"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
[email protected]























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.