Walkthrough for Xenophobia by Jonathan Mestel Written by Richard Bos A few notes, first. One, and most importantly, this is a rotten hard and at times unfair game. In fact, it has the reputation of being one of the nastiest and most unfair of the Phoenix games, and it certainly deserves the former. The other Phoenix games want you dead; Xenophobia wants you to tear your hairs out while dying. About its unfairness one can quibble; many of the problems _seem_ unfair because they have solutions which don't work in other games, but make more sense when you look at them from a real-life perspective. Whether this is _good_ is another matter. Later on it becomes clearer and clearer that it is more magical realism than straight realism, but even then, applying real life solutions to a problem is more likely to work in Xenophobia than in other Phoenix games. In any case, hard it certainly is. You can die at the game's slightest whim. Save often, and keep _all_ your save files until you've finished the game. And choose carefully where and when you save, because saving takes a turn, too, and this can cost you dearly at many points in the game. By the way, you can get Xenophobia to set a password on saved games. I suggest not doing so; it may have been of use on the original multiplayer system, but there's no real reason for it nowadays. Two, the parser is limited, but good. The game is good at giving you less to type. If there is only one object, simply "get" will take it; if there are several, it will assume the first one listed. Ditto for "drop", which will drop the first object in your inventory. It also understands "all", although this isn't as useful here as it often is. On the other hand, it does not understand multiple objects in one command. Three, this game does not (mostly) recognise compass directions. You have to navigate using "left", "right", "forward", "back". I suppose this ties in with the whole "slice of reality, not a fantasy game" theme, but it will take some getting used to. You can, at least, abbreviate these as "l", "r", "f" and "b". Note that this also means that the usual Phoenix meaning for "back" of "go back to my previous location" doesn't _quite_ work; it often comes down to the same thing, but not always. You can also turn left and right to change which way "forward" is, if that helps navigation. Four, this is an old-fashioned game. There are a lot of puzzles which you can only realistically be expected to solve by dying first, often more than once. The Gloucester Crescent area in particular would need working out on paper if you were to try to solve it on your own. Since this is a single walkthrough, such hints will not be found here. I'll just present you with the correct solutions, omitting the process you could have used to discover them. If this spoils the game for you, well, such is the risk of reading walkthroughs. At this point, I must mention of Craig Hudson, who first proved that the ZCode version of Xenophobia was solvable, and helped iron out the last bugs. This walkthrough by and large follows his solution, with some changes made to account for random occurences in the game, and one improvement which removes the greatest apparent unfairness still left in his solution. Finally, these notes are for the ZCode version generated from the original Phoenix source, which is available at the IF Archive. I do not know whether it works for other versions, as well, or even if any exist. We start with a convenient case of amnesia - in fact, as you'll see throughout the game, it could just as well, if not better, have been titled "Amnesia" - so at least we're on the same footing as our character, knowing nothing. Do ask for the backstory when prompted; it will at least get the story going. Take the key and move forward to the centre of the carriage. Take inventory. Read the paper - a first clue your identity! - and your watch. Now wait for the inspector to turn up. He will appear either at the front or the rear of the carriage, and when he does, you must move promptly, as you have no ticket. Meanwhile, the train will have temporarily stopped, allowing you to give him the runaround. If he emerges from the front, go back, forward twice, then right three times across the platform. Don't dawdle on the way; either he will nab you, or you will be left on a platform in the middle of nowhere. If he comes into view at the rear, go forward three times, then left thrice. The train will restart its journey. Wait for it to come to its final stop. In the mean time, you will be given another knock on the head. You'll get many more during the game, some of which will help restore your memory. Ignore this one, and the resulting headache, for now. When you arrive at the platform, go back out of the carriage, then right, and forward until you arrive at the barrier. Now, how to pass the inspector? You still don't have a ticket... Luckily, this guy doesn't seem to pay much attention, so we can fool him: wave the paper. (By the way, in the name of reality, I have actually seen that trick work. At a London station, no less, though not a main one. No, it wasn't me, nor anyone I knew. Oystercards have made it obsolete, of course.) Go left. You are now in London, and you have a headache to attend to. This is where the realism aspect comes into its own. What would _you_ do if you were in a large city and wanted to get rid of a headache? Well, there are shops everywhere, so: buy aspirin. Answer yes or no as you choose to to the joke question (it makes no difference), choose aspirin rather than paracetamol, then answer "yes" to buy it. Take the aspirin. Next, buy batteries (answer yes), a map (yes again), and a torch (yes!). Go outside. Read the map, and (remembering your paper) plan a route to Gloucester Crescent. Go forward until you come across a pink card. Take this, then keep going forward (ignoring the message about needing the toilet) until you reach a T-junction, then forward once more to Gloucester crescent. Read the card. You won't need it in this walkthrough. Insert the batteries. Go left, forward, left, and forward again. Hey, that key fits! Next go up and back. Get the bogroll and use toilet. You may be thirsty by now; drink some water. Go back (ignore that glimpse of something), down and left out of the house, then forward twice up the hill. Take the