The Manxs Altered Destiny Walkthrough Table of Contents 1. Story 2. Walkthrough 3. Item List 4. Point List 5. Legal Stuff 1. Story In Altered Destiny, youre P.J. Barrett, a yuppie whos got a stay-in date with a beautiful girl named Trudy tonight. You just need to remember to pick up your TV from the repair place on the way home. Unfortunately, things dont go quite as you planned. Remember that Conan look-a-like leaving the store as you drove up? Turns out he got your TV by accident, and when you try to set his up you get zapped into another dimension. There youre greeted by the visage of an alien named JonQuah who tells you his brother, Helmar, has stolen the fabled Jewel of Light and is using its legendary powers to wreak untold havoc. Whats more, youre the only one who can stop him. Not quite what you had in mind for a romantic evening at home, is it? 2. Walkthrough You arrive on the planet Daltere on an island in the sky supported by a massive vine. Youll probably notice the weird green plants flying by, and that theres two paths off the screen, high and low (watch out for the big hole in the middle!). For now, take the low path east. Youre standing by two buildings. Enter the smaller one by entering the doorway on the far side of the screen. Meet Alnar the metalworker. Type, Alnar, make a cage. Take the axe and the sword, then ask Alnar about them until the cage appears and take it. Leave. You only need the axe and the cage, and you can only carry so many items at a time, so you can feel free to drop the sword. Go back to the first screen, and walk through the upside down V to reach the high path. Go down the stairs, and read the sign to learn that Vindah, the diviner, is on a nearby island. Leave, and walk off the screen to the east. Youre now by the large structure with the network of pools on top of it. Walk down the stairs and walk underneath the green pool to enter the structure. Ask Tentro about frags, then pick up a few items. Take the sphere, jar, and tube, and point tube at frags to get four of them. Examine the frags in the tube in the order of pyramid, smallish frag, cylinder, cube. They make up an invitation to the Order of the Jewel, which is where Helmar stole the Jewel of Light. Look at the sphere for a story that will yield clues to a future puzzle. Leave, go back up the stairs and go east again. Here, walk to the other side of the building and drop the axe, then step onto the gray rock at the edge. In a minute a gray jellyfish-like creature, the transporter, will appear. Step onto it (youre too heavy and crash if you have the axe) to be carried to Vindahs island. Walk up to him and ask about divination to find out he needs an Indella bird to give a reading, and ask about the bird to find out that its attracted to bright colors (pay attention to his warning about the natural springs). Ask Vindah about JonQuah, Helmar, the Jewel of Light, if youre curious about the backstory. After youre done talking, ride the transporter back, pick the axe up and go back to the first screen. Now we need to find a way to get to the surface without sending P.J. to the morgue. Remember the flying plants? Theyre called floaters. Large ones take you up, but we want to go down, so grab small floater when one is close to P.J. to be carried down to the crossroads. The crossroads are the nexus of the games major areas, so its a good idea to drop excess items here. Right now all you need is the cage and bottle of pigment, so make sure you have those and take the path to the northwest to the Weird Woods. From where you start, go one screen east and one north. Ill warn you to watch out for the screen east of this one, because if you try to go up the path, the Hoppa (the natural spring Vindah warned you about) will sprinkle you with pollen that will turn you into a plant. Anyway, climb the web here to reach the upper level of the forest. Go south to find the Indella birds nest. (watch out for the pools that have holes in the middle). Drop the cage, and then set trap, and bait trap with pigment and youll have caught the bird. You can also bait it with popcorn, but you shouldnt because youll need that salty treat later. Before you leave, go one screen east, get the shell and fill it with water. Go back and climb down the web. Go back to the crossroads. Were not quite ready to see Vindah just yet. Drop your stuff, and take the south-eastern path to the Forest of Dreams. From the first screen, go west, south, and east. Notice the green hammock here, which will be important later. From here, go east, south, and west. Pick up the big yellow leaf on the ground. Youll notice a trail in the bottom left corner of the screen, but we wont be ready to go that way until much later. Retrace