Chapter 11
Castle of Legend

Your choices in Chapter 6 will determine which of the four possible endings you will be able to get. Did you save the cunning thief, or did you allow him to meet his final end? As before, I'll guide you to a logical split point. From there, you may choose the conclusion to the path you have already embarked on.

Ancient Castle

Move forward to approach the living castle of Shadowgate.

Entrance

This door has seen better days. At any rate, Take the Mushroom growing on the ground, then Open the door and Move inside.

Antechamber

In spite of the sense of overwhelming dread you feel upon entering, we still need to Move forward.

Alcove

The trap floor from the first game seems to have gotten tired of existing. Use the Grap. Hook on the wooden beams in the ceiling to attach it, allowing you to Move to the other side.

Arrow Hall

Take the Torch from the wall on the left. Move to the left.

Undead Chasm

The original bridges appear to be out, but as a fun bonus there's a creature that looked like it shares a common ancestry with tomatoes and frogs. It's holding a blue gem in it's mouth, which should probably come in handy. Use the Mushroom you got from the Entrance on it to cause it to sneeze itself into the chasm. Take the Blue Gem it left behind, then Move back to the Arrow Hall.

Arrow Hall

Move forward to clamber up to the door straight ahead.

The Pen

No sooner do you enter the room than you are attacked by a fierce basilisk! You only have so much time before it turns its gaze upon you and turns you to stone. Quickly Use your Silver Tray on it to deflect the evil gaze.

Now that the basilisk has been hoisted by its own petard, time to add insult to injury and Use your Pickaxe on it to shatter it. Take the red B. Horn left behind. Now that we've pilfered the petrified pieces, we can take note of the locked door and button high up on the wall. Use the Bolt Quiver on the X-Bow and then Use the Loaded X-Bow on the button to unlock the door. Now Open it and Move through.

Damp Stairs

Not much in here, except for the strange word "TMON" carved upon the wall. Not much for us to monitor here, but at least something seems to have gotten rid of all the bugs. Move forward to go down the stairs.

Waterfall

Oh, that's what was back there! Fun stuff, but naught to do here but Move back.

Lake Bank

This lake has seen better days. Move to the right.

Lake Bed

Take the parchment on the ground to gain another section of your Map. There's also a fun note on the back about how Herbicidia will also kill algae. Good to know, I suppose. Move back.

Lake Bank

Move to the left.

Stone Hallway

Move to the left.

Cold Room

On the ground underneath the medium-sized hole beside the door are some White Shards that you should Take. Open the door and Move through.

Treasure Hall

Move forward.

Dragon's Nest

Take the Steel Key looped around the skeleton's neck, then Move back to the Treasure Hall.

Treasure Hall

That steel chest on the ground? The one we've been wanting to open for 35 years?! Use the Steel Key on it, then Open up that bad boy. Take the scroll to read about how the author created a chemical which will destroy creatures made of stone. Now Take the Bottle 6 from the chest, and Move back out to the Stone Hallway.

Crypt

Use the Herbicidia spell on the green algae sludge puddle to eliminate it. Note: this will not work if you have not taken the Map piece from the lake and read about how to destroy algae. Move into the upper left coffin.

Mirror Hall

What do we do with mirrors? That's right, we Use Tar Gwynthal on it! Cast the spell on the only mirror still in one piece, then Move through the new entrance.

Circle Chamber

Move forward down the stairs.

The Circle

Take the Truth of 12 scroll on the ground, then Open or Look at it. The scroll calls for you to find 12 hidden memories scattered throughout the castle, and mentions that they can be made visible by "one with the power to summon a phantom." What we need to do is travel to the rooms hinted at by the scroll and Use Educ Spiritus spell (the summoning spell, not the dead person memory spell) to view the "memories." Once visible, you just need to Take them. If you're familiar with the original game, this should be very easy to figure out, with one exception. But if you haven't played the first game, or if it's just been awhile, here are the locations:

