3 of 4 people found the following review helpful:
3.0 out of 5 stars
Fun but...., December 3, 1998
By A Customer
This review is from: Temujin hint book: A supernatural adventure (Paperback)
Temujin has good ideas but fails to deliver the ultimate. This is not Myst folks. Lots of snags in the game and several areas of severe frustration. There are no smooth follow-through in some scenes and this may leave you wishing for another game plan. I have gotten pretty far without a clue book but after all that work am not excited about finishing the game, something to work on?.I know I am not the first to comment in a neg. way, just wanted to add my comments. There are many ++ to this game, unfortunately also many - Once you are on the track it goes well then it craps. Again, something that requires better attention?
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5.0 out of 5 stars
Entertainment as well as help, June 8, 2003
This review is from: Temujin hint book: A supernatural adventure (Paperback)
Even if you're not stuck somewhere in the game, this book is worth picking up if you enjoy Temujin or are interested how it was made.
The book is organized to gradually sort out problems in order of increasing difficulty - you won't get spoilers just by cracking it open. The Introduction summarizes the basic problem of the game - you need to find out who you are and what's going on in the Stevenson Museum, and why the Capricorn Collection (artefacts from the tomb of Genghis Khan, a.k.a. Temujin) is being haunted by the spirit of a young shaman. The introduction provides a diagram of the game interface and explains how to use the hint book without getting undesired spoilers before the meat of the text is presented.
"The Characters" provides an image - a photograph, except in the case of Temujin himself - of the character and a brief summary. This section is well-written and provides some interesting background on the characters - but gives away one major spoiler just in mentioning that one specific character has a hidden agenda, even though it doesn't say what the agenda might be. (That's the only major glitch in the book, and to be fair, you shouldn't be rooting around in here unless you're braced for spoilers.)
"The Stevenson Museum" provides a map - the same one you get in the game - and a catalog of the Capricorn collection as though described by Stevenson. There aren't any spoilers here; you'll learn some interesting trivia about the artefacts that you may not have picked up in the museum itself. (For instance, the High Priest regalia - first seen in the opening cutscene, with a fan of flags around the helmet - isn't covered with beadwork, but with human bones, probably from enemies killed in the Khan's conquests).
"Episode Hints" isn't quite a walkthrough - it's phrased to lead you around as gently as possible, and it's designed to support you as you play through the episode, not to let you visualize the whole thing from the text. The written word together with the episode makes complete sense, but just trying to cheat by reading the episode hints beforehand probably wouldn't work very well.
"Puzzle Solutions" explains in detail each of the major puzzles in the game. It also shows you what every jigsaw in the gift shop looks like when finished (although you can get that from their box artwork), the complete list of memory book objects associated with each character and where they are, and so on. (Just knowing that you can't find all the memory book items in a single episode would probably take a weight off players' minds.)
"Inventory", as you were warned at the beginning of the book, contains spoilers by its nature, since it describes every object in the game that you can put in your inventory: small picture, where it is, and what it can be used for.
Finally, "Behind the Game" discusses the making of the game, from how each new coder was issued his or her own Nerf weapon to defend coding decisions to how the set dresser found the real Tibetan goat skull used for the Capricorn head.
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0 of 1 people found the following review helpful:
4.0 out of 5 stars
To play the game - you need this book!, February 5, 2001
By A Customer
This review is from: Temujin hint book: A supernatural adventure (Paperback)
The game is hard, way hard. There is absolutely no way you can get through it without the hint book. On the brighter side, this is the first game I've ever played that allows you to check the characters voice mails and dial telephones. Not to mention the boom box!
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