| "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. | |
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