Fork in the Tale, A

Fork in the Tale, A

16.10.2013 23:24:35

~B
A Fork in the Tale

General Tips:

The following tips should help you throughout the game.

Click on icons quickly as they appear on screen. You may be
penalized for not acting and you may also miss opportunities for
points, action, and conversation. Best of all, clicking on icons
is the best way to realize all the humor embedded in the game.

If you are uncertain as to the meaning of an icon, click anyway.
You'll soon discover the meanings through usage and will learn how
to use actions strategically.

No action can lead to certain death. This is not a story on a
rail. You have free will to make choices but just sitting there
will not advance the story lme.

Use aggression, passivity, or cooperation as appropriate to the
situation Your reaction will guide the conversation, the action,
or place you'll go. You will learn to select actions and tones
appropriate to the personality your are dealing with (these are
conversational puzzles).

Play scenes several different ways to fully realize the ability of
choice imbedded in the game. You will also see the seamlessness of
the video and audio edits.

GUIDE TO CD 1

Backstory:
There are many worlds within the universe. They are all connected
and can be entered if you can access 'the portal' or other devices
such as the Rendalla band. The islanders of Eseveron were
transported from other worlds, primarily from the lost island of
Atlantis. In the final days of Atlantis it became clear that the
Defiance, if it didn't get its way, would blow up the island. Some
of the Atlantans escaped before the explosion while others who
were wearing Rendalla bands were able to transport themselves to a
new dimension. After the devastation of Atlantis, its remaining
citizens restored their culture On Eseveron. However, things are
no longer right. The Forest spirits are in an uproar; Pyrodarts,
formerly a stunning device, now kill. The King and his right led
man, Cage, want to burn down the Forest and kill the Amalions
(men-hating woods women). The King fears there is another defiance
afoot, the same sort that blew up Atlantis. They want to unlock
the code to a bomb and use it against the Defiance. They are
enlisting scientists by force to break the protective code.

SCENES FROM CD #1:

Story Line: You are going about your own life, walking through a
parking lot when you accidentally step into a scuffle between a
pretty girl, an older man, and a gang of hoodlums. You take a
bullet in the chest or back depending on your level of courage.

The woman kneels over you and slips a glowing bracelet called a
"Rendalla Band" on your arm. She whispers, "Here' take this. It's
your only chance. Look for me on the other side."

The thugs run over and start fighting when they see the band on
your arm They determine they'll "get it on the island" and run
off.

Paramedics arrive. The lead medic picks up your arm, the Rendalla
has disappeared and a glowing Dragon Tattoo replaces it. "You have
been chosen my son." He shocks you with defribillators and you are
transported through a portal connecting different worlds and
dropped off the shores of the island of Eseveron. You will learn
that Eseveron is a parallel dimension, populated by the people you
saw in the parking lot and a lot more characters. You could not
survive on Earth without a Rendalla. Your only chance is to gain
energy and power on Eseveron and return to your Earthly body with
more strength.

The Parking Lot Scene:
Hint: Help the girl and you'll move forward in the game faster. If
you act cowardly during the shoot out you'll die slowly in the
bureaucracy of the hospital waiting room.

Note: There's a consistent theme throughout the game's story line.
You are an unlikely hero. In fact you're not a hero, just a
regular guy who stumbles into the role. But to win the game, you
need to become a hero and that means acting heroically. It's the
story of growing bigger (emotionally and 'karmically').

Click on the Icons: In addition to arrows and gesturing men icons,
there are Memories and Self Talk icons. They look like clouds. The
Memories enable you to ask about people or places later. The Self
Talk is comic.

OCEAN:
Tips: When you land in the ocean and need to swim, there will be
directional arrows. Follow the direction of the fish unless you
hear an ominous sound, then go in the opposite direction of the
fish. Follow the sea turtle to get help in understanding your next
goal on land.

THE BEACH:
Your welcoming committee consists of a band of men trying to run
you down on horseback. Use the icons that come up such as
Memories, and Looking around to get your bearings for use later in
communications.

