541 lines
31 KiB
Solidity
541 lines
31 KiB
Solidity
|
|
|||
|
ALTERED DESTINY
|
|||
|
|
|||
|
1 Plot, Getting Equipped
|
|||
|
2 Frags, Floaters, Crossroads
|
|||
|
3 Indella, Divination, Cliff
|
|||
|
4 Crystals, Towhee, Dreams
|
|||
|
5 Luella, Fear, Defoil Herb
|
|||
|
6 Weird Woods, Hoppa, aRRaRRa
|
|||
|
7 Floating Floor, Howler Lake, Kleeg,
|
|||
|
Helmar, Endgame
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 1
|
|||
|
|
|||
|
Hello, P. J. Barrett. As a middle manager in a large corporation, you lead a
|
|||
|
pretty cushy life. Tonight you've got a stay-at-home date with your beautiful
|
|||
|
girlfriend, Trudy, to watch a film festival on television; the only fly in the
|
|||
|
ointment is that your television is in the shop. On the way to pick it up, you
|
|||
|
see a Conanesque barbarian (complete with sword) coming out of the repair shop
|
|||
|
with a TV that looks a lot like yours. In fact, it _is_ yours. Embarrassed by
|
|||
|
the mix-up, the repairman gives you the barbarian's futuristic television as a
|
|||
|
loaner. All seems to be well, until Trudy arrives at your apartment, slips away
|
|||
|
to put on something more comfortable, and a mysterious force sucks you into the
|
|||
|
TV!
|
|||
|
|
|||
|
The television turns out to be a gateway to another universe. In that other
|
|||
|
universe, you meet Jonquah, who had intended to summon a mighty warrior through
|
|||
|
the gateway between worlds. Alas, he got you instead, but you'll have to do.
|
|||
|
Jonquah wants you to save the universe from his twin brother, Helmar, who has
|
|||
|
been corrupted by the stolen Jewel of Light. The Jewel has created an
|
|||
|
instability in the universe; you must destroy the Jewel before it destroys
|
|||
|
everything else. Not the sort of work that a middle manager is usually called on
|
|||
|
to do.
|
|||
|
|
|||
|
As the introductory sequence ends and the game begins, you find yourself on the
|
|||
|
planet Daltere, in a small clearing on an island suspended high atop a massive
|
|||
|
growth of vines. LOOK around to get a description of where you are. (It's always
|
|||
|
a good idea to LOOK as soon as you enter a new scene, but this is the only time
|
|||
|
you'll hear it from me.) Watch out for the edges of the island and that hole
|
|||
|
behind you -- there are a lot of cliffs to fall off in this game. Go one screen
|
|||
|
to the right and you'll find yourself between a strange factory and a small hut.
|
|||
|
|
|||
|
Enter the hut and you'll be face to face with Alnar, an artisan who forges
|
|||
|
objects out of metal. In fact, he already has a few such objects handy. GET THE
|
|||
|
SWORD, GET THE AXE, and ask Alnar for a personal favor: ALNAR, MAKE A CAGE.
|
|||
|
It'll come in handy later.
|
|||
|
|
|||
|
While you wait for Alnar to finish the cage, ASK ALNAR ABOUT THE SWORD and THE
|
|||
|
AXE. (That's two commands, not one.) Then, when the cage appears on the counter,
|
|||
|
GET THE CAGE, and EXIT. Once outside, go left one screen, back to the clearing.
|
|||
|
|
|||
|
See that rocky arch in the middle of the screen? Go through it. When you reach
|
|||
|
the other side, work your way around to the far side of the large hole. (You
|
|||
|
should SAVE the game before you do this, because there's a good chance you'll
|
|||
|
fall in the hole the first time you try to go around it. In fact, it's a good
|
|||
|
idea to SAVE this game whenever possible, because even this walkthru won't
|
|||
|
prevent you from falling off cliffs, stumbling during fights, or dying in any of
|
|||
|
a hundred other ways because your reactions are just a little off.) You should
|
|||
|
now be standing next to a flight of stairs descending into the depths of the
|
|||
|
island. Walk down the stairs and into a small dwelling.
|
|||
|
|
|||
|
Unfortunately, the owner of the dwelling isn't home, but he left a sign behind
|
|||
|
in case he had visitors. EXAMINE THE SIGN to find out where he is, then EXIT. Go
|
|||
|
one screen to the right to the other side of the strange factory. Go down the
|
|||
|
stairs to the main floor of the factory, and step through the green pillars at
|
|||
|
the bottom.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 2
|
|||
|
|
|||
|
You're in Tentro's shop. Tentro uses colored pigments (which conveniently fall
|
|||
|
from the sky) to make frags, colorful objects that carry information. ASK TENTRO
|
|||
|
ABOUT FRAGS and anything else that might come to mind. See those spherical
|
|||
|
objects on one of Tentro's assembly lines? Walk over to them and GET A SPHERE,
|
|||
|
then EXAMINE THE SPHERE. It has a story to tell. DROP THE SPHERE, walk to the
|
|||
|
far left end of the workshop, and GET THE TUBE. When you EXAMINE THE TUBE,
|
|||
|
you'll see that it's used for holding frags. There are several frags on the
|
|||
|
assembly line next to you. You can't GET THE FRAGS without the tube's help, so
|
|||
|
POINT TUBE AT THE FRAGS, and it will suck up the frags for you. EXAMINE the
|
|||
|
frags in this order: PYRAMID, SMALLISH FRAG, CYLINDER, and CUBE. They, too, have
|
|||
|
a story to tell. GET THE BOTTLE OF PIGMENT (from the shelf next to the frags),
|
|||
|
and leave the workshop.
|
|||
|
|
|||
|
Go back up the stairs and walk one screen to the right to Land's End. See that
|
|||
|
flat rock on the eastern end of the island? Stand in the middle of it (but be
|
|||
|
careful not to walk over the edge) and a transporter will float over to the
|
|||
|
rock. It can't hold too much weight, so DROP THE AXE before you step onto the
|
|||
|
transporter.
|
|||
|
|
|||
|
The transporter takes you to the smaller of the two suspended islands, Runes
|
|||
|
Island, doubtlessly named after the two columns in the middle of the island
|
|||
|
covered with incomprehensible runes. In the small shelter at the other end of
|
|||
|
the island you see Vindah, whose dwelling you entered back on the large island.
|
|||
|
Enter the shelter and TALK TO VINDAH. ASK VINDAH ABOUT JONQUAH, HELMAR, and
|
|||
|
anything else you'd like to know about. Notice how he keeps mentioning
|
|||
|
divinations? ASK VINDAH ABOUT DIVINATIONS and he'll tell you that to do a proper
|
|||
|
divination, he needs an Indella bird. ASK VINDAH ABOUT INDELLA BIRD and you'll
|
|||
|
learn that they are attracted by pretty colors, and live somewhere in the woods.
|
|||
|
He'll also warn you about the "natural springs" that you may encounter in the
|
|||
|
woods.
|
|||
|
|
|||
|
When you've finished talking to Vindah, EXIT the shelter, walk back to the
|
|||
|
transporter, and it will carry you back to the large island. After you step off
|
|||
|
the transporter and back onto the flat rock, remember to GET THE AXE.
|
|||
|
|
|||
|
Now you need to find a floater. These are the green, balloon-like plants (or
|
|||
|
are they animals?) that float up to the island from somewhere below. Floaters
|
|||
|
are the elevators of Daltere: Small floaters take you down; large floaters carry
|
|||
|
you up. Look for a small floater and GRAB SMALL FLOATER. It will lift you a
|
|||
|
short distance, then carry you down to the surface of Daltere.
|
|||
|
|
|||
|
The floater drops you off at the Crossroads. You'll visit here often before the
|
|||
|
game is over. Roads branch off to the northeast, northwest, southeast, and
|
|||
|
southwest. Take the one to the southeast to the Edge of the Forest. Of which
|
|||
|
forest is this the edge? Why, the Forest of Dreams, of course.
|
|||
|
|
|||
|
Starting from the Edge of the Forest screen, go left one screen, down one
|
|||
|
screen, and right one screen. Pause for a moment to watch the fluboxes taking a
|
|||
|
nap. See that hammock strung between two trees? We'll be back later to take
|
|||
|
advantage of it. For now, go one more screen to the right, down one screen, and
|
|||
|
left one screen to the Bottom of the Hill. You have now had the grand tour of
|
|||
|
the Forest of Dreams.
|
|||
|
|
|||
|
No doubt you've noticed the bright yellow leaf lying on the ground at the
|
|||
|
Bottom of the Hill, so GET THE LEAF. You've probably also noticed the narrow
|
|||
|
path leading southward. You're not ready to take this path yet, but if you're
|
|||
|
curious to see what's at the other end, SAVE the game, and head up the path.
|
|||
|
You'll end up at Howler Lake, where the "plaintive cries" of the Howlers draw
|
|||
|
you inexorably into the waters. Bye-bye, P. J.!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 3
|
|||
|
|
|||
|
RESTORE the game and don't take the path this time. Instead, retrace your steps
|
|||
|
back to the Edge of the Forest. (Go right, up, left, left, up, and right.) There
|
|||
|
are two paths leaving the forest. Take the one on the right to return to the
|
|||
|
Crossroads.
|
|||
|
|
|||
|
This time, take the northwest path, which leads to A Wooded Area -- the
|
|||
|
beginning of the Weird Woods. While you're in the Woods, keep your eye out for
|
|||
|
the Hoppa, a living spring that bounces along through the tree tops looking for
|
|||
|
victims it can pollinate and turn into plants. Could the Hoppas be the "natural
|
|||
|
springs" that Vindah warned you about? Maybe so, but don't worry about the
|
|||
|
Hoppas for now. They won't hurt you...yet.
|
|||
|
|
|||
|
Go up one screen. See that glow in the distance? We'll be back to check that
|
|||
|
out in more detail later. For now, go one screen to the right. Blocking the rear
|
|||
|
of this screen is a lattice-like web climbing up into unseen heights. Wade
|
|||
|
through the pools of water between you and the web, and CLIMB THE WEB.
|
|||
|
|
|||
|
At the top of the web, you'll find yourself on a broad terrace dotted with
|
|||
|
pools of water. Watch out for the pools with tiny whirlpools in them. Step in
|
|||
|
one and you'll be sucked downward to your death. Go down one screen and you'll
|
|||
|
see the Indella bird nesting in the webwork. DROP THE CAGE, SET THE TRAP, and
|
|||
|
BAIT THE CAGE WITH PIGMENT. (Indella birds are attracted to brightly colored
|
|||
|
things, remember?) If the Indella bird vanishes while you're setting the trap,
|
|||
|
exit this screen and reenter it; it will return while you're gone.
|
|||
|
|
|||
|
Now, sit back while the Indella bird takes the bait. Once he's in the cage, GET
|
|||
|
THE CAGE, and go one screen to the right. There's a large seed shell sitting on
|
|||
|
the ground. GET THE SHELL, walk into the pool of water at the bottom of the
|
|||
|
screen (the one without the whirlpool), and FILL THE SHELL WITH WATER. You'll
|
|||
|
need the water later. Go one screen up (watch out for the waterfall at the top
|
|||
|
of the second pool) and one screen right, and you'll find yourself back where
|
|||
|
you started. CLIMB THE WEB back down to ground level and go back to A Wooded
|
|||
|
Area (one screen left and one screen down). Exit at the bottom of the screen and
|
|||
|
you'll return to the Crossroads.
|
|||
|
|
|||
|
You've got the Indella bird, so maybe Vindah will be willing to give you a
|
|||
|
divination. Wait for one of the tube plants to disgorge a large floater and GRAB
|
|||
|
LARGE FLOATER. You'll return to the large island. Go through the rocky arch,
|
|||
|
around the hole, and right two screens. Step on the flat rock, DROP THE AXE, and
|
|||
|
step onto the transporter. Once on Runes Island, go to Vindah's shelter, and
|
|||
|
GIVE CAGE TO VINDAH. He will remove the Indella bird and the jar of pigment from
|
|||
|
the cage, and the bird will start strutting about on the floor. ASK VINDAH ABOUT
|
|||
|
DIVINATION. Vindah indicates in turn that he needs something for the bird to
|
|||
|
leave markings on. How about the leaf you found in the Forest of Dreams? GIVE
|
|||
|
LEAF TO VINDAH. The bird paces around the leaf, squats in the pigment, and
|
|||
|
finally leaves markings on the leaf. What do the markings mean? "You are a
|
|||
|
dreamer," Vindah tells you, "though some accomplish more in their dreams than
|
|||
|
others do in a lifetime." Clear as mud.
|
|||
|
|
|||
|
EXIT Vindah's shelter, walk to the transporter, and let it return you to the
|
|||
|
large island where you can GET THE AXE. Then, GRAB A SMALL FLOATER to take you
|
|||
|
back to the Crossroads. Head southwest from the Crossroads this time, and you'll
|
|||
|
end up By a Cliff. Recessed into the ground (near the bottom of the screen) is a
|
|||
|
diamond-shaped plate. EXAMINE THE PLATE and you'll see that it has some oddly
|
|||
|
shaped holes in it. Where have you seen those shapes before? That's right: the
|
|||
|
frags. POINT THE TUBE AT THE PLATE and the frags will be neatly expelled into
|
|||
|
the holes.
|
|||
|
|
|||
|
As if by magic, an entrance opens in the cliff wall behind you. Could this be
|
|||
|
what the frags meant about presenting your "invitation" at the Order of the
|
|||
|
Jewel? Let's go inside and check, but first, POINT TUBE AT FRAGS. We might need
|
|||
|
them again.
|
|||
|
|
|||
|
Go through the entrance and you'll find yourself in the cave-like Order of the
|
|||
|
Jewel. Walk toward the diamond-shaped plate at the bottom of the screen. Whoops!
|
|||
|
A nasty-looking Guardian appears in the ceiling of the cave. Don't try to leave
|
|||
|
the cave while that guy's around, or he'll turn you into toast. (SAVE the game
|
|||
|
and try to leave through the exit at the top of the screen. See what I mean? Now
|
|||
|
RESTORE the game and quit fooling around!)
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 4
|
|||
|
|
|||
|
Instead of leaving the Order, take the path at the bottom right of the screen.
|
|||
|
You'll find yourself in The Crystal Garden with Lantra, a "friendly protective
|
|||
|
creature" who grows crystals for the Order. EXAMINE LANTRA and you'll see that
|
|||
|
she's carrying a pair of pouches. EXAMINE SMALL POUCH and EXAMINE LARGE POUCH,
|
|||
|
and you'll learn that the pouches contain seeds that will grow into crystals.
|
|||
|
Well, shucks, you never know when a pair of crystal-growing seeds will come in
|
|||
|
handy, so ASK LANTRA FOR SMALL POUCH. No dice. Her crystals may need them. ASK
|
|||
|
LANTRA FOR LARGE POUCH. Same problem. Maybe if you gave Lantra something she
|
|||
|
needs, she'd reconsider. Crystals need water to grow, so GIVE SHELL TO LANTRA.
|
|||
|
(It contains the water you scooped up back in the Weird Woods, remember?) Sure
|
|||
|
enough, she shows her gratitude by giving you the large and small pouches (or
|
|||
|
rather, by dropping them on the floor next to you).
|
|||
|
|
|||
|
GET THE SMALL POUCH, but leave the large pouch here for the time being. THROW
|
|||
|
SMALL POUCH and it will take root on the floor, growing a fresh round crystal on
|
|||
|
the spot. GET ROUND CRYSTAL. EXAMINE ROUND CRYSTAL and you'll be told that it's
|
|||
|
shaped like a lens. Curious. Exit the screen by the path on the lower right. The
|
|||
|
exit leads to a hallway. In the middle of the hallway is a staircase. Descend
|
|||
|
the staircase and enter the door at the bottom.
|
|||
|
|
|||
|
Welcome to the library. The nearsighted librarian Towhee and his "Zen puppy"
|
|||
|
Otto (who looks suspiciously like a three-legged table) are here to serve your
|
|||
|
every need. (Well, a couple of them, anyway.) The library is filled with
|
|||
|
scrolls, so ASK TOWHEE FOR SCROLL. He'll send Otto to get it, stare at it
|
|||
|
myopically, and hand it to you. READ THE SCROLL. It tells an interesting story
|
|||
|
of the conflict between humans and Yulas. What's a Yula? You'll get a look at
|
|||
|
one later, or rather, at the remains of one.
|
|||
|
|
|||
|
As interesting as the scroll may be, it's not really going to help you win this
|
|||
|
game. There must be something else useful in the library. Maybe if you did
|
|||
|
Towhee a favor....
|
|||
|
|
|||
|
The old librarian is nearsighted and the round crystal that you're carrying is
|
|||
|
shaped like a lens. So, GIVE ROUND CRYSTAL TO TOWHEE. In gratitude, Towhee gives
|
|||
|
you a picture scroll. READ THE PICTURE SCROLL. It concerns the defoil herb,
|
|||
|
which changes plants into animals. You don't suppose that you're going to find
|
|||
|
one of these herbs somewhere in your wanderings, do you?
|
|||
|
|
|||
|
EXIT the library, climb the stairs, and exit the hallway on the left side of
|
|||
|
the screen. You're back at the entrance, where the Guardian is still glaring
|
|||
|
down malevolently from the ceiling. So, let's get out the way we got in: POINT
|
|||
|
TUBE AT PLATE and the Guardian will fade away. You'll need the frags again, so
|
|||
|
POINT TUBE AT FRAGS, and leave by the front entrance.
|
|||
|
|
|||
|
This is the only place you'll be needing the tube, so DROP THE TUBE outside the
|
|||
|
cave entrance. You're also finished with the scrolls (just reading them is
|
|||
|
enough); DROP THE WRITTEN SCROLL and DROP THE PICTURE SCROLL, as well. Then,
|
|||
|
exit the screen to the right and return to the Crossroads.
|
|||
|
|
|||
|
Head southeast; into the woods we go again. Go back to the place where you saw
|
|||
|
the hammock strung between two trees. (From the Edge of the Forest, go left,
|
|||
|
down, and right.) After all the work you've done, you deserve a rest, so LIE IN
|
|||
|
THE HAMMOCK. You'll fall asleep automatically. What can you do while you're
|
|||
|
sleeping? Well, remember what Vindah said about dreams? Follow his advice:
|
|||
|
DREAM. You'll dream about old TV shows, from "My Three Sons" to "Gilligan's
|
|||
|
Island." (Does anybody recognize the show with the two eyes hovering over the
|
|||
|
bridge? I don't.) You'll even dream about Vindah himself, who tells you how to
|
|||
|
face fear: "Stand immobile and show fear you know its source."
|
|||
|
|
|||
|
Finally, you'll dream about a strange blasted landscape that looks like the
|
|||
|
Forest of Dreams might look after a nuclear war. It might be worth exploring
|
|||
|
this strange landscape, but you only have time for one command before you return
|
|||
|
to the "real" world. So, WAKE UP! Instead of waking up, though, you'll astrally
|
|||
|
project right out of your sleeping body. Or is it the sleeping body that's the
|
|||
|
astral projection? Heavy Zen stuff, dude!
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 5
|
|||
|
|
|||
|
Go right one screen and down one screen, being careful to avoid the pools of
|
|||
|
acid. Yeah, this sure looks like the Forest of Dreams, all right. But how do you
|
|||
|
get past that cloud of green gas at the bottom of the hill? Alas, you _can't_,
|
|||
|
so go back to the screen where you left your sleeping body (up one screen and
|
|||
|
left one screen).
|
|||
|
|
|||
|
There sure are a lot of rocks in this place. EXAMINE ROCKS. They look
|
|||
|
precarious, eh? That pile in the center looks particularly unstable, so walk up
|
|||
|
behind it and PUSH ROCKS. The rocks fall off the cliff, forming a natural
|
|||
|
staircase; how convenient! CLIMB ROCKS and you'll find yourself at the bottom of
|
|||
|
the hill, past the green gas.
|
|||
|
|
|||
|
The pink rabbit-like creature in the middle of the screen is Luella Kaylef. Why
|
|||
|
is she crying? TALK TO LUELLA and she'll tell you the whole sad tale (or at
|
|||
|
least enough of it to keep the game moving), about her dead beloved whose
|
|||
|
picture now lies on the other side of the acid pools where she can't reach it.
|
|||
|
If you'll retrieve it for her, she'll give you a reward. (Now, let's be honest.
|
|||
|
You would have helped her even if she hadn't offered the reward, right? Right?)
|
|||
|
|
|||
|
Don't even think about walking between the acid pools. It can't be done.
|
|||
|
Instead, walk to the right of the leftmost of the two trees in the center of the
|
|||
|
screen, and CHOP LEFT TREE WITH AXE. (You may have to try this several times
|
|||
|
before the game acknowledges that you're in the right position to chop the
|
|||
|
tree.) Then, do the same with the rightmost tree (e.g., walk to the right of the
|
|||
|
tree, and CHOP RIGHT TREE WITH AXE). The trees will fall across one of the acid
|
|||
|
pits, forming a kind of bridge. Approach the fallen trees from the right side
|
|||
|
and you'll be able to walk across them. (You may have to try this several times,
|
|||
|
too.)
|
|||
|
|
|||
|
When you get to the picture (which is lying at the far left of the screen), GET
|
|||
|
PICTURE, and walk back across the trees. Go to Luella and GIVE PICTURE TO
|
|||
|
LUELLA. Luella will drop her mirror for you to pick up. GET MIRROR, and get the
|
|||
|
heck out of this Godforsaken place! CLIMB ROCKS, go back to your sleeping body,
|
|||
|
and SLEEP. Paradoxically, this will send you back to the real world, where you
|
|||
|
can WAKE UP. Return to the Edge of the Forest (left, up, and right) and take the
|
|||
|
rightmost path back to the Crossroads.
|
|||
|
|
|||
|
You'll need to travel light on your next expedition, so DROP ALL. You'll need
|
|||
|
one item, though, so GET BOWL. You can pick up the rest when you get back to the
|
|||
|
Crossroads. Take the northeast path and you'll soon arrive at the Canyon of
|
|||
|
Death.
|
|||
|
|
|||
|
As its name implies, the Canyon of Death is a dangerous place. In fact, you'll
|
|||
|
probably die more times in the Canyon than in the rest of this game put
|
|||
|
together, mostly from falling off cliffs and other precarious perches. While in
|
|||
|
the Canyon, follow that most ancient of adventure game admonitions: Save early,
|
|||
|
save often, or be prepared to start the sequence again from the beginning.
|
|||
|
|
|||
|
From The Top of a Canyon, take the path down into the canyon depths. When you
|
|||
|
enter the next screen (On a Path), don't move! See that amoeba-like wraith
|
|||
|
descending lazily toward you from the top of the screen? EXAMINE WRAITH, and
|
|||
|
you'll learn that it's actually a Fear, left behind by a dying Yula. Remember
|
|||
|
what Vindah said about standing immobile in the face of fear? That's what you're
|
|||
|
doing right now. Stand immobile until the Fear impales itself on the sharp rock
|
|||
|
next to you, and turns into a slippery stream of slime.
|
|||
|
|
|||
|
Continue down the path and into the next screen. Two more Fears descend on you
|
|||
|
from above. Stand immobile again and they'll do the same thing the last Fear
|
|||
|
did, only this time the resulting slime will flow into a bowl-shaped depression
|
|||
|
in the rock. Think you'll need some of that slime later in the game? Probably,
|
|||
|
but you don't have anything to put it in at the moment (the bowl is already
|
|||
|
holding popcorn), so we'll worry about that later.
|
|||
|
|
|||
|
There are two exits from the Canyon Fork screen (besides the entry you came in
|
|||
|
through): One is on the left side of the screen, the other is roughly in the
|
|||
|
middle. Take the one on the left, being careful not to fall off the narrow
|
|||
|
pathway that you're on. (What? You fell off and got killed? Well, you did SAVE
|
|||
|
the game like I suggested, didn't you? Didn't you?) You'll emerge on a narrow
|
|||
|
fragment of pathway high in the air. Continue along this path and into the next
|
|||
|
screen, where you'll see an odd-looking plant suspended above the path. Could
|
|||
|
this be the defoil herb you read about earlier? Talk about coincidence! GET THE
|
|||
|
HERB and retrace your steps back to the screen labeled Canyon Fork. (Players who
|
|||
|
grew up in the sixties are cautioned not to SMOKE THE HERB. This ain't that kind
|
|||
|
of game.)
|
|||
|
|
|||
|
This time leave the screen by the exit in the middle. You'll follow a long,
|
|||
|
twisting path that will continue for several screens. (You will also fall off
|
|||
|
this path repeatedly and die. Send all complaints to Michael Berlyn, c/o
|
|||
|
Accolade, Inc., 550 S. Winchester Blvd., Suite 200, San Jose, CA 95128 -- not to
|
|||
|
the author of this walkthru. If it helps, try to imagine how many times I had to
|
|||
|
die to write this walkthru. Kind of takes your breath away, doesn't it?)
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 6
|
|||
|
|
|||
|
Eventually, you will come to a graveyard filled with the bones of long-dead
|
|||
|
Yulas. Impressive beasts, weren't they? Doubtlessly they were even more
|
|||
|
impressive when they had skin. In a moment you are going to climb the bones of
|
|||
|
several Yulas, but first you'll need to take a precaution against being molested
|
|||
|
by Kleegs, peculiar creatures who dart around among the bones of the Yulas. DROP
|
|||
|
THE BOWL, and a cloud-like herd of Kleegs will descend upon it, leaving one
|
|||
|
Kleeg lying comatose (from overeating, apparently) in its wake. Let him rest for
|
|||
|
the time being.
|
|||
|
|
|||
|
Walk to the leg bones on the right, note the webbing wrapped around them and
|
|||
|
connecting them with other bones, and CLIMB WEB. You'll clamber up to the top of
|
|||
|
the bone pile, where you can step on to the strand of webbing that connects
|
|||
|
these bones with the ones to the left, and walk across the web. (This,
|
|||
|
incidentally, is why you dropped the rest of your inventory back at the
|
|||
|
Crossroads. The web, like the transporter that floats between the two suspended
|
|||
|
islands, can't bear much weight.)
|
|||
|
|
|||
|
When you enter the next screen, notice the large Yula skull in the middle and
|
|||
|
the small arrow on top of it. Could this be the jeweled arrow spoken of in song
|
|||
|
and scroll? EXAMINE ARROW and you'll see that it is. Work your way across to the
|
|||
|
arrow (dying repeatedly, as usual) and GET THE ARROW. Then, retrace your steps
|
|||
|
back to the previous screen, and CLIMB DOWN at the point where you first climbed
|
|||
|
the webbing. Once on the ground, GET THE BOWL. The Kleeg is still lying on the
|
|||
|
ground next to the bowl, comatose from his huge meal of popcorn. GET THE KLEEG,
|
|||
|
too. What are you going to do with a Kleeg? Wait and see.
|
|||
|
|
|||
|
Follow the path back through the canyon. Keep an eye out for that puddle of
|
|||
|
slime left behind by the dissolving Fears. When you come abreast of it (at the
|
|||
|
Canyon Fork), FILL BOWL WITH SLIME. (The bowl was full of popcorn before, but
|
|||
|
now it's empty and available for slime-toting.) Once you've got the slime,
|
|||
|
continue following the path back out of the canyon, and return to the
|
|||
|
Crossroads.
|
|||
|
|
|||
|
Okay, time to pick up the stuff you left at the Crossroads. However, you no
|
|||
|
longer need the axe. (It was only necessary for chopping the trees in The Forest
|
|||
|
of Dreams.) So just PICK UP MIRROR, PICK UP SWORD, then go southwest, back to
|
|||
|
the Order of the Jewel.
|
|||
|
|
|||
|
GET THE TUBE from where you left it in front of the cliff. POINT TUBE AT PLATE
|
|||
|
to open the door. Then DROP THE TUBE; you won't be needing it again. Enter the
|
|||
|
cave and take the lower right exit from the main entrance hall, back into The
|
|||
|
Crystal Garden. Finally, you can GET THE LARGE POUCH and go back out the way you
|
|||
|
came in. Head right outside the cave and return to the Crossroads.
|
|||
|
|
|||
|
Now it's time to investigate that mysterious light in the Weird Woods. Go
|
|||
|
northwest from the Crossroads and return to the Wooded Area. Go one screen
|
|||
|
north. There's the mysterious light, almost dead center on the screen, but don't
|
|||
|
go toward it, yet. Instead, go two screens to the right. See that pathway
|
|||
|
leading through the trees (or whatever those things are) to the upper right?
|
|||
|
Follow the path and...whoops! Here comes the Hoppa! He bounces across the screen
|
|||
|
and onto your head, sprinkling you with pollen. When he leaves, go back two
|
|||
|
screens to the left. (And don't dawdle. After that dose of Hoppa pollen, you're
|
|||
|
eventually going to turn into a plant. You don't want to take root until you've
|
|||
|
taken care of business, do you?)
|
|||
|
|
|||
|
This time, go through the exit in the middle of the screen, where the intense
|
|||
|
light is. You'll find yourself facing a nasty, axe-wielding creature named
|
|||
|
aRRaRRa across the glowing lens of a giant crystal: the Pool of Light. Looks
|
|||
|
like you're in for a fight. First, though, EXAMINE THE PLATFORM on which you are
|
|||
|
standing. It has a message inscribed on it, something about how "your form must
|
|||
|
be right." Now back to the fight. WIELD THE SWORD so that you'll be ready and
|
|||
|
move to the right. The elevated platform on which you are standing will float
|
|||
|
over to the one on which aRRaRRa is standing, and the fight will begin.
|
|||
|
|
|||
|
Don't be intimidated by the creature's brute strength. Force aRRaRRa off the
|
|||
|
right edge of the platform, then dive off yourself. You don't die as you fall
|
|||
|
into the glow of the crystal, the way that aRRaRRa apparently does. Does this
|
|||
|
mean that your "form" is right? The pollen sprinkled on you by the Hoppa must
|
|||
|
have had something to do with this.
|
|||
|
|
|||
|
You fall through the crystal and land on a mysterious staircase floating in
|
|||
|
mid-air. EAT THE HERB immediately. It will cancel the effects of the Hoppa's
|
|||
|
pollination. (The defoil herb turns plants into animals, remember?) On one of
|
|||
|
the landings of the staircase you see a mound of stones. EXAMINE MOUND and
|
|||
|
you'll see a cryptic message about how "Growth bridges the gap, seeding the
|
|||
|
path, crystallizing our differences." Now what could that mean? An image of
|
|||
|
Jonquah appears and tells you that he has something for you. But as you descend
|
|||
|
the staircase toward him, he vanishes. Fortunately, even as the image of Jonquah
|
|||
|
fades, a new flight of stairs appears at the bottom of the floating stairs.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
ALTERED DESTINY
|
|||
|
Part 7
|
|||
|
|
|||
|
Step on the platform. It begins to descend through a long tube with strange
|
|||
|
markings etched on its sides. EXAMINE THE MARKINGS and you'll read another
|
|||
|
cryptic message, in which the numbers "four" and "one" figure prominently. The
|
|||
|
platform eventually deposits you on the Floating Floor, which is made up of a
|
|||
|
matrix of square tiles with circles carved on them. Take the hint provided by
|
|||
|
the last message: Walk only on those tiles with one or four circles on them,
|
|||
|
until you come to a tile with no circles on it at all. This tile will move
|
|||
|
downward, elevator-like, until it leaves you on a platform above the Pool of
|
|||
|
Darkness. Next to the platform hovers yet another image of Jonquah. He gives you
|
|||
|
a Silencer and vanishes. Step off the platform and into the pool.
|
|||
|
|
|||
|
Next thing you know, you're back at the Pool of Light, where you fought
|
|||
|
aRRaRRa. Exit to the left, then go down two screens, and return to the
|
|||
|
Crossroads. You're finally ready to face Howler Lake. Take the southeast path
|
|||
|
from the Crossroads to the Forest of Dreams. From the Edge of the Forest, go
|
|||
|
left, down, right twice, down, and left. TURN ON THE SILENCER and take the
|
|||
|
southward path that you weren't ready to take the last time you were here. This
|
|||
|
time, the Silencer protects you from the cries of the Howlers.
|
|||
|
|
|||
|
Walk out onto the causeway and look across at Castle Island. That's where
|
|||
|
Helmar, your adversary, is waiting. But how are you going to get there? The
|
|||
|
causeway is in ruins and the water is full of Howlers. Wait! What's that
|
|||
|
flickering light on the island? Is someone trying to signal us? Let's SIGNAL
|
|||
|
WITH MIRROR and find out.
|
|||
|
|
|||
|
Sure enough, a boat (or more properly, a nonsentient creature called a Boteman)
|
|||
|
comes sailing across to meet you. Climb on board and RIDE BOTEMAN. He'll carry
|
|||
|
you back to Castle Island while Helmar watches malevolently from above.
|
|||
|
|
|||
|
The Boteman drops you off at a landing on Castle Island. Uh oh! What are those
|
|||
|
evil looking plants? Those are Noisomes and they can kill you with sound. Quick,
|
|||
|
before they can do anything, SQUEEZE THE KLEEG. All that gas left over from his
|
|||
|
popcorn feast will be released in an immense belch, destroying the Noisomes
|
|||
|
before they can destroy you.
|
|||
|
|
|||
|
Step onto the island, but watch out for certain red trees and purple
|
|||
|
undergrowth. (You'll find out quickly enough which ones to avoid, after you've
|
|||
|
died a few times.) To make yourself less, er, desirable to the red trees (if not
|
|||
|
the purple undergrowth), POUR SLIME ON SELF. (Yuck!) Head one screen to the
|
|||
|
right and enter the remains of the garden. There are two exits from the garden,
|
|||
|
both in the upper left-hand corner of the screen. Take the leftmost of the two.
|
|||
|
|
|||
|
Follow the short path to the screen labeled Island Center. Cut across this
|
|||
|
screen from right to left, exiting on the left. Follow the short path to the
|
|||
|
bottom of the next screen, into the screen labeled Amid the Ruins. Do a sharp
|
|||
|
U-turn around the hedges and go back into the screen labeled Gathering Place. Go
|
|||
|
up the path with the four red trees at the entrance. (They won't hurt you
|
|||
|
because you've been doused with slime.) Exit to the right and you'll finally
|
|||
|
come to the screen labeled Castle Entrance.
|
|||
|
|
|||
|
Walk right up to the crystal door of the castle -- the one with the large
|
|||
|
keyhole in it. UNLOCK DOOR WITH ARROW and step inside. You're now at the Castle
|
|||
|
Bottom. See that rope hanging down from above? PULL THE ROPE and start working
|
|||
|
your way up toward the castle top.
|
|||
|
|
|||
|
After three screens of continuous upward movement, you'll see a door set into
|
|||
|
the crystal wall. SAVE the game before you reach the door and continue upward.
|
|||
|
After two more screens, you'll come face to face with Helmar. He'll zap you with
|
|||
|
the Jewel of Light before you can do anything to fight back.
|
|||
|
|
|||
|
Now that you've seen what you're up against, RESTORE the game to the point
|
|||
|
right before you reached the door. As you pass the door, JUMP. You'll enter the
|
|||
|
door and land smack in the middle of a maze. Go right three screens and you'll
|
|||
|
come to a section of the maze with no obvious exit in the upper middle. Go to
|
|||
|
the middle of the screen and walk straight into the wall where the exit should
|
|||
|
be. An exit will appear, and you'll be face to face with Helmar again, but this
|
|||
|
time from a greater distance. He'll offer you a choice of weapons from your
|
|||
|
inventory. Choose the MIRROR. When he tries to strike you with a beam from the
|
|||
|
Jewel of Light, it will be reflected right back at Helmar, knocking him
|
|||
|
unconscious.
|
|||
|
|
|||
|
And that's it! Congratulations, P. J. Barrett! You've saved the universe!
|
|||
|
Everything from this point on is animation. Sit back and enjoy! You deserve it,
|
|||
|
if only for all those times you died in the Canyon of Death!
|
|||
|
|
|||
|
ALTERED DESTINY is published and distributed by Accolade.
|
|||
|
|
|||
|
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
|||
|
|