Miss Helga
Two fortune-tellers, neither of which changes the game. Miss Helga is a free phone line. Woman's Intuition is Linda's field tech of the same flavour.
Psychic hotline · Woman's Intuition
PSYCHIC HOTLINE
Every telephone that offers Save also offers Miss Helga: Ken's house, the Ark, Ranger HQ and the other phones that share that menu. The call is free. The banner is "THE NK PSYCHIC HOTLINE".
- Each visit to a town she draws three lots: a noun A, a different noun B, and an outcome C, then says "A... / B? / Yes! C!".
- The reading is rolled once when you arrive and stays the same for every call until you leave. A new town (or a fresh load of the same one) rolls a new reading.
- Nothing else in the game reads the three lots. No flags, no items, no encounters.
Nouns (A and B)
A and B are two different lines from this list of 32. C is independent.
| # | Noun | # | Noun |
|---|---|---|---|
| 0 | Another father | 16 | A sea of eggs |
| 1 | You in the mirror | 17 | The ancient vessel |
| 2 | Four puppets | 18 | Missing pieces |
| 3 | A happy child | 19 | All forms of flesh |
| 4 | Stolen wings | 20 | Red, blue, black, gold, silver |
| 5 | A timeless woman | 21 | A demon in scars |
| 6 | A green-haired girl | 22 | A mother-to-be |
| 7 | The beast within | 23 | Village of the dead |
| 8 | A lost future | 24 | A sad, old man |
| 9 | Naive goddesses | 25 | He in the lakehouse |
| 10 | O jolly Santa | 26 | Your special someone |
| 11 | A cursed past | 27 | Demons in the heart |
| 12 | Three tragedies in one | 28 | Fill the empty space |
| 13 | An innocent puppy | 29 | Some piece of mind |
| 14 | Great expectations | 30 | The ends of the earth |
| 15 | Someone else's body | 31 | A young challenger |
Outcomes (C)
| # | Outcome | # | Outcome |
|---|---|---|---|
| 0 | Eden beckons | 16 | Be all you can be |
| 1 | A warm welcome | 17 | Say her real name |
| 2 | Catch 21 | 18 | Someday, a due date |
| 3 | Live and let die | 19 | A party invitation |
| 4 | A second call to church | 20 | Doubling back |
| 5 | Forget it all | 21 | Forever searching |
| 6 | Saveth thee from hell | 22 | Sharing is caring |
| 7 | Make it yours | 23 | Someday, forgiveness |
| 8 | Tame it | 24 | Counting chickens |
| 9 | Name your price | 25 | It can be healed |
| 10 | Give it your all | 26 | Stay silent |
| 11 | Embrace it | 27 | Cherish it |
| 12 | Smile on | 28 | A revival |
| 13 | Eat your fill | 29 | Bewildering |
| 14 | Open your eyes | 30 | An adoption |
| 15 | Plead the fifth | 31 | Reunion with God |
WOMAN'S INTUITION
Linda learns Perceiver (the Tech page's name for Woman's Intuition) at level 26. Use it from Tech while walking. Most buildings answer that it can't be used here. How the rest of the Tech page works is on Field Tech.
- One of every four clock windows of 256 frames she refuses: "Sorry, I don't have it in me today." That is the clock, not a random roll.
- Otherwise she names one of the eight directions, or 1 time in 9 a fake map square such as "K-17" (letter A–Z, number 01–24). The game's maps do use squares like that; this one is random.
- Then a four-part phrase, and a confidence line rerolled on every use.
- The fortune is fixed for 4096 frames in an area (~68 s at 60 fps) and is always rerolled when you enter a new area. Nothing else ever reads it.
Phrase
One random byte picks the four parts. Bit 7 is unused.
| Bits | 0 | 1 | 2 | 3 |
|---|---|---|---|---|
| 0–1 | FATED | NEW | GREAT | UNKNOWN |
| 2–3 | THINGS | DISCOVERIES | TREASURES | ANIMALS |
| 4 | COULD APPEAR! | AWAIT US! | — | |
| 5–6 | I'M SURE OF IT! | IT'S IN OUR GRASP! | DON'T LET 'EM SLIP AWAY! | DEAD AHEAD! |
Confidence
| Chance | Line |
|---|---|
| 3/8 | none |
| 1/8 | I swear! |
| 3/8 | not totally certain |
| 1/8 | absolutely certain |