  1. At the Entrance, a key was hidden by Death.
    Cast the spell at the Entrance screen, then Take the Key from the skull above the door.
  2. A valiant sword was stored in a modest closet.
    From the Antechamber, Move to the right to enter the Closet. Cast the summoning spell and then Take the Sword memory.
  3. A frozen orb once sat on a pedestal.
    Cast the summoning spell within the confines of the Cold Room, then Take the Sphere memory.
  4. A servant's broom once swept the shards of broken glass. Always stored on the left.
    Cast the summoning spell in the Mirror Hall and Take the Broom memory.
  5. A weapon of modest means shelved in storage.
    You probably already grabbed this, but just in case you're doing this list in a random order for some reason here we go. From the Antechamber, Move to the right to enter the Closet. Cast the summoning spell and then Take the Sling memory.
  6. The arrow of the hall no longer sits in its cradle.
    Make your way to the Arrow Hall, cast the spell, and then Take the Arrow memory.
  7. A perilous bridge was one of the ways across the chasm.
    Cast the summoning spell in the Undead Chasm, then Take the rickety bridge memory.
  8. Its owner long gone, only the Sceptre remained in the coffin.
    Cast the summoning spell in the Crypt, then Take the Sceptre memory that appears.
  9. A means of protection lay at the foot of a chest and surrounded by treasure.
    In the Treasure Hall, cast the summoning spell and then Take the Shield memory.
  10. A book of ill fate was once read by candlelight in the alcove.
    Make your way back to the Alcove, and cast the summoning spell to enable you to Take the Book memory.
  11. We drank to the honor of "TMON" at the stairs.
    Cast the summoning spell in the Damp Stairs and Take the Wine memory.
  12. Evil Eyes once oversaw the Antechamber.
    Cast the summoning spell in the Antechamber and then Take the memory of Talimar's eyes.

Once you have Taken all of the Memoria, the scroll disintegrates. Move to the Circle Chamber from where ever you are.

Circle Chamber

Gaze upon the memory of the final moments of the Circle of Twelve! Once you are done viewing Talimar's victory, Move forward.

The Circle

Move into the portal.

Gazebo

You are warped deeper into the castle, featuring a convenient Ferry Stone. Move backwards.

Couryard

Take the Scythe from the cyclops skeleton, then Move forward through the open door.

Grand Hallway

Move to the left.

Castle Study

Take the Red Shards on the ground to the right of the bookcase. Move through the opened secret passage.

Parlor

Take the Poker leaning against he fireplace. You can also Take the Goblet if you want more useless stuff in you pockets. Move back out into the Grand Hallway.

Grand Hallway

Move forward.

Banquet Hall

Move forward.

Small Corridor

Use the Poker on the boards across the door on the left to remove them, then Move through the doorway.

Battlement

Oh, hey, Jair's here! Glad he was able to join us. Speak to him and he'll invite you to catch him up on your adventure, and then he'll step closer to you. Something seems off, however...this is not the real Jair! Use the B. Horn on the doppelganger to dispatch the fell apparition. Take both the discarded Jair's Armor and the Iron Rod mounted into the corner of the battlements. Now Move to the left.

Watch Tower

Take the Pot o' Gold in the corner. Luckily, our Fenling form makes us light enough to not crumble away the broken floor. Now that we have this batch of items, Move all the way back to the Gazebo.

Gazebo

Use the Tachytheos spell on the Ferry Stone, then select the Castle Gwynenthell waypoint.

Royal Castle

Move back to the Blacksmith and head inside.

Blacksmith

Our gem collection is pretty neat, but it would be nice for all three of them to match. So Use the Blue Gem on him and Del will ask him to shatter it. Take the Blue Shards, then Move to the Temple and head inside.

Inner Sanctum

Use the Jair's Armor in your possession on the real Jair. He'll be so impressed that you found his lost armor that he'll hand you the key to his room in the tower. Jair's Key in hand, Move into the castle and make your way to the Tower Landing.

Tower Landing

Move to the left.

Lower Stairs

Move forward to go up the stairs.

Mid Tower

Use Jair's Key on the door on the left to unlock it. Now Open the door and Move through.

Jair's Room

There are all sorts of fun relics here that Jair took with him after the first game. But the important thing in here is the empty display case. Open the case, then Use Jair's Armor on the stand inside. After you Close the display case, it will rise up and reveal the Staff of Ages! Sadly, Del is not the chosen one of the previous prophecy, so we can't just Take the staff. Luckily we have a way around this. Remember the Empty Sack from all the way back in Chapter 2? Use it on the staff, then Take the mighty Staff of Ages. Move all the way back to the front of the Royal Castle.

The time has come!

Here we are, the point where the path splits. Whether or not you saved the Imp will determine which endings you are eligable for. There are found endings total. Two of them can be found no matter what, but the other two are tied to how you played Chapter 6. Click below to view the guide for which path you have already set yourself upon. Did you save the Imp?

Heck yeah I saved the Imp!

Save that thief? No way!

Royal Castle

We're all finished in town and have everything we need to progress through the final area of Castle Shadowgate. Use Tachytheos on the Ferry Stone and select the waypoint that's inside the Shadowgate courtyard.

Gazebo

Move through the Courtyard and into the Grand Hallway.

Grand Hallway

The observant adventure gamers may have taken note of the gears seen behind a crumbling portion of the left wall. Use the Torch on the hole above the gears, and then Use the Torch again to move it up and activate the mechanism. A door will open on the right, so go on and Move through.

