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1990-09-07
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/ / | / // /____/ /. / // / /_// /___/ // /___/\ / /____/ // /___
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/ // / // // / __/ / _/ // /___/ // / __/ // /___/\ / /. \ \ ____/ /
/____/____//_/ /___/ /__/ \//____//_/ /___/ \//____//_/-+- /_//_____/[BE]
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-+- P R E S E N T S -+-
| |
ALTERED DESTINY CLUEBOOK
written by Cyndi Kirkpatrick and published by Accolade
cracked sometime in 1991 by Skid Row
cluebook assembled on January 5th, 1992
A Watchers 1992 Production
TABLE OF CONTENTS
INTRODUCTION: How To Use This Clue Book.............................1
PART ONE: Clues.....................................................2
PART TWO: Answers..................................................15
PART THREE: How to Score Points....................................31
Part Four: Maps & Notes............................................34
INTRODUCTION:
How To Use This Clue Book
Part One is for players who don't like to be slapped in the face & shown
things. It focuses on the most perplexing puzzles that the average player
will encounter in Altered Destiny, then offers aid in the form of a series
of clues.
These clues don't necessarily give you everything - for example, you may get
help with one puzzle in a particular area, yet miss important objects needed
to solve another, later puzzle. But Part One does offer a way to complete
the game without being spoon-fed the answers from a crystal bowl.
Part Two offers the straight solutions to all of the puzzles in Altered
Destiny. This section walks you to the final solution, screen-by-screen, in
a most expedient manner. Only The Desperate may use this section. All others
will be hunted down and publicly humiliated.
Part Three gives you a list of all the things you need to do to achieve a
perfect score of 350.
Part Four gives you a map of the game, and some blank pages for note-taking.
-1-
PART ONE: Clues
The section below lists the stickiest problems P.J. Barrett will face in
Altered Destiny, then offers a series of clues to help you solve them. These
clues are numbered in a column, and each successive clue reveals a little
bit more - descending from quiet, subtle hints to aggressive pointing and
yelling.
The clues are hidden under the weird red space slime that we smeared on the
pages. Just place the enclosed window viewer over the stated problem, then
slide it slowly down over the red area. The first clue will appear. Read
clues one at a time, in sequential order from top to bottom.
FLOATING VILLAGE
Problem: Will I ever get back to see Trudy?
1 JonQuah brought you here, maybe he can send you back.
2 But he can't while he's restrained by Helmar.
3 You will be reunited with Trudy when you overcome Helmar and the Jewel
of Light is returned to its proper place.
Problem: How can I get down from the Floating Village?
1 The answer, my friend, is blowin' in the wind.
2 Take a floater.
3 No, take the small floater.
-2-
Problem: Hey, there's another floating island! How do I get over there?
1 To solve this one, you need to be a bit edgy.
2 If you're in the right place, you'll get some assistance at Land's End.
3 Stand on the far east rock ledge at Land's End and a transporter will
arrive.
Problem: I keep getting this sinking feeling when I step on the transporter.
1 It's such a heavy subject, i'm not sure what to say.
2 Ever heard about the camel's back and the straw?
3 You're carrying too much. Lighten your load before you step on the
transporter.
Problem: How can I take the frags from Tentro's shop?
1 There's a golden oppurtunity to take them if you use the right equipment.
2 Have you looked at the golden tube?
3 Point the golden tube at the frags.
Problem: I've brought Vindah the requested wildlife, but he's not divining.
Now what?
1 Maybe divinations are more complex than you thought at first.
2 Try asking Vindah about the divination again.
3 You also need to bring the pomenta leaf frm the Bottom of the Hill in
the Forest of Dreams.
-3-
WEIRD WOODS
Problem: How can I prevent the Hoppa from sprinkling me?
1 Maybe you shoudl talk to teh Hoppa.
2 Maybe you should run from teh Hoppa.
3 Maybe being sprinkled is a good thing, sooner or later.
Problem: I've heard of living in harmony with nature, but this is a bit much.
How do I keep from "taking root"?
1 Looks like you need an antidote.
2 If an animal made you a plant maybe a plant could.
3 Eat the defoil herb from the Canyons of Fear.
Problem: Where is the Indella bird hiding?
1 Indella birds are almost always high.
2 You're used to being upwardly mobile. Why not mine this talent?
3 Stand by the web in Tree Base. Climb up. Travel around. You'll know it
when you see it.
Problem: Where can i get a bird-holding device?
1 Someone in the Floating Village could give you a hand.
2 Have you read the back of the Altered Destiny box?
3 Ask Alnar to make a cage for you.
Problem: I've got a great place to put the bird, but the bird won't come
within reach. Now what?
1 Vindah has some advice if you ask him about the Indella bird.
2 Do you have anything you could use to lure the bird into the cage?
3 Set the trap, then bait the cage with wither the popcorn or the bottle
of pigment from Tentro's Shop.
-4-
FOREST OF DREAMS
Problem: What is it that the chief pomenta plant wants from me?
1 Try Standing in the water of the Weird Woods. Drop anything.
2 Did you pet the flubox?
3 Are you reading all the clues just for the heck of it? There is no
chief pomenta plant.
Problem: All this walking is making me tired. Isn't there somewhere I could
get some rest?
1 Sure there is. You just need a good place to hang out.
2 The fluboxes are good at choosing comfortable napping areas.
3 Sleep in the hammock.
Problem: I keep snoozing. What's the point?
1 Make a conscious decision to have some unconscious visions.
2 Dream.
Problem: What are those arcane symbols in P.J.'s dream? Is it some kind of
ancient, iconic code?
1 Don't you watch re-runs?
2 Those are some of the greatest TV shows of all time - My Three Sons, I
Spy, The Lone Ranger and Gilligan's Island.
3 None of those are important - other than the fact that they warped the
psyche of an entire generation.
4 But you'd better pay attention to Vindah's message at the end.
-5-
Problem: This pit looks pretty interesting. Can I stick around?
1 Uncontrolled astral projection can snap you back to reality very quickly.
2 Take charge of the situation.
3 Wake up while you're at the Boiling Pits.
Problem: I keep taking my last gasp in the green mist. Help!
1 The boiling acid is poisonous and so are the fumes. There must be another
way to get to the next area.
2 Look around teh boiling pits. Notice any geological features that weren't
in the Forest of Dreams?
3 Push the rocks By a Cliff Edge. Climb down.
Problem: That poor, sobbing creature! How can I help her?
1 It will take sharp wits and a good sense of balance.
2 Looks like a case where the dead could help the dreaming.
3 Cut the trees with a sharp instrument from Alnar's. Now you can walk
between them, if you're careful.
Problem: I want to get back to reality!
1 Going backward will move you forward.
2 How did you get here in the first place?
3 Retrace your steps. Sleep, then wake up when you're back in the Forest
of Dreams.
-6-
ORDER OF THE JEWEL
Problem: This is avery exclusive group! How do I enter?
1 Have you looked at the plate By a Cliff?
2 You can't enter the order without an invitation.
3 When the golden tube is holding the frags from Tentro's shop, point it
at the plate.
Problem: Lantra seems stubborn about giving away her possessions.
1 Her first priority is how her garden grows.
2 Asking Lantra about the crystals might help you solve this.
3 Bring Lantra some water and she will give you her pouches.
Problem: I've seen lots of what Lantra needs but I don't have anything
in which to carry it.
1 A suitable item is somewhere in the Weird Woods.
2 You'll have to stretch a bit for this one.
3 Stand by the web at the Tree Base. Climb up. Wander around any you'll
find a seed shell.
4 Fill the seed shell with water.
Problem: I'm not able to make a scroll.
1 Mind your manners.
2 Make your desires clear.
3 Ask Towhee for the scroll.
-7-
Problem: The scrollworms are taking my leaf. How can I stop them?
1 Scrollworms are attracted to any paper-like object.
2 You could hide the leaf in the secret cave down the north cliff of the
Floating Village.
3 There is no secret cave. Listen, you're reading the hints just to see
what they say. We've talked about this before.
Problem: What good is this small pouch?
1 It seems fertile with possibilites, particularly in a land where one
reaps what one sows.
2 If you're in the dark on this issue, you're on the right path.
3 Drop teh small pouch anywhere in the Order of the Jewel and take
the round crystal that grows from it.
Problem: I got the scroll from Towhee. But it doesn't contain the
horticultural information I need.
1 Towhee would be glad to return one favor with another.
2 Don't be as shortsighte as Towhee is. The little fellow clearly needs an
optical boost.
3 Do you have some sort of lense-like object?
4 Give the round crystal to Towhee.
Problem: The Guardian of The Order really burns me up.
1 You have to pay attention to fragmented information.
2 Have you looked at each of the frags?
3 When the golden tube is holding the frags, point it at the plate inside
the Order of the Jewel. The Guardian will let you pass.
-8-
CANYONS OF FEAR
Problem: The wraiths keep overwhelming me. How can I defeat them?
1 Vindah will give you a clue, if you see him in the Forest of Dreams.
2 A brave man will succeed where a coward would fail.
3 Don't move until the wariths have solidified.
Problem: What can I use to take away some slime?
1 It's a very familiar object.
2 This calls for something from home.
3 Fill the empty bowl with the slime.
Problem: I see an interesting plant, but I can't take it.
1 It's dangerous to harvest alien plants when you have no information on
what they do.
2 A library is a good place to start a research project.
3 Towhee, in The Order of The Jewel, has a scroll about the defoil herb.
Read the scroll and you will be able to take the herb.
Problem: I can't reach the arrow.
1 Good thing you work out at the club on a regular basis.
2 Time to get physical.
3 Stand by the toes of the Yula's hind foot. Climb up and then walk across the
webs.
-9-
Problem: A horde of ravenous scavengers keep putting a damper on my day.
1 When the Kleegs stole your finds, wasn't there something very like a
clue printed across the screen?
2 There's no way to keep Kleegs from objects that are dropped in their
territory.
3 Drop anything you don't want the Kleegs to mess with in any other
scene. Retrieve your inventory when you're done here.
Problem: That Kleeg really upsets my balance. What can I do?
1 Kleegs get bored and mischievous when there isn't anything else to do.
2 Kleegs will eat to the point of stupor, given the oppurtunity.
3 Drop the bowl of popcorn before you begin the climb.
CAVES OF DEATH
Problem: An axe-wielding bad guy keeps killing me. How can I win?
1 P.J. is used to pushing people around when he has to.
2 P.J.'s in good shape ... but he's not going to beat this creature
bare-handed.
3 Wield the axe or the sword from Alnar's.
4 Once combat begins, move straight towards the aRRaRRa until the creature
falls off the platform.
-10-
Problem: I'm using a finely crafted blade, but the aRRaRRa isn't getting the
point.
1 If you're blunt, while dealing with the aRRaRRa, you won't succeed.
2 Even the best of swords can't stand abuse.
3 If you used the sword for wood cutting, it is useless for fighting.
Use something else.
4 Wield the axe to combat the aRRaRRa
Problem: Where is the switch that turns off the light?
1 Look under the platform.
2 Look at the light.
3 There is no switch to turn off the light.
Problem: I'm suspended over the pool. How can I leave?
1 Read the message that's scratched into the stone.
2 To exit, you need to take a plunge.
3 Move off the platform so that you fall into the Pool.
4 Oh yeah, Make sure you've been sprinkled by the Hoppa first so that you
thrive in the intense light.
Problem: Well, here I am On The Stairs. But there appears to be no exit.
1 Sometimes you just have to plunge ahead, and have faith.
2 Walk to the stairs at the bottom right. An extension will appear that
leads to teh next area.
-11-
Problem: The clamchops like me all too well.
