+-+-+-+-+-+-+-+-+-+-+-+-+
                          | T E C H N O C L A S H |
                          +-+-+-+-+-+-+-+-+-+-+-+-+


              GAME:  TECHNOCLASH
          PLATFORM:  SEGA GENESIS
             GENRE:  ACTION/STRATEGY
           CREATOR:  ELECTRONIC ARTS Copyright 1993
AUTHOR OF THIS FAQ:  Kevin Butler AKA War Doc
            E-MAIL:  kevinb(at)technologist(dot)com
       FAQ VERSION:  1.0

-------------------------------------------------------------------------------

                              TABLE OF CONTENTS

     UNIT   I:  INTRODUCTION

 1.  Legal Stuff
 2.  Version Information
 3.  Acknowledgements
 4.  Welcome
 5.  Overview

     UNIT  II:  GAME INFORMATION

 6.  The Levels

     UNIT III:  PLAYING THE GAME

 7.  Getting Started
 8.  Taking Control

     8.1  The Controls
     8.2  The Status Screen

     UNIT   IV:  STRATEGIES

 9.  General Strategies
10.  Specific Strategies

     10.1  Las Vegas Casino
     10.2  The Junkyard
     10.3  The Desert
     10.4  The Underground City
     10.5  Portal Cavern
     10.6  Tween Place
     10.7  Teg Temple
     10.8  Arena

     UNIT   V:  APPENDIX

11.  You are Here, and Lost

     11.1  The Junkyard
     11.2  The Desert
     11.3  The Underground City
     11.4  Portal Cavern
     11.5  Tween Place
     11.6  Teg Temple

12.  Items and Magick

     12.1  Items
     12.2  Magick

     UNIT  VI:  CONCLUSION

13.  Conclusion

_______________________________________________________________________________

To find a particular chapter or subchapter do the following:

1.  Highlight the chapter or subchapter name you wish to find.
2.  Press CTRL-C
3.  Press CTRL-F
4.  Press CTRL-V
5.  Press CTRL-F
5.  You will arrive at the desired chapter or subchapter.

_______________________________________________________________________________

                                **************
********************************* U N I T  I **********************************
                                **************
+=================+
| 1.  LEGAL STUFF |============================================================
+=================+

This guide may not be reproduced under any circumstances except for personal
private use.  It may not be placed on any web site or otherwise distributed
publicly without advanced permission from the author.  Use of this guide on
any other web sit or as part of any public display is strictly prohibited, and
a violation of copyright.  All content in this guide is Copyright 2003 by
Kevin Butler.  Only the sites listed below have permission to publish this
work or to display it:

www.gamefaqs.com
www.cheats.de
faqs.ign.com

If you wish to put this guide on your site, e-mail me and ask.  Save yourself
the headache of putting up with lawsuits and whatnot because you failed to ask
a simple "Can I post your guide on <insert site>?".  If you wish to use info
in this guide, please acknowledge that you have done so.

If you see this guide on any other site then the one listed above, please
e-mail me.  If you wish to ask questions or give input to this guide, please
e-mail me.  Just have Technoclash as the subject so I know it isn't another
kooky vendor trying to sell me hair gel or another XXX site telling me I have
new friends.

+=========================+
| 2.  VERSION INFORMATION |====================================================
+=========================+

Version 1.0   8/25/03:  A guide is born.
                        
+======================+
| 3.  ACKNOWLEDGEMENTS |=======================================================
+======================+

The following are a list of people or organizations that have made this FAQ
possible:

My wonderful family (who has had to put up with the tapping on the keyboard)
Electronic Arts for making a great action/strategy game
GameFAQ's for putting up this FAQ

+=============+
| 4.  WELCOME |================================================================
+=============+

Welcome to my FAQ for Technoclash.  Since this is an action/strategy game,
there is no walkthrough per se.  Instead, this FAQ is broken up into parts.
First you will be given an explanation of choices you have for playing the
game.  Next, you will be given all the possible commands you can give with a
brief description of what those commands are.  The last part is dedicated to
strategy.  This strategy will give you an idea on how to get through the
various areas in the game.  In addition, maps are provided and will be referred
to when the need arises for more concise directions.  Input is appreciated
along with constructive criticism.  If you wish to e-mail me thoughts on this
FAQ, better ways of doing things, other strategies, etc., feel free.  Make sure
you put Technoclash in the subject.  If you don't, I'm liable to discard the
e-mail as spam.

+==============+
| 5.  OVERVIEW |===============================================================
+==============+

In days long past, magick was the way of life.  The lands and people were in
harmony with each other.  Then one day, the situation changed.  A portal opened
into the Inner Realm (where the main character is from).  From this portal came
the Engine Men.  The Engine Men are robots and/or cybernetic creations from
beyond the Inner Realm.  Their purpose is to end the reign of magick and herald
the reign of machines.  In addition, Abaris' Life Staff is missing.  If the
Engine Men get the staff, it means that the Inner Realm will no longer exist.
It is with this staff that the main character Ronaan hopes to send the Engine
Men back to their realm and also to seal the portal to stop the invasion.  In
addition, the source of the Engine Men must also be destroyed.  Of course,
failure to achieve these goals means that the Engine Men will take over the
world.  Ronaan won't be alone in his quest.  He will have the aid of a
barbarian named Farrg and a magician named Chazz who will act as bodyguards to
prevent any harm from coming to Ronaan as he completes his quest.  It is the
arcane versus the android in this fast paced game.  Good luck, you are the
Inner Realm's last hope (Parts of this story were paraphrased from the
instruction manual).

                               ***************
******************************** U N I T  II **********************************
                               ***************

+================+
| 6.  THE LEVELS |=============================================================
+================+

Technoclash will require you to go through seven levels before the final show-
down.  In order to exit a level, you must do specific things and accomplish
certain goals.  You cannot return to a level once you have completed it.  Also,
as you progress through the levels, each one gets harder.  The strategies for
completing these levels are in Chapter 10.  The levels are listed below:

1.  Las Vegas Casino
2.  The Junkyard
3.  The Desert
4.  The Underground City
5.  Portal Cavern
6.  Tween Place
7.  Teg Temple
8.  Arena (I created this name)

                               ****************       
******************************** U N I T  III *********************************
                               ****************       

+=====================+
| 7.  GETTING STARTED |========================================================
+=====================+

Once the game has loaded, you will be presented with a menu box.  In the box
are the choices you have for your game start:

+----------+
| NEW GAME |
+----------+

Allows you to start a brand new game.

+----------+
| PASSWORD |
+----------+

This game has no save feature.  It is instead driven by passwords.  Each thing
you do or each level or area you visit will affect the password so check on it
often.  This functions roughly as a restore game.

+---------------------+
| INTRODUCTION CREDIT |
+---------------------+

Want to see who put this game together, choose this option.

+------------------------------------+
| THREE BUTTON/SIX BUTTON CONTROLLER |
+------------------------------------+

Depending on the type of controller you have hooked into the machine, you may
be able to choose whether it should a three or six button configuration.

+====================+
| 8.  TAKING CONTROL |=========================================================
+====================+

 ____________________
/ 8.1  The Controls /__________________________________________________________
--------------------

The controls for this game are a little complicated.  It will take a little
practice and time to get used to being able to run through different spells
quickly.  The controls are:

                                          3 BUTTON    6 BUTTON
            +---------------------------+-----------+-----------+
            | SWING STAFF               |    A      |    A      |
            +---------------------------+-----------+-----------+
            | CAST SPELL (FIRE)         |    B      |    B      |
            +---------------------------+-----------+-----------+
            | YOU MUST PERFORM THE FOLLOWING IN THIS            |
            | ORDER                                             |
            +---------------------------+-----------+-----------+
            | SHOW SPELL MATRIX         |   HOLD C  |   HOLD C  |
            +---------------------------+-----------+-----------+
            | HIGHLIGHT SPELL (MATRIX)  |   D-PAD   |   D-PAD   |
            +---------------------------+-----------+-----------+
            | CHOOSE SPELL (MATRIX)     | RELEASE C | RELEASE C |
            +---------------------------+-----------+-----------+
            | SHOW OPTIONS MENU         |   START   |   START   |
            +---------------------------+-----------+-----------+
            | TOGGLE RONAAN/INDAR VIEWS |  A+START  |  A+START  |
            +---------------------------+-----------+-----------+
            | SCROLL SCREEN             |  A+D-PAD  |  A+D-PAD  |
            +---------------------------+-----------+-----------+
            | HEAL                      |    A+B    |    MODE   |
            +---------------------------+-----------+-----------+
            | LEVITATE                  |    C+B    |    Y      |
            +---------------------------+-----------+-----------+
            | TELEPORT                  |    C+A    |    X      |
            +---------------------------+-----------+-----------+
            | INVULNERABLE              |    A+C    |    Z      |
            +---------------------------+-----------+-----------+

 _________________________
/ 8.2  The Status Screen /_____________________________________________________
-------------------------

Whenever you press the START button during gameplay, the following screen will
come up:

               +============================================+
               | +----------------------------------------+ |
               | | CONTINUES    ##                        | |
               | | LEVEL #                                | |
               | |                                        | |
               | |    INVENTORY:                          | |
               | |    GO TO INDAR VIEW                    | |
               | |          FIELD                         | |
               | |                                        | |
               | |    HEAL:        ##    LIGHTENING:  ##  | |
               | |    LEVITATE:    ##    SUPER:       ##  | |
               | |    TELEPORT:    ##    ANGLE:       ##  | |
               | |    INVUNERABLE: ##                     | |
               | |                       TIME BOMB:   ##  | |
               | |                       BASIC:       ##  | |
               | |                       MONDO MAJOR: ##  | |
               | |                                        | |
               | |                       HOLD         ##  | |
               | |                       WIDE         ##  | |
               | |                       DEATH        ##  | |
               | |                                        | |
               | |    BODYGUARD ATTITUDE:                 | |
               | | NAME   PRIMARY WEAPON:   ###           | |
               | |        SECONDARY WEAPON: ###           | |
               | +----------------------------------------+ |
               |          PASSWORD  XXXXXXXX                |
               +============================================+

+-----------+
| CONTINUES |
+-----------+

How many times Ronaan can die and be brought back to life.  Ronaan will start
in the same spot with everything that was possessed and any objectives
completed before death.

