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typo hints

Guest on 16th August 2022 01:29:50 PM

  1. Hints for Playing Typo
  2. Introduction
  3. Typo is a short story which casts you in the role of the lead character. In the story, you are a paid test-subject, hired to help evaluate new technologies. Your employers are tracking how long it takes you to understand and complete the task they've given you, so you'll want to proceed as quickly as you can. Armed with only a field service manual, your task is to configure and operate an unfamiliar machine.
  4.  
  5. We recommend that you try to complete the game without consulting these hints. If you do get stuck and want a hint, try to find a question below that matches your current situation in the game. Note that SOME OF THESE QUESTIONS ARE SPOILERS! Don't read ahead unless you are willing to finish the game without solving all of the puzzles.
  6.  
  7. How to use this hint page
  8. The hints are grouped into sections, each of which gives questions and solutions appropriate to one portion of the game. Each question is followed by one or more hints, "hidden" within a colored box. Each answer is a hint. When you are certain you wish to see a hint, move the mouse cursor over it. Here's a sample to practice on:
  9.  
  10. How can I get past the receptionist?
  11.  
  12. Hint 1:
  13. Have you noticed that jar on the desk, labeled "bribes"?
  14.  
  15. Hint 2:
  16. PUT ZORKMID IN JAR
  17.  
  18. You should be able to see the "invisible" text by moving the mouse over the hint box. Some browsers my require that you select the area by clicking and dragging the mouse across the colored hint box. In an emergency, "view source".
  19.  
  20. If you need help getting started, there are some excellent resources at this web site.
  21.  
  22. Please report any bugs you find to us.
  23.  
  24. General hints
  25. Examine everything!
  26.  
  27. Consult the manual. Often.
  28.  
  29. Eat a well-balanced diet, and drink plenty of water.
  30.  
  31. The Test Chamber
  32. What is PTECS?
  33.  
  34. Hint 1:
  35. PTECS is the "Idea" described in the Non-Disclosure agreement you accepted.
  36.  
  37. Hint 2:
  38. PTECS stands for Psychic Typographical Error Correction System.
  39.  
  40. Hint 3:
  41. PTECS will attempt to fix typing errors you make while playing the game.
  42.  
  43. What does "hyper-mimetic" mean?
  44.  
  45. Hint 1:
  46. "Mimesis" has the same roots as "mime"
  47.  
  48. Hint 2:
  49. According to one dictionary, mimesis is "1. The imitation or representation of aspects of the sensible world, especially human actions, in literature and art."
  50.  
  51. Hint 3:
  52. Mimesis is the difference between a prop and a real object.
  53.  
  54. Hint 4:
  55. The prefix "hyper-" means Over, above, or beyond. It can also mean excessive.
  56.  
  57. Hint 5:
  58. So hyper-mimesis would be something beyond mimesis.
  59.  
  60. What do I do now?
  61.  
  62. Hint 1:
  63. It's always a good idea to examine everything in the vacinity.
  64.  
  65. Hint 2:
  66. And maybe look through the window.
  67.  
  68. Hint 3:
  69. Try to get the machine running.
  70.  
  71. How am I doing so far?
  72.  
  73. Hint 1:
  74. You can use the "Score" command at any time to get a rough idea of how you're progressing.
  75.  
  76. Hey, the typo correction system fixed my mistake!
  77.  
  78. Hint 1:
  79. Amazing, isn't it?
  80.  
  81. The typo correction system made a mistake!
  82.  
  83. Hint 1:
  84. We're still working out some of the kinks in the system, which is why you're here.
  85.  
  86. Why are the walls padded?
  87.  
  88. Hint 1:
  89. It could be for your safety.
  90.  
  91. Hint 2:
  92. But it's really to sound-proof the test chamber.
  93.  
  94. How do I leave the room?
  95.  
  96. Hint 1:
  97. The door can only be opened from the outside.
  98.  
  99. Hint 2:
  100. Did you ever watch Scooby Doo? Or perhaps you've played Janitor?