Choices:
Be aggressive and takethe horses head on. You'll get points for
dodging the animals. Four stars and you escape to flee with
Naranya (the woman in pink gown who was in the parking lot).
Go back in the water: possible shark attack. Would weaken you and
you'll end up on the hospital bed with surgeons desperately trying
to remove the bullet from near your heart.
Lose the horse dodge game and get captured by the King's men. Go
to dungeon on Castle Grounds.

The underlying objective on CD 1 is to find out where you are, how
you got there, and what you are supposed to do to get back home.
You do this by making your way successfillly though the forest to
the wise man, Mersham. Before doing so you'll explore the Castle
Grounds and gather key information about the King, his men, the
Amalions, and the Defiance. Before leaving you'll gain power in
the form of an Entropy Tracker, a tool for locating and calming
disturbed energy.

FOREST:
You will roam through the Forest alone and with companions in the
game. The Forest is the domain of the Amalions, a tribe of women
who live close to nature, but hate men. The King's henchmen search
the Forest looking for you and Naranya. Amalions and the King's
henchmen all pose a threat to you ranging from death to capture.
There are also plans afoot to burn down the Forest because of a
suspected Amalion uprising. An 8 star game appears. You earn stars
by evading capture. Earn enough stars and you make it through the
Forest to where Mersham is waiting.
Tips: If following Naranya, stay close. It's easy to lose her in
the chase. Click on concentric circle icons as you are running.
They will enable you to fend off your pursuers and gain points
toward an explanation.
Hint: When memory icons come up, click on them. You'll learn more
about your
situation and the mystery on the island later in conversations.

Forest Spirit Puzzle: The puzzle represents the disturbance of the
Forest Spirits. You need to learn the magic gesture to calm them.
Only then can you encounter Mersham (Lead Medic on Earth and
powerful shaman on Eseveron).
Hint: Guide the hand in a motion which appears to change the
pattern of the confetti-like shapes and colors. Start in the upper
left corner and try different directions of the hand. When there
is a deliberate-looking change in the pattern, continue moving in
the same direction. All of the gestures in the Competitor and Hero
levels are made of 3-5 straight shapes connected at right angles
such as stair steps. In Visitor, any movement across the screen
will work.

Meeting Mersham: You will learn about the Rendalla, the King's
Men, other worlds, and about Caring, True Power, Helpfulness and
Gratitude; all information that will help you build up energy,
unravel the island's mystery and get you to Earth in a condition
which will allow you to survive the bullet.

The Luma Seed: This is a magical object that appears throughout
the game to dispense information and assistance, or give you a
magical power that you have earned. At the end of CD 1, the Luma
Seed will appear with a puzzle. Solve the puzzle and you earn the
Entropy Tracker, a device you'll need for locating energy
disturbances.

Solving the Entropy Tracker Puzzle: This is a gesture problem
similar to the Forest Spirit puzzle. Guide the hand to direct the
formation of a shape constructed of right angles. Continue moving
in a direction when the shape takes on a more solid form. It will
begin as a wisp and end as a top-like device.

DUNGEON & CASTLE GROUNDS:

When you are captured, if you aren't killed, you'll be tossed into
the dungeon. Here you'll meet the Castle Architect, a quirky
fellow with lots of secrets. He knows you want to go home. He'll
help you on your way if you bring him information. The "Key" to
your release from the dungeon is bringing back 5 pieces of
information you'll glean from listening in on conversations on the
castle grounds. These make up your 5 quests on CD 1. Information
does not need to be gathered all at once. You can leave the castle
grounds with help of the Architect's magical map.

Negotiating the Castle Grounds:
When you are on an Information quest 4 arrows will come up
pointing N. S. E, W. (there will be fewer arrows if you are in an
easier mode.)
The North Arrow leads you to a door directly in front of you. This
is the entrance to the main area in the Castle. Once inside there
is a door on the left, and a flight of stairs to the right. Up the
stairs there are two more doors. You will explore these rooms at
various times.
The East Arrow takes you to a door opening into the Lab.
The South Arrow turns you around to explore the Castle Grounds.
There are several conversations to overhear throughout the
grounds.
The West Arrow takes you down a corridor. On the right you'll see
a door under the decking. That is the backdoor to the dungeon. Use
it to report back to the Castle Architect without the pain of
getting captured and thrown into the dungeon.

HOSPITAL
If you are very wounded or killed on Eseveron, you become
conscious of your weakened body still hanging onto life in the
parallel dimension of Earth. Due to the bullet lodged right next
to your heartùyou're almost a goner. You will not survive on Earth
unless you accumulate more energy on Eseveron. After a dreamlike
re-entry into your body on the surgical table, you are transported
back to Eseveron's waters for another attempt at gaining energy.
As the story unfolds you will lean about many ways to build

CD2

Overview of CD 2: Geared up with the Entropy Tracker given to you
by the Luma Seed, you'll have the tools to negotiate this level.
You start out in the forest with Naranya but within moments you'll
have the following story action choices:
Continue with her through the forest;
Get captured and go to the Castle Dungeon,
Arrive at the Black Smith's Forge,
Have a run-in with Amalions;
Get captured by Amalions and entered into a fight to the death
The underlying objective is to meet the Blacksmith and get his
magic Dragon Staff and then follow the "Daughters" to the Inn.
Additionally, you'll get information to further the story and
understand the events to unravel the island's mystery.

BLACKSMITH'S FORGE
Story: The Black Smith has been blinded literally and
metaphorically by his inability to understand Time Power. He is an
exceptionally hard worker and dedicated to forging magical
weapons. Recently his most important research manuals and formulas
have been stolen. When you arrive he believes you are the thief
comingback for more.
Tips: The Blacksmith will try to club you. Keep silent. He will
also attack Naranya. Attempt to help her by distracting the
Blacksmith. Do not abandon her if she goes down and becomes
unconscious. If you remain in the forge and both Naranya and the
Blacksmith are felled, a bomb-like device will be activated. You
will need to solve the Panel Puzzle to deactivate it.

Panel Puzzle Solution:
Each button and switch activates one of the other buttons or
switches on the panel. The key is to try each one, map out what it
activates and then follow the pattern that the panel generates.
There is a secret button on the panel behind the lever.

Labyrinth to Core
After solving the Panel Puzzle you fly through a labyrinth of
tunnels leading you to the Power Core. In order to negotiate to
this core you'll need the Entropy Tracker. Click on the Tracker.
Depending on the setting of the difficulty mode, you may or may
not need to do the magic gesture to activate its power. The
Tracker has a red pointer at the top. The pointer vibrates when it
detects energy disturbances. Train the Tracker over the tunnels to
determine which one you should enter. Enter where the disturbance
is highest. You need to make this decision and click before you
fly out of the tunnel you are in. If you are late, you'll fall
into the chasm and will lose points. At the end of the labyrinth
you'll hit the Power Vortex. Click on the right spot and it will
transport you back to the Blacksmith.

Blacksmitht's Conversational Puzzle
Story: The Blacksmith shuns everyone in quest of his work. He is a
bully and abuses his powers. He sees you as weak and decides to
take your Rendalla band. This is life threatening to you.

Conversational Puzzle: The game includes four main conversational
puzzles. The first one you'll encounter is with the Blacksmith. In
these scenes, skilled conversation, rather than physical action,
is key to winning. Getting tbrough these scenes successfully
requires that players:
Figure out what sort of attitude will work against the antagonist
Choose the right speech acts and movements when they are
presented.

Tips: To win the Blacksmith's Conversational Puzzle first you must
confront him aggressively. Be forceful. Click on theTrue Power
memory.

Blacksmith's Dragon Staff
Ask the Blacksmith's wife for something. She'll give you the
Dragon Staff, which will evolve into a defensive shield. You'll
need this to shield yourself though the forest. The LumaSeed will
explain its defensive powers.

FOREST
You will need the magic staff given to you by the blacksmith's
wife to successfully negotiate the forest, thwart the Pyrodarts,
and defend against the Amalion traps and King's Henchmen.

Amalion Encounter: They believe you are one of the Swale
(Swine/Male) attempting to burn down their forest and kill them.
If captured they will throw you into a fight-to-the-death with one
of Arisar's men.
Tips: In the fight, click quickly on icons. As you play you will
learn their meanings: punch, hold, directional moves, rolls,
pushes, karate chops. When your energy is flagging use a defensive
move such as a push to the side or spin, rather than an energy
consuming offensive move.

Using the Magic Dragon Staff: Depending on your level of
difficulty, click on the icon, make magic gesture to activate,
click to ward off Pyrodarts and other threats.

Hint: Defending against Pyrodarts requires waiting until dart teas
been launched. Click too soon and your defense is down by the tune
dart nears you.
Note: When Dragon Shield drops away from Dragon, re-energize by
clicking on icon.

Daughter Chase: The Blacksmith suggests you go to the Inn and find
Eleusia After arming yourself with the staff, you take the West
Trail through the forest. It's heavily inhabited with Amalions and
the King's men. You'll deal with them using the Staff. However,
you'll also spot beautiful maidens in the distance. Click the
rectangular icon when you see them. You will need to spot and tag
all 10. They are Eleusia's daughters and will lead you to the Inn.

CASTLE DUNGEON
Story: You gather information by spying around the Castle. You
learn:

Conlin appears to be Naranya's father, a highly regarded research
scientist on Earth who studies ancient civilizations. He stumbled
onto evidence that an ancient civilization found a way to travel
inter-dimensionally. He links the travels to the Rendalla band and
secures one for himself and his daughter Naranya
Conlin is being held by the King to decipher the protective code
encasing a bomb that the king would like to use. A group of
scientists is working on the encryption with Conlin. However,
Conlin is stalling to prevent the information falling into the
King's hands.
The King believes Naranya is one of the leaders of the New
Defiance and orders her captured. He believes he can get to the
others through her.
Eleusia, the Inn Keeper, is also targeted by the King for capture.
The King's Men talk of mutiny. Eleusia is everyone's surrogate
mother, a kindly, woman with 10 lovely daughters. They cannot
believe she is a member of the Defiance.
Arisar wears a half heart locket around his neck. His infant
daughter wore the other half He lost her as an infant when
Atlantis blew up. He believed her dead all these years but
recently has word that she may be alive on another world.

CD3

Overview of CD 3
You have just arrived alone at the Inn. If you approach the Inn
you will meet the Inn Mother, Eleusia -- if you leave, you will go
to the Castle. The objective is to meet Eleusia, go upstairs to
meet the other "Guest" and then get the Celesphere from Eleusia

THE INN
Story: Eleusia and her daughters have forgotten the true meaning
of Help, and often smother their guests with food and attention.
They currently have one guest when you arrive, Naranya, and she is
very sick.

Tips: Do not become distracted by Eleusia's daughters. Your goal
here is to meet the other guest. You will gain points for asking
about the guest and you will loose points if you ask to see more
of Eleusia's daughters. Eleusia will occasionally try to take the
staff away from you. She will always be frightened by it, which
will give you enough time to click on the icon and grab your staff
back. If see takes the staff, her daughters will go outside with
it, and you will have to chase them through the forest to get it
back. Once you have earned enough points to see the other guest,
approach the stairs.

Eleusia's Staff Puzzle
Eleusia and her daughters will try to stop you from going
upstairs. If you try to talk to any of them you will be smothered
and loose your staff. The only solution here is to use your staff
to repel Eleusia and her daughters. Time your activation of the
staff carefully. If you use the staff to early you will lose it.

Eleusia's Conversation Puzzle
Story: Eleusia will try to stop you from seeing the other guest by
distracting you with her daughters. By now, you know that the
other guest is Naranya, and she needs your help. Eleusia will
listen to you if you talk to her now. Confont Eleusia, then click
on the Help from your memory.

