Altered Space: A 3-D Alien Adventure Game Boy Developer: Software Creations Publisher: Sony Imagesoft By: GammaBetaAlpha ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Table of Contents -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ Basics [HELP] Walkthrough [WALK] Donations/Amazon [DONT] Contact Info [CONT] Credits [CRED] ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Basics -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [HELP] How to Play ----------- Altered Space is about a man named Humphrey who is escaping from aliens. To do so, he must make it through several levels of a rocketship to an escape pod. In so doing, Humphrey must find the warp point of each level that allows him to go to the next level. At the same time, however, he must also make sure he does not run out of oxygen - he will lose air as time passes by, and whenever he falls onto spikes or runs into any robot or alien enemies, but can also replenish air with Air Tanks. Humphrey can walk, jump around and use a weapon, as well as picking up and dropping boxes. Altered Space is one of the rare few isometric games for early systems that offer a 3D perspective. As a result, the controls may also be very difficult to adapt to, as well as understanding Humphrey's location on the screen in relation to everywhere else. Each Level has a map drawn out with numbers. Not every room in a level is shown here - just the ones that are needed to go through to reach the end of the level. I shall also be referring to each room by its number, so you should have a good idea of where you are if you can match the description of the room you are in to the room number. Controls -------- A - Jump (can Double-Jump when coming off of a box) B - Pick Up Item (while standing on top of it), Drop Held Boxes Start - Opens Computer Database, Activates Held Item Select - Opens Item Screen Up - Move Northeast Right - Move Southeast Down - Move Southwest Left - Move Northwest Items ----- Air Tank - Refills Humphrey's Air to 99 Stun Gun - Stuns Any On-Screen Living Enemy (Does not work on Robots) Circuit Breaker - ? Computer Scanner - ? ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Walkthrough -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [WALK] Please note that the method listed here is not the only way to beat the game, as it skips over two levels entirely and is restricted entirely to one room for one level. There are other paths that can be had to get through the game, but this is by far one of the shortest, and also one where you have little messing around to do (no need to find keys to go through any locked doors at all). If you have trouble following some of the instructions in this walkthrough, consider using the following Youtube video by dandandan5, which does the exact same path that this walkthrough follows. http://www.youtube.com/watch?v=1x8ewelaOEU Level One - The Hold -------------------- 10 8 \ / \ 9 7 3 / / \ 6 4 2 \ / / 5 1 Starting off in Room 1, a small room with a few boxes piled up, go outside the northeast exit to Room 2. In Room 2, ignore the conveyor belt, and instead jump across the spike bed to the small tile to the northwest and into Room 3. In Room 3, avoid the robot moving around. Jump onto the conveyor belt and pick up the Stun Gun (do this by jumping on top of the gun, and then pressing the B Button), then exit through the southwest door into Room 4 - make sure to avoid the spike when jumping off the belt. In the next area, tread carefully - as soon as you enter, stop pressing any buttons so you do not accidentally run into the spike bed. Next, go up northwest and jump onto the belt - do NOT grab the item here, as it is another spike that will kill Humphrey. Instead, follow in behind the spike. Once it falls off, jump over it to the safe floor on the southwest end of the room, and exit into Room 5. Jump on either box in this room and pick it up. Approach the wall, jump into the air, and then press the B button for Humphrey to release the box. This gives him a 'second jump' that will be enough to propel him over the wall. Head northwest into Room 6. In here, wait for the alien to approach the boxes, then run to the southwest to lure him into following you. Once he moves away from the northeast door, loop around him and out the northeast exit into Room 7. Ignore the robot in this room for now, and instead jump onto the box in the western corner. Wait for the robot to move away from the northwest door before jumping onto the small section of safe floor and out into Room 8. In Room 8, quickly run southwest. In Room 9, run straight southwest as soon as you get into the room to avoid being boxed in by two more robot enemies, and make sure to jump over the spike in the center of the room. Go through the section of wall in the western corner to enter a hidden doorway into Room 10. In Room 10, jump onto the pedestal in the northern corner to skip to Stage 3. Level Three - Cryodeck ---------------------- 1 Once you finish teleporting into the / Cryodeck, walk out into Room 2. Run southwest again, 2 dodging the alien that will come at you from the / side, and into Room 3. Wait for the box to sink all 7 3 the way to the spike bed (let it go for a full / \ \ cycle to get an idea of how low it can go), then 8 6 4 jump onto the box. Turn around and go southeast and / \ / into Room 4. 