Hint Sheet (Keen Dreams)
The following is a copy of the Keen Dreams hint sheet included in later registered versions of the game. This sheet has been used as a reference for official creature and item names.
Note that the text formatting has been slightly changed to make the text easier to read in this format. Formatting tags have been removed and spaces added to simulate centering. Line breaks have also been added into the same place as DOCSHELL.EXE (the official software for reading the hint sheet) adds them when reading the document. Finally, the originally three separate .TXT files have been combined into a single piece of text in the same order as they appear when viewing the hints through DOCSHELL.EXE. Any weird formatting like text not being completely centered or an extra/missing space is a carryover from the original document, not a result of the formatting.
Keen Dreams
from Softdisk Publishing
INSTRUCTIONS
Information You Should Know Before Play
* Important Notices! *
1. If your computer has an SVGA graphics card, you may see some unwanted
graphics effects when you begin to play the actual game. There is nothing
to worry about if that happens. To correct any problems with the graphics
display of KEEN DREAMS, type the following to begin play: START /COMP.
This should clear up any graphics display problems you might see on your
SVGA system!
2. Joystick users should press F4 and select joystick mode and calibrate
their joystick when first entering the game.
3. If the game crashes when you try to run it (and if you have a joystick),
restart it by typing START /NOJOYS. Some joysticks seem to be incompatible
and thus must be turned off.
4. This game does NOT provide "music" -- though "sound effects" ARE
provided on Ad Lib and Sound Blaster cards.
For technical support on this program, call 1-318-221-8311.
* System requirements *
Computer type:
An XT, 286, 386, or 486 processor.
Memory:
You need 640K of conventional memory with at least 560K free.
Graphics mode:
EGA graphics required (supported on EGA, VGA, & SVGA cards).
Sound support:
AdLib, Sound Blaster, the PC internal speaker sound.
Sound effects only are played... there is no music.
Game controls:
The game is controlled by use of your keyboard or joystick.
* Credits *
John Carmack Programming
John Romero Utilities
Tom Hall Creative Director
Adrian Carmack Art Director
Jason Blochowiak Interface & Sound
Jim Weiler Quality Assurance Director
Commander Keen is a trademark of ID Software.
* Warranties and Disclaimers *
LIMITED WARRANTY AND DISCLAIMER
SOFTDISK PUBLISHING WARRANTS THAT THIS SOFTWARE WILL PERFORM SUBSTANTIALLY
IN ACCORDANCE WITH ANY WRITTEN GUARANTEES PUBLISHED BY SOFTDISK.
SOFTDISK PUBLISHING DISCLAIMS ALL OTHER WARRANTIES RELATING TO THIS
SOFTWARE, WHETHER EXPRESS, IMPLIED, STATUTORY OR IN ANY COMMUNICATION WITH
YOU, AND SPECIFICALLY DISCLAIMS ANY IMPLIED WARRANTY OF MERCHANTABILITY OR
FITNESS FOR A PARTICULAR PURPOSE OR USE. SOFTDISK PUBLISHING DOES NOT
WARRANT THAT THE OPERATION OF THIS SOFTWARE WILL BE UNINTERRUPTED OR
ERROR-FREE.
SOME STATES DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO THE ABOVE
EXCLUSIONS MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL
RIGHTS. YOU MAY ALSO HAVE OTHER RIGHTS WHICH VARY FROM STATE TO STATE.
LIMITATION OF LIABILITY
IN NO EVENT WILL SOFTDISK PUBLISHING BE LIABLE FOR ANY DAMAGES, INCLUDING
LOSS OF DATA, LOST PROFITS, COST OF COVER OR OTHER SPECIAL, INCIDENTAL,
CONSEQUENTIAL OR INDIRECT DAMAGES ARISING FROM THE USE OR ATTEMPTED USE OF
THIS SOFTWARE OR ACCOMPANYING DOCUMENTATION, HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY.
