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FEATURED VOXPOP shandog137
A Letter to the Big “N"
By shandog137
Posted on 09/12/14
I have and will continue to have a place in my heart for Nintendo. In fact, my first console was a Super Nintendo. The video game market has changed drastically since the early '90s and it seems like what once was platinum is more so along the lines of silver now. Nintendo has always been...

Shadowgate 64 Cheats


Shadowgate 64

N64

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...

Shadwogate 64-Walkthru
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.

                             Shadowgate 64
                                Walkthru

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. 
-=UPDATE=-
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 :)

============
-=THE CELL=-
============
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.

==============
-=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 
dead.

========================
-=THE GRAVEYARD/CHURCH=-
========================
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 
the church.

========================
-=THE GRAVEYARD/CHURCH=-
========================
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 
first tower.

==========================
-=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.

===========
-=VILLAGE=-
===========
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 
caves.  

==========================
-=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. 

===========
-=VILLAGE=-
===========
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
     soul
-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 
now! Yay

===========
-=VILLAGE=-
===========
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.

              1                                         2
          Back-Left          Dragon's Feet          Back-Right
        (Right Wing)                                (Left Wing)

               3                                         4
          Front-Left                                Front-Right 
         (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 
die.  

Now a Mr. sflame@rochester.rr.com 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 :)

===========
-=VILLAGE=-
===========
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.

============
-=THE PARK=-
============
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 
     chipped one.

-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.

       The End       
     ===========                    
     >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      >K< 

      K       K
     ===========
      K      >K<        
     ===========
     >K<  K   K
     ===========
        Start

-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/
                 shadowgate_64/gameshark.shtml
      CMGSCCC - http://www.cmgsccc.com/n64/shad64.shtml

-Q11- Where do i use the red mug and and also where can I find the 
      star crest?
-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.

==================
-=FINAL COMMENTS=-
==================
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,
DRo6366157, ~Trap.

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 
given credit.

Thanks for reading!!!
 

Thanks also to Revolution reader Nintense!





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