TECHNOMAGE WALKTHRU Final version (22/7/01) Submitted by Iain Noble (iain.noble@ntlworld.com) and written by Ann Noble. Technomage is a game where puzzles and errands gain as many experience points as the usual hacking and slashing at enemies does. This can lead to major frustration when a particular puzzle seems insoluble but hopefully this walkthru will help at the tricky parts. Each area contains a Quest Log which lists the errands or tasks that you have to perform. These are ticked off when they have been completed and you are automatically awarded experience points. It is VITAL that you talk to everyone at least once, and search everywhere. There are very few shops in the game so you must find items by defeating enemies, smashing crates, examining cupboards etc. People will also give you items, tools, spells and weapons. CONTENTS 1. DREAMERTOWN DAY NIGHT 2. STEAMERTOWN MINE CRYPT STEAMER PARK/SCRAPYARD 3. THE HIVE ENTRANCE GODON PASSAGE FREDO LABYRINTH TRANSFLOATER STEEP TAURON BRIDGES GRAVES FINALE 4. FAIRY FOREST TSA-JELON INNER FOREST JELON DARK FOREST 5. THE CANYON SHACH CAMP PASSAGE TALIS AT HOME LEVEL 3 CAVES 1 LEVEL 3 CAVES 2 SHACH CAMP LEVEL 4 MINE - SHAFT MINE - LEVEL 3 MINE - LEVEL 2 MINE - SHAFT 6. THE TOWER SNOWWORLD ENTRANCE CONFERENCE ROOMS INTRA MUROS LIBRARY LABORATORY ROOF 7. THE VOLCANO EXTERIOR 2 EXTERIOR 1 SHACHTOWN DUNGEON LEVEL 1 DUNGEON LEVEL 2 DUNGEON LEVEL 3 DUNGEON LEVEL 4 8. THE RUINS BEACH EXTERIOR INTERIOR:DUNGEON (TEMPLE) INTERIOR DREAMERTOWN - DAY Quest Log: Visit your Uncle Rissen Bring the missing books to the Library Bring Danny a balloon Find Larissa something to eat Fetch Mr Saris a present for his fiancee Fetch some shade fern for the teacher, Mr Salik Find a way to free the wine trader Buy a bottle of wine for the landlord Fetch compass from cellar for your uncle (These are not in any particular order. It depends when you speak to people). Links:- Books (from Mrs Sengarn in the house next to your mother's house) ->shade fern from the Librarian's study. Go back to see Mrs Sengarn -> rose for Mr Saris. Sandwich from Mrs Encende (house next to your uncle's) -> balloon from Larissa -> balloon to Danny. Silver key (find it floating in the air above Mrs Sengarn's house) -> unlock door in wineshop to free Bacchus. See landlord and go to buy bottle of wine. Finally you can get into your uncle's house, then go to the village well for a FMV and then back to your uncle's. He will give you a copper key for the cellar. Collect the dagger, and the silver key from the smashable crate on top of the pile of crates. Fight the rats and then the Mother rat. As you have very few HP, the best technique is to jump over her and hit her from the back. Collect the compass and take it back to Rissen. DREAMERTOWN - NIGHT Quest log: Meet your mother at the Dragon Fountain Find something to distract the guard at the back door Clear the rats from Mr Vesnegg's cellar After talking to your mother, go to the house between the Inn and the Library. Use the silver key from Mr Vesnegg to get into the cellar and defeat all the rats. He will give you a sleeping draught which you take back to your mother at the fountain. She will then talk to the guard and you can go up to the back gate and escape. STEAMERTOWN Quest log: Find your father's house Bring Ol'Raakes cat back to him Try to get past Baras Save Rumtok the miner Gain access to your father's house Solve the scrapyard riddle Obtain a lump of zantium for the smith Seal the burst steam pipes Obtain explosives to destroy the rock wall Links:- Jump up the old drilling tower to get the kitten -> take it back to Ol'Raakes -> get castor oil -> put caster oil in open stew pot in the Steam Horse -> talk to the chef and get a bowl of stew -> take the stew to Baras -> go into the shed and get a sword -> hit the large sand bag to open the door and collect the dynamite. Find corks around the town and use them to block the steam escapes in the pipes. The location of the corks is random so I cannot tell you where to find them. You need 6 altogether so you may need to visit Lars' shop if you can't find enough. There are 4 leaks in the main town and 2 in Steamer Park. MINE 1st level - get to the lift in the SE corner 2nd level - going west and south brings you to Rumtok but you can't reach him yet. There is a purple looking wall in the SE corner to use the dynamite on but you need more dynamite. 3rd level - you can see the dynamite floating on one of the islands but it's too far to jump. 4th level - just south of the lift are 2 Tipper Wagon Loading stations (with the twinkling lights) which need repairing. In the south there is a wall to be broken. West of the lift is an empty wagon. Take the lift up to the 3rd level and jump to collect the dynamite. Go back to the 4th level and then up to the 2nd level to blow up the purple wall near the lift. Get to Rumtok and get the crowbar. Push the empty wagon (using the points levers to change its direction) under one of the moving boxes overhead and use the crowbar on the Tipper Wagon station. Make sure you go to the correct place for the position of the wagon. The wagon should be filled with ore. Push the full wagon to the south wall that needs breaking and it will smash the wall. Push the wagon back north. There is some dynamite floating above some crates to the west. So, turn the wagon west and push it, jump onto the moving wagon and then quickly jump over the crates to get the dynamite. Use the dynamite on the purple wall in the area where you broke the wall with the wagon and get the zantium ore. Take the lift to ground level and give the ore to the smith. Quest log: Find out what's going on at the graveyard Drive the evil spirits out of the crypt CRYPT Melvin's granny opens the door to the crypt and gives him a Fireball spell. After the door is locked, find a copper key in the west of the room and use it on the door to the south. Heal at the well if necessary; it recharges although slowly. Push and pull the large candlestick from the corner onto the round floor switch to keep the south door open. In the SE corner of the fire channel maze is another floor switch which opens the door to the steps. Don't walk or jump over the fire channels as you will lose HP. The switches in the next two rooms are connected to open the flame doors. The floor switch in the west corner of the first room opens the right hand flame door into the second room but it is on a timer so