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Alien Logic Walkthrough by Scorpia

Tips & Hints


This one is going to take you awhile to finish, mainly because building up Isho abilities is a
slow process. The kerning bay, while inexpensive, requires a lot of weave crystals for each
session, and you'll be spending some time acquiring items to sell for gemlinks, digging up
crystals with your recos, and helping yourself to whatever you can find in the various ruins.
As you'll note from the ruins list at the end of this article, a number of them hold sarceen and
crundorra to give you new abilities or enhance the dysha you already know. That helps cut
down on the training sessions, but not all ruins have these items, and some ruins will not be
reachable for some time. Also, many ruins have Evid guards, and even a Shantha running
around in them. For those, you'll want to have some decent dysha, and for facing Shantha,
you really want to have Reflection. So don't be in a hurry to reach the end game.
During my explorations of the ruins, I didn't find any special benefits from turning on all the
power sources. Generally, the only ones you need to activate are those that control elevators
and Isho rides. Keep your other power crystals in reserve for when you've learned Isho
abilities (Lava Walk, Feather Fall, and Regenerate). They can only be turned on by going up
to an active power source.
It's necessary to return to Salrough from time to time to pick up new information, and also to
trigger special events in the game. It's easy to get caught up in explorations and forget about
him. Then you wonder why nothing seems to be happening. So remember to pay him a visit
now and then.
IMPORTANT!!! Do not - repeat, DO NOT!! - visit the ruins at 214,187 (the Crossroads)
until Salrough tells you about them. If you explore these ruins before he tells you about
them, the game will crash later on when you try talking to the Cleash general. This is
fatal, as you must speak to him to set other events further in the game. So stay away
until you hear of them from Salrough.
Insofar as combat goes, you do need to have several strategies on tap for different
opponents. Against non-Isho bipeds, such as Cleash and Ramian, Power Hold, plus Lightning
or Power Orb, with defensive shield, is a good combination. Watch out, though, as these guys
throw little bombs that can be nasty. Try to get them tied up as quickly as you can. Cleash
also have some kind of breath weapon, so don't let them get too close to you.
Evids aren't affected by Power Hold or Suspension Orb, so these are useless against them.
Go with straight attack dysha and Reflection.
Shantha are naturally tough opponents. Power Hold, attack dysha, and Reflection are good
against them, also against Crugar, who have a little Isho of their own. All the Shantha in the
ruins, except for Sha-Shellen and the one in the Lost Temple, are rather hostile. Most tell you
to get lost, but don't give you enough time to leave (especially if you're waiting for the
elevator) before they attack. Therefore, if you come across Shantha in the ruins, stay away
from them and come back later when you have the means to take them on.
Of course, these are only suggestions; you may find that different combinations work better
for you against various opponents. Once you've picked up some new dysha, feel free to
experiment (but save the game first! ;).
Speaking of saving, it's a good idea to do that before you enter a new ruin, as you never know
what may be waiting there, such as several Evid, or other nasty critters. Frequent saves as
you explore these areas is also recommended, particularly before jumping on any of those
moving platforms, or down into pits.
Ardoth
After leaving the Thriddle, it's a good idea to become acquainted with Ardoth before running
off to explore the great outdoors. The sergeant at the gate will tell you about Tabor, the Bronth
historian, if you engage him in a chat about history. Tabor is important, but you don't have to
see him right away. You can easily wait until you've opened a warp to Dobre, thereby saving
on the ferry ride.
Just south inside the city is a nasty Crugar. Simply avoid him; you don't need to go that way,
he isn't guarding anything important, and you won't find anything of interest on his body.
Similarly, the Thriddle to the north has nothing much of value to tell you, and can also be
ignored.
The kerning bay is to the NW. On your first visit there, the teacher will take you to Weaving
World free, and allow you to use her weave crystals to increase or learn a new dysha.
Therefore, it's a good idea to go for something that isn't too close to the center, since it costs
you nothing in crystals. It is also a good idea to save the game before you visit Weaving
World, in case you want to experiment and see what you like best ;).
The tavern is the only place in town where you can save the game. This is to the north,
slightly east of center. Each time you visit, you'll find a customer there. None of them is of any
importance. However, if you want to make money selling shirm-eh (which is illegal in Ardoth),
talk to the Ramian when he shows up. He'll direct you to a Woffen on the docks, who does the
actual buying (at 18 gemlinks per shirm-eh). The Woffen only appears after you've made a
deal with the Ramian. After that, he will always be around to buy however much shirm-eh you
care to sell.
