This is the 6th chapter in the Witch Choice/Witch Saga series.
Choices which have been struck through indicate that either you die there or game over.
If you are looking for a preferred path to follow, I have highlighted those choices. It will help you to get the high score.
Achievements from the Witch Choice app.
Starting stats - Sanity: 5, Mana: 15, Cool: 0
Choice 1
1 Try to expel her now (Cool +1, Mana -2)
2 Convince her to possess another
3 Just observe her
Mana -2
Choice 2
1 Create a knife (Cool +1, Sanity -1, Mana -1)
2 Dig underneath the ground [Achievement: Pragmatic]
2.1 Throw dirt at her (Sanity +1, Mana -1)
2.2 Try to be stealthy (Sanity -1)
3 Fly (Mana -1, Sanity -1)
4 Go see her (Cool +1, Sanity -1)
5 Stay where you are
Choice 3
1 Say 'I am possessed!' (Mana -3)
2 Talk to Thomas telepathically
3 Trip (Sanity +1, Cool +2, Mana -3)
Choice 4
1 Fight the tentacles (Mana -2)
2 Relax for now
Mana +1
Choice 5
1 Trip her (Mana -2, Sanity -2)
2 Engage her in conversation
2.1 Who is she and what she wants?
2.2 The mummies (Cool +2)
2.3 The crown
Choice 6
1 Your magic is inadequate
2 You will interfere with an attack (Sanity -1)
3 Your companions are gullible (Cool +1, Sanity +1)
Choice 7
1 Slip her the wrong memory (Sanity -1, Mana -1) (redirected to other options)
2 Slip her the daydream (Sanity +1, Cool +2)
3 Keep your mind shut (Sanity +1, Cool +1, Mana -2)
Mana -1
Choice 8
1 Break free of tentacles (Mana -4)
2 Mess up her spell (Cool +2, Mana -4)
2.1 Fight to free yourself (Mana -3)
3 Call out to Thomas
3.1 Thomas! Beware bridge! (Cool +2, Mana -1)
See below 2
3.2 Thomas! Stop me! (Mana -1)
See below 2
3.3 Thomas! Save Uncle John! (Cool +1, Mana -1)
See below 2
CHECKPOINT
Choice 9
2 Look for a better hiding place
2.2 Keep pushing to get in
3 Create your own hiding place (Cool +1, Mana -2)
Mana +1, Sanity +1
Choice 10
1 Listen carefully to the crown (Cool +2, Sanity -1, Mana -1)
2 Ignore it
Choice 11
2 Stay hidden
Choice 12
1 Spies for Heddy (Cool +1)
2 Another invading spirit
Choice 13
1 Create a light first (Mana -1; Mana -1)
2 Close opening in the dark
2.1 Cover opening and create a light (Mana -1; Mana -1)
2.2 Try to increase your night vision (Cool +1, Mana -1; Mana -1)
2.3 Imagine it's closed (Cool +2, Mana -3)
3 Imagine it's closed (Cool +2, Mana -3)
Sanity +1, Mana +3
Mana -2
Choice 14
1 Go speak to Grendel (Cool +2)
2 Explore the club (Cool +1)
Choice 15
1 Give a little curtsy (Cool +1)
2 Kiss her hand (Cool +1, Sanity -2)
3 Hug her (Cool +1, Sanity -2)
4 Tell her she looks good
5 Ask her if she wants to dance (Cool +1, Sanity -1)
6 Say 'Hello, Grendel'
Choice 16
1 Tip the glass (Mana -1)
2 Trip him (Mana -1; Sanity -2)
3 Warn Grendel
4 Ask Grendel to leave (Sanity -2)
Choice 17
2 Invite her to try dancing
3 Ask she not end your conversation
Choice 18
1 Attempt to visit Armaita (Mana -2; Sanity -2)
2 Attempt to visit Thomas (Sanity +1, Mana -2)
3 Return back
CHECKPOINT
Choice 19
1 Find the invader and attack (Cool +1, Mana -1; Sanity -1, Mana -2)
2 Shout out to Thomas (Cool +1)
Choice 20
1 Go to the surface (Cool +1)
2 Talk to Thomas (Cool +1, Sanity -2)
3 Try to make contact with Armaita (Cool +1, Sanity -2)
Choice 21
1 Chef's knife (Cool +2, Mana -1)
2 Sword (Mana -1)
3 Shotgun (Mana -1)
Mana +2
Choice 22
1 Fly (Cool +2)
2 Stay on the ground (Sanity +1)
Mana -1
Choice 23
1 Break her grip (Mana -1)
2 Ignore the choking and stab her (Cool +1)
Choice 24
1 Press your attack
2 Wait for her move (Mana -1, Sanity -1)
Choice 25
1 Transform your knife (Cool +2, Mana -1)
2 Fly (redirected to other options)
3 Use your strength (Cool +1, Mana -3)
Sanity -2
Choice 26
1 Do not believe in it (Mana -1, Sanity -1)
2 Stop your heart
3 Suck the poison out (Sanity -1, Mana -2) (redirected to other options)
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