There are a handful of people and items you can befriend or collect:
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T.S. - get their phone number from the Fool card
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Tuck - runs the Magician’s shop; also gives you one of three items and a hint for a fourth
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The Yonic Sheath - from the Strength card: the game really wants you to have this so as long as you don’t throw it away on the final (third? fourth?) opportunity you’ll end up with it.
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The transformation potion - choose cups in the magic shop - I believe this is only used in the Tower and leads to a smack.
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The metapermanent marker - choose wands in the magic shop. This lets you keep your cards even after a smack so it’s good for exploring consequences but you’ll likely lock yourself out of stuff eventually and have to reload. It also has bits of extra dialog for most cards.
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The summoning chalk - choose pentacles in the magic shop. This lets you summon Tuck, which is about 50/50 good/smack, so it’s still a gauntlet.
And then I believe there are 13 cards you can draw:
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0. The Fool - to get T.S.'s phone number, chase them, help them, give them the self-help book. If you have the Yonic Sheath, don’t look for a weapon.
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1. The Magician - Get an item.
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2. The High Priestess - try to change your name. Tuck and T.S. both have bad endings here. I think the only good one is to choose truth but then give up.
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3. The Empress - Queen of England. A gauntlet. I think the only good ending is run/talk/bookshop/info.
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5. Hierophant - bottom surgery. If you go through with it, it’s a smack, with T.S. or without. If you start to go but then reject there are completion endings with T.S. or Tuck or without.
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6. The Lovers - Mangina & Lover. You can run if you have nothing but otherwise I think it’s a smack? If you have the Yonic Sheath you can smack both of them. You might be able to summon Tuck or T.S. if you know them?
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7. The Chariot. Reach out to Hugh Janus. If you do, you can draw the Hanged Man which is the 14th card. But you can collect the card either way.
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8. Strength - sword in the stone (get Yonic Sheath). Meet Mangina.
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9. The Hermit - go on a trip - free card, plan first to collect.
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10. Wheel of Fortune - just story, there’s nothing to do here.
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11. Justice - This is a dead end unless you have T.S. or the Yonic Sheath, I believe. You can escape out the window and fight the copper, or T.S. turns out to be a lawyer and wins the case for you. The copper confiscates the chalk if you try to summon Tuck, but I didn’t check to see if there was another chance to do so successfully.
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12. The Hanged Man - available through Chariot. Try surgery is the successful option here.
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15. The Devil - Ballocks Johnson. I think the only way out may be to kick him the first time, then summon Tuck the second? Or does the Sheath help here? I’m not sure I tried that.
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16. The Tower - most of the endings come through here. Smacked if no friends or items, I’m pretty sure. Calling in T.S. is funny but doesn’t go well.
I didn’t make a note of how I got various endings, unfortunately. They generally involve different combinations of dealing with The Devil and The Tower, and whether you’ve reached out to Hubert Janus, I think. One was card 18 (The Moon) an ending where Mangina becomes Prime Minister. There were a couple others: one (maybe two?) with an alternate-universe Dick MacButts.
I think the all-cards run is:
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Befriend T.S. as well as getting the sheath and summoning chalk.
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The Devil - kick BJ and then draw a pentacle (must have chalk).
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The Chariot - reach out to Hu Janus, draw The Hanged Man, try surgery.
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Justice - save until after you befriend T.S.
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Collect all the other cards.
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Finish with The Tower. Hrm. I didn’t make notes. Is this automatic once you’ve done everything else?