The merchants in town have variable stock and variable prices. You may need to visit them
more than once to buy what you want at a reasonable price. The same holds true for selling;
they don't always offer the same payment for the same items at different times. Of course,
they only buy the type of items they sell, so don't expect to sell recos to the crystal
merchant ;).
In the far NW is the home of Daclish. You must visit this once so the entry to the fancy palace
appears. Daclish is not a hospitable person, but after you've been back and forth a few times,
you'll have yourself a laser scalpel kit. This is handy for growing your own recos, once you
have some corks and find some pods. You may want to buy some pre-grown recos, so you
know what they look like before attempting any genetic manipulations.
Naturally, you will also talk to Sha-Imsa, whose house is just on the left after you enter Ardoth.
While he isn't exactly thrilled to see you, he will answer your questions if you ask him for help.
Once you've gone through the list, you won't need to bother him again for some time, but he
will be important later on.
Main Line
These are the things you need to do to reach the Red Shantha. Remember it will take some
time for all of them to happen, and you should be exploring ruins, picking up those sarceen
and crundorra, building dysha power, and opening plenty of warps in between.
Somewhere along the line, Salrough will tell you that Herrid and Nilder were dispatched to
bring back a sarceen of Morph Evid. A little later, you'll hear that Herrid was munched by a
Mangare. Herrid's no loss, but he was carrying the sarceen at the time. And when Salrough
says you'll have to start slaughtering all the Mangare in Thantier to find it, he isn't kidding. You
really do have to go after them, since there's no way of telling which one has the item.
The sarceen isn't a vital object; you can finish the game without it. However, if you'd like to
fool around now and then as an Evid, try the Mangare at location 173,182. This is where I
picked up the sarceen from the tummy of a dead Mangare. There are several in this location,
so you may not get lucky the first time, and I can't guarantee the sarceen will be in the same
place for everyone, but at least you can start there and keep going if necessary.
1. Go to Ardoth, learn about Tabor, see Sha-Imsa, and get a scalpel kit.
2. Visit Salrough and find out about the Crossroads (among other places). Remember to stay
away from 214,187 until Salrough tells you about these ruins. The first time you pay Salrough
a visit, Herrid will block your way and demand you show him a Gomo-Giddyne to get in. When
this happens, leave the screen, then re-enter Tan-Iricid. Notice the small group of stationary
Thriddle to the NE. Talk to them, and they will provide you with the Gomo-Giddyne. That gets
you in to see Salrough, and you won't have any more trouble after that.
3. Explore the Crossroads and note the four empty Cle-Eshta. You must get close enough to
at least one to bring up the crystal sub-menu of the inventory screen. This triggers the proper
conversation at Mountain Crown. Just walking around and seeing the empty cle-eshta isn't
enough.
4. Return to Salrough and tell him about that. He will speculate that the Cleash have the
missing warp crystals and will use them to invade Mountain Crown. Salrough sends you to
scout the Cleash army by asking the general how big it is. The Cleash army will not appear
until this moment.
5. Go to the jungles. The army can't be missed; it's a circle of five with the general in the
middle. Enter the middle, avoid the marching Cleash, and talk to the general. Also talk to
Klassy (you'll be seeing her again later).
6. Tell Salrough how big the army is, which is somewhat larger than he thought it was (heh).
This time, he sends you back there to retrieve the eight warp crystals, which have now
appeared on the map. Each crystal is guarded by two Cleash. Kill them, jump onto the pod,
and click on it to get the crystal. Additional Cleash will be marching around the crystal site;
these are best avoided. Stick to the edges/corners of the screen and scan until you see the
stationary spot; this is the location of the crystal.
7. Return to Mountain Crown to give Salrough the good news. Restore the four warp crystals
to the Cle-Eshta at the Crossroads and do some traveling.
8. Visit the Crugar village at 93,142. Talk to the chief (don't be shy; pour it on about yourself)
and learn about the scrolls of Iscin. He will give you the key to the ruins in exchange for them,
and only for them. There is no point in going down there without the key.
9. See Salrough again and mention the Scrolls of Iscin.
10. Open the warp to Doben-Al (from Shenas Abey, 158,116). Talk to the Shantha at the Lost
Temple to hear about the Savage Crystal.
