Warning: The following is a detailed walkthrough of Shadowgate 64. It will help you solve the game. Please, DO NOT READ FROM START TO FINISH. You'll just ruin the game. And your hair might fall out. And you might catch fire. Use at your own risk...
Originally released on June 22, 1999
Version 1.5, Revised on August 25, 1999
copyright 1999 Nintense@juno.com
No one can edit any part of this text or put it on any compilation cds
without my written permission.
This text can be freely distributed, but I must be given credit.
Alright, people asked for it, so here it is. This is just going to be
a basic walkthru of the game Shadowgate 64 for the N64. If I missed
anything, feel free to e-mail at the address above.
I added in a frequently asked questions section. Why? Because I'm
getting rather sick of answering people's questions, hehe. Check the
bottom of this walkthru for it. Also, if you e-mail me about something
or another, I would appreciate it if you mentioned where you found
this. I'm just interested in knowing where it's ended up :)
You start the game out in a prison cell after your caravan was attacked
by a band of thieves. You play the role of some halfling, I think a
mix between a human and an elf. First of all, talk to Agaar, the
wizard in the cell next to yours. He start babbling on about some
crap, and about halfway through, the guard will give you some food.
After Agaar is done, go over to the food and eat it. Make sure you
take the bone afterwards. Next, walk over to the pile of hay and
examine it. The game will ask you if you want to move it aside, choose
yes. You have to use the bone on the door in the floor to open it, so
do it already. Jump down the hole and prepare for the sewers.
Well, you're stuck in the sewers now eh? Why the hell did you ever jump
down here, oh yeah, I told you too, hehe. Now is a good time to tell
you to save often I guess. You can very easily die by just walking off
the edge of a platform, so it's a good idea to save your progress.
Anyway, you should be in the sewer now, there is a grate at one end,
with a board and a bottle behind it. Ignore those, you never get them.
At the deep end is a skeleton. Remember him, because you'll have to
get Aristolin's treasure from him later in the game. He is Aristolin's
humble servant. There is also three doorways, a hole in the wall, and
a grate between two doors. The hole in the wall serves no purpose in
the game, as do the boxes. Examine the grate though and get the iron
bar. Now enter the first doorway, closest to the grate with the bottle
behind it. Nothing much there, but a ghost who you'll be able to speak
to later, and a map on the right side of the ledge you're on. Examine
the ground right by where you enter to find it. If you walk into the
water you'll drown, so don't. Go back to the sewers area, and enter
the middle door. Use the bar on the pillar to knock it over, and
cross. The skeleton on the ground is Lucas, you'll here about him
later on, but he doesn't really serve a purpose, except to give you a
little more story info. Pick up the journal and read it if you want,
and proceed through the broken wall. Take the pick-ax that's by the
broken wall and head back to the area where you entered the sewers. Go
through the last doorway now. Use the pick-ax to climb over the green
wall, and then use the pick-ax to break through the ceiling and get
ready to enter the Tower of Disciples.
-=THE TOWER OF DISCIPLES=-
There's all sorts of books and notes in this tower, both on top and
under desks, they mostly just provide information so read them if you
want. Leave the room you start in and you'll be in a hallway. Enter
the first door on the left, and take the spool of rope behind the pile
of lumber. Leave this room and enter the room directly across from it.
