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turmoil v1.2 help and walkthru
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[1] general tips

  first and very important, always play this and other
  ZZT games in full screen mode. that is, never within a
  window. editing is an exception, of course. it really 
  does make a difference.

  turmoil was designed in such a way to avoid the blue
  dialogue box whenever possible. since most characters
  have more to say than can fit on one line, they may have
  multiple statements. some characters say several things
  in succession automatically. if, however, someone only
  says one thing, try talking to them again. and again. in
  some cases, this helps you follow the storyline better.
  in other cases, it is crucial to advancement.

  this game is more oriented on plot development than
  reflex skill. consequently you are given infinite ammo
  and lots of health. stock up when you get the chance.
  I mean _really_ stock up.

  save all the time. there are many ways to die.
  hopefully no unexpected annoying ways, but many.

  if a segment is annoying, and you don't think it is
  worth passing legitimately, go ahead and cheat. I'd 
  rather you see the whole game than give up early. 


[2] the walkthru

  now for the walkthru section. if you haven't played the
  game already, DON'T READ THIS NOW. if, on the other hand,
  you have played the game and got stuck somewhere, this
  might just be what you need. I will not only include things
  you must do to advance, but also plot items you _can_ skip,
  but are intended to be done.


I. aboard the starship plecostamus - introduction

  a. talk to felix and frog.
  b. go to the left screen and wake up sam.
  c. go to the right screen, fill up your ammo, 
     get a shake (at bottom), then go through the portal.

II. the peaceful planet chert

  a. talk to felix.
  b. go up to the hut screen.
  c. go right and find frog and ???? trapped.
  d. return left and destroy the hut, acquiring the key.
     you can beat him by slowly moving right while.
     shooting at the drones. when they are cleared,
     hit him repeatedly in the mouth.
  e. go right again and free the captives.
     talk to everyone and return to the ship.

III. the warring red planet

  a. on the ship, talk to your three active shipmates.
  b. go right, get a shake and ammo if needed,
     then enter the portal.
  c. on the planet's surface, go to the north screen.
     and talk to the gaping pit/mouth until he gives you 
     the white key.
  d. go back down to the central screen and enter the
     passage on the right. inside, search the holes
     in the floor and find the red key.
     _this part is optional:_ burrow around the white
     median, mow the yellow monnsters, and take what's
     in the box. be sure to get the other red key.
  e. return to the surface, then proceed to the 
     south screen and use the white and red keys to
     get the two yellow ones, opening the two yellow
     doors to let the prisoners (and yourself) escape.

IV. a mine in an asteroid

  a. on the ship, talk to masher, frog and sam. felix
     is unconscious in the sleeping room.
  b. get plenty of ammo and a shake, then go down.
  c. on the surface, talk to the head miner.
  d. enter the mine, then go right. clear out the 
     infestation in your way, cross the tracks and 
     proceed left. clear the way with
     gunfire and go on to the left screen.
  f. kill all in your way and enter the passage.
  g. the boss here is a reddish slime filling the
     cavern. clear a path through the skin then
     cut through to the heart. if the eyes become
     a nuisance, push on them to eliminate them.
  e. the metal box is worthless. exit the room
  f. in the crater, talk to the miner and masher,
     then get in the green shuttle.

V. destination sun

  a. on the ship, go left an visit recovering felix.
  b. on the surface, push on the block directly up
     from you. the maze you uncover looks like this:

            finish
               |
        |  |   |  |
        |__|   |__|
          |     |
          |__|__|
            |  |
            |__|
          |  |
          |__|
            |
          start

  c. clear a path through the pulsating mass,
     and continue north.
  d. dodge the bouncers, take either route.
  e. pass the second mass just like the first.
  f. north again, run into sam.
  g. north again, see the monster, flee south.
  e. talk to head alien, get boost and sam's ammo.
  f. kill the stone monster. no secret, just keep
     shooting, cut through to his left eye.
  g. find masher, then go left or right. talk to
     frog and enter the portal.

VI. the enemy ship

  a. go right and talk to the captain (center)
     follow him and...
  b. talk to the stowaway alien.
  c. use the boxes to block the beams (touch the
     white panels to get the blocked-in ones)
  d. go right, find frog and talk to him.
  e. after talking to everyone, enter the portal.

VII. the broken plecostamus

  a. avoid the sparks. they're dangerous.
  b. go left, through the wreckage to the lower level.
  c. open the door, enter the bay and talk to 
     everyone. then enter the escape shuttle.

VIII. an unknown place

  a. go see felix, then go north.
  b. push boulders to uncover the passage
     (hint: clear the forest).
  c. in cave, get the shiny object (key).
  d. exit cave, go south then right, crossing the
     land bridges (you can disable the shooters).
  e. enter the passage to the main cave tunnels
     watch out for bats. the maze is not as
     difficult as it may seem. if you just can't
     get through it, let me know and I'll send
     you a map...

  f. when you emerge onto a small island, travel
     north. take the land bridge path, move along 
     until you find the passage leading inside.

IX. the end

  a. in the building, look around, and when you are
     ready to end it all, go right. touch the white
     panel to reveal the endgame trigger.


  this walkthru has not been exhaustive. there are a few
  more insignificant(?) things to do and a secret or two
  besides. thanks for playing.

----------------------------------- 
cly5m 1999  [ clysm@autofish.net ]
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