THIS LIMITATION WILL APPLY EVEN IF SOFTDISK PUBLISHING HAS BEEN ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE. UNDER NO CIRCUMSTANCES SHALL THE LIABILITY
OF SOFTDISK PUBLISHING EXCEED THE ACTUAL AMOUNT PAID TO AND RECEIVED BY
SOFTDISK PUBLISHING IN CONNECTION WITH THE PARTICULAR COPY OF THE SOFTWARE
IN QUESTION.
SOME STATES DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAY NOT APPLY
TO YOU.
THIS AGREEMENT SHALL BE GOVERNED BY THE LAWS OF THE STATE OF LOUISIANA
WITHOUT REGARD TO THE CHOICE OF LAW RULES OF SUCH STATE.
Instructions for Playing Keen Dreams
* About KEEN DREAMS *
KEEN DREAMS is part of the 10-game "lost collection" written by ID Software
for Softdisk Publishing.
KEEN DREAMS was written by ID during the interval between the release of
their two popular Commander Keen trilogies, The Invasion of the Vorticons
and Goodbye, Galaxy. The evolution of the Keen personality and
storytelling method can be clearly seen in this exciting "lost episode."
Join with the young Commander as he ventures into the realm of Tuberia, a
place populated by all the vegetables on his plate... killer brocolli,
attacking asparagus spears, deadly potato spuds, crazed carrots, frantic
french fries,... and the list goes on. As many who have played KEEN DREAMS
have witnessed, this Keen game will charm your socks off, as well as
captivate you with its clever puzzles and scenarios.
* Getting started *
For most players, starting KEEN DREAMS is as simple as typing the following
at the DOS prompt: START followed by the [ENTER] key.
However, if you encounter certain problems in starting the game, you might
need to type in one of the following special startup commands to make the
game work best with your computer.
TYPE: For...
===== =====
START /COMP if using a Speedstar VGA card or other
non-100% compatible SVGA card to fix problem
START /NODR fixes problem if drive light stays on
START /NOAL don't detect Ad Lib or Sound Blaster
START /NOSB don't detect Sound Blaster
START /NOJOYS don't detect joystick
START /NOMOUSE don't detect mouse
START /HIDDENCARD override video card detection if program
is incorrectly setting video mode
For technical support on this program, call 1-318-221-8311.
* Summary of how to play KEEN DREAMS *
KEEN DREAMS is played essentially by moving young Commander Keen around in
the world in which he finds himself. The game starts at and often returns
to the "big map" of the Land of Tuberia. As though looking down from
above, you will move Keen to the nearest object of interest on the map
(usually a city or special location), and by pressing the [CTRL] key will
cause him to enter that local area.
Once inside a local area, you must maneuver Keen past obstacles and puzzles
while trying to locate and collect as many useful items as possible.
Eventually, you will discover "the way out" of the local area, which will
return you to the big map where you can find new areas to explore.
* Controlling Play *
Here's a quick summary chart of the controls you can use. You can change
some of the keyboard controls by pressing [F3] during play or while in the
Control Panel.
MOVE KEEN AROUND:
Use the arrow keys or joystick.
ENTER A NEW AREA:
Press the [CTRL] key or joystick Button 1 when Keen is on top of a new area
in the big map.
JUMP UP:
To make Keen jump, press the [CTRL] key or joystick Button 1.
CLIMB A POLE:
To shinny up or slide down a pole, stand in front of the pole or jump up to
it and use the up or down arrow keys or joystick to climb.
THROW:
To throw a Flower Power or Boobus Bomb, press the [ALT] key or joystick
Button 2.
JUMP DOWN:
If you are on a log, beam or other platform, you can jump down from it by
pressing the down-arrow plus [CTRL] keys or the joystick and Button 1.
DUCK:
If you aren't on a pole, pressing down will make Keen duck. You can't duck
in front of a pole---you'll climb down it!
* Customizing KEEN DREAMS to your needs *
When you enter the game, you will first find yourself in the area known as
the Control Panel. The Control Panel contains several options you can take
advantage of to customize the game to fit your playing preferences.
