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Armed & Delirious Hints
General notes about "Telecom"
PREFACE:
If you have really SERIOUS difficulty in finding your way around, you may decide to look at the last section of this File entitled: "Optimum Navigation through the game".
NOTES:
There are two entirely separate Sub-Worlds on "Telecom". Both contain additional locations and so on. Each one is entirely independent and self-contained. You quite often have to perform tasks (sort of puzzles) to open the portals to many of these places, but once you have done that you can enter or exit them at will -- the main inconvenience being the journeys to and from them (frequently involving time wasted and often some disk-swapping).
Whichever way you play the game, you HAVE to visit all the Worlds, and Sub-Worlds, etc., generally more than once (and sometimes several times) as you acquire more bra-ventory items which enable you to "penetrate" further. Sometimes you can progress a lot, but sometimes hardly at all since you have not yet got the necessary items.
There is somewhere of the order of magnitude of a hundred locations you can visit, and in almost unlimited order, so the possibilities are almost infinite. However, the particular order you take shouldn't affect the outcome of the game, although occasionally it creates some anachronisms in the narrative -- but since the story is so crazily fragmented anyway, this is probably of negligible importance!
Wherever possible, these Hints have been arranged in as helpful an order as possible. Sometimes, in order to save the player considerable wastage of time and disk-swapping (and hence frustration), the initial hint given warns the player that unless he/she has acquired a certain item, it would be advisable to postpone investigating that area until later.