11. Return to Salrough, who will say he has sent Nilder to retrieve the Scrolls of Iscin. Tell
Salrough about the Ca-Launtra in the desert, and he will direct you to a Bennid Go-Wogo in
Ardoth. He will also tell you to drop in on Sha-Imsa for more information about the Savage
Crystal.
12. Go back to Ardoth and find the Thriddle in the tavern. Keep talking until he gives you the
coordinates of the cle-eshta to Drail. Note that this cle-eshta does NOT appear on the map
until you're told its location. Visit Sha-Imsa and ask about the Savage Crystal.
13. Open the warp to Drail. Drop in on the Trarch village (134,225). Avoid the bridge area, as
the guards are nasty and will trash you pretty quickly if you're caught. The king is in the small
hut near the waterfall. Tell him you prefer being roasted alive. Walk off the screen, then come
back for some conversation. During this chat, talk about all the subjects, especially the
Thriddle, to get mention of the "shiny rock". Ask the king about this once. Then move on to the
subject of Ramian, and finally come back to the shiny rock again. You MUST have the king
talk about the Ramian (and show him some sympathy) so that the king will tell you the legend
of the "shiny stick". This is VITAL! Until you hear about that, you won't get the key from Sha-
Imsa.
14. Return to Ardoth and talk to Sha-Imsa. Mention what you found in Drail (oddly, the text
talks about a statue and floating crystal, which you haven't actually seen). Sha-Imsa will give
you the key to the red door in Ma-Eshira. Go there and get the crundorra of inner peace.
15. Warp back to Drail and the Trarch village. If the king opened the cave for you before, go
there directly, otherwise talk to the king again and persuade him to let you in there.
Unfortunately, the Trarch guard is not amenable, no matter what you tell him, and you can't
get anything more from the king. I found it impossible to defeat the Trarch in combat,
regardless of dysha strategy; he's just much too fast. So I simply ran past him to the statue,
where an Evid shows up to make things interesting ;). I didn't bother with the Evid, either. This
was definitely a run and grab and run mission.
16. Return to the Doben-Al temple and talk to the Shantha. Step on the circle to the right to go
underground. Put the crystal into the hole, which automatically warps you out again (there is
nothing else down there that is important). Explore the nearby ruins that are open to you now
that Isho has been restored.
17. Go see Salrough again. He'll tell you (again) that Nilder has been dispatched to obtain the
scrolls of Iscin. However many times you see Salrough, he'll tell you the same thing. You're
just gonna have to get those scrolls yourself.
18. Pop into Dobre and visit Tabor. Ah, there's Nilder running around outside. It seems Tabor
has the scrolls but won't hand them over. See Tabor yourself and find out that the Thriddle
have many documents of his that they never returned. Offer to get the documents in return for
the scrolls.
19. Back to Mountain Crown. Relate what you learned from Tabor, and Salrough will give you
the documents. Bring these to Tabor who will "loan" you the scrolls of Iscin.
20. Take the scrolls to the Crugar chieftain. Delighted beyond words, he gives you the key to
the ruins. The Crugar marching around down there will let you by in peace, since you're now a
hero to kitties everywhere ;).
21. Explore the Crugar ruins (a tough place, be prepared!), and be sure to free Sha-Shellen
from his prison. He will tell you about the secret place in his home that has some items of
interest.
22. Warp to 133,43. This appears spontaneously when you have opened 25 prior warps (ie,
become a WarpMaster). The door in the ruins is locked, but when you come out, you should
notice that something (or someone) has appeared in the meantime. Yes, it's your old "friend",
Klassy the warp crystal thief. This time, however, you find out why she was helping the
Cleash. Agree to obtain the crystal transponder in return for the key to the ruins.
23. Head to Gilthaw and the Cleash general at 332,8. He's in the center of the diamond,
which is a bunch of Cleash guards. You will have to fight past one section of them to get to
the general. Fake him out with the Gomo-Giddyne (hey, Herrid did you a favor there, after all!)
and get the transponder.
24. While you're in the area, visit Sha-Shellen's home at 370,36 to pick up those goodies he
told you about.
25. Return to your lady friend and exchange the transponder for the key. Behind the door is
the warp to Delsha. This takes you to the island, where a nearby cle-eshta will send you up to
the Sky Realm where the Red Shantha dwells.