Pressing the [F3] key at any time during the game will allow you to
reconfigure the keyboard commands to your liking.
* Important Game Play Strategy Tips *
Important Tip #1:
Always save your game status before trying risky manuevers or venturing
into unknown territory. If you make a mistake or get hurt, you can always
return to your last saved position and try again. Also, once you Exit an
area, you cannot re-enter it except by reloading a saved game position in
the area.
Important Tip #2:
When jumping from one point over to another point, a "running jump" will
carry you farther than a "standing jump." There are a few places in the
game where a standing jump will almost, but not quite, get you to the other
side of a key location. Try moving back a couple of steps first, then run
toward the edge and jump before falling off.
Important Tip #3:
One of your overall play strategies is to collect 12 Boobus Bombs to use
against King Boobus Tuber in the last level. There are more than 12 Boobus
Bombs available in the game, so you can pass on a few if they are too hard
to get --- but try to get all you can.
Important Tip #4:
There are some "hidden" passages in some levels of the game. You can find
most of these places by jumping up and bumping your head into the ceiling
above. If there is a hidden passage or niche, you will appear to jump up
inside the solid material above. Sometimes these hidden passages lead for
long distances, during which time you will not be able to actually see
Keen... kind of like feeling your way around in the dark. There are
usually valuable objects or interesting places associated with these hidden
passages and niches.
Important Tip #5:
Since you will be given an extra Keen (an extra "life") with every 20,000
points you earn, earning points is important. The very best items to
collect for points are Cotton Candy (5,000 points each), Lollipops (2,000
points), and Candy Bars (1,000 points). Get the other objects too, but pay
special attention to these high point value items.
Game Solutions: Use Only If Stumped!
* Before you read any further... *
First, a recommendation...
Before taking advantage of the information contained in this text, try
using your own wits to beat KEEN DREAMS. There is much personal
satisfaction to be had in pursuing that route first.
However, if you become absolutely stumped, then the information that
follows should prove to be most helpful.
Here goes...
* Solutions to Each Level of the Game *
On the screens that follow you will find important information that will
assist you in solving each of the game areas you will enter. The game is
designed so that you should be able to solve each area by yourself.
However, sometimes we just get stumped and need a little help.
Some of the game's levels contain hidden treasures and experiences that
might be missed if you take the "obvious" path through it. In those cases,
the following information will help you fully enjoy each level.
Enjoy!
* The Levels of KEEN DREAMS *
The Land of Tuberia
Horseradish Hill
The Melon Mines
Bridge Bottoms
Parsnip Pass
Squash Swamp
Brussel Sprout Bay
Rhubarb Rapids
Grape Grove
Apple Acres
Spud City
Castle Tuberia
The Boobus Chamber
* Map of *
* THE LAND OF TUBERIA *
*********************************************************************
* Boobus Chamber *
* ! *
* -------------Castle Tuberia-------------- *
* ! ! ! *
* ! ! Brussel Sprout *
* Grape ! Melon Mines Bay *
* Grove ! ! ! *
* ! ------------------!---------------------- *
* ! ! ! *
* ! ! ! Squash Swamp *
* ! Apple Acres Horseradish ! *
* ! ! Hill ------- START ! *
* ! ! ! ! *
* ! Spud City ! Parsnip Pass *
* ! ! ! *
* Rhubarb Rapids-------------Bridge Bottoms---------- *
*********************************************************************
* The Land of Tuberia *
This is the "big map," the view from which you will go from one major area,
or level, to the next.
You begin your game as you (Commander Keen) awaken in your dream next to
your bed overlooking the highly vegetarian Land of Tuberia.
("Tuber" is another word for "potato" --- spelled WITHOUT an "e")
Your starting location is roughly in the center of the Land of Tuberia, a
realm of roads, rivers and sky. There are no bad guys wandering around to
hurt you when you are travelling the paths of Tuberia.