move quickly. Once in the second room the floor switch on the east side opens the left door back into the first room where you have to use the switch there and then back into the second room where the doors to the third room are open. Again there is a timer ticking so you may have to work out the fastest route to get through the doors before they close. Go west and smash two crates on the pile of crates (jump and hit) to make a space to climb over. In the next area, go into the small area with crates on three sides above the sunken area in the floor. Smash the crate and then pull the brown crate that is on your right into position to make a step below where you smashed the crate. Up the steps and make a note of the arrangement of boxes in the centre as you will need to duplicate it later. Collect the copper key and exit east, back to the healing well area. Open the door to the east. Move the crates into the same arrangement as you saw earlier and go down the steps. Walk straight through the wall where there is a star symbol and follow the passage to another star symbol. Smash all the crates to release the floor switch which releases the door. Go down the steps. Push the blue switches on the south wall until the 3 doors are all open. Collect the Ankh Amulet from the centre of the shaft of light (Melvin will equip it automatically), defeat the enemies and collect the silver key. Open the door to the south. Defeat the 4 white ghosts and collect the golden key. Open the door and then approach the north door which locked when you entered the crypt. Granny thanks you - a job well done. Exit the graveyard and collect the key from the Smith. Enter your father's house and read the diary. When you leave, there will be a FMV and now you can go into Steamer Park. STEAMER PARK/SCRAPYARD Quest Log: Complete all the engineer's tasks You have to finish sealing the leaks, find the control wheel, oil the pump and equalise the water levels in the tanks. So find the last 2 steam leaks and seal them with the corks. Then go and play Heaven and Hell with the children to gain access to the scrapyard. Defeat the Scrapyard Monster and pick up the control wheel that appears near his body. Attach it to the part of the pump just below where the engineer is standing. Then go back into town to get the oil can from Fulo's house which is just N of your father's house. You have to sneak into his bedroom, get the oil can and get out of the house without him seeing you. Use the light switch on the wall to get him out of bed and then move round the big block to keep out of sight. Like any burglar your main problem is getting away with the loot. Use the oil can on the back of the pump in Steamer Park and then use the control wheel. Before you start on the water tanks go back into town and stock up on supplies (particularly torches) because you won't have the chance after the pump starts working. The three water tanks have wheels on the top to regulate the water level. When you arrive there, one tank (upper right) will be full. The first time I played the game I just fiddled around with a little water here and a little water there. But I think the technique is: fill the bottom single tank to the top, then use the wheel on the upper left tank 3 times, then the wheel on the upper right tank once. However you do it, when the levels are correct the pump will start working automatically. Then the FMV ends with Melvin landing heavily in the Hive. THE HIVE Quest Log: Find your father somewhere in the Hive ENTRANCE Put your torch on again. (Note that the green tentacles that appear out of the ground can't be destroyed). Go east to a floor switch that opens a barrier to the west. Through that barrier and west to another floor switch which opens a barrier to the south. (The other open barrier to the south just takes you round in a circle). Then go west, south and along a zigzag path. Then the main path goes west, north, west, south, zigzag and south to the exit. GODON Directly south of the entrance there is a FMV with a trapped person - could this be your father? North-west to a sunken area where you have to move crates onto a floor switch to open the 3-bar gate to the south. There are steps to jump back up in the south of the area. Then there is an island where there are 6 crates covering a switch, that you need to move around. Without a diagram this is tricky to explain but I will do my best. (Don't jump off the crates, just step down otherwise you will fall off the island). Align yourself so that the compass points North. Stand to the West of the Northernmost crate. Push it East. Stand where that crate was and jump onto the crate to the South of you. Step down into the space South of that crate and push it North. There are now 2 crates at the North of the island. Jump onto the crate to the West of you and step down on the West of it. Push it East. Then face the crate directly South of the one you just moved and pull it. This should uncover the switch and you will see the 4-bar gate open. Do not jump onto the switch otherwise the gate will close again. Phew!! Follow the path through the gate. The main path is the second turning to the north, then there is a zigzag bit, an open area and then it's east and east. You will come to a 4-bar gate so go back to the L-shaped room to the south and on the east side there is a path that goes up and leads to the switch. Go west to meet Godon. Quest Log: Investigate the past and leave the Hive for you must save Gothos from destruction. Bomb the wall to the west of the south-west corner and follow the path to the exit. PASSAGE Clear all the upper area before you jump down into the cross-shaped sunken area. The switch in the sunken area opens the barrier in the south-east. Through there to a floor switch which opens the northern barrier which leads to a switch which opens the barrier to the east. Then just edge round the 2 pits to the south - there are some items in the centre but no switches. If you fall into the second pit, there are steps at the north end. Exit. FREDO Collect the war mace and equip it. There is a round floor switch that extends a bridge to the first island (note that this is the only complete bridge - you have jump off the end of all the others). The islands have round floor switches that activate bridges so go west, south, east, south and then west across the pillar to the injured man. Agree to help him and he will give you a silver key and