This is the home of Dorn and his granddaughter. Remember it's location
because you'll have to return here a couple times. For now just take
the fairy statue in the bookcase and leave. Now go back into the
hallway and head for the stairs. Take the elf statue that is on the
desk and remember the door with the dragon on it. You'll be back there
before you enter the Tower of Flying Dragon. Head up the stairs, and
start taking books and notes. Remember the window with the step-ladder
leading up to it, that's your exit from this tower. Proceed through
one of the three doors into the next room. There's just more books
here, so proceed up the stairs when you're ready. And yes, the blank
books are readable, once you have the ring of the dead. There should
be three doors now, enter the one on the right first and take the
bottle of liquid sunset then leave. Next enter the door across from
the stairs, watch the bench tip over and take the coin and notes. Now
you can enter the final door. Put the statues next to the statue of
the man, fairy statue first, followed by the elf statue. Go through
the secret doorway and take the pixie flute from the bookshelves in one
of the rooms and some notes. Now you can head back to the window with
the step-ladder leading up to it. Use the spool of rope on the window,
and then the pixie flute to shrink down. Climb down the rope and use
the pixie flute again to return to full size. This is the graveyard,
you'll be able to talk to the dead people once you have the ring of the
Walk through the graveyard and enter the courtyard. If you want you
can check out the grave behind the wood, you'll have to return there
later. Enter the church and take the vial of Dragon Tears from behind
the statue. Go through the passage way to the right when you first
enter the church. Take the crowbar and two keys. Ones on the hook and
ones on the floor right by it. You can unlock the coffins right now,
although you can't do anything with them yet. Go back into the church
and climb the ladder. Use the crowbar on the nail in the wall, then
climb down and retrieve the nail. Climb back up the ladder and go
through the hole in the ceiling. Carefully make your way across the
roof avoiding the holes and climb through the window. You've now
entered the Tower of Lakmir.
-=THE TOWER OF LAKMIR=-
This is one place you won't have to return to after you're done. The
crazy old wizard talks about a narrow and wide path, he just means, if
you continue you're taking the wide path, if you give up or try to
escape you're taking the wide path. Anyway, proceed out into the
hallway and enter the door on the right. Take the oil flask, and use
the dragon tears on the barrel of water. Go back into the hallway and
take the stairs. Proceed through this area, talk to Lakmir a bit, and
then walk down the stairs. Enter the door under the stairs. There
should be two doors now, enter the one on the right. Take the mug and
the rusty key from behind the column. You can take the books if you
want too. Leave and enter the door across the hall. You can find some
books in here and the giant's hair, which you'll use minutes before the
end of the game. Leave, go down the stairs and use the oil on the
rusty door. Enter the door around the corner and take the crest off
the metal door. You can now head back to the room where you put the
dragon tears in the barrel of water. Use the mug on the barrel, then
leave and enter the room across the hall. Use the mug on the purple
fire and put the star crest where it belongs. Go back to the room
where you got the star crest off of the metal door. Enter the door and
you should be in a room with three knight statues. Touch the one on
the left, then the right, then right back, right, and left. Walk up
the stairs. There should be two doors, enter the one on the left
first. The main thing in here is the machine which you use the nail on
to make a key. You can take a book and the forest nectar too if you
like, although all the forest nectar does is kill you. Now you can
leave and enter the room across the hall. Take the night elixir from
the shelves and the quill if you want, there's some books in here too.
Walk up on the bed and use the night elixir and the liquid sunset on
the dish. Next, climb up on the chair and use the crest key on the red
spot in the ceiling. Now you can enter the door with the moon on it.
There's three rings in here: a green one which kills you if you wear
it, a blue one which only serves one purpose which I'll explain later
on, and a red one, which is the ring of the dead. Listen to Lakmir and
watch the cinema. It is a good idea to keep the ring of the dead on at
all times, you never know when you'll come across a dead guy. Oh yes,
you have to equip the ring, so make sure you go to the menu and do so.
Now make your way out of the tower through the way you came, back into
If you like, you can talk to the dead by the different gravestones now,
although it isn't necessary. Head back to the room in the church with
the coffins and talk to the dead woman. She'll tell you of here son
Saul and his friend Lucas, and then give you her pendant and you can
take her book. Now you can leave the room and walk down the short set
of stairs and use the rusty key on the door there. This will lead you
back into the caves. Walk down the long hall and use the rusty key on
the door at the top of short set of stairs. Yay, you're back in the
-=THE TOWER OF DISCIPLES=-
Nicely, they put you right by where you need to go. Walk through the
room and enter the hallway. Turn to the left and enter the door on the
left. Make sure you have the ring of the dead on, and talk to Dorn, by
the big bed. He'll give you the cemetery key, open the way out of this
tower, and tell you to find his granddaughter. You can also take the
slipper off the table now. Leave the room, head up the stairs, and
proceed through the door. You'll find that the large double doors are
now unlocked. Go ahead and walk through them, I dare ya.