+-------+
| LEVEL |
+-------+

Where you are currently in the game.

+-----------+
| INVENTORY |
+-----------+

This displays any cardkeys that you may have.  Cardkeys are used in levels 2,
3, and 4.

+------------------------+
| GO TO INDAR/FIELD VIEW |
+------------------------+

This allows you to use a multi-colored, indestructible bird to fly over the
entire level to give you an idea of which way to go and where the enemies are.
A small radar appears in the lower left corner of the game screen.  The big
white egg-shaped blobs are enemies while the red and blue crosses represent
Ronaan and his bodyguard.  Select again to go back to Field (normal) view.

+--------+
| SPELLS |
+--------+

These are all the spells that Ronaan currently possesses.  You can have a
maximum of 99 spells in each category.  See more about spells in Chapter 13.2.

+-----------------------+
| BODYGUARD INFORMATION |
+-----------------------+

Displays the current name (Farrg or Chazz) of the bodyguard accompanying
Ronaan.  Their health meter is just below Ronaan's.  The weapons of each of the
bodyguards are:


                                     CHAZZ      FARRG
                     +-----------+----------+---------+
                     |  PRIMARY  |  FLAME   | BULLETS |
                     +-----------+----------+---------+
                     | SECONDARY | FIREBALL | ROCKETS |
                     +-----------+----------+---------+

You can have a maximum of 255 rounds of ammo for the primary and secondary
weapons.

+----------+
| PASSWORD |
+----------+

Instead of saves, this game relies on a password system.  The password is eight
letters or numbers.  Every time you do something or collect something, the
password will change to reflect this.

                               *************** 
******************************** U N I T  IV **********************************
                               *************** 

+========================+
| 9.  GENERAL STRATEGIES |=====================================================
+========================+

These are general strategies to make your journey through the different areas
more enjoyable (or tolerable at least).  These also can be used when you don't
want to look at the specific strategies and want to solve things on your own.
Again, these are not all-encompassing and I know there are other general
strategies to use.  These are, though, the best I have found to work for me.

-  Since this game doesn't have a save feature, make sure you are constantly
   going back to the main screen to write down the password.  The password
   won't restore everything as it exactly was, but it will be very close.
   There is nothing more frustrating then playing a couple of hours on a game
   only to have the power go out and you having to start over.

-  Learn to use the controls with proficiency.  I know, this sounds so basic
   but you would be surprised at how many people complain about not being able
   to do certain things because they don't know how to use the controls.  This
   is especially true regarding spells.  You may need to change which spell you
   are using due to enemy resistance or if you have run out of that certain
   spell.  This means you have to fly around the spell selection screen.  There
   are many areas in this game where a moments hesitation in the spell depart-
   ment could mean Ronaan being a hero or just another statistic.

-  Make sure you learn how to use the Indar View.  Before you do, make sure you
   have Ronaan and his bodyguard in a safe place.  Just because you are in
   Indar View doesn't mean that your characters can't die if they are exposed
   to enemy fire.  Keep in mind that when you are in Indar View, the level will
   have distortions (like water rippling) and the colors will change.  Don't
   let this throw you, just get the "birds-eye" view of the level to locate
   enemies, possible locations for important items, and exits (if any).

-  The levels aren't timed so take your time to get through them.  There is no
   reason to try and "John Wayne" it through the levels.  You will only end up
   with a dead character with nothing to show for it.

-  Learn your enemies patterns of attack.  This will get you a long way in
   being able to deal with them.  Also note any resistances to your magicks.
   One interesting feature of this game is after you fight a boss, the next
   levels after that will have that boss as one of the enemies.  Of course the
   "boss" in those next levels won't be as hard to kill.

-  The game is very linear.  What I mean is you have to clear one level before
   going to the next one.  If you cannot exit a level or the boss doesn't
   appear, that means you have missed something.  Everything you need to exit a
   level is located on that level.  If you are really stuck, sometimes going
   back to camp will give you some hints on what you need to do next.

-  Speaking of camp, use it liberally.  Whenever you go to camp, Ronaan's and
   his bodyguard's health are restored to full.  In some levels this can be a
   disadvantage because the camp is far removed from where you need to go to
   next.  However, don't let this be a deterrent.  If Ronaan or his bodyguard
   are on deaths door, it's better to go back to camp then lose their lives
   needlessly.

-  Be conservative on certain spells.  This is especially true when it comes to
   the support spells since they come in limited numbers as it is.  If you use
   them up too soon, you may find yourself in quite a mess when you really need
   to use them.

-  After each successful boss fight, Ronaan will gain another piece to the Life
   Staff.  This means that his health bar will increase in length which
   translates into Ronaan's ability to take more damage.

-  Of course, when all else fails, consult the specific strategy section to get
   yourself out of a bind.

+==========================+
| 10.  SPECIFIC STRATEGIES |===================================================
+==========================+

These are the specific strategies for each level.  What I have done is broken
down the levels into their own subchapters.  Although it isn't in the game, I
have taken the liberty of adding the objectives for each level to make it
easier for you to know what you have to do.  In addition, some levels are more
detailed then others.  For this reason, I have also made maps of these levels
and I will refer to these maps in the text so you have two things to go on.
After the strategies, I will list the boss you will have to fight.  Since the
game doesn't really give names to these bosses, I have named them according to
what they do or what they look like.

This is how the format will be for each level:

 ___________
/  LEVEL # /___________________________________________________________________
-----------

Objective(s):

Brief description of the level and any other interesting things of note.

Strategies:

+------+
| BOSS |
+------+

(NOTE:  Multiple bosses will be listed in order of appearance).

Brief comments about the boss and any special things you need to know.

Strategies:

 _________________________
/ 10.1  Las Vegas Casino /_____________________________________________________
-------------------------

Objective:  Escape via the stairs on to the right.

This is your introduction to the game.  The enemies aren't particularly hard
and you should have no trouble getting through this level.  

-  You start out on the left side of a corridor that only goes left to right.
   The biggest problem you will encounter are the enemies that like to hide in
   the columns at the top of the screen.

-  There is also another enemy that sometimes "blinks" in and out of the
   picture.  You can only hit them when they are physically on the level
   itself.

-  Make sure you collect all the various "tokens" laying around or ones the
   enemies give up.  More about tokens in Chapter 13.  Once you get to the
   end, a boss awaits.

+-------------+
| BAZOOKA MAN |
+-------------+

Well, you've made it to your first boss.  This boss isn't too difficult to deal
with.  He fires a bazooka that fires three rockets.  One goes straight and the
other two go at a 45 degree angle up and down respectively.

-  This boss basically moves up and down in the narrow corridor.  He only puts
   out one shot at a time so it should be easy to dodge the rockets.

-  After he fires, rush up and whack him a few times with your staff, then back
   off quickly to avoid the rockets.  There's no need for magick use on this
   boss.

-  Continue the above pattern and you should tie a knot in his bazooka pretty
   quickly.  After you have accomplished this, pick up your life shard and
   head out.

 _____________________
/ 10.2  The Junkyard /_________________________________________________________
---------------------

Objectives:  1.  Get all the cardkeys and close all the gates.
             2.  Eliminate all enemies in the junkyard.

Well, school is over and now you will be in for some heavy duty action.  It is
on this level you start picking the bodyguard who gets to accompany Ronaan.
For this level, I recommend Farrg since it is brute force, not magick, that you
will need to overcome the enemies.  I will be referring to the map in Chapter
11.1 for this level.  Don't attempt to kill all the enemies before you close
the gates since they will constantly be streaming in.

-  The large junkpiles (denoted by LJP on the map) contain items necessary for
   you to complete your objectives.  To get to the first cardkey:

   -  Move left in relation to camp (camp will be right above you).

   -  You will run into one of the large junkpiles.  Follow it down and too the
      left.  When you are at the middle-bottom of the junkpile, go up and you
      will enter it.

   -  In the middle of the floor is a cardkey ([WCK] on the map).  Pick it up
      and you will find out it is the cardkey that closes the western gate.
      Exit the large junkpile and go left.  You will eventually be at the
      western gate.  Put the cardkey in the reader and the gate is closed.

-  To get to the second cardkey:

   -  Head straight up from this point.  You will eventually find the cardkey
      ([SCK] on the map).  Pick it up and head down.  Follow the wall around
      and you will eventually be at the southern gate.

   -  Put the cardkey in the reader and the gate is closed.

-  The third cardkey:

   -  Head right and follow the wall around (part of the wall is stacked
      tires).

   -  You will go up, then left, then up again.  At this point, go right.
      Eventually, you will see the cardkey ([ECK] on the map) above, and to the
      right of your location.

   -  Retrieve the cardkey and head down.  Follow the wall around and you will
      eventually be at the eastern gate (you have basically done a loop
      around).  Insert card, close gate.

-  Retrieving the fourth cardkey:

   -  Head back down from the eastern gate.  You will see two "stalls" on the
      left.  Take the first stall.

   -  At the end is a sewer cover (S on the map).  Stand on it to get into the
      sewer.

   -  Take out any enemies and get the last cardkey ([NCK] on the map).

   -  Exit the sewers and head right.  At that intersection, head up and follow
      the wall around.

   -  Once you turn left, keep going and you will see the northern gate above
      you.  Insert card, close gate.

-  Once you have closed all the gates, deal with any remaining enemies.  The
   game will tell you how many enemies you have left to deal with.  You may
   have to use Indar View to pinpoint enemy locations.

-  After all the enemies have been cleared out from the junkyard, it is time to
   head back to the sewer to take on the boss.

+-----------------+
| MACHINE GUN MAN |
+-----------------+

Another boss in a narrow corridor.  Fortunately this time you have a bodyguard
to assist you in taking this boss down.  He isn't too hard, you just have to
watch where his shots go.  He fires in a straight line so the shots are pretty
easy to dodge.  Plus, he doesn't move real quickly.

-  You can use the same tactics on him that you used on the Bazooka Man.  Wait
   until he fires then wallop him a few times with your staff.  Back off and
   let him fire again and repeat the pounding.

-  Your bodyguard will also be dealing out punishment so this boss should be
   toast in no time.

 ___________________
/ 10.3  The Desert /___________________________________________________________
-------------------

Objectives:  1.  Destroy all ten robot generators.
             2.  Get the cardkey for the elevator.
             3.  Use elevator to go to the Underground City.

This level is the first large level you have been on.  You will have to go
across the entire level to complete your objectives.  Of course, the enemies
have gotten tougher and are appearing in greater numbers.  This is no thanks to
the robot generators that are housed in various places throughout the level.
Again, Farrg is the best choice since you will be doing a lot of beating on
things.  The biggest danger on this level are the crevices.  Don't get too
close or your character may go on an express ride down which will lead to an
early death.  The map is in Chapter 11.2.

-  The best way to get through this level is to methodically take out each
   generator in an efficient pattern.  That way, you won't be running all over
   the place trying to find generators.  Plus, you won't have enemies re-
   appearing behind you once you've passed an area.

-  From the camp, go right and slightly down and you will see a cave (C1 on the
   map).  Go into the cave and go through it to the other side.  There is a
   generator that needs to be blown.  The cave you are in (C3 on the map) is
   located in the pit to the left and below camp.

-  After this, go back through to the original cave.  Exit and head down.  You
   will pass a hill and then you will see a building (B3 on the map).  Enter
   the building.  You will see a computer terminal.  If you activate it, you
   will see Stiles busy giving commands to stop Ronaan.  Also, he will give in-
   structions for his robots to stop Ronaan from blowing up the generators.
   After this, take out the generator.

-  Exit this building and continue heading down.  You will see another cave (C6
   on the map).  Enter it and follow it to the other end.  Blow the generator
   and head back through to the cave you originally entered.

-  Exit the cave and head left.  You will pass a big hill and then a building
   (B5 on the map) will come in view.  As before, enter the building and you
   will see a computer terminal.  Stiles continues to tell his legions to stop
   Ronaan.  Destroy the generator and exit the building.

-  Now, you will be doing some backtracking.  Go back to the first cave (the
   one by the camp).  If Ronaan or the bodyguard are injured, heal them up at
   camp.  Enter the cave again and follow it to the cave in the pit.  This
   time, exit the cave in the pit and deal with any enemies.  Go left then up
   and you will see a path in the upper left corner of the pit (P1 on the map).
   Take this path.

-  Go left (there will be a hill on your left side).  Now, you must be prepared
   for this next part.  There is a generator on the other side of this hill
   (GE1 on the map) spewing out an endless supply of robots.  You will need to
   rush in, plant the bomb, and rush out to avoid taking too much damage.

-  Once this generator is blown, continue heading left.  You will see two hills
   and a building to the left of them.  Enter this building (B1 on the map) and
   activate the computer console.  Apparently Stiles is worried since he is now
   instructing his legions to fall back to the elevator.  Destroy the generator
   and retrace your steps to camp again.  You have now secured the northern and
   eastern parts of the desert.

-  From camp, walk around the perimeter of the pit.  Pass by the path leading
   into the pit (you will have a rock wall on your left).  Eventually you have
   to turn left.  Further to Ronaan's left and slightly down is a building.
   Right now, though, we need to take care of a couple of generators near the
   building.

-  Head further left and you will encounter another generator (GE3 on the map)
   putting out robots.  Destroy it like you destroyed the other one.

-  Go left and you will have to deal with yet another generator (GE2 on the
   map).  By now, you may have taken a bit of damage dealing with these two
   generators.  You may need to go back to camp to get healed up.

-  Go right and you can now you can head into the building (B2 on the map).
   Activating the terminal you find that you need a cardkey to activate the
   elevator.  Destroy the generator.

-  Exit this building and head right and down to take out the last generator
   (GE4 on the map) sitting in the middle of the desert.  Again, if Ronaan has
   taken a lot of damage, you have a couple of places to get health.  Follow
   the hill to the left of Ronaan.  You will eventually see a cave (C4 on the
   map) with a crevice in front of it.  You will have to levitate to get into
   the cave.  Your reward is a heart.

-  For additional healing, head down and to the right of the hill.  You will
   see an alcove with a heart in it.  You will, however, need to levitate
   across the crevice blocking the heart.

-  Well, we are almost done taking out generators, just one more left.  Head
   down and toward the left corner of the desert.  The last building sits there
   (B4 on the map).  Activating the terminal reveals that Stiles has called a
   "Code Magenta" which means you have breached his defenses.  After destroying
   the generator, you are now ready to get the cardkey.

-  You will need to head back up again where you destroyed the third generator
   up near the left corner of the desert.  If you go up further, you will see a
   crevice.  Follow the crevice and you will see a cave (C2 on the map, the
   northern cave).  Enter it and deal with the first boss.

-  After eliminating the first boss, collect the cardkey ([ELCK] on the map)
   and head toward the elevator (EL on the map).  You should have seen the
   elevator on your trip to the last building (building in the lower left
   corner).  You will see a card reader sticking out of the desert in front of
   the elevator.  Insert card and you will have to deal with the second boss.

-  Once you have sent this boss to the recycling bin, head down into the Under-
   ground City.

+-----------------+
| MACHINE GUN MAN |
+-----------------+

-  See Chapter 10.2 for dealing with this boss.

+------------+
| ENGINE MAN |
+------------+

This will be one of the toughest bosses you have had to fight yet.  Engine Man
moves quickly and shoots quickly.  Another thing, you will have to defeat this
boss three times.  That's right, three times.  When you get his life meter down
to zero, he will lose his arms and regenerate to full.  Again, you will have to
bring his life meter to zero.  When you do, he will lose his legs.  After you
take him down this third time, he will be finally eliminated.

-  You will be hard pressed to close in to hit him with your staff.  If you do
   want to hit him, make sure you know which way his is firing because he can
   rapidly turn toward Ronaan.

-  If you use magick, make sure that you have him in your sights so you don't
   waste it.  Magick is a hard commodity to come by.

-  Engine Man only fires forward but it is his maneuvering that causes him to
   shoot in different directions.  If you can catch him in a crossfire with
   your bodyguard, it will make your job that much easier.

-  On his last lifebar, he will move much quicker but doesn't fire as often.
   This, however, doesn't mean he still doesn't pack a mean punch.  You will
   have to work around him to get in your hits.    

 _____________________________
/ 10.4  The Underground City /_________________________________________________
-----------------------------

Objectives:  1.  Get cardkey to South Armory.
             2.  Get cardkey to South War Room.
             3.  Turn off barrier to Building 1 entrance.
             4.  Get cardkey to Supply Building.
             5.  Get cardkey to North War Room.
             6.  Turn off barrier to Building 2 entrance.

This will be one of your toughest levels yet.  The streets of the Underground
City have all manners of different robots on them.  You have robots that lay
mines, mobile cybergenerators, and of course Engine Men in abundance.  Your
best bet on this level is to avoid fighting as much as possible to achieve your
objectives.  If you start going toe-to-toe with all these machines, you will
lose since it will either drain your magick or life very quickly.  There are
enough pickups to avoid battle.  Fargg has the firepower to help you through
this level.

-  Let's find out what this Underground City is all about.  From camp, go into
   the building (B1 on the map) just to the right.  Go to the terminal and you
   will see Stiles.  He will compliment Ronaan on making it to the city but
   will tell him that's as far as he goes.  Stiles will then mobilize his
   mobile cybergenerators.  Exit the building.

-  Go back toward camp and look down.  You will see a sewer cover (SE1 on the
   map).  Head over to it to go into the sewers.

-  Once in the sewers, you will see the cardkey ([CK1] on the map) that lets
   you into the South Armory.  We are going to take the sewer system instead of
   going above ground since the sewer system is a safer bet.  There are a
   couple of things to keep in mind when running the sewers:

   -  Although the path is pretty straightforward, there are pipes that block
      parts of your overhead view of the path below them.  Be careful when
      walking on these narrow ledges or Ronaan will become part of the sewage.

   -  There are headless creatures that spew out green pools of slime.  They
      are pretty easy to take out but those pools can cause a lot of damage if
      stepped in.  Just let them evaporate before you continue onward.

-  When you exit the sewer (SE2 on the map), you will be on the south side of
   the Underground City in the bottom right corner.  You won't have to do too
   much fighting to get to the South Armory, just head to the left.

-  Go all the way to the end of the second building and go inside.  Eliminate
   everything in the building.  You will see two exits at the top of this
   building, go up the stairs to the right.  If you exit the building on the
   left, it is a one-way exit and you will be put on the streets in the middle
   of robot central, a very bad thing.

-  After you go up the stairs, eliminate the Engine Man roaming around the roof
   and collect all the pickups.  Cross the bridge and get on the roof of the
   adjoining building.  The cardkey ([CK2] on the map) is close to the upper
   right corner of this building.  This cardkey opens the South War Room.

-  Exit the building and head to the first building you passed when you exited
   the sewer.  Go inside and eliminate the competition.  Go to the computer
   console and activate it.  You will drop the barrier to the entrance of
   building 2.  Stiles will come online wondering who dropped the barrier.
   You're not going to tell him.

-  Now things will heat up a little.  You will have to get to the northern part
   of the Underground City.  I recommend taking the sewer system back to the
   area around your camp.  Then head right, you will eventually see the
   building (B2 on the map).  The barrier is now down so enter the building.

-  Take care of the threats inside with extreme prejudice and collect the card-
   key ([CK3] on the map).  This cardkey opens up the Supply Building.  Exit
   this building and head down, the supply building will be on Ronaan's left
   side.

-  Go around the corner and head all the way to the end of the building.  Enter
   and take out the robots.  Go to the upper-left corner and go up the stairs.
   When you are on the roof, go right.

-  Go across the walkway to the other building.  You will need to go down the
   stairs in the upper-right portion of the roof.

-  Once inside the building, you must eliminate the three cybergenerators
   located within.  It will be a tight fight since you must place bombs while
   being assaulted by robots.  You may need to heal for this one.  Once you
   have accomplished this, collect the cardkey ([CK4] on the map).  This card-
   key opens up the Northern War Room.

-  You can now exit this building from the first entrance since it is no longer
   blocked.  This will be a treacherous journey so avoid fights as much as
   possible.  Head right and then head up and to the right (diagonally) toward
   the building in the upper right corner of the Underground City.

-  Enter this building, take care of the guards, and activate the computer
   console.  This will drop the barrier to the building below the War Room
   (B3 on the map).  This building has the boss for this stage so I recommend
   you make sure you are fully healed up before tangling with this boss.

-  Once you have eliminated this boss, you will be taken to the next level.

+---------+
| DISKBOT |
+---------+

This robot resembles a disk that scoots along the floor.  Don't let it fool you
though, it is fast and packs a mean punch.

-  When you first enter the building, there will be six disks going in a
   circle.  You must eliminate five of them in order to get to the boss.  The
   best way to do this is to hit and run from the entrance.  There is enough
   cover to protect the characters.

-  Once you have taken out these five disks, Diskbot will come gunning for you.
   He moves around quickly and fires some pretty lethal lasers which can knock
   Ronaan's health down with only a few shots.  Magick such as lightening and
   super work great on this boss.

-  When you get close to this boss, he moves away real fast at the same time he
   is firing at you.  Basically, this robot fires independently of movement so
   watch out when he is moving away.

-  If you can get lucky enough, you can trap this robot in a corner.  While
   beating the parts out of him, he cannot fire.  This, however, can be rarely
   done since this robot moves so quickly.

-  Just keep moving around and hitting and running.  Use the corner by the
   entrance to heal up if things start going bad.

 ______________________
/ 10.5  Portal Cavern /________________________________________________________
----------------------

Objective:  1.  Drop the electronic barrier around Stiles.

Well, it's time to take on the man who's been hounding Ronaan since level one.
This level will prove to be even harder then the Underground City.  First,
there are indestructible robot generators in the floor.  Last, there are guns
on the walls over the two computer consoles.  Fargg is the best for this level.

-  This level requires patience and frequent trips to camp.  Your first goal
   will be to get to the computer consoles in the upper left and right corners.
   It won't be easy since many robots block your path.

-  Let's activate the console on the right (CC2 on the map).  The best way to
   do this is to go all the way to the right corner.  From there, go straight
   up but not to the point you see the wall mounted guns.  You should see the
   computer console.

-  This part requires some maneuvering on your part.  You will need to move
   quickly up to the console to activate it.  After you have done this and
   dodged the shots of the wall-mounted guns, head back the way you came back
   to camp.  Trust me, you will need to hit camp.

-  Now, repeat the above process to get the left computer console (CC1 on the
   map).  This will drop the electronic barrier around Stiles.  Again, go back
   to camp to heal up and get ready to deal with Stiles.  

-  After you have dealt with Stiles, you will find out there is somebody much
   bigger behind this robot menace.  His name is Vanddor and he once was
   Ronaan's tutor.  It appears that Vanddor feels that magick is outdated and
   it is time to usher in the new age.  He challenges Ronaan to find him.

+--------+
| STILES |
+--------+

Just because Stiles is human doesn't mean he isn't ready for battle.  He is
wearing battle armor that shoots flame.  Plus, he moves around quickly.  What
makes this battle especially tough is the fact that you still will have to
dodge the other robots and shots from the wall-mounted guns.

-  Hitting Stiles causes him to be thrown back a little.  He then will move to
   a new location to put out a string of flame.  The flame moves in the
   direction Stiles is facing.  After he discharges the flame, he will move to
   another location.

-  If you can manage to keep hitting him, he won't be able to turn your
   character into a Ronaan-kabob.  This will be difficult, however, due to the
   reasons of other enemies.  Magic such as lightening has a long enough range
   that it will knock health off of Stiles.  He also likes to hover around the
   center computer console.  Use that to your advantage by also using it for
   cover.

-  Once you knock down his life-bar to a little above empty, his battle suit
   will break off and you will see Stiles just in his underwear.  Although he
   has no offensive capability left, he is much quicker and will use the robots
   and wall-mounted guns for cover.  It takes only a couple of more hits to
   finally take him down.

 ____________________
/ 10.6  Tween Place /__________________________________________________________
--------------------

Objective:  Get to the entrance of Teg Temple.

This level is a joke as compared to the last two levels.  You are going to be
crossing many different areas in order to reach the entrance.  The biggest
threats are the robots and creatures that are in these areas.  You have to be
careful not to fall off the edges.  You will need to take Chazz since he can
follow Ronaan when he levitates.  The maps are denoted in the text since you
will go back and forth between maps.

-  This is where all those levitation spells you have been saving will come
   into play.  You will have several gaps to cross in order to make it to Teg
   Temple.

-  Look to the right and you will see a small cloud with a teleporter, this is
   your first destination.  Levitate over to the cloud and enter the teleporter
   (T1 on Chapter 11.5.1).

-  You will enter an area of elevated platforms (T1 on Chapter 11.5.2).  Now,
   head down to the end of this pathway and you will get to a "T" intersection.
   Go to the bottom, right corner of this pathway and you will see another
   pathway across the gap.

-  Levitate over to that pathway and you will be at another "T" intersection.
   Go down the middle path and follow it around.  You will eventually get to
   the teleporter (T2 on Chapter 11.5.3).

-  On this cloud you will exit the teleporter (T2 out on Chapter 11.5.4), go
   up and around.  Then go straight and you will get to the next teleporter
   (T3 in on Chapter 11.5.4).

-  You will exit at (T3 out on Chapter 11.5.4).  Go either left or right and
   then up and around.  You will get to the teleporter (T4 in on Chapter
   11.5.4).

-  Exit the teleporter (T4 out on Chapter 11.5.4) and go down and around.  Go
   straight and you will be at the next teleporter (T5 in on Chapter 11.5.4).

-  You will enter the area of elevated platforms again (T5 on Chapter 11.5.2).
   Go all the way down and look to your right.  You will see a green platform
   offset at the bottom.  Levitate over to it and follow it around.  At the "T"
   intersection (or first right turn), go down and follow it around.  At the
   end is the teleporter (T6 on Chapter 11.5.3).

-  When you exit the teleporter (T6 out on Chapter 11.5.4), Ronaan will comment
   that he senses the general one area away.  If you look up and to the right,
   you will see another teleporter.  Unless you have taken a lot of damage,
   don't enter it.  Doing so will take you back to the beginning and at your
   camp.  Then you will have to repeat the above to get to this point again.

-  Go up and around.  Then go straight and you will see another teleporter (T7
   in on Chapter 11.5.4).

-  When you exit this teleporter (T7 out on Chapter 11.5.4), be prepared for
   the boss fight against the general.  You will know you are in the right
   place because robot spiders will come to greet you.

-  After defeating the boss, Vanddor will admire Ronaan's courage but state
   that Ronaan will never get to him to close the portal in Teg Temple.  Guess
   where you're going next.

+---------+
| GENERAL |
+---------+

This boss battle isn't too bad.  You will be up against a wizard who likes to
throw fireballs.  Fortunately for you, they are easy to dodge.  Unfortunately,
this boss likes to position himself in such a way that it is hazardous to even
try and hit him.  Instead, you will have to use spells to knock him off this
cloud.

-  This boss usually appears above or below you.  He will usually stay in one
   place firing strings of fireballs.  Fortunately, they go straight and don't
   home in on your character.  After he fires, start beating on him (with staff
   if safe).  He will then teleport to another part of the cloud.

-  Repeat the above process again.  After losing a certain amount on his life
   meter, the boss disappears in a shower of flames and leaves a power-up tile
   behind.  This doesn't mean he's dead but it does mean you are damaging him.

-  Continue to maneuver around hitting the boss (magick or with staff) until
   you beat him down.  When the bosses life meter is low, he tends to stay in
   one place more often (like a last stand).  This creates a good opening to
   finish him off.

 ___________________
/ 10.7  Teg Temple /___________________________________________________________
-------------------

Objective:  Insert all four blocks into the portal to close it.

Of course, this level is your goal and you will have to use all your resources
to get through this level.  The level is actually broken up into four areas.
Within each of these areas, you must go through a maze to not only get to the
blocks, but also to get to the next area.  The maze is made even harder by the
fact that you cannot see entrances and exits in the walls because overhead
beams prevent it.  This means you have to move along the walls until you go
through.  Sometimes you will learn where these openings are because enemies
will be coming through them.  Don't rely on this since you don't want to
encounter too many enemies blocking your way.  The robots and human enemies are
constantly coming from indestructible generators in the floors.  Fortunately,
there is a separate camp at the entrance to each of these areas to heal up.
This level will be a test of endurance and patience.  I will both describe and
give directions by the maps.  Either Farrg or Chazz will work in the next two
levels.

+----------------+
| 10.7.1  Area 1 |
+----------------+

Also see map in Chapter 11.6.2.  I will only note the opening number
corresponding to the description.

-  When this level starts, head up.  You will enter a little room.  Right at
   the top is a stone tablet.  It explains that the way to close the portal is
   to get the four blocks into the four holes.  Look up and right and you will
   see your objective.  Now, head back down again.

-  You will see a set of stairs in the lower right corner of this area as you
   head down.  Take care of the enemies and go down the stairs to get some
   power-ups.

-  Head up and left toward the corner of this room.  This is an opening in the
   wall (O1).  Follow this outer path around until you reach the "T"
   intersection.  Go right at the "T" intersection and go to the end of the
   walkway.  Go down and you will go through another opening and into the room
   (O2).

-  Go toward the left corner of this room.  When you get there, face left and
   go forward and you will be at another opening (O3).  Go down and make
   another right at the "T" intersection.  Go all the way to the end of this
   walkway then head down to enter another room (O4).

-  Go to the lower left corner again and face left.  Move forward to exit this
   room (O5).  The next part of your journey will be rough since it will Ronaan
   will be walking along a very long corridor.

-  Follow this perimeter walkway all the way around.  You will go up at the
   lower right corner and left at the upper right corner of the area.  When you
   reach the end of the walkway, go down (O6) and you will enter a very big
   room.  There are a few cybergenerators here so don't stay too long.  If
   Ronaan is healthy enough, there is a set of stairs in the lower-right corner
   of this room loaded with power-ups.

-  Follow the left wall down and left (it will then be above you).  In the
   upper left corner is another opening (O7).  Go through and go up.  Follow
   this corridor right, then up.  You will see a room to your left.  When a
   corridor becomes evident above this room, turn to the left.  There is an
   opening around the upper right corner of the room to your left (08).

-  Enter this room and go all the way to the bottom left corner.  Go left and
   you will be in another corridor (O9).  Go up until you reach the wall and
   turn left and head through the opening (O10 located in the upper left corner
   of the next room).

-  Go down, again, to the lower left corner of this room and go left (O11).
   You will be in another corridor.  Head up this corridor.

-  At the "T" intersection, make a right.  Continue right until you hit the
   next "T" intersection.  Go up and immediately go left.  You will go through
   an opening in the lower right corner of this room (O12).  Head toward the
   upper middle part of this room.  You will go through two openings (O13 and
   O14) that extend your current room to the room with the teleporters.

-  Go into the left teleporter and you will arrive at the portal area from the
   bottom path.  Push the block into the portal and head out again.  Now go to
   the teleporter on the right and you will enter the second area.

+----------------+
| 10.7.2  Area 2 |
+----------------+

Also see map in Chapter 11.6.3.  I will only note the opening number
corresponding to the description.

-  You will be teleported into a small room for this area.  Go left and follow
   the wall around.  Around the lower left corner of this extension is an
   opening (O1).  Go down and follow the corridor around.  When you reach the
   wall blocking this corridor, go up through the opening (O2).

-  You have two choices when you are in this room:

   -  If you wish to get to the stairs, go down through the opening on the
      other side of the wall blocking the lower corridor.  Go to the end of
      this corridor and then go up and you will arrive at the stairs.  Back-
      track to your starting point.

   -  Go to the upper right corner of this big room, then head right through
      the opening (O3).

-  Go down and follow the corridor around until you get to the wall.  Head up
   through the opening (O4) into the next room.  Again, you will have two
   choices in this room:

   -  If you want to get to the stairs, go to the upper right corner and go
      through the opening.  Head down until you are opposite the stairs.  Head
      right to take them.  Backtrack to the room.

   -  Head toward the upper left corner of this room.  Then head up through the
      opening (O5).

-  Turn right and follow this corridor around.  When you are at the point of
   the lower right corner of the room to your left, go left through the opening
   (O6).  Head toward the upper left corner of this room (O7).

-  Go left into the corridor and head down.  You can only make a left turn at
   the four way junction.  After you make the turn, go up and you should go
   through the opening (O8) in the lower right corner of this room.  You can
   also go down the corridor, then go up.  Immediately in the lower left corner
   of this room is another opening (O8').

-  Head toward the upper left corner of this room and you will go through two
   openings (O9 and O10) that extend this room with the teleporter room.

-  Head toward the lower left corner of the teleporter room.  On your left, you
   will see a small room next to the teleporter tiles.  You will need to go
   left into the room (O11) and you will exit the bottom of that room (O12)
   onto the teleporter tiles.

-  Take these teleporter tiles and you will enter the portal area from the
   right path.  Push the block into the portal and head back into the tele-
   porter room again.  Go to the upper left of the teleporter room and get on
   the tiles.  You will now be in the third area.

+----------------+
| 10.7.3  Area 3 |
+----------------+

Also see map in Chapter 11.6.4.  I will only note the opening number
corresponding to the description.

-  From the teleporter tiles, head up.  Around the lower left part of the
   corridor, turn right and go through the opening (O1).  Follow this corridor
   around until you reach the upper left part of the area.

-  Below you is a room.  There is an opening (O2) at the upper left corner of
   this room.  Go down and toward the middle of the bottom wall of the rooms
   extension.  Go through the opening into the small room (O3).

-  Continue going straight and you will go through the opening in the middle of
   the bottom of this wall (O4).  Make an immediate right and head toward the
   upper right corner of this room.

-  Exit through the opening to the right (O5) and follow this corridor around.
   You will eventually hit a wall with a room to your right.  Go up until you
   are at the upper left corner of this room, go through the opening (O6).
   Head toward the lower right corner.  The opening is between the lower right
   corner and the blocks that split this room (O7).  Go down into the corridor
   and head left.

-  You will pass a corridor below you then you will arrive at the upper right
   corner of another big room.  Go down through the opening (O8) and head to-
   ward the middle part of the left wall.  The opening is just below the wall
   blocking the left hand corridor going up.  Exit left and go down (O9).

-  Follow this corridor around until you see the wall dividing the two rooms
   above you.  At the lower right corner of the first room, go up through the
   opening (O10) and head toward the upper left corner (O11).

-  Exit up and turn right.  Head down the corridor until you are over the upper
   left corner of the next room.  Go down through the opening (O12) and you
   will enter the teleporter room.  Head toward the lower right corner and step
   on the teleporter tiles.

-  You will enter the portal area from the upper path.  Push the block into the
   portal and head back into the teleporter room again.  You will now need to
   do some backtracking in order to reach the teleporter to the fourth area.

-  Exit this room (O12) and head back left down the corridor.  Go through the
   opening in the upper left corner of the room (O11) and head toward the lower
   right corner.  Exit down and turn left (O10).

-  Follow the corridor around until you reach the wall blocking the corridor.
   Turn right through the opening (O9) and head toward the upper left of the
   room.  Exit up (O8) and go right until you are midway between the room
   dividers and the right wall.  Head up (O7) and toward the upper left corner
   of the room.

-  Exit left (O6) and go down.  Follow the corridor around until you hit the
   wall.  Exit left (O5) then go to the middle part of the upper wall.  Exit up
   (O4).

-  Go straight and you will exit this room (O3).  Then head toward the upper
   left corner of this next room.  Exit up go left (O2).

-  Follow this corridor around until you see the wall separating the two rooms
   near the lower left corner of this area.  At the upper left corner of the
   second room, go through the opening (O13) to the right and head down.  Step
   on the teleporter tiles and you will enter the fourth area.

+----------------+
| 10.7.4  Area 4 |
+----------------+

Also see map in Chapter 11.6.5.  I will only note the opening number
corresponding to the description.

This area is full of twists and turns plus there are multiple ways to enter and
leave the rooms.  Again, I take you through the best way I have found.

-  Follow the left wall around until you reach the upper right corner.  Go up
   through the opening (O1) and follow the corridor.  After you reach the upper
   left corner of the area, go down.  Now you need to start counting room
   divider walls on your right.  After you pass the second divider wall there
   will be an opening in the middle part of the left wall of the third room.
   Go through to the right (O2).

-  Immediately turn right and you will be in the lower left corner of this
   room.  Exit down (O3) and turn right in the corridor.  Go until you get to
   the four-way intersection.

-  At the four-way intersection, you will see a room to the lower right.  Head
   toward the upper left corner of that room and enter it through the opening
   (O4) to the right.  Go to the lower right corner of this room and exit right
   (O5).

-  Go all the way up to the this corridor (continue up past the four-way inter-
   section) until you get to the wall.  You should be at the upper right corner
   of the next room.  Go through the opening (O6) left then continue to go left
   to the upper left corner of this room (O7).

-  Exit up and turn right and follow the corridor.  At the "T" intersection, go
   up and follow the corridor around until you get to a wall.  You should be at
   the upper right corner of a room.  Go through the opening (O8) to the left.

-  After you enter this room, go down and immediately below the wall that
   divides the corridor to the right, there will be an opening (O9) in the
   wall.  Go right, then go down.

-  At the "T" intersection, go left.  You will be at the upper left corner of a
   room.  Go through the opening (O10) down and head to the lower right corner
   of this room.  Go through the corridor connecting this to the next room (O11
   and O12).

-  Go toward the middle part of the upper wall of this room.  Look for a
   divider splitting the corridor above this room.  There is an opening (O13)
   just to the right of this divider.  Go up and go right.

-  Midway between the divider in the corridor to the left and the end of the
   corridor to the right will be an opening (O14) in the bottom part of the
   room above.  Go up through it.

-  Go toward the upper right corner and you will see the teleporter tiles to
   your right.  Step on them.

-  You will enter the portal from the left path.  Push the block into the
   portal.

-  You have now closed the portal.  Vanddor will appear stating that Ronaan has
   messed up his plans and now it's time for a final showdown.  You will auto-
   matically be sent to the Arena.

 ______________
/ 10.8  Arena /________________________________________________________________
--------------

Objective:  Take out Vanddor.

This level is actually a continuation of level 7, I just added it to make it
easier to use.  There is no boss battle since this is the final battle.  The
Arena is a big, wide open area so there is no cover.  This will be a fight to
the finish to see if magick or technology prevail.

-  The battle starts immediately when you enter.  There may be a few other
   creatures wandering around but they will be easily dispatched considering
   the firepower that will be unleashed.

-  Vanddor is a very difficult enemy to take out because he has a lot of tools
   at his disposal to keep alive.  Some of the things he does are:

   -  When he is attacking, he casts Invincible on himself.

   -  He fires a string of mini-fireballs that track Ronaan.  Fortunately they
      are of short range.

   -  He randomly generates robots and monsters.

   -  He moves quickly and will also attack with his staff.

   -  He is immune to most spells.

-  Move quickly away from Vanddor when he is throwing fireballs.  You cannot
   hurt him and the fireballs can do quite a bit of damage if they all hit
   Ronaan.

-  Right when he has quit his attack, use an Angle spell on him.  This is one
   of the only spells that will work on him plus it keeps your character at a
   distance from him.

-  Vanddor moves quickly and sometimes will step up to take a few swipes with
   his staff.  By the same token, if you close in to give him a few whacks, he
   will return the favor.

-  Use the arena to your advantage in terms of maneuvering.  This isn't a timed
   battle so it's better to back off until you have a better opening for an
   attack.

-  Your bodyguard can also contribute to either damaging Vanddor or taking out
   the creatures that Vanddor produces.

-  Watch where his fireballs are coming from and move in wide angles around
   Vanddor.  Since they are short range, they should disappear and allow Ronaan
   to get in a few attacks of his own.

-  After doing a certain amount of damage, Vanddor will disappear and leave a
   power-up behind.  Try to get it because I'm sure you will be low on many
   resources.

-  Just continue to maneuver and get your shots it.  After you take Vanddor
   down, the end scene will occur where Ronaan and his friends must clear out
   the last of the robots to make the Inner Realm safe again.  The game then
   ends.

                               *************** 
********************************  U N I T  V **********************************
                               ***************

+============================+
| 11.  YOU ARE HERE AND LOST |=================================================
+============================+

Below are maps of some of the harder areas.  I haven't provided maps to all of
the areas such as Las Vegas Casino and the Arena because they are easy to
navigate through and things are easy to find.  Use these maps in conjunction
with the strategies in Chapter 10.  The maps I have made are:

 _____________________
/ 11.1  The Junkyard /_________________________________________________________
---------------------

+----------------------------------+    +------------------+------------------+
|                                    NG                    |  HE              |
|  [SCK]                                     SJP   SJP    MJP------           |
|                MJP        MJP         MJP                          SJP  SJP |
|                                                                             |
|   SJP   SJP          MJP         MJP                                        |
|                                         SJP  SJP      MJP                   |
|                                                                             |
|         SJP               SJP    SJP   SJP                             |    |
|                                                +------------------+    |    |
|                                                |                  |    |    |
|         SJP                                    +---------------+  | +--+    |
| MJP                         SJP  +------+                      |  | |       |
+               LJP                | CAMP |                      |  | |       +
                                   |      |          |  MJP      +--+ |     EG 
 WG       MJP                 SJP  +------+          |      [ECK]     |        
+                                                    |          MJP   |       +
|                                                    |   SJP          |       |
|         SJP   LJP[WCK]                                              |       |
|                                                            +--------+--     |
|                                                            |                |
|               MJP           MJP         MJP     MJP        | S              |
|      SJP                                               |   |[NCK]           |
|                                             MJP        |   +-----------     |
|  SJP        | SJP                 SJP                  |   +-----------     |
|             |                                          |   |                |
|  -----+     +--+      LJP                          |   |   |                |
|       |        |                                   |   |   |                |
|       |        +-----------------------------------+   |   +-----------     |
|                                    SG                  |                    |
+----------------------------------+    +----------------+--------------------+

LEGEND:

 SG = South Gate               ECK = East Gate Cardkey
 WG = West Gate                NCK = North Gate Cardkey
 NG = North Gate               SJP = Small Junkpile
 EG = East Gate                MJP = Medium Junkpile
WCK = West Gate Cardkey        LJP = Large Junkpile
SCK = South Gate Cardkey        HE = Heart
  S = Sewer Entrance               

 ___________________
/ 11.2  The Desert /___________________________________________________________
-------------------

+-----------------------------------------------------------------------------+
|        H                                                         CAMP       |
|   B1                   GE1 +-+               H                              |
|        H    ---------------+ +--------------------+  P1----------\     C1   |
|##########C2 --------------------------------------+ /             \###      |
|           [ELCK]                                     \     C3     |         |
|                                                       \           |    H    |
| GE2                    GE3                       +-+  |           |         |
|                                                  | |  |           |         |
|          ##########               B2             | |  |           |         |
|                       +-------+                  | |  |           |    B3   |
|                       | +-----+                  | |  |           |         |
|-----------------------+ |C4 HE| H       GE4      | |  |           |         |
|-------------------------+#####|                +-+ |  |           |         |
|                                                | +-+  |           |         |
|                                                | |    |           |         |
|    C5       H                  H               | |     \          |         |
|                                                | |      P2        |         |
|                                                | |      |         |         |
|                                          +-----+ |      /         |         |
|                                 +-+######| +-----+     /          |         |
|                   EL      H     | |      | |          /           /         |
|                                 | |      | |         /           /     H    |
|###############                  | |  HE  | |        /           /           |
|                                 | +------+ |       \           /    H       |
|                                 | +--------+        \---------/             |
|     B4             ########  H  | |                                H   C6   |
|                                 | |                        H                |
|                                 | |           B5                   H        |
|                 H        H      | |                                         |
+-----------------------------------------------------------------------------+

LEGEND:

   B = Building
   H = Hill
   C = Cave
  GE = Robot Generator
ELCK = Elevator Cardkey
  EL = Elevator
  HE = Heart
  ## = Represents Crevices
   P = Path

NOTE:  A tunnel connects C1 to C3 and another tunnel connects C5 to C6.

 ____________________________
/ 11.3 The Underground City /__________________________________________________
----------------------------

+-----------------------------------------------------------------------------+
|                                                                             |
|                                                                             |
|     +-------------------+             +-------------+         +---------+   |
|     |                   |             |             |         | ST      |   |
|     |         B1        |             |             |         |         |   |
| CAMP|                   |             |             |         |  NORTH  |   |
|     |                   |             |      B2     |         |   WAR   |   |
|     +--------D----------+             |             |         |  ROOM   |   |
|                                       |   [CK3]     |         |         |   |
|  SE1[CK1]                             |             |         |  CC2    |   |
|                                       +-----BD1-----+         +---D4----+   |
|                                                                             |
+--------+      +------------------------------+                +---------+   |
| ST     |      |           SUPPLY          ST |      +---+     |         |   |
|        +------+          +---D---+           |      |CG |     |    B3   |   |
|        +------+          |       |   [CK4]   |      +---+     |         |   |
+--D3----+      +----------+       +-----------+                +---BD2---+   |
|                                                                             |
|                                                           +--------+        |
|                                                           | SOUTH  |        |
|     +-OWD------------+      +----------------------+      |  WAR   |        |
|     |     SOUTH   ST |      |                [CK2] |      | ROOM   |        |
|     |                |      |                      |      |        |        |
|     |     ARMORY     +------+                      |      | CC1    |        |
|     |                +------+                      |      |        |        |
|     +-------D1-------+      +----------------------+      +---D2---+        |
|                                                                             |
|                                                                         SE2 |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

  B = Building
  D = Door
 BD = Barrier Door
 CK = Cardkey
 ST = Stairs
 SE = Sewer
 CT = Computer Console
 CG = Cybergenerator
OWD = One Way Door (Out)

NOTE:  A tunnel connects SE1 to SE2.  Numbers after the D or BD indicates what
       cardkey or computer console is required to open them (also with numbers
       after them).

 ______________________
/ 11.4  Portal Cavern /________________________________________________________
----------------------

+-+---------------------+-----------------------------+---------------------+-+
| |                     |                             |                     | |
| +----------+          |                             |          +----------+ |
|            |          |                             |          |            |
|            |          |                             |          |            |
|            +----------++                           ++----------+            |
|                        |                           |                        |
|                        |                           |                        |
|           CC1          +---------------------------+          CC2           |
|                                                                             |
|                                                                             |
|                                                                             |
|             CG                     CG                    CG                 |
|                                                                             |
|        |             |                             |             |          |
|        |             |                             |             |          |
|        |             |                             |             |          |
|   -----+        -----+                             +-----        +-----     |
|                                                                             |
|                                                                             |
|    ----------                    ----------                ----------       |
|                                                                             |
|                    |      |                           |                     |
|                    |      |                           |                     |
+--------------------+      +---------------------      +---------------------+
|                                                                             |
|                                                                             |
|  CAMP                                                                       |
|                                                                             |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

CC = Computer Console
CG = Cybergenerator

 ____________________
/ 11.5  Tween Place /__________________________________________________________
--------------------

Tween place is actually only three basic maps.  The starting map, the cloud
map, and the elevated platforms map.  I have included all the different tele-
ports on these three maps instead of making separate maps for everything.

