrow. Go further north (drink null water) Continue north (but it would be better to save first). Talk to Sang-Drax but crush the glowing stone before he kills you! Talk to Zifnab. Talk to Zifnab again when you arrive at the Vortex. Vortex Head north until you meet your double. Set up the self immolation spell, but change the positions of the left and right rune. Cast this spell at the double. Search the ashes of your double. Keep heading north until the tentacles stop you. Put both parts of the shear together and cut the tentacles. At the inner platform, after the talk with Sang-Drax kills Xar (and save the game - I'm not kidding). Put the water seal piece in the water spire. When Sang-Drax reappears as a sea slug quickly put the stone seal piece in the earth spire. Wait for Sang-Drax to reappear as an apparition and put the air seal piece in the air spire (and you better save again). Now you need to resurrect Xar and talk to him (and better save yet again). Orseph is the 'Devil of the Heart'. Look at his starting rune in the History Book. Move the focus to Orseph's starting rune. Place the Nexus Seal Piece in the focus and successfully end the game.