25. Make your way through the complex until you go down the Isho ride to a room with two
Shantha. These were too much for me; regardless of strategy, they trashed me every time. So
once again, I fell back on the last-ditch tactic of running like hell ;). Therefore, once you get
down there, start moving to the right as quickly as possible and don't stop. In the next room,
about halfway along, use Tra-Sense on the wall to reveal two secret doors. Go through the
first (near) door. Fortunately, the Shantha won't follow you in.
26. UNfortunately, several Evid are waiting for you. Three or four of them (I was really too
busy surviving to count ;). After dealing with them, heal up and go across to the green door.
Big Red is beyond. Actually, after the two Shantha earlier, he was almost duck soup. One-on-
one is a lot easier. He does take awhile to kill, and you have to be fast with your Reflection
spell, especially if you see a spiky ball coming your way. I don't know what sort of dysha that
is, except that it's Instant Death if it hits you, so don't let it hit you unless you're protected!
My own strategy was four Lightning dysha and Reflection. Red is pretty quick with his own
dysha, and I was on the defensive a lot. However, from time to time he got caught in his own
Power Hold, which gave me time to get in a few free shots...but not too many at once, since
you have to have some Isho for Reflection when the hold wears off. Just take your time and
wear him down.
Once he's dead, the game goes into automatic mode. You're back in Mountain Crown, and
Salrough gives you an account of the results of all your actions in the game. Then the credits
roll, and the game is over.
Sub-Plots
Woffen vs. Cleash
Up in Lundere, the Woffen are fighting a losing battle against the Cleash and their slave-
warriors, the Scarmi. Go to the Woffen at 281,130 and talk to the leader (in the circle's
center). He'll tell you that things would go much better if they could get to the Cleash and kill
them; then the Scarmis would return to being peaceful herbivores again.
North of there are segments of the Cleash army. Each of these is composed of one Cleash
and lots of Scarmis. Fortunately, the Scarmis move in set patterns, so it's not hard to avoid
them (they are VERY tough in a fight, so try not to get into one with them). Wait around until
you see the Cleash and go for him.
Kill these Cleash as quickly as you can. If you take too long, a Scarmi will come up, and that
can easily be the end of you. Altogether, you have to off six Cleash to end the invasion. Then
you can go back to the Woffen, and receive a reward of a bag of crystals.
Ramian
Ramian are always looking for shirm-eh, and since it doesn't grow in their homeland, they
tend to raid southwards to find some. By giving them a reco of shirm-eh, you can put an end
to the raids.
First, you have to talk to Tabor and get the location of the ruins of Iscin's lab. Be sure to go
through all the history with him to obtain the coordinates. Then visit that spot with a digger
reco and have it bring up the cork.
Find a purple pod (only purple will do) and grow the reco. Head to Voligere and find some
Ramian, which oughtn't to be hard (heh). When you talk to one, offer him the reco, but NOT
for free! Demand something in return (I preferred free passage, myself). He will agree to it,
and that takes care of Ramian raids for shirm-eh.
Trarch King
Some time after restoring the Savage Crystal, you'll hear from Salrough that some changes
have occurred in the Trarch village. If you go there, you'll find out that the king has decided to
go traveling...and the Trarch have decided to make you the new king (not like you have any
choice about it ;).
Then you get to make some (pretty obvious) choices about various village problems. In the
middle of this, you hear about the arrival of Ramian slavers from Sillipus. I found that whether
you say leave them alone or send Trarch after them, you can't find these creeps yourself, so
it's up to you to decide which you want to do. Then the problem-solving continues until you've
dealt with all the troubles and get to choose your successor. Pick whomever you like; it
doesn't have any effect on the main line of the game, although it will have an effect on the
Trarch.
Ardoth Problems
I don't know if any of the little events in and around Ardoth have any special meaning; most
likely not. For instance, the Beagre explosion. I killed all the Beagre, but no one seemed to
notice this and I couldn't mention it to anyone. About all that came from this was having some
beagre to sell in town.
The gang war between the Woffen and the Crugar I simply avoided altogether. It was just
annoying, as the Woffen park themselves right in front of the kerning bay, so getting inside is
something of a pain. Eventually, the problem seems to solve itself, and the gangs disappear
from the streets. I did wipe the Crugar contingent once, but it had no effect at all on the
Woffen, and even leaving the city and returning made no difference.
They get replaced by a Woffen protest group in the center of town, something I likewise
avoided. What, if anything, may come after that, I don't know. Maybe these incidents were just
added for a little local color, as nothing else of interest ever happens with them.
