TECHNOMAGE WALKTHRU Version 1.2 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 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 depresions 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 THE TOWER THE VOLCANO THE RUINS (The sections below are not complete yet) WEAPONS Dagger - cellar in Rissen's house Sword - Baras' shed in Steamertown War mace - Fredo area, the Hive War hammer 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 Magic lightning Magic battle shield Earthquake 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 TOOLS Bomb - from Godon in the Hive Radar - from Duna in the Fairy Forest Speed boots - prize for winning the beetle race Grappling hook This walkthru is set in Geneva, 12 point. Thanks to my husband for defeating the Mother Rat, getting the oil can and winning the beetle race. 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.