Now, I found 5 coins in the game, but the only one that seems to serve
a real purpose is the ancient coin. You can use the plain coins to
purchase some stuff at the shop, but I never found a use for any of it.
Anyway, there should be one to the right when you enter the village.
You can walk around the building and talk to the guard there. If you
talk to him a couple times, you should be able to get a lot of
information out of him. Remember, in order to talk to the living, you
have to take off the ring of the dead. He's actually blocking the way
back into the dungeon where you start the game. Your first priority
though should be to head down the path to the left when you first enter
the village. Now, in this area, there should be an inn, a shop, and
two large doors. First of all, put on the pendant you got from the
dead lady, and ready through her diary and try to remember the
information there. Then enter the inn (the building with the swinging
sign above the doorway). The innkeeper thinks you stole the pendant,
so you have to answer some questions for him. Here's some questions
I've come across:
-What's the name of Saul's friend? Answer: Lucas
-What was Saul hoping to find? Answer: Gold and Gems
-How long after he left did the poor woman die? Answer: A fortnight
-What season was it when Saul came home? Answer: High Winter
-Who did he leave with on the night he was last seen? Answer: Dwarf
-What did Jezibel become sick with after he left? Answer: Black Death
If there's more questions than that, feel free to send 'em in to me.
Now that you can explore the inn, the first thing you should do is talk
to the woman. It is because of her that you are still alive, she asks
you to save her brother Agaar. He was the man in the prison cell next
to yours at the start of the game. Take the orb and head up the
stairs. Nothing much up here but some notes you might be interested
in, once you're done, go back down the stairs and leave the inn. If
you want, you can talk to the shopkeeper, although it isn't necessary
yet. Many of the doors around here require the cemetery key, so use it
when necessary. For now, head through the doors to the right of the
shop. If you want, you can pick up the poisonous herb where the path
turns, but it is useless. Enter the first door you come to and you'll
be in the park, remember this area, because you'll be here a couple
more times. Approach the statue of Lord Jair and you can listen to the
ramblings of Lakmir once again. If you want, you can walk through the
passageway to the right, and talk to the girl, although you don't have
the slipper yet. When ready leave the park area and continue along the
path towards the wooden doorway, there's a coin along the way if you
want it. The blue house in this area is the control room, you'll find
a different way in there later on. The house with the locked door is
Agaar's home, you'll return here as well. For now, proceed through the
one unlocked door. Turn to the right and enter the first door. You
can talk to Rastolin, there's nothing important in here. You can head
up the stairs and find another book, and a useless piece of art.
Leave, and climb down the ladder into the pit. He's looking for coins,
so give him what he wants (the ancient coin). Watch him run away and
then retrieve the slipper from the pile of garbage he was blocking.
Climb back up the ladder and walk through the small door. This is
another excavation area, to your right is the reservoir, which you'll
be back to soon, and to your right is the Tower of Flying Dragon,
basically the last place in the game. Retrieve the coin if you like,
and remember this location. Now, you leave the excavation area and
proceed through the large open doorway, there's a stable guy you can
talk to, and if you proceed through one of the large doors, you can
talk to the guards. Eventually get through the small wooden door by
the guards. You'll be back in the area where you started when you
entered the village, go through the door on your right. There is three
doors and a stair case. The doors on the left have nothing of use, and
the door on the right is the dungeon keepers room. Go in there and
check out his sheet music if you like, but don't walk past the second
bookshelves, if you do, the dungeon keeper will find you and kill you.