your steps to the crossroads, make sure you have the leaf and cage, and wait for the tubes to release a large floater to take you back to the islands. Make your way to Vindahs island, and give him the cage and leaf. Vindah will say from the divination that you are a dreamer, but some people accomplish more in their dreams than others do in a lifetime. Take the leaf and look at it. Three arrows pointing right, one pointing up. Hang onto it in case you forget, although you wont need it until the very end of the game. Go back to the crossroads. Make sure you have the axe, and then go back to the Forest of Dreams. Were going to look into Vindahs prophecy. Go to the screen with the green hammock, get in it and then dream. After P.J. stops dreaming about old TV shows, Vindah will pop in for a second and tell him to stand immobile and show fear you know its source. This will be very important later. Youll find yourself transported to an unfriendly place filled with pools of acid. Wake up and P.J.s dream-self will get up. Be careful here because if you die in the dream youre still dead. Push over the pile of rocks in the middle of the screen. Now climb down to reach the next screen. Carefully walk between the two trees and talk to Kaylef, the pink critter. Her beloveds picture is on the other side of the acid pools. Walk to the right tree and chop right tree with axe, and then chop left tree with axe to make a bridge across the acid pools. You can use the sword for this too, but itll dull the blade and make it useless after just one tree, so get rid of it if that happens. You might also have to move around a couple times to find the right spots. However you do it, cross the trees, get the picture and give it to Kaylef. Pick up the mirror, then carefully go back over to the rocks, and climb up to where you left P.J.s body. Walk over to it, sleep, and then when you return to the Forest of Dreams, wake up. Go back to the crossroads. Were going to pay a visit to the Order of the Jewel, so make sure you have the tube and shell of water. Take the south path. At the cliffs, point tube at plate. This will open the Order of the Jewel, but before you go in, point tube at frags to get them back. Inside, notice that creepy face above the door? Point tube at plate again to empty out your frags onto an interior plate to pacify the thing. Now you can get out alive. Get rid of the tube, you dont need it anymore. Take the path to the right to meet Lantra, probably the friendliest creature on Daltere. Ask about her crystals to find out they need water and light to grow, and give her the shell. Shell drop the small pouch and large pouch for you in gratitude. Pick up the small pouch and drop it again. A round, lens-like crystal will appear. Take it and the large pouch, which youll save for later. Walk off the screen to the east. Here were in the main hallway. Dont try to get through the doors; theyre all locked. Guess theyve gotten stricter about security since Helmars visit. Go downstairs to the library. In here youll meet Towhee and his zen puppy Otto. Look at Towhee to notice hes myopic. Meaning, hes nearsighted. Ask Towhee about the sphere, and then ask Towhee for scroll. Read the scroll to learn about the legendary arrow. Give the lens to Towhee to get a picture scroll. It tells you about the defoil herb, which turns plants into animals. Leave, and drop the scrolls. Were done here, so go upstairs, and leave the room to the left. Go back to the crossroads. Were now going to head to the Canyon of Fear, the most treacherous place on Daltere, hence the name. Only take the bowl of popcorn and large pouch (dont drop it or youll lose it forever, and trust me when I say youre screwed without it), and take the northeastern path. Take it slow and easy and save a lot. There are lots of cliffs to fall off, and you will die a lot. Thats a fact. Once in the canyon proper, youll see a floating blob thing above you. Thats a Fear. Yeah, Vindah was speaking literally again. Remember what he said to do? Stand still until it disappears. Theres more on the next screen, and notice how the remains of one collects in a natural bowl. Dont get it yet, though. In this screen there are three exits to the north. Take the one on the left, and follow it until you emerge from the cave. Above you is a defoil herb. Remember that from Towhees scroll? Maybe youd better grab it, if they went to that much trouble point it out. Go back and take the path thats in the middle. Follow it out of the cave, and through another screen. Now you should be able to see the Yula graveyard that was mentioned in the scroll. Keep following the path, and once you get into the graveyard, drop the bowl. A flock of Kleegs will run up, eat