Optional Things To Do

 

Join the Resistance

Enter the Torture Room in the dungeon and defeat the Torturer. Talk to the man tied to the torture chair and he'll manage to croak out the word "Rosebud" before passing out. Later, once you reach the City, head to the Tavern. Chat with the bartender and Erik will repeat the "Rosebud" phrase. She'll reveal herself to be a member of the Kal Torlin Underground, and tell you that they know you didn't kill your father.


 

Alternative Dungeon Escape

Once you reach Cell Block 2, enter the left door. You'll be in a room with a skeleton hanged from the ceiling above a pit. Pull the nearby lever to drop the skeleton into the pit, then walk off the edge to follow it. You'll land in a room with a large killer plant, who is too busy munching on the skeleton to eat you. Use the hole on the right wall to crawl through, and you'll find yourself in the Mulnear Cavern. You can just leave from here, but make sure you use the elevator to head down to Cavern B to grab the Quartz first.


 

Become a Lion Tamer

After you enter the City, a Lion will spawn on the North Woods Access road. You can punch it to death, or purchase the Yarn Ball from the Curio Shoppe and use it on the Lion to distract it.


 

Save the Village

Once you dodge the wyverns, you'll be at the North Woods Access screen. For the main walkthrough, we went to the right to reach the City. This time, head left.

Cliff Fork

Head up.

Grand Bridge

On the ground to the left of where you entered is a Crank handle. Pick this up, then head back down.

Cliff Fork

This time, exit down.

Cliff C

Exit to the right.

Cliff D

On the back wall near the entrance, there is a circular stone with a hole in the middle. Use the Crank on this to extend the nearby bridge. Walk to the right, cross the bridge, and enter the cave.

Hermit's Cave

He's...clearly been alone here for quite some time. Give him the Crank so that he can control the bridge, and he'll reward you with the Foreign Language Phrasebook (does not appear in inventory). Head back up to the Grand Bridge.

Grand Bridge

Head left across the bridge, until you are finally able to exit the room.

Village Gate

Your keen Princely senses tell you that this village might be in trouble. Head up through the gate to investigate.

Street A

You'll quickly notice that your instincts were correct, and that the village is, in fact, very much on fire. A few citizens will be attempting to escape, but are shot down by some arrows coming from an unknown assailant. But soon enough, the Marauder soon comes into view. It appears to be wielding a set of bagpipes that fire crossbow bolts. Luckily, he only fires them at human head height. Crouch under the bolt, then walk forward a few steps and crouch again to avoid the next shot. Keep this up. When you get close enough, the Marauder will move away from you too quickly for one of your trademark punches to land. Pursue it, but be ready to crouch as it will turn and fire once it gets far enough away from you. Follow it to the edge of the screen, and it will make a u-turn and make its way back to the right. Take this opportunity to punch it a few times. If you aren't able to defeat it, just follow it all the way to the right and throw a few more punches at the next u-turn. Repeat as necessary, but this should be enough.

Once the Marauder is dead, approach the door with an axe sticking out of hit. Erik will here cries for help coming from within! Enter the house.

Burning House

A child is trapped behind some flames! Use the Icon of Touch on the small rug by the door and Erik will pick it up and smother the flames. The child will run out of the house to safety, go ahead and follow him.

Street A

Exit to the left.

Street B

Another Marauder is here, this time carrying several villagers. Follow it across the screen to the exit.

Street C

There's a soldier nearby who breathes his last breath. You can try to pick up his severed arm, but it run away. You heard me.

Anyway, there's another Marauder here, this one carrying a flame thrower. Luckily for us, it has a limited range that we can dodge with a well-timed crouch. Unlike our arrow friend from earlier, this one is slower to run away. So run up, crouch, take a step closer if needed and punch away. You'll likely only get one hit in before it retreats, so repeat this process a couple more times. Once it's been dispatched, exit to the left.

Street D

We've taken out the last of the enemies here, so we can relax a bit. But we're not quite done with hero stuff, so head to the left and use the Icon of Touch on the people sitting by the tree to untie them. Once the last of the villagers are safe, head up through the nearby archway.