the Ice Claw spell. Unfortunately there is no switch on the island facing the door. Go back to the main room and then jump onto the first 4 islands, activating the switches on all four. The switch on the 4th island extends the bridge to the silver key door. Now, cross the bridge to the island north of you, then west, south. When you cross east do NOT land on the switch. You should now be able to cross to the door. In the next area, jump up into the passage to the south. Explore the whole area and you will find that the 3 dark squares have switches inside them to raise the barriers. Look for the lights that indicate the entrances. Go through the exit in the centre. LABYRINTH I found this area impossible to describe. All I can tell you is that you need to find 5 floor switches that open, in order, a 2-bar gate, a 2-bar gate, a 3-bar gate, a 4-bar gate and lastly a 2-bar gate. All the switches are sneakily concealed but they have a light to show their position. At one point you have to bomb a wall. TRANSFLOATER (Watch out for the blue archers). Go south from the entrance and all the way round the outer area, collecting a copper key, a blue module and a black module. Then activate the generator in the centre. Open the copper key door, read the journal, pick up the red module and use the teleporter pad. In the next room, pick up the silver key and then go back and open the silver key door. Collect the steel key and use it to open the door. Teleport from the steel key room, pick up the green module and use it on the generator in this room. Go back to the silver key room and teleport. Then use the second teleport pad and pick up the golden key. Use the key and activate the switch at the top of the room. This opens a door to the west. STEEP TAURON Head north and cross the poisonous looking path, then go south. Activate the switch in the west alcove and go south again. Go into the first room on the east and activate the switch in the corner. Enter the next room and get the Green Crystal. Jump across the pillars to travel along the water channel and then make your way right round the room to the switch in the corner. Exit west. Jump across the pillars to reach the island with the bridge. Move the brown crate to the wall, smash the crates and climb up. Jump down the other side and cross the 2 pillars. Jump down into the room, use the switch and move the crate to get back onto the parapet. Jump onto the north bridge and exit. BRIDGES Open the door to the north by moving the crates in the centre onto the same 3 symbols as are in front of the north door. Go into the room and use the switch. Then move the crates onto the symbols for the south door and use the switch in there. Cross the bridges. GRAVES (Watch out for nasty attacks from the walls). Use the switch in the north-east room, then go west and north. There is a switch in the room on the east of the corridor which opens a door in the south. Use the centre of the 3 wall switches, go north, use the switch, go to the west room, use a switch and go to the room in the south. This room has pads on the floor which send you back to the door. So, turn left inside the entrance, then right, right, left, left to get to the east room. Go into the next room east and use the switch. When you get back to the exit of the 1st east room, turn left, go straight, then right to get to the west room. FINALE Fight the giant spider. I can give no help here as I belong to the wild slashing school of fighting so do whatever works for you. There are useful items behind the V shaped walls in the corners. You are finally finished with the Hive. THE FAIRY FOREST Quest log: Talk to the fairies in the fairy meadow Find the three seals and take them to Duna Find Duna some silverweed Find the two bee baskets for Corina Find a bee sting and mantis silk for the fairy gold Links:- Beehives -> bee sting + mantis silk -> fairy gold -> jester -> silverweed Three seals + silverweed -> shrinking potion There are five areas in the Fairy Forest which are all interconnected. Also Tsa-Jelon which is the fairy village and for which you need the shrinking potion. The Clearing where you start and the nomad camp is; connected to the Fairy Meadow and Stonehenge. Stonehenge where Duna and Corina can be found; connected to the Clearing, the Bridge and the Pool of Eternal Ice. The Fairy Meadow which contains the garden maze; connected to the Clearing and the entrance to the goblin fort. The Bridge where the mantis nest is and Jakhul, the troll, sits on the bridge; connected to Stonehenge, the Pool of Eternal Ice and the Inner Forest. The Pool of Eternal Ice, where Irwen, the Mistress of Winter, can be found; connected to Stonehenge and the Bridge. Having disposed of the goblin welcoming party, explore the clearing and talk to the fairy on the island. Then go into Stonehenge and talk to Duna. She will give you the Radar tool which you should equip immediately and is very useful. Then just explore all the areas and dispose of all the enemies. (The lily pads on the way to the Fairy Meadow sink if you stand on them too long). Item locations: Beehives - one in the Pool of Eternal Ice; the other in Stonehenge. Go to the SW corner of the area and search south. You should see a light in front of a green curtain that you can walk through. Hey presto! Seals - all 3 are hidden below depressions in the ground where Melvin says the ground isn't safe to walk on and there is a light. You need to use a bomb to uncover the seal and they don't show on radar until exposed. One in the NE corner of the Clearing. One in the south of the Bridge area. One on a small island accessible from the garden maze, and where you find the golden key. Mantis silk - defeat all the mantises around the nest, jump onto the red circle and press the action button to pick it up. Silver key - in the part of the garden maze where it looks as though you need a copper key but the gate is unlocked. Use the radar. Steel key - in the golden key maze. Fairy gold - take the bee sting and the mantis silk to the fairy on the little island in the Clearing. To use it, stand in front of some golden lights, open the rucksack and select it. The jester should appear. I don't know if it matters which golden lights you use because I always used the ones on the big log just inside the Fairy Meadow. Silverweed- talk to the jester. You have to guess his name so look for the green letters when he is talking to you. (Both times