1 Did you look at the mound of stones when you were back On The Steps?
2 Seems like you need a multi-faceted solution to bridge the gap.
3 Throw the large pouch.
4 Walk across trhe bridge.
Problem: How can I continue beyond the floating floor?
1 Did you look at the markings in the descent tube?
2 The circles on the floor seem to have a numerical pattern.
3 Step on squares that have only one or four circles on them until you
reach the square that has no circles.
Problem: I keep withering away in the dark.
1 You're just not feeling like yourself, that's all. If you did, you
wouldn't be afraid of the dark.
2 The Pool of Dark is the antithesis of photosynthesis.
3 Eat the defoil herb from teh Canyons of Fear before stepping into the
Pool of Darkness.
HOWLER LAKE
Problem: I don't have the foggiest idea how to keep the Howlers from killing
me.
1 Howlers use sound as their weapon.
2 You need to meet a master of silence and noise. (Maybe you already have.)
3 Before you got o Howler Lake, turn on the silencer that JonQuah gives
you in the Caves of Death.
-12-
Problem: How can I get from the causeway to the isalnd?
1 If you reflect on this problem, you'll solve it.
2 You need to show the locals you are here.
3 Signal with the mirror, then ride the Boteman to the isalnd.
CASTLE ISLAND
Problem: These noisomes are deathly annoying.
1 Even the silencer can't make you quiet enough to fool the sensitive
noisomes.
2 Have you noticed their ears?
3 Squeeze the Kleeg from the Canyons of Fear.
Problem: Geez, I just don't react well to the purple blobs.
1 Look at the purple blobs.
2 Listen to the purple blobs.
3 Avoid brushing into the purple blobs while walking.
Problem: The leech trees want more than I can give. What can I do?
1 This is definitley a sticky situation.
2 If conditions are right, trouble will slide right off your back.
3 You need some kind of substance to keep grabby trees from holding on to
you.
4 Pour the slime from the Canyons of Fear on P.J.
Problem: The front door of the castle is locked!
1 Hmmm... perhaps a door unlocking device? Like, say, a key?
2 Have you read the written scroll from Towhee?
3 Unlock teh door with the arrow from the Canyons of Fear.
-13-
INSIDE THE CASTLE
Problem: Is this a one-room castle?
1 You don't have to use your bootstraps for this one.
2 Have you looked at all the objects in teh room?
3 Pull on the rope to start on your explorations.
Problem: I don't even have a chance against Helmar.
1 The obvious route is not always the best one.
2 You should take advantage of any openings you're given.
3 As you go by the first door in the crystal shaft, jump.
Problem: An amazing maze. How do I find my way out?
1 Since you didn't bring a compass, some other directional guide would
be of assistance.
2 Vindah foresaw that you would come this far.
3 Look at the divination of the leaf.
4 Follow the Indella bird's instructions. Go east, east, east then
north, through the middle, "solid" wall.
Problem: I've got a shot, but I still lose this most important confrontation
with Helmar.
1 Helmar is blind to his own corruption.
2 If Helmar saw what he has become, he would be overwhelmed.
3 Choose the mirror to show Helmar the face of his own evil.
-14-
PART TWO: Answers
This section charts a direct path to the "solution" for Altered Destiny. The
path takes you from section to section, listing everything you must do in the
correct order. Note that anything written in CAPITAL LETTERS indicates a
command that you must actually type - remember, though, that the game
recognizes any combination of upper/lower case letters when you type a
command.
The answers here are presented in efficent "chronological" order. As a result,
you may miss certain moments that aren't necessary to physically complete the
game, yet add depth and richness to Altered Destiny's "story." In other words:
This is a graphic adventure. So be adventurous. Explore everything.
Also remember that in order to complete the game, you will have to guide P.J.
through some scenes more than once - hence, you will find certain scenes
listed below several times. Thus, if you want the "solution" to a particular
scene, be sure to check Part Two thoroughly for all references to that scene.