Village Square

Erik will walk forward and be greeted by the mayor. The mayor only speaks what sounds Italian, but I cannot confirm the accuracy. If you picked up the Phrasebook from the Hermit, then Erik will translate what he's saying. If you don't have the book, you'll have no idea what the Mayor is talking about. Either way, you'll receive the Magical Pipes as a reward for saving the village. Whether or not you understood the Mayor only informs whether you, the player, get a hint as how to use the pipes.

If you follow the Mayor to the right, you'll exit into Street B. There's nothing else to do here, so you can leave.


 

Save the Faerie Princess

There's an optional step to make this slightly easier, starting off in the dungeon.

Cell Block 3

Unlock and enter the right hand cell door.

Cell 1

Pull the lever in the room to release the beautiful prisoner. Who turns into a were...wolf? Whatever, she'll transform into a beast and run out of the room.

Continue through the game, and do the village quest above. After you get the Magical Pipes, exit the village.

Village Gate

If you have the Phrasebook, then you'll know that you can use the pipes in the Druid Wood. Fortunately, we can get there by exiting to the left.

Mushroom Path

When you enter the screen, you'll be accosted by two Mushrooms. If you saved the girl in the Cell 1 earlier, then she'll show up and tell the mushrooms that you're an alright dude who is free to pass. If you did not free her, you'll have to fight them...but they do down in three hits, so they're not too bad. Once they're out of the way, exit to the left.

Butterfly Path

Nothing here except for some giant butterflies. They won't hurt you, so just keep walking to the left to exit.

Druid Path A

Head left and then exit down.

Druid Path B

Exit to the lower right.

Druid Path C

Exit to the right.

Faerie Circle

Move into the Circle, then use the Magical Pipes on Erik to have him play them and summon Iphicles, the King of the Faeries. Talk to him and he'll charge you with rescuing his daughter. Make you way out of the woods and to the North Woods Trail outside the City.

North Woods Trail

Head up to exit along that path.

Altar

Now that we've spoken with Iphicles, there's something worth noting in this screen. Namely, the Faerie Princess and the Goblin King. This nasty fellow only attacks to the side. Take a couple steps to the right as he starts hopping toward you, then face up and start punching. He'll have no defense against you from that angle, so he'll fall fairly easily.

Once he's dead, Erik will free Alessandra who will in turn fly you both to the Faerie Circle. Once there, Iphicles will thank you and then teleport you to the Foothills Path.


 

Open the Mystical Box

Curio Shoppe

When you first enter, Leo will give you the Mystical Box and ask you to take it to the Sage of the Woods. To get there, make your way to the Forest Fork.

Forest Fork

Exit to the right.

Forest Path B

Start heading right until you come across the Rhino Bully. You can pay a toll with one of your Gold Coins, or you can beat him up. He's an extremely formidable foe...as long as you're beside him. Move down, then a few steps to the right until you're standing below him. Face up and start punching until the bully is defeated. Continue to the right to exit.

Sage's Yard

Head to the right and enter the giant door.

Sage's House

Give the Mystical Box to the Sage. He'll go through a super complex process to open the box and then set it gently on the ground. A jack-in-the-box will pop out. Quickly face down and punch it to defeat it, or else it will kill the Sage. Once the danger has been averted, you'll be given a Note to show Leo. Head back to the Curio Shoppe.

Curio Shoppe

Give the Note to Leo and he'll reward you with a Gold Coin.


 

Alternate Elemental Dais Solutions

Pet Shoppe

Purchase the Canary as an alternative solution to the Air quadrant. Purchase the Piranha as a solution to the Water quadrant.


 

Fortunes Told

You can get three fortunes from the Fortune Teller for one Gold Coin each. Only two of them are useful, however. The first one you'll get is a hint for how to get the Gauntlet. The second fortune is a hint that the Staff of Ages needs to be assembled. The third fortune just lets you know that you'll live happily ever after with a wife and a bunch of kids, and then the Fortune Teller will pass out from the strain of her super useful prescience.


 

Consult with Aronde's Spirit

Find the fountain (West Street A), and toss in a Gold Coin. Your father's spirit will appear and tell you that your sister is currently alive, but is in terrible danger.


 

Play the Organ

In the Organ Room of Shadowgate, there are four colored scrolls on a shelf along the left wall. Each of these will produce a different effect when used on the Organ. Those effects are: