![SwordQuest - WaterWorld [Model CX2671] SwordQuest - WaterWorld [Model CX2671] screenshot](images/game/51096_1.png)
SwordQuest - WaterWorld © 1983 Atari, Incorporated.
WaterWorld is primarily a puzzle. There are seven rooms. Scattered throughout these rooms are 16 magical objects which are related to each other and to the seven rooms. Isolating the rooms from each other are three skill-and-action tests which you'll need to master in order to successfully enter a room and manipulate all the objects in that room.
Your task, SWORDQUEST CHALLENGE, is to travel successfully from room to room; discover the relationships of the objects to each other and to the rooms; and then place a correct combination of objects in the appropriate room to get a numerical clue.
Each room needs a unique set of seven objects to trigger a clue. If you correctly place at least four of the seven objects designated for a specific room, a numerical clue will momentarily be revealed to you at the bottom of the screen. Use this numerical clue to search for a word clue in the accompanying comic book.
You can carry a total of six objects in your carrying pouch. You gain information about the objects and their interrelationships by transferring the objects back and forth from the room to the carrying pouch in each of the seven rooms. Interrelationships between the objects and the rooms will be displayed as 'hints' at the bottom of the screen. Writing down these interrelationships and interpreting the resulting information is an essential prerequisite to successful game play in a puzzle like WaterWorld.
Model CX2671
WaterWorld was the third and most rare of the three released SwordQuest games. It was originally only available via mail order from the Atari Club, but was later sold in stores in limited quantities (with a Swordquest - WaterWorld comic book). The fourth and final SwordQuest game, Airworld, was never finished.
