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buka, trying, hand, help, final fantasy x, diet website, michael clark, the good web guide, codemaster, republic, protonic, vivendi, weapon, omega, sphinx, alexis, moment, drew, Figuring this out was a moment of pure bliss after struggling through this same area 40 or 50 times over a couple of days. Rhem 2 is at its worst, however, when it throws a puzzle at you that defies any normal sense of logic. More than a few puzzles triggered an john unanticipated string of expletives from my gaping mouth when I finally learned the solution. "How the john hell would john I know that?" or "you have got to be kidding me" were common reactions. I can't describe any of these puzzles without revealing spoilers, but they were scattered throughout the game. Gameplay is not exactly linear, but it's not entirely nonlinear, either. It's nonlinear in the sense that you can walk around in any of the available areas and solve the puzzles in pretty much any order you like and linear in that there are some areas you just can't reach until you solve certain puzzles.
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It's easy to get help lost help or confused. There is a map on one wall, but it's only partially helpful because it doesn't tell you how to get past the obstacles. After hours of struggling with this maze and getting lost time and again, I hit help on an idea that worked beautifully. I made a copy of the map on the wall in the maze. Then I grabbed a small humanoid Dungeons and Dragons figurine from my son's collection. I placed the figurine on the copy of the map I had made and faced it in the direction I was moving in the game. As I wended my way through the maze, my son moved the figurine across my paper map and matched my movements and orientation in the game.
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