+----------------------+
| 11.5.1  Starting Map |
+----------------------+

+-----------------------------------------------------------------------------+
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|    -----------------------------                                            |
|   /                             \                                           |
|  /    +---------------------+    \                                          |
| |    /                       \   |                                          |
| |   +                        |   |                                          |
| |   |                        +    \                                         |
| |   |                         \    \                                        |
| |   |                          \    ------+   +----------------------+      |
| |   |                           \         |   |                   T2 |      |
| |   |                            +--------+   +----------------------+      |
| |   |                                                                       |
| |   +               +----+                                                  |
| |    \              | T1 |                                                  |
|  \    +------+      +----+                                                  |
|   \          |                                                              |
|    +---------+                                                              |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

T = Teleporter

+-------------------------------------+
| 11.5.2  Elevated Platforms (Part 1) |
+-------------------------------------+

+-----------------------------------------------------------------------------+
|                                                                             |
|                         +------------+              +----+                  |
|                        /              \            /     |                  |
| +---+           +-----+                +----------+      |                  |
| | T5|          /                                         |                  |
| |   +--+  +---+                        +----+  +--+      |                  |
| |      |  |                            |    |  |  |      |                  |
| |      |  +-------+                    |    |  |  |      |                  |
| |      |           \                   |    +--+  |      |                  |
| |      |            +------------------+          |      |                  |
| |      |         +----+                           |      |                  |
| |      |        /      \                 +--+     |      |                  |
| |      |       /        +                |T1|  +--+  +---+                  |
| |      +------+          |               |  |  |     |                      |
| |      +------+          |           +---+  +--+  +--+                      |
| |      |       \        +           /             |                         |
| |      |        \      /           /  +-----------+                         |
| |      |         +----+     +-----+  /                                      |
| |      |                  /         /                                       |
| |      |                 /   +-----+                                        |
| |      |                /   /                                               |
| |      |               /   /                                                |
| |      +--+  +--------+   /                            +---------------     |
| |         |  |           /                            /          SEE PART 2 |
| |         |  |          /               +------------+   +-------------     |
| |   +-----+  +---------+               /                /                   |
| |   |     +---------------------------+   +------------+                    |
| +---+     |                              /                                  |
|           +-----------------------------+                                   |
+-----------------------------------------------------------------------------+

LEGEND:

T = Teleporter

+-------------------------------------+
| 11.5.3  Elevated Platforms (Part 2) |
+-------------------------------------+

+-----------------------------------------------------------------------------+
|                              +---+                                          |
|               +----+        /    |                                          |
|               |     \      /   +-+                                          |
|            +--+      +----+   /                                             |
|            |                 /                                              |
|            |   +-----------+                                                |
|            |   |                    +-+                                     |
|            |   |                   /   \                                    |
|            |   +------------------+     \                                   |
|            +                             \                                  |
|           /      +------------------+     +-----+                           |
|          /      /                    \          |                           |
|      +--+      /                      +---------+                           |
|     /         /                                                             |
|    /         /                                                              |
|---+         /                                                               |
| FROM PART 1/                                                                |
|---+       /     +--+                                                        |
|    \     +     /    \                                                       |
|     \    +    /  +   \                                                      |
|      \   \   /  / \   \                                                     |
|       \   \ /  /   \   \                                                    |
|        \   +  /     \   \                                                   |
|         \    /       \   \                                                  |
|          \  /         \   +-----------+  T2                                 |
|           \/           \              |<-T6                                 |
|                         +-------------+                                     |
|                                                                             |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

T = Teleporter

+-------------------+
| 11.5.4  Cloud Map |
+-------------------+

+-----------------------------------------------------------------------------+
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|                                                                             |
|         +----------------------------------------------------------+        |
|        /                                                   T3 in   |        |
|       /   T4 in               T4 out                       T7 in   |        |
|      /                                                       +-----+        |
|     +             +---------------------------+             /               |
|     |             |                           |            +                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |             |                           |            |                |
|     |  T6 out     |                           |            +                |
|     +             |                           |            \                |
|      \            +---------------------------+             +------+        |
|       \ T2 out                                            T5 out   |        |
|        \                                                  T7 out   |        |
|         +----------------------------------------------------------+        |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

  T = Teleporter  (There will be an in or out depending which way you are
                   going.  If you are heading toward the boss, then all the
                   teleporters going out will get you one step closer).

 ___________________
/ 11.6  Teg Temple /___________________________________________________________
-------------------

Teg Temple is broken up into five areas.  Four areas give you access to a block
to put into the portal.  The fifth area is the Portal Area itself.  I have
numbered the openings to also show the path to take.  Only in area 3 will you
backtrack so you can get to area 4.

+---------------------+
| 11.6.1  Portal Area |
+---------------------+

      +---------------------------------------------------------------+
      |                            +--+                               |
      |                            |T5|                               |
      |                            |  |                               |
      |                            |  |                               |
      |                            +--+                               |
      |                                                               |
      |                            +--+--+   +--------------+         |
      |                            |  |  |   |            T3|         |
      |         +--------------+   +--+--+   +--------------+         |
      |         |T7            |   |  |  |                            |
      |         +-----+---+----+   +--+--+                            |
      |               | <-STONE                                       |
      |               |   TABLET      +--+                            |
      |               | | |           |  |                            |
      |                 |             |  +--+                         |
      |                 V             +--+  |                         |
      |               TO AREA            |  |                         |
      |                 ONE              |T1|                         |
      |                                  +--+                         |
      |                                                               |
      +---------------------------------------------------------------+

      LEGEND:

      T = Teleporter

+----------------+
| 11.6.2  Area 1 |
+----------------+

+-------+-----+--+-----+---------------------+-----+--+-----------------------+
|       |     |  | T1  +---------------------+ T2  |  |                       |
|       |     |  |                                 |  +-O6-----------------+  |
|  +-O1-+     |  |                                 |  |                    |  |
|  |          |  |                                 |  |                    |  |
|  |          |  |      O14                        |  |                    |  |
|  |          |  +-----+  +--------------------+---+  |                    |  |
|  |     CAMP |        |  |                    |      |                    |  |
|  |          |  +-----+  +-----+  +-----------+-O-+  |                    |  |
|  |          |  |      O13     |  |               |  |                    |  |
|  |          |  |              |  |               |  |                    |  |
|  |          |  |              |  |               |  |                    |  |
|  |          |  |             O12 |           ST  O  |                    |  |
|  |          |  +--------------+  +---------------+  |                    |  |
|  |       ST |                                    |  |                    |  |
|  +----------+  +------+--+-----------------------+  |                    |  |
|             |  |     O10 |                       O8 |                    |  |
|  +-------O2-+  |      |  |                       |  |                    |  |
|  |          |  |      |  |                       |  |                    |  |
+--+          |  |      |  |                       |  |                    |  |
|  |          |  |      |  |                       |  |                    |  |
|  O3         |  |      |  |                       |  |                    |  |
|  |          |  |      |  |                       |  |                    |  |
|  +----------+  |      |  |       +---------------+  |                    |  |
|             |  |      |  |       |                  |                    |  |
|  +-------O4-+  |      |  |       |  +---------------+                    |  |
+--+          |  |      |  |       |  O7                                   |  |
|  O5         |  O11    |  O9      +--+                                ST  |  |
|  +----------+--+------+--+-------+  +------------------------------------+  |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

ST = Stairs
 T = Teleporter
 O = Opening

+----------------+
| 11.6.3  Area 2 |
+----------------+

+-----------------------------------------------------------------------------+
|                                                                             |
+--------------------------------------+--+-O-----------------------------+-O-+
|           O10 O9                     |  O7                              |   |
|            +--+                      |  |                               ++--+
| T4         |  |                      |  |                                |  |
|            |  |                      |  |                                |  |
|            |  |                      |  |                                |  |
+---+        |  |                      |  |                                |  |
|   O        |  O8'                    |  |                                O6 |
|   |        |  +-------------------O8-+  +--------------------------------+  |
|   |        |                            |                                   |
|   |        |  +----------------------+--+-O5-----------------------------+--+
|   |        |  |                      O3 |                                O  |
+---+        |  |                      |  |                                |  |
|   O11      |  |                      |  |                                |  |
+O12+        |  |                      |  |                                |  |
|   |        |  |                      |  |                                |  |
|   |        |  |                      |  |                                |  |
| T3|        |  |                      |  |                                |  |
|   |        |  |                      |  |                                |  |
|   |        |  |                      |  |                                |  |
+---+--------+--+                      |  |                                |  |
|               |                      |  |                                |  |
|  +---------+  |                      |  |                                |  |
|  |         |  |                 +----+  |                           +----+  |
|  |         |  |                 |ST  |  |                           |ST  O  |
|  +-O1+CAMP |  +--O2-+-O---------+-O--+--+-----------O4-+------------+----+  |
|      |     |        |                |                 |                    |
+------+ T2  +--------+----------------+-----------------+--------------------+
       +-----+

LEGEND:

ST = Stairs
 T = Teleporter
 O = Opening

+----------------+
| 11.6.4  Area 3 |
+----------------+

+-----------------------------------------------------------------------------+
|                                                                             |
|  +-O2------------------------------------+--+----------------------------+  |
|  |                                       |  O6                           |  |
|  |                                       |  |                            |  |
|  |                                       |  |                            |  |
|  |                                       |  |                            |  |
|  |                                   ST  |  |                            |  |
|  +-----O3--------+-----------------------+  +-----------------------O7---+  |
|  |               |                          |                            |  |
|  |               |  +---------------------------------O8--+--+-----------+  |
|  +-----O4--------+  |                                     |  |           |  |
|  |               O5 |                                     |  |           |  |
|  |               +--+                                     |  |           |  |
|  |               | O9                                     |  |           |  |
|  |               |  |                                     |  |           |  |
|  |               |  |                                     |  |           |  |
|  |               |  |                                     |  |           |  |
|  |               |  |                                     |  |           O1 |
|  |               |  |                                     |  |           |  |
|  |               |  +-------------------------------------+  +-O-+       +--+
|  |               |  |                                     |      |          |
|  |               |  +-O11----------------+-O12----------------+  |        T4|
|  |               |  |                    |                    |  |          |
|  |               |  |                    |                    |  |       +--+
|  |      ST       |  |                    |                    |  |       O  |
|  +---------------+  |                    |                    |  |       |  |
| O13              |  |                    |                    |  +-------+  |
|  |               |  +----------------O10-+--------------+     |             |
|  |      T6       |                                      |  T5 +-------------+
+--+---------------+--------------------------------------+-----+

LEGEND:

ST = Stairs
 T = Teleporter
 O = Opening

+----------------+
| 11.6.5  Area 4 |
+----------------+

+------------------------+------+----------------------------+---+------------+
|                        |  T6  |                            |   |            |
|  +--------O-+-----+-O1-+      |  +----------+  +-----------+-O-+-O-------+  |
|  |          O     |     CAMP  |  | ST       |  |                         |  |
|  |          |     |           |  |          |  |                         |  |
|  |          |     |           |  |          |  |                         |  |
|  |          |     |           |  |          |  |                         |  |
|  |          |     |           |  |          |  |                         +--+
|  |          |     |           |  |          |  |                            |
|  |          |     O           |  |          |  |                         T7 |
|  |          |     |           |  |          O  | ST                         |
|  +--------O-+--+--+-----------+  +----------+  |                         +--+
|  |          |  |                            |  |                         |  |
|  |          |  +-O7-----------+--+----------+  |                         |  |
|  |          |  |              O6 |          O8 |                         |  |
|  +-O--------+  |              |  |          |  |                         |  |
|  |          |  |              |  |          |  |                         |  |
| O2          |  |              |  |          +--+                         |  |
|  |          |  |              |  |          O9 |                         |  |
|  |          |  |              |  |          |  |                         |  |
|  |          |  |              |  |          |  |                         |  |
|  |          |  | ST           |  |          |  |                         |  |
|  +-O3-------+  +-------+------+  +----------+  +---------+-------O14-----+  |
|  |                     |                       |         |               |  |
|  +-O--------+  +-------+------+  +-O10------+  +---------+-O13-----------+  |
|  |          |  O4             |  |          |  |                         |  |
|  |          |  |              |  |          +--+                         |  |
|  |          O  |              O5 | ST     O11  O12                       |  |
|  +----------+--+--------------+  +----------+--+-------------------------+  |
|                                                                             |
+-----------------------------------------------------------------------------+

LEGEND:

ST = Stairs
 T = Teleporter
 O = Opening

+=======================+
| 13.  ITEMS AND MAGICK |======================================================
+=======================+

During your travels through the lands beyond the Inner Realm, you will have to
either load up on magick or items.  The way to tell what a specific tile means
is by its color.  The colors are:

Blue = Spell
Purple = Auxiliary Spell
Green  = Ammo for Farrg
Red = Ammo for Chazz

These tiles can either be lying around or they may be dropped by an enemy when
you kill them.  Tiles dropped by enemies don't stay around too long so collect
it quickly before it disappears.

 ______________
/ 13.1  Items /________________________________________________________________
--------------

There are only a couple of items in the game.

+----------+
| Cardkeys |
+----------+

These are required to access certain areas.  Cardkeys can be laying around,
hidden in buildings or structures,  or they may be guarded by bosses.  Only
three areas need cardkeys.  These areas are The Junkyard, The Desert, and The
Underground City.

+------------+
| Ammo Tiles |
+------------+

You pick these up to load up either Farrg's or Chazz's secondary weapon.  The
tiles are not interchangeable.  This means if you have Farrg along as a body-
guard, you cannot replenish Farrg's ammo with Chazz's tile and vice-versa.

+--------+
| Hearts |
+--------+

These restore about a third of your life back.  Use only in emergencies since
they are very hard to come by.

 _______________
/ 13.2  Magick /_______________________________________________________________
---------------

This is what the big battle is all about.  You have nine spells to choose from.
Each has their advantages and disadvantages.  In order to gain spells, you must
walk over the appropriate blue tiles with the first letter of the spell.  Some
spells are easier to come by then others.  Also, some spells are offensive
while some are auxiliary.  Know what you are going to encounter (both enemy and
terrain wise) before using up your spells.  You may find you will need a spell
at a critical point.

I've broken down the spells into offensive and auxiliary.  Listed under each of
these headings are the different spells.

See Chapter 8.1 for the controls in using auxiliary spells.

+--------------------------+
| 13.2.1  Offensive Spells |
+--------------------------+

This is the grid you see in the lower left part of the player screen.  The grid
looks like this:

                                +---+---+---+
                                | L | S | A |
                                +---+---+---+
                                | T | B | M |
                                +---+---+---+
                                | H | W | D |
                                +---+---+---+

The spells are going from left to right, top to bottom:

Spells will be listed like this:

/------------\
| Spell Name |
\------------/

Range:  Short/Medium/Long
Speed:  Slow/Medium/Fast
Power:  Weak/Medium/Strong

Any other notes about the spell

_______________________________________________________________________________

/-----------\
| Lightning |
\-----------/

Range:  Long
Speed:  Fast
Power:  Medium

Fires in the direction Ronaan if facing.  Not good against higher level bosses.

/-------\
| Super |
\-------/

Range:  Medium
Speed:  Slow
Power:  Strong

Can hit multiple enemies if they are close together.  Good against high level
bosses.

/-------\
| Angle |
\-------/

Range:  Long
Speed:  Slow
Power:  Medium

Fires an energy boomerang that can be controlled with the direction pad.  You
can only have one of these out at a time.

/-----------\
| Time Bomb |
\-----------/

Range:  Short
Speed:  Medium
Power:  Strong

Your basic bomb.  Plant it at the area you want to blow up and run.  You will
have 3-4 seconds before it blows up.  Good against generators, wall guns, and
enemies.

/-------\
| Basic |
\-------/

Range:  Medium
Speed:  Medium/Fast
Power:  Weak

The spell Ronaan always has.  If he has more then one, he can increase speed to
fast until he runs out.  This is the spell that is automatically defaulted to
when another spell your using runs out.

/-------------\
| Mondo Major |
\-------------/

Range:  Long
Speed:  Fast
Power:  Strong

This spell hits all enemies on the screen.  It is also pretty effective against
bosses.

/------\
| Hold |
\------/

Range:  Medium
Speed:  Fast
Power:  Medium

Allows most enemies to be held for a few seconds.  This gives you a chance to
let Ronaan whack them down with his staff versus wasting spells.

/------\
| Wide |
\------/

Range:  Long
Speed:  Medium
Power:  Medium

Fires a spread of three fireballs in the direction Ronaan is facing.  Good
against close groupings of enemies.

/-------\
| Death |
\-------/

Range:  Medium
Speed:  Slow
Power:  Strong

Can destroy most enemies with one or two shots.  Great spell to use against the
bosses.

+--------------------------+
| 13.2.2  Auxiliary Spells |
+--------------------------+

These spells help Ronaan to not only get around, but also to heal if need be.
These spells are hard to come by so use them wisely.

Heal:  Heals about 1/2 of Ronaan's life bar.

Levitate:  Allows Ronaan to float around for a few seconds.  Good for getting
           over crevices and other gaps.

Teleport:  Teleports Ronaan and his bodyguard back to camp.

Invulnerable:  Allows Ronaan to be immune from attacks for a few seconds.  He
               will blink while he is invulnerable.

                               ****************
********************************  U N I T  VI *********************************
                               ****************

+=================+
| 13.  CONCLUSION |============================================================
+=================+

Technoclash is a fast paced and exciting game.  From the moment you start the
game until the end, the action never ends.  Although based on many other games
that are real time shooters, Technoclash adds a pretty interesting plotline.
The battle between the old ways (in this case magick) and the new ways
(technology).  Both side view each other with contempt and both will stop at
nothing to eliminate the other one.  Although this game is considered old now,
back when it came out, it had some cutting edge graphics and action.  This game
was a lot of fun to play.  At the same time, it sometimes was an extremely
frustrating game considering some of the levels were very big and you never
knew if you would make it through any of them.  The fun of this game was
discovering the new levels and also trying to get through some of the most
challenging levels I have ever played in a game.  Overall, this game is still a
joy to play after all these years.  This guide was a lot of fun to write and I
hope you get as much enjoyment out of reading it as I did writing it.  If you
do have other ideas or thoughts, please e-mail me and share them.  Who knows,
maybe I'll start a Q&A chapter in this guide if enough people ask the same
questions.  Anyway, thank you again for reading this guide.

To see other FAQ's I have written please go to:

           http://www.gamefaqs.com/features/recognition/32691.html

           ~~~  No trees were harmed in the making of this FAQ ~~~