You have entered the Walker FAQ

four and a half pounds of iron · six chambers · no hurry

walker_faq_v102.txt
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  MERIDIAN DREAMLAND                                                  (PC)
  COLT WALKER LOADING FAQ
  Version 1.02                                               by kid1849
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  This FAQ is for personal use. If you put it on your site, ask me first.
  You will find me with the company. Everybody does, sooner or later.

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  TABLE OF CONTENTS                              (Ctrl+F the [codes])
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  1. Introduction .......................................... [INTR]
  2. Controls .............................................. [CTRL]
  3. Loading the Walker, step by step ...................... [LOAD]
  4. What goes wrong ....................................... [WRNG]
  5. Reload styles ......................................... [STYL]
  6. Questions people keep asking .......................... [QSTN]
  7. Version history ....................................... [VERS]
  8. Credits ............................................... [CRED]

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  1. INTRODUCTION                                                  [INTR]
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  The Colt Walker is a six-shot cap-and-ball revolver from 1847. It is
  heavy and it is slow. You load each chamber by hand, in order, and the
  game notices everything you skip.

  This FAQ is about loading. It is not a story walkthrough. Nobody needs
  one of those. You ride where the company rides.

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  2. CONTROLS                                                      [CTRL]
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  WASD / Shift / Space ........ move / sprint / jump
  Mouse ....................... look
  Left mouse .................. fire
  R ........................... enter or leave the loading stance
                                (half-cock)
  Q / E or wheel .............. turn the cylinder
  1 2 3 4 5 ................... powder, ball, ram, grease, cap
                                (they queue up)
  LMB / Space in the stance ... tap the beat (timed styles)
  F ........................... use
  C ........................... compass
  J ........................... journal
  H ........................... whistle
  F5 .......................... save
  F2 .......................... VHS layer on / off
  Esc ......................... pause menu

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  3. LOADING THE WALKER, STEP BY STEP                              [LOAD]
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  Every chamber, in this order:

     [1] POWDER --> [2] BALL --> [3] RAM --> [4] GREASE --> [5] CAP

  a) Press R. The hammer goes to half-cock and the cylinder turns free.
  b) Turn the cylinder with Q / E to an empty chamber.
  c) Press 1 to 5. The steps queue, so you can press all five and let
     the Kid's hands work.
  d) Turn to the next chamber. Six chambers.
  e) Press R to leave the stance.

  Count your chambers. The cylinder on the HUD shows which are loaded.

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  4. WHAT GOES WRONG                                               [WRNG]
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  YOU SKIPPED      WHAT HAPPENS
  -------------    -------------------------------------------------------
  Ram              The ball comes out weak and wild.

  Grease           The flash can jump to the chambers next door. This is
                   CHAIN FIRE. More than one chamber goes off at once.

  Cap              The hammer clicks. That is all.

  (Ramming a       It can go off in your hands. Don't.
   capped
   chamber)

  Fouling          Builds up with every shot and slowly raises the chance
                   of a misfire.

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  5. RELOAD STYLES                                                 [STYL]
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  Pick one in the pause menu (Esc). You can switch any time.

  CLASSIC .... Number keys, fixed times. No timing.
  RHYTHM ..... One key. R enters the stance and the steps play as a
               track. Tap LMB or Space on every beat.
  CHAMBER .... One beat per chamber. One tap loads the whole chamber.
  KEYS ....... The 1-5 keys. Press the same key again on the beat.

  The timed styles use a marker that sweeps across a bar. The bar has a
  good zone and a narrower perfect zone.

     PERFECT ...... the step takes about 30% of its normal time
     GOOD ......... about 60%
     MISS ......... about 140%, and you fumble: spilled powder, a dropped
                    ball or cap, an unseated ball, smeared grease
     NO TAP ....... normal speed, same as classic

  Perfects in a row build a streak. The streak speeds the marker up.

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  6. QUESTIONS PEOPLE KEEP ASKING                                  [QSTN]
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  Q: Three chambers went off at once.
  A: You skipped grease. See [WRNG].

  Q: It just clicks.
  A: No cap on that chamber. Turn the cylinder and cap it.

  Q: Is rhythm faster than classic?
  A: Only if you hit your beats. A miss costs more than not tapping.

  Q: Can I shoot the big bald man?
  A: You can. He laughs.

  Q: Does a card change if I go back to a place?
  A: Yes. The cards know what you have done.

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  7. VERSION HISTORY                                               [VERS]
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  1.02  Added the KEYS style. Fixed the bit about ramming a capped
        chamber.
  1.01  Added the RHYTHM and CHAMBER styles.
  1.00  First version. Written at the fire, Chihuahua sierra.

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  8. CREDITS                                                       [CRED]
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  ex_priest on the Board, for the grease thing.
  Everyone who lost a chamber finding out.
  You, for reading this far.

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                     (c) 1849 kid1849. Ride careful.
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