TECHNOMAGE WALKTHRU - part 3 Final version (22/7/01) Submitted by Iain Noble (iain.noble@ntlworld.com) and written by Ann Noble. Concluded from last issue 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 SNOW WORLD 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 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. - o -