Naranya in Bed Puzzle
Story: Eleusia will guide you upstairs to see Naranya, who is
seeing visions of the annihilation on Atlantis. Eleusia will ask
you to help Naranya. There are only two solutions here:
You can use the Dragon Memory if you have it. Thismay be obtained
from Mersham after the Swale Fight on CD 2.
Overwise, you must use the Entropy Tracker on Naranya

Eleusia's Celaphere
After you help Naranya, Eleusia will give you the Celesphere. The
LumaSeed will explain its power of drawing compassion from an
attacker. You will need to complete a gesture problem to activate
the Celesphere, which will begin as a sphere and end as a flower.
Naranya will leave the Inn with you and guide you to the castle.

Return To The Inn
You must avoid all attacks and earn points to return to the Inn.
You must return to the Inn if you left to retrieve the staff, or
to complete the quest for the Castle Architect.

Swale Fight
If you did not win the Swale Fight on CD 2 and get hit by an
Amalion or a Pyrodart, you will be captured and return to the
Swale Fight. You continue the fight from the last round you were
in.

Castle Dungeon
Story: You gather information by spying around the Castle. You
learn that Arisar orders his men to capture Naranya alive and
unharmed since she is a leader of the New
Defiance.

CD4

East Trail
Story: You are following Naranya along the East Trail. You have
the opportunity to ask Naranya some questions and find out how she
ended up at the Inn. Here's what you learn:
Naranya was tricked by one of Arisar's men who was wearing a cape
just like Mersham. Naranya ran up to him and was captured. (Later,
Arisar's men will try the same cape trick on you). Luckily for
Naranya, a group of hunting Amalions happened to pass by and
attacked Arisar's men. Naranya crawled into the bushes and got
away.

You and Naranya are then attacked by the Amalions who capture
Naranya and take her away. You have various options here, but they
all lead you to being alone in the forest.

FOREST
You walk alone in the forest and must find the Amalions to get
Naranya back. Arisar's men have set fire to parts of the forest:
they are still in the forest and are looking for you. They will do
various things from capture to death if they catch you. The
Amalions believe that you are trying to destroy the forest and
that you do not appreciate their efforts to save it. You must put
out the fire to prove to the Amalions that you are not like
everyone else.

Tip:
Mersham will appear to guide you. If you do not see the Forest
Spirits then it is really Talisan disguised as Mersham.

Hint:
When you see the fire, use the Celesphere to put it out and earn a
point. When you earn 4 points, the Amalions will stop their
attacks and approach you.

Amalion Conversation Puzzle
When you first meet the Amalions, ask Seshara (the Amalion Queen)
where Naranya is, they will knock you unconscious and take you to
another part of the forest. The Amalions are very unfriendly now,
and they take your staff away. You must tell Seshara that you need
her help. There is more than one correct path to take through the
dialogue here. Remember that you are here to see Naranya. The
Amalions do not like weak people, so never beg. If you don't get
yourself killed, you will eventually get to see Naranya.

Kalinia Fight
Story: You have just seen Naranya and have a new problem: now
Naranya thinks she is an Amalion and that her name is Kalinia.
Naranya will try to kill you, and you must fight her. This will
play a lot like the Swale Fight that you had earlier, with a few
exceptions:
You will only be able to fight defensively. Deep down, Naranya is
still your friend so you don't want to attack her.
You will be given opportunities to make Namaya start to remember
who she really is. Not all of your memories will work. For
example, Naranya will not remember being captured by Seshara but
she will remember her father.

Tips
There are several ways to win the fight:
If Naranya runs out of energy and passes out, you can approach her
and use the Entropy Tracker.
If you get 6 points to make Naranya remember who she is, Seshara
will stop the fight.
You must first show Bravery, then Reason with Seshara, and finally
show your Gratitude. Naranya will pass out and you can use either
the Dragon Memory or the Entropy Tracker to revive her.

FOREST
Story: Seshara will tell you about the Shell and that you need to
get the Amagoshard from Arisar. Seshara will give you the Thunder
Stone in exchange for the Celesphere.