Clearing
East
By Two Structures
Walk P.J. through door of domed hut
Small Hut
TAKE ALL (Axe, Sword)
ALNAR, MAKE CAGE
EXIT
-15-
By Two Structures, South Side
West
Clearing
Walk P.J. under stone arch
East
By Two Structures, North Side
Walk P.J. down steps and under pigment troughs
Tentro's Shop
TAKE GOLDEN TUBE
TAKE JAR
TAKE SPHERE
POINT TUBE AT FRAGS
Walk P.J. to steps
By Two Small Structures, North Side
Walk P.J. up steps
West
Clearing
Walk P.J. under stone arch
East
-16-
By Two Structures, South Side
Walk P.J. through door of domed hut
Small Hut
TAKE CAGE
EXIT
By Two Structures, South Side
West
Position P.J. (carefully) to teh right of the front opening in the rocks
Wait for a small floater to rise from below
TAKE SMALL FLOATER
Crossroads
DROP SWORD
DROP SPHERE
East
Edge Of The Forest
West
Eastern Edge
South
In A Wooded Glen
East
-17-
By A Cliff Edge
East
Midway
South
Bottom
West
Bottom of Hill
TAKE LEAF
East (to Bottom)
North (to Midway)
West
By A Cliff Edge
Walk P.J. next to the hammock
SLEEP
DREAM
Boiling Pits - By A Cliff Edge
WAKE UP
PUSH ROCKS
CLIMB DOWN
-18-
Boiling Pits - Bottom of Hill
CUT RIGHT TREE WITH AXE
CUT LEFT TREE WITH AXE
Walk P.J. between the two downed trees, across the pits
TAKE PICTURE
Position P.J. next to the kaylef
GIVE PICTURE TO KAYLEF
TAKE MIRROR
CLIMB DOWN
Boiling Pits - By A Cliff Edge
SLEEP
By A Cliff Edge
WAKE UP
West (to In A Wooded Glen)
North (to Eastern Edge)
East
Edge Of The Forest
Walk P.J. north via right-hand trail
Crossroads
West
A Wooded Area
North
-19-
By The Light
East
Tree Base
Position P.J. by the vine wall
CLIMB UP
Terrace, West Edge
South
Terrace Clearing
DROP CAGE
SET TRAP
BAIT CAGE WITH JAR
Wait for bird to be trapped
TAKE CAGE
East
By A Large Tree
TAKE SHELL
West (to A Terrace Clearing)
North
Terrace, West Edge
Walk P.J. into still pool
FILL SHELL WITH WATER
Position P.J. by vine web
CLIMB DOWN
-20-
Tree Base
West (to By The Light)
South (to A Wooded Area)
South
Crossroads
Position P.J. between the two tubeplants on the crest of the east hill
When one tubeplant gives birth
TAKE LARGE FLOATER
A Clearing
Walk P.J. through stone arch
East (to By Two Structures)
Land's End
Carefully, position P.J. on the stone platform on the eats edge of the
island.
