"When Help Collides" works best with WinFrotz and JZip interpreters. lightreading.doc contains four "feelies", one page for each major section of the game. They are just for fun and not required to solve anything. The passwords (enter at the (n)ew or (r)estore prompt) for the internal games are dtdm - "Level 50" (an RPG tournament simulator) athm - "Bleach of Etiquette" (a Geisha challenge) btfm - "Parched Mesa" (a classic Western) The walkthrough is below, after the signature block and some spoiler space. J. D. Berry berryx@earthlink.net Help (ship portion) get trophy enter ship exit exit exit -- Help (wagon portion) Each step requires 1 (t)ransport and 0 - 3 (h)elps before the next step arrives. You will be warned at the half-way points if you need to do one or both. When a psychological manifestation first arrives, you can press any of the six new buttons. Subsequent visits come and go before you can interact. Example: t v h x wagon x me x coaster (and you will move on to Step 2. More h's will be necessary as you progress.) At the end of the 6th Step, you're granted a password to the game world where the character dwells. -- "Level 50" (dtdm) sw sw get all ne s get glasses wear them give ghost ticket n nw enter black drink ale s se ne (pass first test) sw nw (wait until gray door randomly opens) enter gray s se ne (pass second test) sw (Two paths -- one asking for help, one not. The following path will ask. (The non-ask ending requires similar steps.)) help g g w z z z (your glasses should transform) enter unknown mausoleum wake monk remove armor g g get shred wear shred exit z (until level (shown on status bar and your sheet (x me)) reaches 1) e nw knock on white door enter white se ne (win the tournament) -- "Parched Mesa" (btfm) stand open door s s w n open package wear ring s e s get bow n e n search shelf u (The following path takes the getting help ending. Another ending involves a second-floor window at the inn.) z z sw nw z (x ore, until it completely covers the platform) fire bow at glass (win) -- "Bleach of Etiquette" (athm) Random elements make a walkthrough impossible. Changing from game to game: - Client attitude. - Client availability. - Your abilities in the different arts. Hints: Chart your progress with a spreadsheet: Harp Flwr Tea Dnce Math Act Mark +1's under the column you believe you've improved. (E.g., "You learned a key element.", "And another.", "Here's a device to help you act.") You start with a modicum of ability in one or two arts (at level 1 or 2). A level 3 in an art is enough to pass a test, assuming the judge is perfectly fair. Note the "practice" Geisha's comments regarding your potential. She's not always accurate, but she's usually close. You should be able to judge if practice in that art is worth your time. Determine the arts that are going to take more than raw practice and tutoring to improve. You're going to be hopeless, on your own merits, in some arts. Find ways to artificially boost your skill and manipulate those tests you have no hope of passing otherwise. Change judges as often as you change kimonos. Don't leave any time-slots empty. Subtleties in the text can be important. Are they enthusiastic to see you? People who love you will put up with your demands, but will be hesitant to share you with others. Like Help's other internal games, there are two major (i.e., more than mere failing) endings. Going for counseling three times gives you access (you still need to pass every test) to the optimal ending. This is more difficult because a trip to the temple consumes a valuable time-slot each day.