I played it was Dureos but it might change). If you guess correctly, he will give you the silverweed. Once you have everything rush back to Duna and she will give you the amazing shrinking potion. To use it just stand on the crescent stone near the beehives and press the action button. You will shrink and arrive in the village. TSA JELON Quest Log: Visit Siniver Find a tuning fork and a knife for Aruna Get some fresh water for Merina Win the beetle race and tell Siniver Free Gwen Tune the harp to soothe Jakhul Explore and talk to people. See Siniver and then visit Merina who will give you a bucket for the water. Leave Tsa Jelon and go to the Pool of Eternal Ice. Stand on the crescent stone there and then talk to Irwen. She will give you the water and a Flower of Winter. Take the water to Merina and she will give you an oak branch. Talk to Aruna and then go to the lower house in the east. Drop into the basement and move the crate to get up to the knife. Talk to Siniver again and then take part in the Beetle Race. The best way to win is to get in front at the start of the race, go as fast as you can and cut the corners. When you win you will be given the speed boots. Siniver will give you a pass to get past the tree guardian to access the Fort where Gwen is being held. Bomb the front gate of the fort and then jump up the steps next to the gate to get onto the parapet. Fight your way round till you get to Raga, the goblin chief. Once you defeat him the force field over Gwen will disappear and the fighting will stop. Gwen gives you the tuning fork and the Vipers Vortex spell. Go back to Tsa Jelon and give the knife and tuning fork to Aruna. Then go to the Bridge area and press the action button in front of the harp. Now you can access the Inner Forest. INNER FOREST Quest Log: Help Sarina After you have cleared the maze (you will be told when you have) head north to see Dahlia, Mistress of Spring, who will give you a magic amulet and the Flower of Spring. Clear the goblin camps to the north-east and north. Make your way to the jetty in the centre of the map. Jump onto the raft and then off at the next jetty. Before you use the crescent stone, cross to the small island where the tree guardian will give you a bow. Also notice the nasty green fog but don't go in. JELON Quest Log: Bring Horpach's magic wand back Find a honeycomb for Lonicera Catch Apydia's bees Find the all the ingredients for the antidote potion You'll need a royal smile Beat Horpach in the duel of magic and tell Lonicera Use the ray glass Links:- Bees -> honey -> good luck potion -> magic wand + four flowers -> antidote. Magic duel -> ray glass -> moonbeam -> royal smile. Explore and talk to everyone. To get to Amber, the Mistress of Summer, use the bow to shoot the bellflower on the other side of the gap. To play the flutes, face the pointed ends; the tune is green, red, red, green. Amber will give you the Flower of Summer. You need to catch 5 bees for Apydia. They are the big purplish fliers; 4 of them can be found over the various garden areas. To find the 5th, go to the Inn and go up the steps on the outside; it will be flying around the roof. To actually catch them, just jump up when the round shadow passes over you - they follow a set flight pattern so the easiest way is not to chase them but stand in one place and then jump. Take the honey to Lonicera who will give you a good luck potion. Then play the roulette game with Fiona in the Inn. Take the wand back to Horpach and ask him about the antidote. Talk to Meriven in the hotel and get the Flower of Autumn, then back to Horpach. While you're there, go up the stairs in his house and find the gear wheel in one of the cabinets and look at the light organ. Back to Lonicera who wants to take Horpach down a peg or two. So go back to him and you will take part in a magic duel. You ace him and receive the Yellow Crystal. Lonicera is so pleased that she gives you a ray glass so go down to the moonflower. Stand in front of it and select the ray glass in your rucksack. You will collect the moonbeam automatically. Go to the palace, stand in front of the princess and select the moonbeam. She will smile on the potion for you. Before you leave, stock up with any items you need from Lonicera. Leave Jelon and stand on the jetty facing the poisonous mist. Select the antidote potion and use it. The mist will disappear and you will float off on a raft. DARK FOREST 1 Jump north along the pillars to an island, then north to another island. Walk along the narrow neck of land and then jump south to the next island. Work your way all round the island to the re-spawn point. Jump north to an island and then south to the raft. DARK FOREST 2 Jump off the raft at the jetty to the north while heading east. Use the lever and get on the raft from the north jetty. Face south and jump off at the next jetty while heading west. Use the lever and get on the raft from the east jetty. Face west and get off at the next jetty while heading north. The lever is on the small island to the west. Catch the raft from the south jetty. Face north and get off at the next jetty to the north while heading east. Use the lever and get back on the raft. You have to shoot an arrow at the target that has just appeared. This is awkward and you may have to shoot at it after you've gone past. Once you hit the target, you go to DARK FOREST 3 The boss battle against a giant toad/frog. Watch out for his tongue attack and the mini enemies that come off his back. After the battle there is a FMV in the Clearing. The fairies give you chain mail and then you set off with the Shach nomads to the Canyon. THE CANYON Quest Log: Gain entry to the old mine Find the stone hammer Destroy the stone monsters Find Cohoch-Ran's horn SHACH CAMP Explore the area. You should see 4 portals, a red stone, a lever, a non-moving platform and a bollard. Go up the steps on the squarish area in the centre of the map. Jump down on to the outcropping north and use the lever. The platform will start moving. Jump onto it and then pick up the red eyestone. Use it on the red portal. In the cave go south and use the lever. Jump onto the platform and jump off on the far west island. Use the lever and get on the platform to the central island. Go north to another lever and back to the central island. Get onto the new platform and then jump to the stationary platform and down to the exit. PASSAGE As soon as you go up any steps there