9 5 \ 10 Avoid the robot in the 4th room, and / instead continue on southwest into Room 5. Quickly 11 head to the northwest in here to Room 6. In Room 6, / move Humphrey slightly northeast so that he is still 12 standing on the safe floor tile, but also slightly over the / spike bed. When the moving box comes over, Humphrey's position 13 will cause the spike item to push off the box (if you try / moving, however, the spike item will kill you). Once the item 14 has been successfully removed, move onto the box or wait for \ it to come back before jumping on again, until you make it 17 15 to the other end of the room. Continue on into Room 7 after \ / that. 16 In Room 7, loop around the room counterclockwise - do NOT attempt to jump over the robots, however. Instead, let them go around the room all the way to the southern corner, and fall off - follow behind them and go through the southwest door once you make it there. In Room 8, quickly run southwest before spikes come off of the conveyor belt. For Room 9, stop at the entrance, and wait for the robot to walk past the spike bed. Go southEAST into Room 10, away from the robot. In this area, jump onto the middle section of the room, then to the southeast. Once the robot in the middle goes up to the northeastern section of the room, jump back into the middle section and go southwest into Room 11. This is easily one of the trickiest rooms in the game, thanks to the box going back and forth in the middle of the room. You must go onto the first conveyor belt to be level in elevation with the box. Once the box comes around to your side of the room, you must jump onto the box (again very tricky, thanks to the isometric perspective). Once you successfully make the jump, go to the other end of the room and jump onto the second belt, then onto the southwest exit and into Room 12. Room 12 is far easier than Room 11 - just head southwest and jump over the spike to continue on to Room 13. In Room 13, loop around the wall clockwise until you hit the southwest end and exit out. In Room 14, you will encounter two aliens that will converge on you - if you collected the Stun Gun all the way back in Room 3 of the first level, press Select to open the menu, and then Start to activate the Stun Gun. This will stun the aliens for a few seconds, allowing you to move southeast into Room 15. Otherwise, you will have to dodge the aliens before moving out. In Room 15, wait a couple of seconds for the robots to move around, then slip through the middle of the room and go southwest into Room 16. In here, jump on the box and pick it up. Jump across the pit bed going northwest and after you reach the top height of your jump, drop the box with the B button to continue going. Once you successfully make it over, GRAB THE ITEM here - it is an air tank that will restore you up to 99 Air. Go to the northern corner and go up the left door tile to go inside Room 17. Step on the teleporter to be taken to Level 5. Level Five - Recreation ----------------------- 1 Start off the level by pressing Up until you see Humphrey / coming out from the fence in the western corner, pushing a box. 2 Ignore the item in the eastern corner, and instead go southwest. \ 3 In Room 2, press Left for a while, then the Down button to / exit from behind the fence (make sure you do not walk into the spike 6 4 trap, however), and then go southeast into Room 3. In here, take a \ / careful observation of the room - notice the single tile in the 5 northwest. Jump from the entrance onto this single tile, and then down southeast again until you hit the end, then go southwest to Room 4. In Room 4, simply head southwest to Room 5. In Room 5, avoid the slime that drops on you that will stop you from jumping - if it does, reverse directions and go back right into Room 4, then return to Room 5. That said, jump across the line of spikes and go into the door next to the western corner to go to Room 6. In here, enter the teleporter to go to Level Six. Level Six - The Galley ---------------------- This is actually a bit of a joke - just go to the western corner and jump into this teleporter to go to the next level. Do not bother going out the door, as you will be ambushed by two aliens. Level Seven - Crew Quarter -------------------------- 5 Head out the northwest door to start the level off. Wait for / the robot to drop to the spike bed, then jump west and north a bit 4 onto the next spot of safe floor, and head off into Room 3. This / will be a bit of a tricky jump - place yourself on the edge of the 3 tiles, and jump towards the conveyor belt. As soon as you land, / press the A button to jump again and grab a better footing on the 2 belt, lest you fall off. \ 1 From that position, jump northeast again and go off into Room 4. This next room will actually have a bit of a puzzle to it - to solve the room, push the circular object in the air northeast to push the box off an island platform, then push the circular object southeast. Jump on the box to pick it up, then go southeast to the circular box. Jump up, let go of the box for a second jump, and land on the circular object. From there, climb over the high wall and go through the door on the other side of the wall into Room 5. After the previous area, Room 5 will be a cinch - simply run around the bouncing enemy and go into the doorway at the end to go to Level Eight. Do not worry if you sustain damage from the bouncing foe, as there will be an air tank shortly. Level Eight - The Bridge ------------------------ 9 / \ 8 10 1 Start the level off by walking out of the / / | elevator into Room 2. You will come out standing on 7 11 2 a box that will move back and forth between the / / / eastern wall. Jump onto the small tile in the 6 13 / / eastern corner right away (or else you will be / \/ / pushed off into the chasm). From there, jump 5 12 3 across the two conveyor belts, then grab the air \ / tank by jumping on it and pressing B before \ / continuing off into Room 3. \ / 4 In Room 3, jump onto the first box near the door going up and down. When the box going from the southern corner to the eastern corner comes around, jump from the box you are on (you can jump on the box you are on to keep it weighted down so as to place the first box up high when the second box comes around). Once on the second box, jump on the third box near the southwest exit. Jump onto the exit tiles and head into Room 4. In here, wait for the robot to come by. Jump on the box for it to disappear and give a second jump (you need to actually press the A Button), then continue onto the robot's head for it to take you around the room counterclockwise. Keep notice of the block in the air near the northern corner, and jump on top of it once you reach it and then back onto the robot's head once it passes underneath the block. When the robot finally passes near the northwest door, drop down while pressing left. If you do not press left, you will drop down on one of the spikes and kill yourself - pressing left will cause Humphrey to enter Room 5 before he has a chance to kill himself. When you finally make it into Room 5, wait for the