When you're done, you can leave and go up the stairs. There's nothing
of use in the room across from the stairs, the room you want is to your
left. There's a book in here, along with Wil Goddard. Talk to him,
and listen to all of his songs to receive the flower. Leave this
building, turn to your right, and turn to the right again to go down
the path. Use the cemetery key on the doors to the left of the shop and
proceed through. Go through the door on your left, and put the flower
on the grave farthest down. Put on the ring of the dead and talk to
Aristolin to get him to tell you of his treasure. You can now head
back into the village area from where you came and go through the other
set of doors by the shop. Head back to the park area with the statue,
go through doorway to the right, and free the girl. By the way, this
water area is the location of the Tower of Trials you'll be soon
entering. Go back towards the graveyard area, and enter the church.
Go through the door by the room with the coffins to get back into the
-=THE TOWER OF DISCIPLES=-
Head through the broken wall to the left, and through the doorway.
Stop to talk to Lucas and proceed across the pillar, through the
doorways, back into the sewers. Go down to the deep end and talk to
the skeleton. Dersius will now relinquish his treasure. Now, go back
the way you came to where you entered this caves area from the church,
and go down the long hallway to get back into the tower. Dorn's room
should be on your left, so get your ass in there. Talk to the old man
and get the stone of thirst. Now you can leave the tower, back through
the church, and out into the courtyard. Go to the grave to the right
of the church, and use dragon tears on it to cleanse the mans soul.
He'll now tell you the magic words you need to use with the stone of
thirst. Now you can enter the doors across from the church, and find
yourself in the village area once again.
You should be right by the shop, enter it already. Show the man your
treasure, and buy the chipped violin. Leave, and walk past the inn,
down the path leading back to the gate keeper's room. Enter the large
building, and go through the door on the right, right before the
stairs. Go to the table and place violin on it, then walk around the
bookshelf and hide by the fireplace. The guard will start playing,
walk past him, take the key off the hook, and proceed down into the
dungeons. Find the cell with Agaar in it, unlock it, and give him the
orb. The guard will appear, but Agaar will use the orb to save you.
Lock the cell with the cell key, then head back up the stairs and leave
this building. Head right at the big brown doors, and enter the inn.
Agaar will unlock his house, then disappear. Leave the inn and enter
the doors to the right of the shop. Walk along the path, and go
through the wooden doorway at the end. Turn down the right, then right
again, and enter the house. There's a few things in here, but what you
need is the fang from the bookcase to the right, the flints from the
other set of shelves, and the lever, which doubles as a bed post by the
headboard on one of the beds. Now you can leave and go through the
doorway around the corner on the right. Enter the door on the left in
this area. Climb down the left ladder, and enter the left entryway.
Use the stone of thirst on the water. Climb down the ladder and climb
up the ladder across from you. Find the valves and turn the left valve
left, and the other two right. Use the lever on the end of the
machine, and then listen to Lakmir. Pull the lever, listen some more,
and then leave the way you came. Climb up out of the excavation area,
and leave through the door to your right. Turn to the right, and go
through the wooden door, go straight, and turn left into the dark
pathway. Proceed forward, and enter the large double doors. Go
through the doorway to the right of the statue, walk down the steps,
and enter the Tower of Trials.
-=THE TOWER OF TRIALS=-
Read the plaque and listen to Lakmir, then enter the door on the right
wall just before the stairs. Take the book if you want it, make sure
you have the ring of the dead on, and then enter the other door. Take
the books and notes in here if you want 'em, and then proceed through
the door. Nathor Dreslin speaks to you by the desk, and gives you
clues for beating this tower. He has changed the trials to recognize
him as the true king, not Lord Jair, keep that in mind as you proceed
throughout the tower. Head back the way you came and go up the stairs
in the room where you last spoke to Lord Jair. The plaque says "Pay
homage to the king" which would normally be Lord Jair (the portrait
closest to the stairs on the right wall), but if you enter that door
you will find nothing. Instead you must find the portrait of Nathor
Dreslin (last one on the left wall) and press the switch on the bottom.