  101.  
  102. Hint 3:
  103. There's always a secret door.
  104.  
  105. Hint 4:
  106. Often, it's hidden behind a bookcase.
  107.  
  108. Hint 5:
  109. But not this time.
  110.  
  111. Hint 6:
  112. You'll have to finish your task before you can leave the chamber.
  113.  
  114. The Machine
  115. I don't see any machine!
  116.  
  117. Hint 1:
  118. That's because the test hasn't started yet.
  119.  
  120. Hint 2:
  121. The people in the control room are the ones who start the test.
  122.  
  123. Hint 3:
  124. Look through the window.
  125.  
  126. What is this machine? What does it do?
  127.  
  128. Hint 1:
  129. That's what you're trying to find out.
  130.  
  131. Hint 2:
  132. Which means you'll have to get it running.
  133.  
  134. How do I get the machine running?
  135.  
  136. Hint 1:
  137. First, you'll have to examine the machine.
  138.  
  139. Hint 2:
  140. You'll want to consult the manual about each part of the machine.
  141.  
  142. Where is the phone jack?
  143.  
  144. Hint 1:
  145. Once the hyper-mimetic field was turned on, the room changed.
  146.  
  147. Hint 2:
  148. So you'll want to examine everything again.
  149.  
  150. Hint 3:
  151. Especially the west wall.
  152.  
  153. What do I do with the hose?
  154.  
  155. Hint 1:
  156. You could try connecting the hoses to each other.
  157.  
  158. Hint 2:
  159. But that would be wrong.
  160.  
  161. Hint 3:
  162. Maybe there's something about the hoses in the manual.
  163.  
  164. Hint 4:
  165. Connect each hose to one of the spigots on the barrels.
  166.  
  167. How do I know which spigot goes with which hose?
  168.  
  169. Hint 1:
  170. The answer is in the manual.
  171.  
  172. Hint 2:
  173. So you shouldn't need to read the next hint.
  174.  
  175. Hint 3:
  176. CONSULT MANUAL ABOUT WHITE HOSE. CONSULT MANUAL ABOUT SILVER BARREL.
  177.  
  178. What do I do with the paper tray?
  179.  
  180. Hint 1:
  181. Have you tried putting it in the hopper?
  182.  
  183. Hint 2:
  184. If so, you know that is wrong.
  185.  
  186. Hint 3:
  187. Maybe there's something about the tray in the manual.
  188.  
  189. Hint 4:
  190. INSERT TRAY INTO SLOT
  191.  
  192. Hopper?
  193.  
  194. Hint 1:
  195. A hopper is a kind of bin, where something is held until it is ready to be dispensed.
  196.  
  197. Hint 2:
  198. There is an entry about it in the manual.
  199.  
  200. Hint 3:
  201. In this case, it holds the packaging materials.
  202.  
  203. Hint 4:
  204. The packaging is made of cardboard.
  205.  
  206. Hint 5:
  207. And comes in a bundle.
  208.  
  209. How do I open the bundle?
  210.  
  211. Hint 1:
  212. Perhaps you could use one of the other machine components to open the bundle.
  213.  
  214. Hint 2:
  215. Or maybe you don't need to open the bundle.
  216.  
  217. Why is the light flashing?
  218.  
  219. Hint 1:
  220. This is explained in the manual: CONSULT MANUAL ABOUT BLINKING
  221.  
  222. Hint 2:
  223. A flashing light indicates that the associated subsystem is not working correctly.
  224.  
  225. I won! Is there anything else to see?
  226. Have you tried...
  227.  
  228. Hint 1:
  229. ...turning the power switch and the blue switch on, then plugging the wire in?
  230.  
  231. Hint 2:
  232. ...turning the power switch and the yellow switch on, then connecting a hose?
  233.  
  234. Hint 3:
  235. ...turning the power switch and the green switch on, then inserting the tray?
  236.  
  237. Hint 4:
  238. ...tasting the pile of gunk?
  239.  
  240. Hint 5:
  241. ...tasting the "butter"?
  242.  
  243. Hint 6:
  244. ...putting the crusty brown stuff in compartment 1 or 2 before running the machine?
  245.  
  246. Hint 7:
  247. ...looking out the window a few times after the hyper-mimetic field is activated?
  248.  
  249. Hint 8:
  250. ...Playing 'Haunted House Adventure', another game by the same authors?

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