Shanthic Ruin Locations
Following is the list of the Shanthic ruins on Jorune. All ruins have something or other in them,
usually crystals and artifacts. I have not put those on the list, only the important items such as
cle-eshta, sarceen, crundorra, etc. Locations are mostly approximate, but once you're in the
general vicinity you shouldn't have any trouble finding the ruins.
90,96 - Eshanal. Cle-Eshta to 380,100.
93,142 - Crugar Ruins. Sarceen: Lightning. Crundorra: Add Slot. Cle-Eshta to
262,118 and 331,42. Scrolls of Iscin needed to enter. Sha-Shellen is a prisoner here and
should be released.
133,43 - Cle-Eshta to Delsha, 13,172. Key needed from Klassy to enter. Must open 25 warps
to reach this location, which opens spontaneously.
158,116 - Shenas Abey. Cle-Eshta to 189,157 (Doben-Al).
165,115 - Ca-Shal. Cle-eshta to 168,67.
171,238 - Sus-Cassen. Cle-eshta to 97,145. Crundorra: Warp out. Sarceen: Lightning.
178,67 - No name. 3 warp crystals needed. Cle-Eshta to 180,287 (bottom),
158,147 (middle) and 262,132 (top). This last one does not appear as the usual "hole" for a
new warp, and is easy to miss. It goes to a Sky Realm just north offshore of central Dobre (in
the large bay), with power crystals and Corondon.
182,161 - Lost temple. Savage crystal required to revive volcano.
184,159 - No name. Sarceen: Regenerate. Cle-eshta to 208,156. Volcano must be active to
enter these ruins. On the upper level is a crundorra of Add Slot; you'll need Morph Evid to fly
through the hole to get it.
185,165 - No name. Sarceen: Vampire & Lava Walk. Cle-Eshta to 250,210; 163,60
and 293,72. Volcano must be active to enter ruins.
200,173 - Do-Enesha. Cle-Eshta to 205,197.
202,188 - No name. Cle-Eshta to 269,20.
208,156 - Floating Sky Realm. Crundorra: Warp out. Sarceen: Suspension Orb and Power
Hold. Cle-Eshta to 304,131 and 163,247 (warp crystal needed).
210,200 - Sha-Yesh. Sarceen: Suspension Orb. Cle-Eshta to 145,146.
211,165 - Gal-Imasti. Sarceen: Power Hold. Cle-Eshta to 157,119.
212,179 - Ci-Eshta. Several books with information.
214,187 - Crossroads. Cle-Eshta to 217,246 (upper right), 264,67 (upper left), 68,93 (lower
right) and 281,141 (lower left). Do NOT enter these ruins until you hear of them from
Salrough. See text for details.
225,169 - Ma-Eshira. Sarceen: Suspension Orb. Crundorra: Inner Peace. Key obtained from
Sha-Imsa. See text for details.
291,114 - Ca-Tra Tellemes. Cle-Eshta to 174,63.
312,121 - Gama-El. Sarceen: Reflection. Cle-Eshta to 359,46. Key for door in Elamas.
329,250 - Sho-Thal.
332,8 - Not entered. Get transponder from Cleash leader. See text for details.
352,269 - Elamas. Crundorra: Add dysha slot and warp out. Need key from Gama-El to obtain
these items.
370,36 - Sha-Shellen ruins. Crundorra: Isho rate. Sarceen: Power Hold.
Locurian Armor (whatever that is). Cle-Eshta to 181,207. Sha-Shellen must be freed from
Crugar Ruins (93,142) to learn location of items.
Outdoor Cle-Eshta
This is the list of the cle-eshta in the wilderness. I can't guarantee that these are all of them;
Jorune is a big place, and it's entirely possible I missed one or two of them somewhere.
However, the ones below are more than enough to get you almost anywhere on the planet's
surface.
* - This warp seems misplaced. The hole opens over Temauntro, but actually takes you to the
island with Elamas.
Cross-Index of Items
Add Slot: 93,142; 184,159; 352,269
Inner Peace: 225,169
Isho Rate: 370,36
Lava Walk: 185,165
Lightning: 93,142 and 171,238
Power Hold: 208,156; 211,185; 370,36
Reflection: 312,121
Regenerate: 184,159
Suspension Orb: 208,156; 210,200; 225,169
Vampire: 185,165
Alien Logic is copyrighted 1994 by SSI. This tips file is copyrighted 1995 by Scorpia, all rights
reserved.

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