Sidestory: Gameshow | Split Fiction Wiki (2025)

Sidestory: Gameshow

Sidestory: Gameshow | Split Fiction Wiki (1)
Hopes of Spring
Sidestory of: Walking Stick of Doom
Previous Level Mother Earth
Next Level Silly Monkeys
Previous Chapter Neon Revenge
Next Chapter Final Dawn

Sidestory: Gameshow Walkthrough

Gameshow is a side story level from the game Split Fiction, part of the Hopes of Spring Chapter, within the Walking Stick of Doom level. It is set in the universe of Mio’s stories and as a result, is a Sci-Fi themed adventure.

The Characters are thrust into a gameshow, where the stakes are high, the crowd is wild, and the announcer is overly cheerful about the prospect of the character deaths.

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Achievement/Trophy Unlock

Cold Potato-Complete this sidestory without the bomb exploding.

Round One - Starting Slow

The characters should run forward while the announcer describes the game they will play, and each should go to their marked area. From here, they’ll be told to throw a bomb between themselves using the on-screen button prompt.

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Aim is important, as the bomb can be thrown any direction, so ensure that the characters are pointing in the right direction before throwing. There is also the minor complication that the bomb will explode if held onto for too long. No pressure.

The true game begins and the characters are running along parallel paths.

  • Zoe starts with the bomb, and should use the prompt to pass it to Mio.
  • Mio should do the same as both characters move towards the goal at the end of their paths

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  • The bomb has a timer shown visually as light climbing around the outside of the casing, and a pitched tone getting higher as time progresses.
  • It is incredibly important to keep passing the bomb between the characters, as it detonates very quickly.
  • When the characters reach the end of the run, they’ll need to work together, one will need to hold the bomb and the other will need to open the container in order to dispose of it.

Once the characters dispose of the first bomb, the announcer congratulates them and decides to kick things up a notch. How kind of them.

Round Two - Higher Stakes

This time, the characters will have a wider path, but a wall between them. Luckily, there are panels that allow the characters to bounce up above the wall, which allows them to pass the bomb at the top of their leap.

  • Characters should time their run so that they’re boosted at the same time, reaching the top of the wall and passing when able.

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  • The Jump pads trigger at specific intervals. The characters should watch them and make sure they catch them in time, together.
  • Communicate, and wait at each pad for it to trigger. It is not advisable to try to run on to the next pad.

Repeat the process to dispose of this bomb, and the announcer will decide they’re going to turn up the heat for the next round. Literally.

Round Three - Hot Potato

This round has a more complex path with gaps to leap across, the walls make a return from the last stage (although not quite as high) and the charming addition of flamethrowers in specific floor and wall panels.

  • The characters should make sure that despite the obstacles, they don’t lose track of the fuse. If needed, they should throw the bomb to the other character before acting, jumping, or entering a tunnel of potential flame.
  • They should time their runs properly, and wait until the flames have gone out before making an attempt at a tricky area.

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  • They should also throw the bomb as many times as needed. If they’re waiting for a fire to die out, they can pass it to reset the fuse.

Dispose of this bomb, and the announcer starts to get a little flustered, and decides to throw an obstacle in Zoe and Mio’s path.

Round Four - Roadblock

This round has an open field, but a particularly large opponent waiting to charge at the characters and spoil their day.

  • The enemy will chase the bomb, not the characters. Characters should keep this in mind and position themselves when they don’t have the bomb.

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  • Characters should pass when it gets close to them, but leave it enough room to turn. The last thing they want is a collision with this thing.
  • When the character holding the bomb crosses the gap at the end of the field, the opponent will continue to try to chase them. The other character should be able to join them relatively easily.

At this point the announcer is in disbelief that the characters managed to complete this stage, and seems to be having trouble holding themselves together.

Round Five - Platforming Chaos

What could make the levels a little more difficult? Moving platforms of course. And reintroducing fire.

  • This stage is particularly chaotic and it can be easy to lose track of what’s happening.
  • Characters should focus on passing the bomb when possible, and ensure that they time their jumps to make use of the moving platforms.

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  • Remember to use the character movement abilities to stretch jumps a little further if needed.

The characters have well and truly broken the announcer by this point, and it’s time to remove it from the equation.

Round Six - Showdown

The aim here is for the characters to climb onto the announcer’s head/monitor and drop a bomb inside to finish things off. They have to overcome the obstacles before them, and the announcer isn’t making it easy.

  • This level has diagonal jumps, platforms that can instantly kill you, and jump panels from Round Two.
  • Watch your jumps, time the progression over the death platforms to avoid having to restart, and jump up to the announcer’s head.

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  • From there, work together to open the panel, and drop the bomb inside. Just remember to keep passing the bomb until you get there. It’s easy to forget with everything going on!

Once they achieve this, the characters will leap from the platform as it explodes, and drop through a portal, back to the Walking Stick of Doom level.

Previous
Mother Earth

Next
Silly Monkeys

Sidestory: Gameshow | Split Fiction Wiki (2025)

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