Take the puzzle pieces to your right, read the plaque if you want, and
then proceed to the crest at the far end of the room. Examine the coat
of arms, and you'll be faced with a puzzle. The pieces to use are:
the castle with one window, the dragon farthest to the right, the left
dragon, and the left sword. You will now be faced with a series of
questions, here are the ones I've encountered:
-For what symbol is one given a sorcerous rank? Answer: The Ring
of the Kingdom
-What was responsible for the banishment of the Evil One? Answer: The
Staff of Ages
-By what name does the master of Dersius go? Answer: Aristolin
-Of what species was the last dragon? Answer: Gold
-Who is the rightful king of Kal Torlin? Answer: Nathor Dreslin
-Who has forever been known as the Good Master? Answer: Lakmir
-Does the Royal Family's Dragon scream? Answer: No
-What is Lord Jair's homeland? Answer: Westland
-What type of magic is expressly forbidden? Answer: Death Magic
-Name the number of ways into the Royal Family's Tower? Answer: Two
-Which ring is used as a punishment for those who disobey the rules?
Answer: Green Ring
-What is the prohibition against black magic? Answer: It taints the
-What was the name of the First Dragon? Answer: Bolhalor
If you've come across any questions other than these, then feel free to
send them in to me. Now that you've passed the test, you can step
forward and touch the armor. You will now be faced with a room where
your control is backward, and there are spinning blades waiting to kill
you at one misstep. First of all, equip the blue ring to regain normal
control, and then read the plaque if you want. Avoid the blades and
touch the first statue. Touch the next statue as you normally would.
Now, avoid the statue right in front of you, and go around the corner
and touch that statue instead. Now proceed through the door, and take
off the blue ring. Avoid the full set of armor, if you touch it you'll
be returned to the beginning of the tower. Read the plaques, then
approach the candle. This maze is the second hardest part of the game,
and I'll try my best to explain it, but bear with me here :) Anyway,
light the candle with the flint, then take it off the holder and enter
the double doors. You have to make it through the maze before the
candle burns out, so here we go. Turn to your left, go around the
corner, and proceed forward up the stairs. Go forward a step, turn to
the right, and go forward. Go around the corner making U-turn. Hit
the red switch, then turn around, and go back towards the stairs you
just came up. Go through the doorway that just opened right before the
stairs, and hit the switch. Turn around, and go back towards the first
switch and enter the doorway on the right side. Go along the path,
through the first door you come to, and climb up the ladder. Go along
the path, and press the switch in the first alcove on the left, then
continue along the path avoiding the armor, there and climb down the
ladder that just opened up. Go through the right door, and then the
next door. Turn to your right, and hit the switch. Then turn around
and go through the right door, not the one you just came through. Then
go through the next door as well, and climb up the ladder. Walk forward
to the second alcove and hit the switch that you hit before. Turn
around, go right, and head back down the ladder. Go straight, and turn
right right before the door, and hit the switch. Turn around and go
back up the ladder you just came from. Hit the switch in the alcove
again, and then proceed down the ladder that just opened up. Go
through the right door, through the next door, then turn to the right
around the corner and up the stairs. Place the candle in the candle
holder and go through the door. Now you can read the plaque if you
want, and then head toward the mirror on the right. Walk through it
backwards and you're almost done. Although, you can examine the mirrors
if you want to see what you look like. Take the ring of the kingdom off
the pedestal, equip it in the menu, and then walk onto the platform.
You'll be brought back to the beginning where Lakmir awaits you, listen
to him and then turn around and leave the tower. Only one tower left
Walk through this park area, and out the double doors. Head to the
right along the path through the gray doors, and then go left past the
inn down the path, until you get to the next area, where you can go
through the brown double doors. Make sure you have the ring of the
kingdom on and go through the dragon door on the right. Take the
dragon flute and get out of this tower the way you came. Go straight,
through the brown door in the far wall, past the guards through the
gray doors, through the stable, and on through the open doorway. Enter
the door on the right wall, and walk along the path to the door by the
dragon statues. Go right up to the door, use the dragon flute, and
enter the final tower.
-=THE TOWER OF FLYING DRAGON=-
Walk along the path, careful not to fall over the edge, and enter the
door that comes up on your left. Take the book and then climb down the
ladder. Take the dragon eye, and go back up the ladder and out the
door. Continue along the path to the golden dragon, and place the fang
in its mouth. Walk up the newly formed stairs and continue along
around the platform until you get to the next area. Put on the ring of
the dead and walk through the doorway on your right. Take the book off
of the desk and then talk to D'Narth by the bed. Use the hair of giant
on the musical instrument, find D'Narth and listen to him for a bit.