pole. Unroll the roll. Go ne and forward. There may be a whistle here. If so, take it. If not, go back and forward - you're on the hill again - and try se and forward. If the whistle is not there, either, go back, forward, sw and forward; if not there, either, go back, forward, nw and forward; it will be there. Having taken the whistle, go back and forward to the hilltop, and go in the direction opposite to where you found the whistle (e.g., if you found it after going se, now go nw). Go forward twice (hey, that key fits here, as well!), up, and forward again. You should see a mirror. Blow the whistle. Take the glass and read the paper again - more information! Go back, down and left, out of the house. Go forward, right twice, forward twice and left into a kitchen. Drink and eat. Climb the cooker and get the scissors; go down, climb the fridge, and _now_ get the scissors. Go forward, right, forward twice, right, forward, right and forward into yet another house. Go up twice to the attic. Throw the rod and take it again (another knock!). Go down, left, forward, right twice, forward twice and down. Turn on your torch; as usual in Phoenix games, this is done using the simple command "on". If you see a rat, take the cask. If you don't see a rat, turn left until you do, _then_ take the cask. Go up, left, forward twice, right, forward and right. Knock, run back, and wait. Go back and forward into the house which was just opened for us (there was a chain on the door before). Then go back, take the parcel, forward out of the house (no need waiting around for that guy to come back), and open the parcel. Go forward, right twice, forward and left. Wind your watch, then set it. Play the tape and retrieve it. Go back, right, forward, right, forward twice, right, forward again, up and back. Use the toilet, then flush it. Go back, down, left, forward, right, forward twice, right, forward twice again into the last house to visit, and left. Drink, eat, and wash. Go right. Sell the scissors (answer yes) and the watch (yes). Sell the key - or try to. Well, that explains why that key opened all those doors: it's a fence's master key! Go back, left, right and forward. Drop the key here, as we won't be needing it again, and we're now glad to be rid of it. Go left. You may be accosted by a policeman, but this is not a problem now we're no longer carrying anything dubious. If we'd had the master key on us, we'd have been arrested, but without them, we're all right as long as we behave nicely to P.C. Plod. (Note that, for one time only, you can get rid of a policeman by giving him that card we picked up. This works even if you are carrying contraband. As noted above, in this walkthrough, that won't be a problem, but it's useful to know if you want to experiment. There's also an option of buying a ticket for the Policemen's Ball, but as far as I can tell you're never actively prompted for that option.) Wait for him to ask a question. He'll ask for your name first. You can answer any way you like, even one that makes no sense at all. Wait for the next question (your age), answer it (doesn't even have to be a number), wait, give another random answer, wait, yet another answer, and wait for the last question. Here the answer does matter: answer "no" - you wouldn't mind. That'll get rid of him. From now on, you may be pestered by policemen again; follow the same procedure, answering randomly to the first four questions, and "no" to the pockets one. Call a taxi. If one doesn't appear, repeat (possibly talking to coppers in the mean time - but don't call for a cab _while_ talking to one) until it does. You will automatically get in. Enter "station". Wait until you arrive, then pay the taxi and tip the driver (answer yes). From now on you will be regularly pestered by the police, but this is merely a nuisance. Go forward to the bus station. Wait for bus 100 to appear - it eventually will. When it does, enter it, ignoring whatever the police may be asking you at the moment. Note the Flanders & Swann joke. Pay your fare. Enter "Mortlake Road", and 13. You're dumped on the even side of the road, which is the wrong one. Follow the Green Cross Code: look right, look left, and look right again, and only then cross the road. Buy some matches, and then - because you don't have enough money left - _steal_ a compass. (Note that you could've stolen objects before, saving even more money, but this would have carried the risk of meeting the policeman before, while you were carrying that key. If you go that route, it appears that the game is unfair because you can meet him before you even find the get-out-of-jail-free card, getting you arrested without a chance; but by delaying your crimes until you're on Mortlake Road, you can eliminate even this unfairness.) Go right, then forward until you're at number 13, and right. You'll be asked if you brought "them"; answer yes. Insert the paper into the machine, then open its base. Light a match. The line of weird code is in TSAL, the language Xenophobia itself is written in; in fact, it is a line from its own source. You are now, in fact, inside Xenophobia's own game database (or dater-base, groan). Go west (thank goodness for compasses, and never mind that snarky remark from the game!), and light another match. Now use the command the game uses for setting passwords: setp. This will work on the in-game game, this time, not on your own! Then save - again, this will not save _your_ game, but will save you from _its_ game - and when asked whether to set a password, answer "yes". You will not get to choose a password but be given one. Remember it, four letters in all. You are dumped back out of the game. Wait a few turns for the tape to stop loading, when you will be prompted for a password. Give, letter by letter, the password which you were given before, and the in-game game will restore. Answer whatever you like to the next question. And... that's it. Magical realism isn't a common genre for adventure games, and it's not hard to see why. It's certainly an interesting experience, but I can see why it's not everybody's cup of tea. Nevertheless, I still maintain that Xenophobia is _not_ as unfair as Jonathan Mestel's other effort, BrandX a.k.a. Philosopher's Quest. _That_ was random; Xenophobia is weird, but at least more internally consistent. In a way, I even like it.