will be a vision of Talis. To get the yellow eyestone out of the wall at the north use a bomb. Open the yellow portal and pick up the lever. Use it on the switch where Melvin said he needed a lever and then use the switch. Get on the platform and jump off at the re-spawn point. Go south for a blue eyestone (use bomb) and then go west to Talis's cave. TALIS AT HOME Talk to her and defeat all the scorpions. She will give you a green lens and a green eyestone. Open the green portal and you will be back at the Shach Camp. Open the blue portal, there will be a rockfall and Dagomar appears. He gives you a grappling hook. The first bollard has a light over it. Exit north. LEVEL 3 Dagomar reappears and gives you a blue eyestone, and a task. Open the blue portal in the west and find a yellow eyestone on the floor of the cave. Use the 5 levers until the blocks form a square and then steps. Jump up and get the hammer. CAVES 1 Open the yellow portal and equip the hammer. As well as defeating enemies, you have to smash 4 statues. I would suggest leaving the north one till last as it involves jumping while an enemy throws rocks at you. When the statues have been destroyed, the meteor storm spell appears in the centre of the cave and you will be transported upwards. LEVEL 3 Dagomar gives you a red lens. Use the steps near the re-spawn point, then a bollard, another bollard (south), more steps, another bollard to get the green eyestone. Jump south to a lever and use the platform. Then steps, bollard, jump north, onto platform and collect a red eyestone. Get to the lever island again and use the bollard to go south. Open the red portal. CAVES 2 Go down the lower east path to a lever, use it and get on a platform at the west side. Pull the west lever and then get onto platform from the upper east side. Jump to the small island in the centre and use the lever. Take the platform back and then use the platform from the south-east path. Exit south. On the south wall of the main cave are 3 levers, use them to move the platforms to a jumpable position. SHACH CAMP Use the steps and jump down at the south, use the bollard, jump south-west and open the green portal. LEVEL 4 Explore the area and talk to the dragon skeleton. To the north-west is the mine entrance. Before using the crate to get over the wall, collect the item (dragon horn) floating almost directly north of the crate. Take the horn back to Cohoch-Ran and receive the blue lens. Move the crate so that you can get over the wall and then use the next crate for the next wall. Place the lenses on their support (stand in front of the light and press action). Notice that you can change which lens the light will shine through. Face the mine opening and use the lever when the same colour as the lens appears. (Try red and green first - watch your HP). When the seal dissolves, enter the mine. MINE - SHAFT Talis gives you the stoneskin belt. The main lift isn't working. Use the bollards to another lift which needs a lever. Go through the east opening and jump into the air duct (watch out for holes in the floor). Find 2 levers to open a door and go into the crane room. Use the 3 levers to move 2 boxes onto the raised blocks in the enclosure. One box is already in the correct position. The east door opens. Take the north-west path to a lever and then use the platform to get to the central island. Use the lever there and take the platform to the south-west path. Jump into the hole and collect the lever. Go back to the lift that needed a lever. Activate the lift and go up in it. Jump across 2 platforms and go into the south opening. LEVEL 3 Defeat all the enemies and go through the door to the drilling beetles. There is a door south of the crystal wall leading to more air ducts. Examine the desks in all 5 rooms for instructions. As far as I can see you only need the B2 - 1st beetle and the B2 - 2nd beetle levers; after each one you should have a scene of the beetle moving. (Sorry I can't be more helpful - the first time I played it those levers worked immediately but this time I had to fiddle around for ages before it happened. It may be related to the length of time you spend in the air ducts, or the number of times you fall into a hole, or the number of fans that you walk through, or something else I haven't thought of !!!) While in the air ducts collect the black module. Go through the smashed crystal wall. LEVEL 2 Head north towards the power station . Defeat all the enemies as it makes the next stage easier. Use the platform to get to the central power station (generator) and activate it. Go back and equip the speed boots. There are 3 pumps; north, south and by the control console but they are on a timer. Activate the north pump, use the teleport pad, activate the south pump and then race to the pump in the east. Then use the control console to activate the lift and go down the path in the south-east. MINE - SHAFT Use the bollard to get the Blue Crystal and then jump across the platforms and go down in the lift. Boss battle against a deranged machine. Jump onto the speedo and go north. My strategy was to stay in the small area below the boss, hit the gear wheels and dash north occasionally to attack the main boss with the meteor storm spell. When you defeat him, the whole place starts to fall apart. Talis leads you to safety and then there is a scene of the whole place exploding. THE TOWER Quest Log: Save Talis Help Bullyforth SNOWWORLD The snow bridge collapses under Talis. Explore the area. North of the path you will have to rescue Bullyforth who is trapped by monsters. There are steps on the "island" north of his position and then you can use a bollard. He gives you a copper key and Merlin's cape, and drops a hint about ghosts in the Tower. Follow the path east. ENTRANCE Get the fire and water arrows, and collect the copper key which is floating somewhere in the area. Use the key. CONFERENCE ROOMS Find a copper key in the east conference room. Collect the belladonna from Vulpeth's study. Use the copper key on the central east room. Use the crates to jump onto the parapet, then use the bollard and go south and then west. Head north to the crates and move the crate to the railing and jump over. Then jump to the bookshelves, and on to the parapet of Dagomar's study. Jump down and pull the lever (shown by the light). Collect the golden key from the hidden room and use the lever there to open the door. Use the golden key. The