Guard Room

Looking around the room will show that there's a small bump protruding from the table runner. Use the runner to move it aside, then Use the lever under the table that is revealed. Move through the secret door that you just opened.

Old Chapel

Remember that ritual to The One that we performed to enchant the Lens? Time to recreate that. Use the Iron Rod on the statue's right hand (on our left), and the Pot o' Gold on the other hand. There's a slot on the altar in front of the statue. Use the White Shards, Red Shards, and Blue Shards on that slot. Once everything is in place, Speak to the statue. The power of The One will fuse the shards together to form a Lavender Gem which you will need to Take. Move back to the Grand Hallway.

Grand Hallway

Move forward.

Banquet Hall

Move forward once more.

Small Corridor

Move to the right.

Throne Room

Nothing good to be done here, so Move through the previously hidden exit before the throne.

Subterranean

Move forward.

Den

Nothing to do here either, so Move forward again.

Wishing Well

The well is sealed up this time around. The infuriatingly locked door has seen better days, so now we can Hit it to knock it down. Move through.

Holding Cell

Iron bars slam down behind you, locking you in. The gargoyle in front of you begins to hatch from its stone shell. We don't have much time, so quickly Use the Bottle 6 on the gargoyle to dispatch the stone creature.

Once you have dispatched the creature, Move through the broken bars ahead of you.

The Prison

There is a gem-shaped slot in the wall underneath a humming metal protrusion, and one beside a prison door. Use the Lavender Gem beside the barred door. The bars rise up, allowing you to Move through that doorway.

The Armory

Nothing much in here, other than a Sun Stone for you to Take. Orb in hand, Move back out of the room.

The Prison

Take the Lavender Gem back, then Use it in the other slot. This deactivates a trap and allows you to Move through the door on the left.

Stone Bridge

Creepy, but not much to do here other than Move forward across the bridge.

The Obelisk

The stone obelisk here once held a prisoner. The runes, including the angry face on the obelisk itself, have faded and the shackles are empty. Move to the left, as there's nothing we can do to restore the binding.

Reflection

Two giant mirrors adorn the walls in this room. Use the Gold Ring we got from Lakmir's Shack on the slot in the middle of the hand painted on the door. Move through.

Optional

Are you thirsty for 100% map completion? Then remember what it is we do with mirrors. Use Tar Gwynthal spell on them. Move through and you'll end up in...

Noble's Study

This is Beleszarr's hidden room in Castle Gwynethell that we spied into earlier. There are some green scales on the ground we can't do anything with. More interestingly, there are various books and pages in here to Look at and glean more information about how to get one of the endings. Not this one...but you can keep it in mind for your next playthrough. When you're done, Move back through the mirror and then Move through the door you opened with the Gold Ring.

Great Cavern

We're on the other side of the skull door from the first game, so we know we're in the final area. Move to the left.

Summoning

Are we too late?! Beleszarr is in the middle of summoning he master Talimar, and luckily his attention is there and not on us. The portal seems to be powered by the Warlock Staff jammed into the circular rune of power. Take the Warlock Staff. This does not de-power the spell, but perhaps there's something else we can replace the staff with to disrupt the summoning.

To get the true ending here, Use the Sun Stone with the Staff of Ages to create the Divine Staff. Now Use the Divine Staff on the hole that you pulled the Warlock Staff from.

A bolt of light erupts from the staff and destroys Beleszarr. But the day has not been won yet, and Talimar begins to emerge from the void. Del take up the Divine Staff to fight the evil wizard. Just keep clicking on Talimar to attack him with the power the staff. The voices of people you have met throughout your quest will cheer you on. After a time, you will defeat the Warlock Lord at last!

The kingdom has been saved, and Del finishes out his days in the lap of luxury.

Royal Castle

We're not quite done here. When you were on your way to the Blacksmith earlier, you may have noticed a purple light spilling out from the Curio Shoppe. Move your way over there and enter the store.

Curious Cat

Well that's...normal. There's a skull radiating a purple-colored incense hanging from the ceiling. Never know when something like this will come in handy, so Take the Censer. Move back to the front of the Royal Castle.

Royal Castle

We're all finished in town and have everything we need to progress through the final area of Castle Shadowgate. Use Tachytheos on the Ferry Stone and select the waypoint that's inside the Shadowgate courtyard.

Gazebo

Move through the Courtyard and into the Grand Hallway.

Grand Hallway

The observant adventure gamers may have taken note of the gears seen behind a crumbling portion of the left wall. Use the Torch on the hole above the gears, and then Use the Torch again to move it up and activate the mechanism. A door will open on the right, so go on and Move through.

Guard Room

Looking around the room will show that there's a small bump protruding from the table runner. Use the runner to move it aside, then Use the lever under the table that is revealed. Move through the secret door that you just opened.