You can now proceed through the doorway and get prepared for what I
consider the hardest part of the game, although it shall be extremely
simple for you. Consider these directions as if you had just walked
through the door. Go to the back-left dragon and pull its right wing,
followed by the back-right dragon where you pull its left wing. Then
go to the front-left dragon and pull the left wing, and finish it off
by pulling the right wing on the front-right dragon.
Back-Left Dragon's Feet Back-Right
(Right Wing) (Left Wing)
(Left Wing) Door (Right Wing)
If the above looks screwed up in whatever format you're viewing it, you
should still be able to figure it out. You can now proceed up the newly
lowered stairs. Talk to Lakmir, then make sure you have the ring of
the kingdom on and take the staff of ages from the dragon's head. If
you ever touch the staff of ages without the ring of kingdom on, you'll
Now a Mr. firstname.lastname@example.org sent this to me, and asked that I
share it with you all. According to him these are the notes that
D'Narth's song equals:
E, F#, G#, E, A#,
G#, A#, B, G#, B, A#, F#,
D#, F#, G, F#,
D#, A#, F#, D#.
Apparentley you can now play the song on your piano, or keyboard or the
like. Don't ask me about it though, I haven't a clue :)
The dragon will drop you off right by the stable, and the guards are
all looking for you, so all you can do is enter the stable. If you
were paying attention to what people have said, you would know that
this stable was once lit on fire, there are even scorch marks that you
can find. So, go up the box of feed and use your flint on it. Now
that the guards are distracted, you can go around the stable and go
through the double doors. Give Belzar's assistant Jezibel's pendant
and you will find that he is Saul, the murderer of Lucas, and the son
of the woman in the coffin. He will cry for a bit, and then move
aside. You may now enter the Chamber of Holding.
-=CHAMBER OF HOLDING=-
If you want, you go along the left side of the platform and view Belzar
standing in the room, but don't enter or he will kill you. He believes
he has found the staff of ages, when in fact it is the uncontrollable
staff of thunder. Place the dragon eye on the staff and watch the evil
wizard die, and the re-birth of another. I really dig the chanting,
I'll tell you that much. Leave through the hole in the back of the
room, and prepare yourself for the final battle. Heh, right.
Everything but the four towers has been destroyed, and you but only one
place to go. Go through the double doors and approach the statue.
Remember to be wearing the ring of the kingdom, and place the staff of
ages in the hands of Lord Jair, followed by the ring of the kingdom.
Now sit back and watch what ending there is.
-=FREQUENTLY ASKED QUESTIONS=-
-Q1- Ancient coin? What in the world is that, and where can I get it?
-A1- Well, I thought this was pretty cut and dry, but apparently
people are missing it. It should be found in the first tower in
one of the classrooms. I believe it is the same room where the
bench tips over on it's own.
-Q2- I can't find this rusty key, can you please help me?
-A2- Well, only because you asked so nicely. It should be in a room
located in Lakmir's Tower (the second one). The room has a desk
in it, and I think you get the mug in there. I believe there is
a note that mentions a key on the desk as well. The key should
be behind the large column, crouch down, and look between the
wall and the column to find it.
-Q3- Help me!! The stone of thirst doesn't work! Help me now!!
-A3- Hmm, well now, not a very nice way to ask, but I'll help ya out
anyway. Most likely, you haven't learned the magical incantation
needed to get the stone to work in the reservoir. Make your way
back to the grave located to the right of the church (you had to
remove some wooden boards to get to it). Now use the dragon tears
on the grave, and the man's soul should be cleansed, he will now
tell you the magical words.
-Q4- You said to use treasure to buy the violin, what treasure!?