all of the popcorn and run away, leaving an empty bowl and a Kleeg with gas. For now, leave them, drop the herb and climb bones. Be careful, because as always its easy to fall off and die, plus the webs cant hold much weight and if youre carrying more than the pouch and the item youre up there to get, theyll crumble. Walk to the west, until you get to the skull with the arrow embedded in it. Then carefully walk back onto the previous screen, until youre back where you started, and climb down. Get the bowl, herb and Kleeg, then make your way back out of the canyon. On the way out, walk (as always, carefully) over to where the Fear slime collected on the second screen, and put slime in bowl. After that, carefully walk back to the path and return to the crossroads. Were going back to the Weird Woods. Make sure you have the axe or sword (if it hasnt been dulled) and the herb and large pouch before you go. From the entrance, go one screen north and two east, and start walking up the path. The Hoppa will sprinkle you with pollen, but this time its necessary. Head west (and hurry) until youre by the light, and enter the light to be transported to an arena of sorts. Read the message engraved on the platform, then prepare to fight the guardian monster by having P.J. wield sword or wield axe. Walk right and your platform will float out to meet his. As soon as they connect, start pressing right repeatedly to force the monster backward, off the platform. After he falls off, fall off yourself. You survive, however, because of the Hoppas pollen. You reappear in a place with a bunch of floating platforms. Quickly eat the defoil herb to keep from becoming a plant. Look at the mound of stones for some points and advice, then carefully walk down the stairs and over the platforms to where JonQuah is (do you hate falling off ledges as much as I do by now?). Another set of stairs will appear, so take them down. Youre now above a field of vicious clamchops. You need to get over to the platform that JonQuahs hovering above, so now throw the large pouch to create a bridge. Walk over to the platform, which will start to descend like an elevator. While its going down, look at the walls for points. In this next room, you need to walk on only the tiles with large circles on them and end up on the upper right side of the room. Walk onto the blank tile to the right of the last circle one, and youll end up in the final room. JonQuah will give you a silencer. Turn it on, then fall off the platform to arrive back in the arena. Make you way out of the Weird Woods to the crossroads. Make sure you have the following in your inventory: the mirror, the silencer (switched on), the Kleeg, the bowl of slime, the jeweled arrow, and possibly the leaf in case you dont remember the directions. If you do, youre ready to invade Helmars castle. Take the east path to the Forest of Dreams, working your way through it back to where you found the leaf. Theres only one way to go so dont worry about getting lost. Once youre there, go southwest to reach Howler Lake. If you went here before, P.J. was lured to his doom by the plaintive cries of the lakes inhabitants, but since you have the silencer--and switched it on, right?--youll be safe as long as you dont enter the water. Helmars island is a little too far to swim to, so use mirror to signal a creature called a boteman to give you a lift. When he finally stops, walk up and enter boteman to be carried to the island. Once you arrive, you might notice some scary pink plants appearing out of the ground. Quickly squeeze Kleeg to destroy them. Before we start exploring the island, also pour slime on P.J. There are two kinds of dangerous plants to watch out for on the island: one is a bright purple fungus thatll give P.J. a fatal allergic reaction if he walks over it, so dont, and the others are red trees that shoot thorns. Since you coated yourself with Fear slime, the thorns cant hurt you. From here, go east once, then on the next screen walk through gaps in the masonry and follow the path up, then west. On this next screen, be careful of the golden orbs; theyre the eyes of a killer Yerka, so dont get too close. Walk west, then go south on the next screen. From there, take the path leading north to the left of the one you took onto this screen, and walk through the red trees. Once past them, youll be at the entrance to the castle. Walk up to the hole in the front and put arrow in hole to open the door. Once inside, youll find yourself at the bottom of a shaft. Walk up to the center and pull rope to start pulling yourself up. About three screens up, youll see an opening in front of you. When P.J. is in front of it, type jump to go through it. If you go all the way up the