You begin immediately next to the place known as Horseradish Hill. Walk
over to it and press the CTRL key to enter the area.
* Horseradish Hill *
This first level is fairly easy so that you can get a good feel for the
mechanics of play.
There is a free Keen directly overhead at the start, but, it's just out of
sight and out of jumping range. So, make your way up the poles and
platforms so that you can jump down to get the Keen.
There are several Flower Powers, and 2 Super Flower Power pots to be found
in this level. There is a Lollipop in a niche along a cliff face.
The Exit is at the far left, bottom of the area.
Watch out for the Carrot Couriers which will try to push you into harm's
way!
* The Melon Mines *
Located just north of Horseradish Hill, this place is a huge labyrinthine
mine complex with many levels, or, floors.
The Exit is to the far right, near the upper levels.
There are several Super Flower Powers, Keens, Boobus Bombs, and a 5000
point Cotton Candy in area. Definitely get the Boobus Bombs! You'll need
them to use against King Boobus Tuber.
The hidden room with a free Keen: Upon entering the Mines, travel to the
left, negotiating the terrain, until you reach a long, deep vertical shaft.
Standing on the edge, jump up and left, grabbing an unseen pole inside the
ceiling which will lead up to the room.
The Magic Eyeball: Near the upper right corner of the Mines is a floating
eyeball that will give you 4 Keens and 8 Flower Powers if you grab it. It
is just a couple levels above the Exit, and not difficult to find from
there.
The Grand Prize Chamber: Locate the large open area full of many ledges
and ramps. It's a couple of levels below where you first enter. Make your
way to the bottom-right corner of the large area, where you will find a
long pole which appears to go both up into the rock above and down into the
rock below. There are 3 places to go from here:
1. Back up a few steps and go up the short nearby pole to get a key. Get
the key and come back down.
2. Climb down the long pole, with the key, in search of the Grand Prize
Chamber. Go down to the bottom of the pole, where the passage then goes to
the left. Ride the travelling melon cars across the dangerous green
sections of railroad track. Jump over the fire pit. Go to the far left
side of the passage and climb down the pole there to the next level and
travel to the right. A locked door will open with the key and reveal the
goodies.
3. Climb up the long pole (mentioned earlier), searching for a Keen, some
Cotton Candy, and the Exit. About 2/3rds of the way up the pole, jump off
to the left into a hidden chamber. You will find a Keen and some Cotton
Candy there. Get them, and go back to the pole, climbing on up to the
Exit. Yer outta there!
* Bridge Bottoms *
Located due south of Horseradish Hill, past the bridge, you will find
Bridge Bottoms, a place consisting of a sky full of mosquitoes above, a log
jam below, and a river below that.
There are 3 exits from this area, 2 on the ground (left and right), and 1
below the water level (to the far right, under water). They all lead out,
but the water exit will lead you to a hidden Keen and a Super Flower Power.
A Super Flower Power is on the uppermost-left log in the log jam area.
There is a grouping of 5 Super Flower Powers and 1 Keen in the upper right
corner of the sky. You must hop onto the backs of the BLUE-WINGED
mosquitoes to reach it. The black-winged mosquitoes will not support your
weight, though.
* Parsnip Pass *
Located past Bridge Bottoms, beyond the waterfall to the right.
The Exit is in the upper right corner of the area behind a door.
The key to the locked door is found on the left side of the area, in a
wooden niche which is accessed by climbing down a pole which is guarded by
a french fry-tossing Frenchy. There is a hidden Super Flower Power inside
the underside of the key's platform.
The Grand Prize Area contains a Keen and a Cotton Candy. Get on the stone
ledge that is to the left of the black hole in the wall where a little bird
pops out ocassionally. Jump up on top of the bird's head when it appears,
then immediately jump up into the base of the wooden platform above. There
you will find the goodies.
Another hidden Keen is found above the wooden platform just mentioned.
From the platform, jump up left to the short sloping log. Then jump up and
left into the base of the ground above to find the Keen.
* Squash Swamp *
Just north of Parsnip Pass is the weed infested Squash Swamp.
The Exit is due left on the other side from where you start.
There are 3 Boobus Bombs directly above the starting location. You must
carefully traverse the floating lily pads to reach them.
There is a Super Flower Power next to the Exit, along a sloping bank of the
swamp. Careful, don't fall in the water!
Squash Swamp is at a dead end in the trail in the Land of Tuberia, so when
done, turn back south and east back toward Bridge Bottoms.
* Brussel Sprout Bay *
Northeast of Horseradish Hill, just around corner, is Brussel Sprout Bay.
There are lots of Candy Bars and Flower Powers high overhead at the start.
You should hop across the lily pads to reach the loot.
There is a big stash of Candy Bars in the upper right corner of area.
The Exit is at the far right, bottom of the area.
* Rhubarb Rapids *
West of Bridge Bottoms you will find the Rhubarb Rapids.
The Exit from this area is on the far left, bottom.
The Grand Prize Area is in the bottom chamber of the large wooden
scaffolding structure found in the center of the area. A locked door
inside the scaffolding blocks your access to the 3 Boobus Bombs, 2 Super
Flower Powers and a key. So, you need another key first... Jump straight
down off the left side of the scaffolding structure to the pegs sticking
out below. A key is under one of the pegs. Using the [Down Arrow] +
[Ctrl] key will let you drop down to the key location from the upper peg.
Once you have the key, jump left across the waterfall onto the logs on the
other side, and jump your way back up to the top, and then right across the
top logs. Using a running jump, leap across to the scaffolding and climb
down to your reward.
Since the Exit is also blocked by a locked door, you will use the key you
find inside the scaffolding to get out.
* Grape Grove *
Further west past Rhubarb Rapids, the trail leads to Grape Grove, a wide
area with numerous platforms from which the Sour Grapes are suspended. Be
careful while walking underneath them.
The Exit is at the far right, bottom of the area.
The main goal in this area is to get the 3 Boobus Bombs that are located in
the upper rightmost corner of the area. They are reached by negotiating
the many platforms and poles there.
There are also 2 Super Flower Powers in the area.
Grape Grove is located at a dead end on the trail in the Land of Tuberia,
so after done, you should travel back east toward Bridge Bottoms.
* Apple Acres *
Located west-northwest of Horseradish Hill, this is one of the more
challenging and rewarding areas you will encounter.
The Exit is on the far left, about mid-way up vertically.
Watch out for the Pea Pods and Pea Brains. Though Pea Pods look mean, they
can't hurt you... but their offspring, the Pea Brains which they toss at
you, can!
To find the "cliff hanging" Keen: From the starting point, go to the left
end of the trail, making your way up to the top of the dirt trail which you
will find. Go down the long purple pole. In the chamber below you will
find a Keen perched precariously above a steep drop off. With a little
jumping finesse you will be able to leap up, grab the Keen and land safely
on the ground you jumped from.
There are 3 Boobus Bombs in the upper left corner of the APPLE ACRES area,
directly above the Exit location. They are easily reached by climbing the
poles that lead to them.
The Grand Prize area is a little tricky to get to and to get out of...
While standing by the Exit, walk right to the edge of the cliff; step off,
then steer your fall back toward the wall, landing in a hidden cave. Watch
out for the travelling melon car. Jump on it if you can, to be safe. At
the left end of the hidden cave you will find 1 Super Flower Power, 1 Keen,
and 3 Boobus Bombs. To get out of this area, take a couple steps away from
the left wall and jump up, grabbing a hidden pole in the ceiling. When you
reach the top of the hidden pole, jump up and right a couple times until
you drop into another visible chamber with a pole that leads back to the
surface.
* Spud City *
South of Apple Acres is Spud City, home of the Tater Troopers.
The Exit is on the left side of the area, mid-way up.