pattern on the floor indicates the torches around the walls that you have to light using the fire arrows. X means on and O is off, so there are only 3 torches to be lit. The gate will open and go can go down the passage. Use the lever to switch the teleport pad on and approach the gate to talk to the librarian. Then use the teleport and go down the stairs to the sacristy. Quest Log: Find the librarian's spectacles Conjure up the Council of the Wise Ones Enter the laboratory Free the dragon Ar-Khan INTRA MUROS Collect the book on conjuring from the lectern (light over it). To gain access to the crypt, push the 5 lecterns north and the gate will open. Enter the only room that doesn't have a force field across the entrance and use the lever. Repeat this action until you're in the north-west room. The lever here opens the room to the south where the bollard is but it's on a timer so equip your speed boots. Use the bollard and follow the passage. Turn the teleporter on. You should be able to see a key floating over the path that runs from the east side. Equip speed boots again. Go into the east grave of the beloved departed and pull the lever. Race into the centre grave, pull the lever, race into the west grave. Make sure you boots are active and then pull the lever. Race over the bridge, turn right, then left and left again and through the gate (you may want to examine the route before you start running). Collect the silver key and open the silver key door. Jump to the north-east island and pick up the black pearl. Then jump north. In the east room, walk through the wall where the light is, and then walk through the next wall. Collect the spectacles. LIBRARY Return the spectacles to the librarian, and he gives you the Red Crystal. Find the copper key and notice that the candlestick goes out when you open the door. At the west end of the corridor between the private studies, light the torch and enter Tiamar's study. Light the torch there and go into Aurelia's study. Go up the steps and use the bollard. North there are steps down into Marok's study. The torch there opens his door and the door into Eusenbia's study. Light the candlestick on the table and go up the steps. Walk round the upper library shelves to steps in the west. Go up the first spiral staircase and explore the passage behind the balcony. Pick up the urn. Get onto the next balcony and take the path to the north-west. Use the statue to open the door. The lightning bolt spell is in the bookcase. Collect the steel key and open the door to the laboratories. Go through the doorway. LABORATORY Activate the teleporter and go through the gate. Pick up the copper key and use it. Pick up the silver key and use that. Go up the steps and when you get to the bay with the ash, select the urn from your rucksack to collect the ash. (Try not to get killed by the fireballs). Go on to the gate and read the inscription. Jump down and use the teleporter. Take the stairs to the sacristy. After the scene with the Wise Ones (how wise can they be if they didn't spot that Ramogad is Dagomar spelt backwards?) go back to the gate that you couldn't get through before and it will be opened for you. Before working on the beam levers, move the crate to the gate and jump over it to defeat the enemies below, and collect the goodies from the balconies. Then go up the steps and open the gate to get back. The beams and levers is one of the game's b-i-g jokes. It is not possible to switch all the beams off just by using the levers. So, use any one of the levers twice to switch off the single beam. Then push the crate so that it is against the flat part of that beam generator and will block the beam. Then use the other 2 levers twice each to uncover the teleport pad. (Ho, ho, ho). Jump onto the teleport and you will be on the roof to fight Yor-Khan. After the battle, Ar-Khan is released and you fly to rescue Talis. And then on to the Volcano area. THE VOLCANO Quest Log: Find Talis Find out where the old city is Bring seven geodes to the guard EXTERIOR 2 Explore the island that you're on and then get onto the platform and use the bollard. Equip your speed boots and use the lever by the corner of the path to start the platform. Race to jump on, and off at the other side. As you land there is a scene back where you left the others. To get to the upper level, jump up the 4 planks that are moving in and out of the wall. Follow the path north and through the opening. EXTERIOR 1 Use the bollard to go south and jump north-west until you come to a platform. Don't cross it but jump north across the lava pads where the items are. Jump onto the moving platform and get off at the skittles area. Here you have to alter the angle of the paddles to guide the balls into the correct coloured holes; red, blue, yellow. This starts platform moving across the lava. Go down the lava flow east by the yellow hole. Jump across the platforms, collecting the magic battle shield spell on the way and then jump up the lava flow to go north. Talk to the guards to enter Shachtown. SHACHTOWN Quest Log: Visit the Trade Master Find yourself an iron ball Repair the steam pipe Find three voting coins for Mulorne Dig around in the large oasis Bring evidence to Cistorne Find a crystal for Fredo Win the iron ball game Wander around town and make sure that you talk to the guy at the building site, the gambler, the Trade Master, Ludor and Ruisorne. During your walk be sure to pick up the bucket (on a table in a house in the north), the blue crystal (In the Master Trader's quarters) and the shovel (in the building site). After you get out of prison, dig up Ruisorne's voting coin from the large oasis. Take the bucket to the stables and use the action button by the back leg of the large grey beast; then you can use the sheet of metal to repair the steam pipe. Talk to Cistorne and then go and see Fredo. He will take the crystal to Listard so that you can sneak into Listard's quarters and take the evidence from the table. When you show this to Cistorne, he will give you his voting coin. To get the iron ball, you have to trade. Get a book from Ludor, then talk to Cularde, then Veydure and finally Vuesorne. Return to Ludor and you will get the iron ball. Play against the gambler and lose. After the woman leaves the house, go in and smash the crate that hides the magnet. Then play again and when you win, you'll get the third voting coin. Before going back to Mulorne, stock up on