-A4- At least it's good to know my readers are paying attention, I'm
pretty sure I went through this pretty well, but here goes. If
you listened to all of the bard's songs, he should have given you
a flower. Take this flower, and without the ring of the dead on,
place it on Aristolin's grave. The grave closest to the rope you
climbed down when you exited the first tower. Now put the ring of
the dead back on and talk to Aristolin, he'll tell you to take the
treasure from his servant. So, now that you have his permission,
go back to the sewers, where you were when you first escaped from
the cell. Talk to the skeleton's spirit at the deep end of the
sewer area, and he should relinquish the treasure you need.
-Q5- Why doesn't the cell keeper like the violin I just gave him?
-A5- I would have to say you chose the wrong one, when you bought the
violin from the shopkeeper. Make sure it is the chipped violin,
if it isn't you'll have to exchange the one you chose for the
-Q6- I missed [insert important item here], am I going to have to
restart the game now?
-A6- Probably not. Every area is accessible at all times. You should
be able to make your way back to the area where you missed
whatever it was you missed, and get it now. Trust me.
-Q7- Me no speak English, you say touch right back statue in the knight
maze. What for you mean?
-A7- Hehe, sorry to all my now offended foreign readers (foreign
meaning non-American of course). Anyway, I've decided to draw up
a little map for everybody who needs even more help in getting
through the knight statue maze. Imagine this map as if you're
looking at the rooms from an overhead perspective.
>K< K K = A knight statue that you DON'T want to touch
=========== >K< = A knight staue that you DO want to touch
>K< K K
-Q8- Are there any secrets in the game that you haven't mentioned?
-A8- Nope, don't thinks so, sorry.
-Q9- How about some codes?
-A9- Well, games of these sort usually don't have any codes, so no.
-Q10- Well, there's gotta be some GameShark codes at least, right?
-A10- Yes, there are some, quite useless if you ask me. But follow
these links if you're interested. You might have to cut and
paste the Interact link in two parts, since it is split in half.
Interact - http://iaweb.starix.net/game_titles/nintendo64/
CMGSCCC - http://www.cmgsccc.com/n64/shad64.shtml
-Q11- Where do i use the red mug and and also where can I find the
-A11- It's questions like this that make me wonder why I even
wrote this thing. The red mug you use to take water out of the
barrel that I told you to put dragon tears in in Lakmir's Tower.
You then use that water to put out the purple fire in the
fireplace. The star crest is on the metal door past the knight
maze, a room with big pipes and the like.
-Q12- How can I get these valves/lever in the control room to work?
-A12- Hmm, I had no trouble here at all, but here are a few
suggestions. You should have to turn the left valve to the
left, and the other two valves to the right. Then use the lever
on the end of the machine, and Lakmir will interrupt you. Once
he's done talking, you can go pull the lever. Now it should
show the water lowering, and Lakmir should talk some more. The
water should be down now.
-Q13- Oh boy, I love these kind of games, wanna chat about RPGs?
-A13- NO!! I don't want to chat, and I don't want to be buddies.
Sorry to disappoint you all, hehe ;)
Those are all the questions I could think of, I recently lost most
of my old e-mail so I was just going by memory of what people asked.
Well, I really liked this game, I loved the original NES version when
it first came out, and so this one really brought back that feeling of
nostalgia. It could have been longer I guess, it took me about 5 hours
the three times I've played through it. It definitely feels longer
than that though, while you're playing through it.
-=CREDITS AND THANKS=-
I would just like to give special thanks to NiteSite for really pushing
me to write this and pointing out that you can buy stuff with the
coins. I would also like to thank the guy who told me where to find
the rusty key, whoever he may be :) I would like to thank the
following people for sending in questions I had missed: TalnT,
If anyone feels that I should add anything, feel free to write me at
Nintense@juno.com. You should always be able to find the most up to
date version of this, if there are any updates, at www.gamefaqs.com.
Copyright 1999 Nintense@juno.com, this document may be freely
distributed, but it can not be sold for profit nor placed on any
compilation cd of any sort. Nor may it be edited, and I must always be
Thanks for reading!!!
Thanks also to Revolution reader Nintense!