shaft youll find Helmar, but hell just zap you. Youre now in a maze of sorts, but remember the directions on the leaf? Right three times, then up, so go east for three screens, then approach the middle section of the north wall and a portal will appear. You are now finally face-to-face with Helmar. Since youve proven yourself a worthy foe by finding the secret way into his throne room, he gives you a fair chance to defend yourself before he blows you away. His power comes from the Jewel of Light. Do you have anything that might protect you from light? Pick the mirror from the menu to reflect Helmars blast back at him and knock him out. JonQuah will be freed, the universe will be safe, and youll still be in time for your date with Trudy. Although she might wonder how you got Fear slime all over yourself Congratulations! You used my walkthrough to beat the game! 3. Item List Arrow Found: Yula graveyard in the Canyon of Fear Use: Unlock Helmars castle Axe Found: Alnars hut, first island Use: Chop down trees in dream, fight aRRaRRa Bottle of pigment Found: Tentros workshop, first island Use: Bait cage to trap Indella bird Bowl Found: In inventory at the start of the game, full of popcorn Use: Distract Kleegs (with popcorn), hold slime Cage Found: Alnars hut, first island (ask for it) Use: Catch Indella bird, give to Vindah for divination Defoil herb Found: Canyon of Fear Use: Cure effects of Hoppas powder Frags Found: Tentros workshop, first island. Must be carried with tube Use: Reveal entrance to Order of the Jewel, pacify Order guardian Image Found: Across the acid pools in the dream Use: Give to Kaylef for the mirror Kleeg Found: Yula graveyard in the Canyon of Fear, sick and immobile from eating popcorn Use: Destroy the killer flowers on the landing of Helmars island Large pouch Found: Order of the Jewel, from Lantra Use: Creates a bridge over the clamchop field when thrown Leaf Found: Forest of Dreams Use: Give to Vindah for divination, afterward has directions for navigating Helmars castle Mirror Found: From Kaylef, in exchange for the image Use: Signal the boteman, reflect Helmars attack Picture scroll Found: Order of the Jewel library, in exchange for small crystal Use: Clue about defoil herb Scroll Found: Order of the Jewel library Use: Clue to entering Helmars castle Shell Found: Weird Woods, upper level Use: Holds water Silencer Found: Pool of Light world, from JonQuah Use: Keeps you from dying at Howler Lake (must be switched on) Slime Found: Canyon of Fear Use: Pour over P.J. to protect him from the red thorns on Helmars island Small crystal Found: Drop the small pouch Use: Give to Towhee for the picture scroll Small pouch Found: Order of the Jewel, from Lantra Use: Drop it to get the small crystal Sphere Found: Tentros workshop, first island Use: Clue about the arrow Sword Found: Alnars hut, first island Use: Chop down tree in dream (renders sword useless), fight aRRaRRa Tube Found: Tentros workshop, first island Use: Holds frags, allows entrance to Order of the Jewel with frags Water Found: In the Weird Woods Use: Give to Lantra in exchange for two pouches 4. Point List Anywhere Eat popcorn: -2 Crossroads Ride large floater up: 2 Islands Get axe: 5 Get sword: 3 Get cage: 2 Get tube: 2 Get jar: 2 Get sphere: 1 Get frags: 5 Call transporter: 3 Ride small floater down: 4 See Vindahs divination: 20 Weird Woods Climb web: 3 Bait cage with pigment: 2 Catch Indella bird: 5 Get shell: 5 Fill shell with water: 2 Read message in arena: 2 Get sprinkled with Hoppa pollen: 5 Forest of Dreams Get leaf: 5 Get in hammock: 4 Dream in hammock: 4 Wake up: 4 Push rock pile: 6 Chop right tree: 4 Chop left tree: 4 Get picture: 10 Get mirror: 10 Order of the Jewel Use frags to open door: 10 Use frags to pacify guardian: 15 Give water to Lantra: 7 Get small pouch: 4 Get large pouch: 4 Get lens: 10 Get scroll: 5 Give lens to Towhee: 7 Get picture scroll: 5 Canyon of Fear Get defoil herb: 15 Kleegs eat popcorn: 5 Get arrow: 15 Get Kleeg: 10 Get Fear slime in bowl: 5 Pool of Light Beat aRRaRRa: 15 Eat herb: 10 Look at mound: 2 Make bridge: 5 Read writing on walls: 4 Cross tiled room: 9 Get silencer: 15 Howler Lake/Helmars Castle Signal boteman: 10 Use Kleeg to kill flowers: 15 Use Fear slime on P.J.: 5 Use arrow in hole: 3 Jump through opening: 5 Find entrance to Helmars chamber: 11 5. Legal Stuff Altered Destiny is copyright 1990 by Accolade. This walkthrough and its contents are copyright 2007 The Manx (David Anderson) and may not be distributed, in part or in whole, without the express consent of the author. I can be reached at firstname.lastname@example.org if youd like to praise my work, submit a correction, ask for permission to host the walkthrough, offer me a job, etc.