There are 2 Cotton Candies high above the starting point. To get to them,
walk left until you find a pole going up. Climb it all the way to the top
of the wooden scaffolding. Jump off the right side of the scaffolding onto
the supporting backs of the blue-winged mosquitoes. Keep jumping across
the blue mosquitoes' backs until you reach the Cotton Candies. Remember:
the black-winged mosquitoes will not support your weight.
There are 3 Boobus Bombs in the area: They are easily accessible by going
all the way to the far left to the Exit. Jump up on the back of a blue
winged mosquito near the exit, from there jump across to the pole and climb
up. Then jump back to the right across 13 platforms until you reach the
coveted Boobus Bombs.
The really tough Bonus Area: You can either leave Spud City at this point,
or you can venture into the underground area where there are some very
difficult-to-find objects... 3 Keens, 3 Cotton Candies, and 3 Boobus Bombs.
Here's how to get started in the underground area. Climb down the purple
pole that leads down into the ground. You will find a blue pole. You can
climb all the way down the blue pole to the area below, and/or you can jump
off of the blue pole about half way down it. Jump off to the left to gain
access to the hidden regions to the left. The secret to finding your way
around in the underground is to repeatedly test the ceiling above you by
jumping up and hitting it with your (thankfully) helmeted head. There are
many hidden openings which you can discover. Many of these openings lead
into hidden labyrinths that contain the prizes mentioned. Good luck, and
be patient. It's a lot like groping around in the dark. Note that in some
places it is safe to jump into the water. For instance, if you spot the
Eyeball in the water, it can be approached from its left by jumping off
into the water and hopping across 3 hidden platforms in the water leading
up to it.
* Castle Tuberia *
This big castle is located in the northernmost, central place on the big
map in the Land of Tuberia.
The Exit from the inside is in the top right corner of the castle. To get
out of this level, you will need 2 keys to unlock the 2 doors which block
the access to the Exit.
Note: You can jump up onto the stone gargoyle heads when their tongues are
sticking out.
To find the 1st key: From the starting point go to the far right, climb up
the pole which is there, go left a few steps to the other side of the
gargoyle heads, and jump up and across on the 2 gargoyle heads to the next
level above. There is a pole to the left. Climb up it to the next level.
There are 2 poles to the right. (The farthest one will lead you up to a
chamber where there is a free Keen. Get it!)
Exit the grape chamber to the left through the passage in the wall. Jump
up on the wall top overlooking the deadly green flashing floor. Use a
running jump to leap across the green floor to the platform where the key
will be found.
To find the 2nd key: Return to the 2nd level from the bottom where the 2
gargoyle heads are. Go left until you are able to jump upwards onto
several short ledges which lead up. There will be a Cotton Candy in the
upper right corner of this locality. Jump the ledges all the way up to the
top level hallway. Going right on the top level hallway will lead you to
the doors blocking the Exit. Going left on the top level will lead you to a
fire pit which you can jump over. On the other side of the fire pit is a
window which you can jump out of. While falling down to the ground, you
will grab a key suspended in the air, landing back at the start.
The Grand Prize Area: Jump up the stack of short logs next to the Exit
onto the roof where you will find several Cotton Candies and a couple of
Keens. The trick to getting the Keens is to jump up and grab the letter
"I" in the word "ID" that hovers beside the Keens.
* The Boobus Chamber *
Here resides the great King Boobus Tuber. He is huge... seriously huge.
And, he can jump as good or better than you can. So be careful!
Before entering here you should have collected 12 Boobus Bombs. You will
need to hit King Boobus Tuber with all 12 Boobus Bombs in order to defeat
him.
While throwing Boobus Bombs at the King, you must be constantly dodging him
by jumping around on the platforms in the chamber. If you throw a bomb and
miss him, you can pick it up and throw it again. Good luck! When you
finally hit him with the 12th Boobus Bomb, he will self-destruct and you
will have conquered your nightmarish adversary and win the game!
Congratulations!
- END OF TEXT -