Skip to content

Just Adventure original

Alien Logic Walkthrough

by Scorpia about 19 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

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.

Alien Logic screenshot 1

* – 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.