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- End.........