first spike trap to go down to the western corner, before jumping over the spike trap. Go northeast, but DO NOT just walk down between the two walls in the center - there lies a hidden spike trap there, so you will have to jump over it shortly once you get into that small corridor. When you successfully make it over, wait for the second spike trap to go to the northern wall before exiting out to Room 6. This is somewhat simple after the last couple of rooms: head to the northern corner of the tiles at the beginning of the door. When the box with the jumping robot comes around, if Humphrey is right at the northern corner of the safe tiles, his position will push the jumping robot into the spikes. From there, jump onto the box, head northeast, then jump onto the northeast exit going into Room 7. Room 7 is a little bit tricky. For the first two spike traps that are patrolling the southwest and northwest line of tiles, simply jump over the spikes. However, stay away from the northern corner, and wait. Once the third spike trap comes up to the northern corner, jump from slightly west of the northern corner and go both southeast and the northeast to land on the other side of the third spike trap, then hightail it down to the door and exit out into Room 8. Room 8 will have two aliens in it. If you did not use the Stun Gun yet, now is a good time to use it. Otherwise, go straight for a bit, then go up to the northwest wall, and climb up to the top. Jump onto the box, then press A once you land on the box for a double-jump, and use your momentum to go southeast. Once you safely maneuver your way past the aliens, exit out into Room 9. Jump to the western corner in Room 9, and a hidden box will appear. Press against the circular object to make it move, and jump on it before it moves too far away and let it take you to the northern corner. From on top of the circular platform, jump one tile to the northeast of the northeastern door for another hidden box to appear. As this is another door with spikes in front of it, jump in front of the door and press Down to move into Room 10 before hitting the spikes. Grab the Air Tank right next to the entrance to replenish your air. Jump slightly to the southeast of the northern corner for another hidden box to appear, then onwards to the small block in the eastern corner. From there, jump onto the small single safe tile on the southeastern wall (this jump is insanely difficult so do not be surprised if you do not ever advance past this area playing the game by hand), then go southwest some more onto another hidden box near the exit. Go to the exit and out into Room 11. Although there are more spike tiles in Room 11, the concept is fairly easy to understand: make your way to the eastern corner via the safe tiles, and pick the box up (you will have to move slightly northwest after picking it up to avoid hitting another spike). Go back to the entrance door. This will probably be the most insane jump in the game for you. First, drop the box on the tile in front of the entry door. Next, move slightly southwest on the box, facing the door going to Room 12. You must press the B Button to pick up the box, then press A quickly afterwards to jump southwest, specifically with the extra height still from being on top of the box.. Drop the box halfway over via the B Button and use your second jump to make it to the southwest exit and into Room 12. Take a deep breath, as this is the last room before you can finish the game. Just dodge the alien and go through the elevator to finally finish the game! ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Donations/Amazon -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [DONT] I don't really care too much about donations, but if you are feeling generous, feel free to send one via PayPal to gammabetaalphafaqs AT gmail DOT com Alternatively, if you ever order any items from Amazon.com, go to the link below. You do not have to buy anything right away, but (if you do not clear browser cookies often) any items you buy within the next 90 days will count as a 'referral order' to me, meaning I get anywhere from 4-6% as a referral/affiliate payment of what you ordered (ie. order $100 worth of stuff, I get $4-6 from Amazon.com) www.amazon.com/?&camp=212361&linkCode=wsw&tag=raofavigafa-20&creative=391881 Other than that, considering this FAQ is for an obscure old game, if you have any other obscure old games that you do not play anymore, consider sending them to me (I will even pay the shipping cost!). I write FAQs for plenty of obscure old games with no FAQs, and having a physical copy of the game (and even better, a manual) is superior to not. You can email me if interested at gammabetaalphafaqs AT gmail DOT com ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Contact Info -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [CONT] Given the natural frustration of this game and its difficult rating, I did not really bother with doing anything else other than a single path through the game. Nevertheless, if anyone wants to contribute a write-up of an an alternate path or any info on alternate paths and/or items, feel free to send me info. If you have anything that you feel needs to be includes, feel free to email me at gammabetaalphafaqs AT gmail DOT com If you have any other information to contribute or notice any errors, again, shoot me a notice at gammabetaalphafaqs AT gmail DOT com If you wish to host this guide, or use information from it, consider the FAQ semi-public domain: you can host it without asking and derive information from it word-for-word if you wish, but keep the document unchanged if hosting it and give credit where due if using information ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Credits -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [CRED] Pretty much all the kudos for this FAQ goes to the Youtube user dandandan5 with the following video. Although years ago I managed to get up to Level 5, that was as far as I managed, and dandandan5 allowed me to finish the rest of this game and write up this FAQ. http://www.youtube.com/watch?v=1x8ewelaOEU ________________________________________________________________________________ ©2010 GammaBetaAlpha FAQs