Old Chapel

Remember that ritual to The One that we performed to enchant the Lens? Time to recreate that. Use the Iron Rod on the statue's right hand (on our left), and the Pot o' Gold on the other hand. There's a slot on the altar in front of the statue. Use the White Shards, Red Shards, and Blue Shards on that slot. Once everything is in place, Speak to the statue. The power of The One will fuse the shards together to form a Lavender Gem which you will need to Take. Move back to the Grand Hallway.

Grand Hallway

Move forward.

Banquet Hall

Move forward once more.

Small Corridor

Move to the right.

Throne Room

Nothing good to be done here, so Move through the previously hidden exit before the throne.

Subterranean

Move forward.

Den

Nothing to do here either, so Move forward again.

Wishing Well

The well is sealed up this time around. The infuriatingly locked door has seen better days, so now we can Hit it to knock it down. Move through.

Holding Cell

Iron bars slam down behind you, locking you in. The gargoyle in front of you begins to hatch from its stone shell. We don't have much time, so quickly Use the Bottle 6 on the gargoyle to dispatch the stone creature.

Once you have dispatched the creature, Move through the broken bars ahead of you.

The Prison

There is a gem-shaped slot in the wall underneath a humming metal protrusion, and one beside a prison door. Use the Lavender Gem beside the barred door. The bars rise up, allowing you to Move through that doorway.

The Armory

Nothing much in here, other than a Moon Stone for you to Take. It almost feels like we're being watched, but probably just our imagination. Orb in hand, Move back out of the room.

The Prison

Take the Lavender Gem back, then Use it in the other slot. This deactivates a trap and allows you to Move through the door on the left.

Stone Bridge

Creepy, but not much to do here other than Move forward across the bridge.

The Obelisk

The stone obelisk here once held a prisoner. The runes, including the angry face on the obelisk itself, have faded and the shackles are empty. Move to the left, as there's nothing we can do to restore the binding.

Reflection

Two giant mirrors adorn the walls in this room. Suddenly, Lakmir appears in the mirrors and yells at you, heralding your demise. Well that's just mean. We're only doing this because he failed to destroy the Warlock Lord in the first place! It's probably not even really Lakmir. Why would he seek to stop us from accomplishing his goal? We'd better vanquish this imposter.

Use the Educ Spritus spell on the mirror to summon this charlatan into this room. He must be stopped lest he stop you from saving the day. Use the Scythe on him to dispatch the imposter. Something feels off, and the Censer floats out of your pocket and absorbs the imposter's soul. Take it back to get the Soul Prison. Odin was fooled by the false Lakmir and attacks you, but Del expertly defends himself with the Scythe. Good riddance, that's the last of the potential obstacles.

Use the Gold Ring we got from Lakmir's Shack on the slot in the middle of the hand painted on the door. Move through.

Optional

Are you thirsty for 100% map completion? Then remember what it is we do with mirrors. Use Tar Gwynthal spell on them. Move through and you'll end up in...

Noble's Study

This is Beleszarr's hidden room in Castle Gwynethell that we spied into earlier. There are some green scales on the ground we can't do anything with. More interestingly, there are various books and pages in here to Look at and glean more information about how to get one of the endings. This one, in fact, although we've already done most of what is hinted at. When you're done, Move back through the mirror and then Move through the door you opened with the Gold Ring.

Great Cavern

We're on the other side of the skull door from the first game, so we know we're in the final area. Move to the left.

Summoning

Are we too late?! Beleszarr is in the middle of summoning he master Talimar, and luckily his attention is there and not on us. The portal seems to be powered by the Warlock Staff jammed into the circular rune of power. Take the Warlock Staff. This does not de-power the spell, but perhaps there's something else we can replace the staff with to disrupt the summoning.

To get the true ending here, Use the Moon Stone with the Soul Prison to create the Void Conduit. Use the Void Conduit on the Warlock Staff to create the Void Staff. Good. This is what we've come to do, and a sense of peace finally penetrates through the sense of unease you've had sine you returned from town. Finally, Use the Void Staff on the hole that you pulled the Warlock Staff from.

A bot of magick erupts from the staff and destroys Beleszarr. But the day has not been won yet, and Talimar begins to emerge from the void. Del take up the Void Staff to fight the traitorous wizard. Just keep clicking on Talimar to attack him with the power the staff. A familiar voice speaks through you and taunts your target. After a time, you will defeat the Warlock Lord at last!

The kingdom has been saved, and Del travels throughout the land seeking to finish your final task. Retribution is at hand.


Congratulations on reaching the second story's end!

Are you curious about how else things might have gone? Go, then, there are other Endings than these.