DROP AXE
Move P.J. onto transporter
Runes Island
Move P.J. into amphitheatre
GIVE BIRD TO VINDAH
GIVE LEAF TO VINDAH
Wait until bird has marked leaf
TAKE LEAF
LOOK AT THE LEAF
EXIT
-21-
Runes Island
Move P.J. onto the transporter
Land's End
TAKE AXE
West (to By Two Structures)
West (to A Clearing)
Position P.J. (carefully) to the right of the front opening in the rocks
Wait for a small floater to rise from below
TAKE SMALL FLOATER
Crossroads
DROP LEAF
South
By A Cliff
POINT TUBE AT PLATE
POINT TUBE AT FRAGS
Walk P.J. into teh cave mouth
Order Of The Jewel
POINT TUBE AT PLATE
DROP TUBE
South via the right-hand trail
-22-
The Crystal Garden
GIVE SHELL TO LANTRA
TAKE SMALL POUCH
TAKE LARGE POUCH
DROP SMALL POUCH
TAKE ROUND CRYSTAL
South
Hallway
Walk P.J. down steps and into open doorway
Among The Scrolls
TOWHEE, GIVE ME SCROLL
LOOK AT THE SCROLL
GIVE ROUND CRYSTAL TO TOWHEE
LOOK AT THE PICTURE SCROLL
EXIT
Hallway
DROP PICTURE SCROLL
DROP WRITTEN SCROLL
Walk P.J. up the stairs
West
Order Of The Jewel
Walk P.J. out of the cave
By A Cliff
East
-23-
Crossroads
North
Top Of A Canyon
North
On A Path
Do not move P.J. until the wraith has dissolved into slime
(Do not stray from the path)
North
Canyon Fork
Do not move P.J. until the wraith has dissolved into slime
(Do not stray from the path)
Carefully, move P.J. to the leftmost northern exit
Canyon Depths
Carefully, continue on the same path
Canyon Heights
TAKE PLANT
Return to Crossroads
Crossroads
West (to A Wooded Area)
North (to By The Light)
East (to A Tree Base)
East
-24-
Eastern Woods
North until P.J. is sprinkled by the Hoppa
West (to Tree Base)
West (to By The Light)
North
Pool of Light
WIELD AXE
READ MESSAGE
Move P.J. towards aRRaRRa until platform moves
With mouse: Click on right edge of platform under aRRaRRa's feet
With Keyboard: Move P.J. right until aRRaRRa falls
Move P.J. so that he falls off the platform
On The Stairs
EAT PLANT
READ MOUND OF STONES
Walk P.J. down to the lowest set of steps on teh right
Walk down the step extension that appears
Bottom Of The Stairs
THROW LARGE PUCH
Walk P.J. across the crystal bridge and onto the platform
Descent Tube
READ MARKINGS
-25-
Floating Floor
Walk P.J. over the loose tile, stepping only on tiles with one large or
four small circles
Pool of Darkness
Move P.J. So that he falls into pool
Pool of Light
West (to By The Light)
South (to A Wooded Area)
South (to Crossroads)
North (to Top Of A Canyon)
North (to On A Path)
North
Canyon Fork
Carefully, move P.J. to the center exit on the north
Canyon Depths
Carefully, move P.J. to the center exit on the north
Canyon Heights
Carefully, continue on the same path
Canyon End
carefully, continue on the same path
-26-
Canyon Heights
Carefully, continue on the same path
Amid The Bones
West
Amid The Bones (Skulls)
DROP ALL
TAKE BOWL
East
Amid The Bones
Position P.J. by the rear foot of the skeleton
DROP BOWL
CLIMB UP
West, across webs
Amid The Bones (Skulls)
Carefully, walk P.J. to the center of the middle skull
TAKE ARROW
Carefully walk P.J. back east
Amid The Bones
East, across webs
CLIMB DOWN
TAKE KLEEG
TAKE BOWL
West
-27-
Amid The Bones (Skulls)
TAKE SILENCER
TAKE MIRROR
East
Amid The Bones
Retrace your steps back to Canyon Fork
Canyon Fork
FILL BOWL WITH SLIME
South
On A Path
South
Top Of A Canyon
South
Crossroads
East (to Edge Of The Forest)
West (to Eastern Edge)
South (to In A Wooded Glen)
East (to By A Cliff Edge)
East (to Midway)
South (to Bottom)
West
Bottom of Hill
TURN ON SILENCER
South
-28-
Howler Lake
WAVE MIRROR
RIDE BOTEMAN
By A Landing
SQUEEZE KLEEG
East
Island Edge
Move P.J. into paved, stone area and exit north on the left path
By A Terrace
West
Island Center
POUR SLIME ON PJ
West
Gathering Place
South
Amid The Ruins
Exit north using the left-hand path
Gathering Place
North
-29-
Castle Entrance
Move P.J. next to the door
UNLOCK DOOR WITH JEWELED ARROW
Move P.J. into the doorway
Castle Bottom
PULL ROPE
In A Shaft
Do nothing until P.J. comes to a room with a door in the far wall
When P.J. is by the door ...