Initiation Dance
The Amalions perform their Initiation Dance for you. You must play
the drums to make more dancers appear. You can use the drum beat
(from the other drums) as a guide to help you play on beat. In the
final moments of the dance, smoke will fill the area. Use the
Thunder Stone on the smoke to make a dancer appear. When smoke
appears again you may use the Thunder Stone again. If you use the
Thunder Stone, you will see a vision of the Annihilation. If you
do not use the Thunder Stone, you will see more of the dancer.
After the dance, Naranya will say goodnight to you and you will
fall asleep.

Amalions Captured by Arisar
In the morning, you and Naranya hide in the bushes. Arisar and his
men appear and capture the Amalions. You will learn that Arisar
and Seshara were once married and they had a daughter who was lost
during the Annihilation. Seshara blames Arisar for the death of
their daughter since he went away. Arisar explains that he was
looking for a safe place for Seshara and their daughter. He also
says that heard news that their daughter is still alive on another
island.

Mersham at Lake
Naranya takes you to the lake to meet with Mersham. You must first
prove your identity to the Forest Spirits (by performing the
gesture you learned earlier). Menham will give you the Vanishment
(which will make you invisible). The LumaSeed will appear and help
you learn the gesture to activate the Vanishment. Naranya will
tell Mirsham of the plan to go to the Castle to get the Amagoshard
and free the Amalions. At the end of this scene you will be
captured by Arisar's men.

CASTLE DUNGEON
Story: You gather information by spying around the Castle. You
learn:
Conlin was caught changing notes and was taken away to be
"persuaded."
Cage is very angry with the other scientists, who have not yet
broken the code
Conlin was taken to the dungeon. The guards take him out
periodically to torture him.

CD5

CASTLE
You are thrown into the Casde Dungeom The Castle Architect sends
you on more quests where you mill team the following:
The King and Cage suspect that the Amalions have the Celesphere.
They suspect that one of the Amalions might have swallowed it.
The King orders Arisar to get the Celesphere from the Amalions. If
they do not hand over the Celesphere, Arisar is to cut them open
until he finds it.

The Castle Architect will then transport you outside at the
Castle; you must now find Arisar and the Amalions. Go to the War
Room to find them.

War Room
If you peek into the War Room, you will see that Arisar is going
to force Seshara to play a game for the lives of the Amalions. To
save the Amalions, you must use the Vanishment.

Saving the Amalions and Yourself
Once you use the Vanishment, you enter the room (the bad guys
cannot see you). You will see 2 bones in Arisar's hands; one of
them has a red dot. You will then be standing in front of 2
candles. You must blow on the candle that corresponds to the hand
with the bone (left candle for left hand; right candle for right
hand); click on the appropriate hot spot. You will also need to
recharge the Vanishment after each time that you blow on the
candle, since it uses up magic very fast. When you earn the points
needed to save the Amalions, your Vanishment will disappear and
you will be caught.

Tip:
You must play Arisar's bone game to save first Seshara and then
yourself
To determine which hand the bone is in, watch the candles. If the
right candle flickers, the bone is in the right hand, and vice
versa

Arisar Conversation Puzzle
Once you have earned enough points to save yourself, Arisar will
try to bully you into playing for your life some more. Instead you
should confront Arisar and ask about Care from your memory. You
will tell Arisar that you know that he lost someone that he cared
for and ask him what happened to his daughter.

Arisar will send his all his men out of the room. Arisar will show
you the picture of Naranya, and ask you to help him find her.
Arisar says that he just wants to ask her a few questions and that
he won't hurt her. When you agree to make a deal with Arisar, he
will free the Amalions and give you the Amagoshard. The LumaSeed
will appear to help you learn the gesture sequence for it.

HILL TOP
Congratulations you have almost reached the end of the game, but
there is still more for you to do, and the fate of this world is
at stake.

There are multiple exciting endings. The one you get depends on
your actions from this point on. Good luck!

 
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engl. Lösung

16.Октябрь 2013
 
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