any supplies you need as there ain't no coming back. You will receive the experience amulet just before you descend in the lift. DUNGEON 1 Equip the speed boots before using the lever at the end of the passage. Race through the door and get into the treasure chamber. Light the torch opposite the door to get out of the chamber. Light the torches either side of the south door to open it. The east room has a pattern on the wall and the stone head in the west room gives you a hint. Smash the crystal in the east room to see different colours in the wall pattern. Change the colours of the floor pattern in the south room so that they are the same as the new pattern on the wall. DUNGEON 2 In the north-west room, move crates on to the 3 switches at the west end of the room so that a door opens. There is a library to the west. Go east to a corridor with turning wheels. Save before you start as you do not come back to the re-spawn point when you die. (If you're a wuss like me you save in between each wheel). Jump south, west, use the bollard, jump west, south to a corridor in the west. The levers in this room rotate the wheels. Move the crate off the switch so that you can alter the wheels individually. Then it's the infamous 9 crate room. This is quite simple once you know what you're aiming for. The idea is to get all the crates into 5 regular shapes instead of the muddle that the white crates start in. After moving the brown crates, facing west, on the left and right there should be two 6 crate rectangles of 2x3 and in the centre between them three 2x2 squares. It's probably easiest to draw a diagram for yourself to see what I mean. Once done a platform to the south will start moving. Go back to the bollard and this time go south to collect the White Crystal. DUNGEON 3 Follow the corridor to the moon chamber. Read the instructions. Go into the central area and step on 7 symbols walking clockwise. At the full moon turn and walk counter clockwise over 9 symbols. The pattern around the walls shows exactly what you should be treading on. Jump east and then go south down the yellow path to get into a boss battle against the lind wyrm. I found that fire arrows and the magic shield spell worked quite well. Then jump onto the platform and collect the earthquake spell. DUNGEON 4 Follow the path south. Jump to the east and hit the very large blue crystal to get a piece of mana crystal. (If you really want the large combined potion, go south and west). Head north and open the doors using the mana crystal at the end of the passage, where the light is. Welcome to the world map room - with not one but two puzzles. Walk up the steps and you have to answer questions from Atlaran (he's not my idea of a gameshow host). There are 10 questions and he will ask you 6 of them randomly. Are we immortal? No Can we make use of technology? Yes Are dragons our servants? No Can one be happy without worldly possessions? Yes Are we the rulers of Gothos? (Probably no) Are we masters of magic? Yes Do animals have feelings? Yes Would you give your life for others? Yes Do we tolerate people who think differently to us? Yes Are we divine beings? (Probably no) When you are granted access to the world map, you have to touch the pillars in the correct order - you did make a note of all the runes, didn't you? No. Oh dear. The 2 pillars behind either side of the head are reset pillars so ignore them unless you go wrong. Walking clockwise from the head, touch the pillars in the following order 5th (looks like a question mark) 3rd (looks like a small y with an eyebrow) 12th (an upside down cross) 7th (T lying on its side) 1st (I) 8th (small circle with a >) 10th (<) 2nd (equals sign but with three lines) 4th (reversed S) 9th (very thin 7) 11th (slightly bent exclamation mark) 6th (two flourishes/ the only one remaining) Pity my keyboard doesn't do runes but I hope that the above gets you through it. After the map activates, walk onto it and collect the bag of stardust. Go north into the daylight and talk to Ar-Khan. You will fly off and Melvin uses the stardust to expose a tropical island. Helma Taros at last. Well not just yet. THE RUINS Quest Log: Seek Talis (Save Talis) Find the Clock of Eternity Find the way to the main island Find the defensive rampart Go through the defensive rampart Repair the Clock of Eternity BEACH Go south through the shallow water. Examine the fish bones (with the light above them), hit a fish, pick it up and place on the fish bones. Ride the turtle south. The fish are in the centre of the island. Ride the turtle to the east. Walk north-east and then east (north has a large combined potion). Fight your way up the beach. Take the path east. EXTERIOR Stock up on berries from the tree with the light. Use the feeding station by the gold sign and so read it (city) while the parrot is feeding. It will repeat the word you say. Then go to the feeding station by the statue, place the berries and the parrot will repeat the word to the statue. Go through the door. The next golden sign is on the west path (country). Defeat the large ape in the small clearing to the east to stop the berries being stolen by the monkeys. The next gate needs 3 words (you, can, fly). Two of the signs are in the large clearing to the east. Go through the gate and at the re-spawn point turn east to the healing well and a lever. The lever turns off a blue defence barrier but if you are caught by any of the red beams, the barrier will go up again. Equip speed boots. Go south, then west to the end, then north and then west over 5 knives. Use the levers either side of the passage to remove the red energy barriers. Take the west path and jump over to the island, using the platforms in the same order as the symbols on the pavement that you just walked over. Pick up the black energy pearl. Continue south along the path and then turn west to encounter Dagomar. Pursue along along the path. Smash all the crates to get 6 keystones. Use them to remove the barrier and go up the stairs. Smash the crates and get 4 keystones, use them and go up the stairs. Here you will only find a red keystone. Extinguish the torch to the left of the stairs (water arrow), Jump onto the nearby statue, then onto the torch and then up to the higher level where Talis is. Activate the large machine with the energy pearl and the rain will put the flames out. Talis gives you the gloves of dexterity and then you go into the temple. INTERIOR:DUNGEON (TEMPLE) Go north and then west. Make your way round, using the stairs and jumping, to the south-east corner and collect the golden key. On the way back you will have to jump to the ledge at the side of the room as there is a step that you can't get up. Then it's time for the "lever run". You will have noticed 5 levers on the way to the north-west room. The 6th lever is in the golden key room. You have to hit them in order, starting with the one in the golden room, but they are all on timers. As there are 2 in the room where the bollards are, it is not possible to use the speed boots. I found that the chalk comes in very handing for marking the route. The order is golden room, ledge between the two gaps, after second gap, north-west corner of the corridor, cul-de-sac, south-west corner of the corridor. It may take some time to complete the run but then the gate will open. Go into the room, pick up the silver key and use it. You can see another key in the east room but you have to reach it from the west room. Although there is a bollard, the gap at the end of the path is jumpable when coming back. Get across the gap, hit the lever, get back across the gap and jump onto the platform. There is a bollard at the east side of the room so use the grappling hook while you're on the platform. Go into the east room, use the lever, use the platform and collect the steel key. In the steel key room, use the bollard to the south, then 3 bollards along the north wall. Bollard onto the small L-shaped island in the centre of the room. Use the crates to use the bollard, from the south wall, west of your position. Go down the stairs, along the south ledge, and up the next stairs. Use the bollard to the north, the steps and then jump. Use the bollard to the exit. INTERIOR You now have 4 tests to endure before you can proceed. I have listed them in the order that I found easiest. Arena of Weapons: The enemies are all fire elementals, one, then two, then three and finally four. Water arrows work on them just fine. Arena of Magic: Just near the Mistress of Magic is a floating block with the copper key in a cage. Facing the block, use the earthquake spell to smash the cage. Then use the vortex spell to shift the key off the block. Pick up the key. Use the magic shield spell, use the key and walk up the corridor. Turn off to your right and go into the next room. Here you have to light the torches in a specific pattern, that is, the 4 corners and 2 in the centre. Arena of Tools: Use the bollard north of you on the first level. Follow the path, use the lever, get on the platform behind the lever, follow the path, use the lever, get on to the platform behind the lever. At the next lever you have to get on the platform quickly but don't use the speed boots as you have to use a bollard while you're on the platform. When you reach the large area, you will notice a pattern of 16 small broken circles. You have to bomb them in pairs. AAGC BFHB GEDF CDEH So bomb the 1st A and then the 2nd A; then the 1st B and then the 2nd B and so on. Arena of Defence: I found this a real killer in both senses of the word. It consists of a poison area, swinging blades, rotating blades, a platform (with a swinging blade over it), a magma maze and electric beams. Heavy use of the Ring of Life is recommended (where you can stand unmolested) plus saving between the really tricky parts. The stoneskin belt helps in the magma area and there are ledges where you can recover; but nothing seemed to protect against the electric beams. Good luck! After you have passed all the tests, place the seals on their pillars and then you can be transported to the final battle. But first you have to fight a stone monster. Stay well back from him as he can sweep you off the ledge. I used meteor storm (after equipping the magic amulet) on him and hit the demons with the axe. There are various strategies to defeating Dagomar. The one I used was axe, meteor storm, Merlin's cape and radar with a judicious use of healing items. You have to fight him 4 times. The first 3 times after you have done him enough damage, and defeated all the ghosts, you can climb the spiral path and use a Crystal on the machine. Then cross the small bridge to the next fight. Watch out for the gap on the 3rd spiral path. The 4th fight is slightly different. The ghosts will keep on coming even after Dagomar has lost all his HP. At this point go up the spiral path to place the red Crystal and then place the White Crystal on the gold block where you are fighting. Survive a little longer and Dagomar will be drawn back into his prison. Is Melvin trapped? Will our hero make it out? Watch and see... WEAPONS Dagger - cellar in Rissen's house Sword - Baras' shed in Steamertown War mace - Fredo area, the Hive Hammer - in cave in the Canyon Bow - from Tree Guardian just outside Jelon Fire bow Aquabow Axe - from Fredo in Shachtown MAGIC SPELLS Fireball - from Melvin's granny outside the crypt, Steamertown Ice claw - from Fredo in the Hive Viper's vortex - from Gwen in the Fairy Forest Meteor storm - found in stone guardians cave in the Canyon Magic lightning - found in the Tower Magic battle shield - found in the Volcano area Earthquake - found in the Volcano dungeon DEFENCE ITEMS Ankh amulet - Steamertown crypt Ring of life - Steamertown, just before the Hive Magic amulet - from Dahlia, in the Inner Forest Chain-mail - from fairies, after you defeat the boss Stoneskin belt - from Talis, in the Canyon Merlin's cape - from Bullyforth, in Snowworld Experience amulet - from the Trade Master, Shachtown Gloves of dexterity - from Talis before Ruins temple TOOLS Bomb - from Godon in the Hive Radar - from Duna in the Fairy Forest Speed boots - prize for winning the beetle race Grappling hook - from Dagomar in the Canyon This walkthru is set in Geneva, 12 point and consists of 25 pages. Thanks to my husband for defeating the Mother Rat, getting the oil can, winning the beetle race and doing the lever run. Many thanks to all the people who posted messages at the Technomage web page, without whom I could not have finished the game or written the walkthru. For lots of background information on the game, the characters, the enemies and the locations, visit the Technomage web site at http://www.technomage.de/english/index.html There is a bulletin board on the site where you can post questions and find useful hints and tips on how to solve the more taxing puzzles in the game.