JUMP
In A Chamber
East
East
East
North (through the middle, "solid" wall)
HELMAR
When offered a weapon selection, choose:
MIRROR
End of Game.
-30-
PART THREE: How To Score Points
This section lists, section by section, all of the things you must direct P.J.
Barrett to do in order to earn points. Total possible = 350 points.
Village Area
4 Take small floater (getting down from village)
3 Stand on edge of Land's End (calling transporter)
1 Tentro's, Take sphere
2 Tentro's, Take tube
2 Tentro's, Take jar
5 Tentro's, Point tube at frags
5 Alnar's, Take axe
3 Alnar's, Take sword
2 Alnar's, Take cage
-2 East popcorn
20 Vindah's, Take divination
Possible = 47 points
Crossroads
2 Take floater
Possible = 2 points
Order of the Jewel
10 Put frags on outside plate
15 Put frags on inside plate
7 Garden, Give water to Lantra
4 Garden, Take large pouch
4 Garden, Take small pouch
10 Take round lens (after dropping small pouch)
7 Library, Give round lens to Towhee
5 Library, Ask for scroll without giving lens (written scroll)
5 Library, Ask for scroll after giving lens (picture scroll)
Possible = 67 points
-31-
Canyons of Fear
15 Take defoil herb
5 Yula graveyard, Drop popcorn
10 Yula graveyard, Take Kleeg
15 Yula graveyard, Take jeweled arrow
5 Fill bowl with slime
Possible = 50 points
Forest of Dreams/Boiling Pits
4 Sleep
4 Dream
4 Wake up at Boiling Pits
6 Push rocks
4 Cut left tree with axe
4 Cut right tree with axe
2 Cut tree with sword
10 Take photo
10 Take mirror from Kaylef
5 End Of Cavern, Take leaf
Possible = 51 points
Caves of Death
15 Defeat aRRaRRa
2 Pool of Light, Read message
2 On The Steps, Read mound of stones
5 Clamchops, Throw large pouch
4 Descent Tube, Read markings
9 Cross floating floor
15 Get silencer from JonQuah
10 Eat defoil herb
Possible = 62 points
-32-
Weird Woods
5 Get sprinkled by Hoppa
3 Climb web
5 Take seed shell
2 Fill shell with water
2 Bait cage with pocorn
2 Bait cage with bottle of pigment
5 Trap bird
Possible = 22 points
Howler Lake
10 Signal with mirror
Possible = 10 points
Castle Island
15 Squeeze Kleeg
5 Pour slime on P.J.
3 Unlock door with arrow
Possible = 23 points
Castle
5 Jump into first doorway
11 Negotiate maze to Helmar
Possible = 16 points
-33-
Part Four: Maps & Notes
Before you shout, "Eureka! Maps!" and go flipping like a maniac through the
following pages, heed this warning: While maps do in fact display all of the
"passageways" from scene to scene, they do not indicate places where you must
do something special in order to successfully negotiate a passageway.
In other words: Some passageways in Altered Destiny open only under special
circumstances.
So if a map tells you a passageway exists, but your gameplay won't reveal it,
then it's possible you are missing an important object. Or you have not yet
performed a necessary action. Or something like that. If you're really stuck,
refer to Part Two in this cluebook for ultimate answers.
-34-
NOTE: The maps section of this cluebook has been moved to 10 individual IFF
files that must be viewed outside this cluebook. Sorry about the very poor
quality of these maps, but I hate to draw this kind of map anyway.
DALTERE OVERVIEW MAP
-35-
THE FLOATING VILLAGE MAP
-36-
CAVES OF DEATH MAP
-37-
WEIRD WOODS MAP
-38-
ORDER OF THE JEWEL MAP
-39-
CANYONS OF FEAR MAP
-40-
FOREST OF DREAMS MAP
-41-
BOILING PITS MAP
-42-
CASTLE ISLAND MAP
-43-
THE CASTLE MAP
-44-
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Running Silent - Watchers World Headquarters - (501) 336-9661
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