| Walkthrough for | |
| BrandX | |
| by Peter Killworth and Jonathan Mestel | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, and most importantly, this is a rotten hard and randomly unfair game. In | |
| fact, it has the reputation of being the nastiest of the Phoenix games, and | |
| it thoroughly deserves it. The other Phoenix games want you dead; BrandX wants | |
| you dead _now_, and if at all possible, for you to suffer in the process. 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. | |
| 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", which can save | |
| you some valuable time at certain points. On the other hand, it does not | |
| understand multiple objects in one command. | |
| Third, before you resort to reading this walkthrough you might, at a pinch, | |
| want to consult the in-game hints for Philosopher's Quest. PQ is a Topologika | |
| game which was derived from BrandX and shares many, though by no means all, of | |
| its puzzles. There is a zip file which contains documentation for all the | |
| Topologika adventures, including Philosopher's Quest. The main part of these is | |
| an index of hints available in the game. You look up the problem you're stuck | |
| at, find a number, type "help" and that number (in PQ, that is; it won't work | |
| in BrandX), and you get a hint. Philosopher's Quest can be found in the IF | |
| Archive. | |
| Finally, these notes are for the original Phoenix game, and its ZCode | |
| translation. The Topologika MS-DOS derivation thereof called Philosopher's | |
| Quest, as mentioned above, differed on several significant points. There were | |
| also two Acornsoft games derived from it, but those are even more different. | |
| So, let's be off, then. | |
| You start in a shop, and face the first unfairness straight away. You are only | |
| allowed to take two objects from the shop, but there is no reason at all right | |
| now for you to choose any above the other - except, perhaps, the keys, which | |
| are a staple useful object. And in fact, you're going to need four of them. One | |
| object is a red herring. | |
| Take the keys, cushion and aqualung. (As mentioned above, you'll need to type | |
| that as three separate commands, because the game does not understand the | |
| command as written; to save space, I'll still use this phrasing throughout.) | |
| Throw the keys, then go south. No light here, and no lamp. In this game, though | |
| (and in all games of the Phoenix heritage) you can get objects in the dark, | |
| even if you've never seen them before. So, get all. Light the lamp - this can | |
| be done with just the command "on". Drop all, then go east. | |
| We're in another dark place where we want to take an object, so "get". Then go | |
| north and south, and drop; go north, get all, south, off. The reason why we | |
| move the slab in this circumspect way is that it's heavy and we can't carry | |
| anything else alongside it. One aspect in which Brand X _is_ conventional is | |
| that moving in the dark is dangerous, but moving from dark to light or vice | |
| versa is not. That's how we could move the slab from the dark, through the | |
| light, to another dark room. | |
| Go south, drop the cushion, w, w, drop oilskin and aqualung, w, w, w, nw, n. | |
| Get all, open door, go east. Get teabag - there's your fourth object from the | |
| shop, and note that if we'd been foolish enough to take it with us, it would | |
| not have been here, and no indication that it could have been - and fill the | |
| kettle. Go west. Boil water. Oops! Never mind... Make tea, _then_ turn on your | |
| lamp (we want to conserve its power as much as possible) and go north. A quest! | |
| Turn off your lamp and go south, southeast and east. | |
| Drop everything here, then go east four times and north. Take the slab - you | |
| can refer to it by name, even in the dark, once you've seen it - then go south, | |
| west four times, up and west. Drop the slab. There are three more heavy | |
| objects, and we'll need to put all of them in the bucket. Go out, then east | |
| three times. Take the coffin, go west thrice, in, drop the coffin. Out, east | |
| twice, get bath, west twice, in, drop. Out, east, take the stone, west, in, | |
| drop. | |
| Go east thrice, take the gas mask, then west twice and down. Take your lamp. Go | |
| east four times. Save your game. | |
| Go north and turn on your lamp. Go north again, east, down and north. Take the | |
| biscuit and go south and west; take the polythene, go se, se, s; take chain. | |
| From now on, take extreme care with typos. A single lost move and that cheese | |
| will kill you. No, seriously. | |
| Go north, take the cheese, and go nw, u, n. Drop the cheese here and go north. | |
| We go on this short side trip for two reasons: to recover from the cheese, as | |
| the game tells you, and to score some points. The chain is a treasure, and the | |
| shop is our treasure house. Drop the chain here. | |
| Go south, take the cheese, south again, off, south, drop cheese, west. (Since | |
| your lamp is off, you won't waste its power by doing a just-in-case save here. | |
| Just sayin'.) Go west again, drop the polythene, west thrice, drop all. What | |
| you need to do next is drop the dog biscuit somewhere beyond the bucket - we'll | |
| see why in a while - but you can't get there because the bucket is in the way. | |
| So we do the heavy object dance: in, get, out, drop, in, get, out, drop, in, | |
| get, out, drop, in, get, out, drop. Take the biscuit, go nw, drop it, se. Now | |
| we need to get all the objects in the bucket again (because we're going to walk | |
| the length of the plank, and need the counterweight to stop the plank from | |
| tipping over and dropping us to our death): get slab, e, u, w, drop. Out, get | |
| coffin, in, drop, out, get bath, in, drop, out, get stone, in, drop. Out, and | |
| get all. | |
| Go east five times, get cheese, west, west, west, drop cheese, west. East, get | |
| cheese, west, drop cheese, up. Down, get cheese, up, east, east, drop cheese, | |
| west. (We had to insert that extra one-move sequence, by the way, because you | |
| can't drop anything on the plank except at that exact spot, and we couldn't | |
| reach it from where the cheese was just east of the pivot.) Go east, get | |
| cheese, east, east, north, drop cheese, south. North, get all, on, north, | |
| north, bury cheese. *Phew*! | |
| Take the tusk, north, get dog, south thrice, off, south, and down. Go west five | |
| times, and notice the new path - it was made by the dog, going after the | |
| biscuit. Good thing, too, because that bucket isn't going anywhere any more. | |
| Follow the path northeast, take the dog, north, on, north, off, south, | |
| southeast, east five times. Drop the tusk and the gas mask. | |
| Go north, on, north, east, down, north twice. If you go on from here as usual, | |
| you die to a variety of traps. To avoid them, you must perform a kind of | |
| Indiana-Jones-cum-ninja dance. There are four different traps; you'll see two | |
| of them going in and two coming back. For each trap, you need a different verb | |
| to put in front of your direction. So, where normally you would go north by | |
| entering "go n" or "n" (or "north", if you like typing), you will now have to | |
| enter "run n", "jump n", and so forth. The four traps and their respective | |
| verbs are: | |
| spears run <dir> | |
| blade crawl <dir> | |
| pit jump <dir> | |
| sword hop <dir> | |
| Unlike in the Topologika version, in the Phoenix/ZCode game I am sure that the | |
| order in which these occur in the various positions is not randomised. However, | |
| the terrain beyond is somewhat different. (Oh, and don't dawdle inside the | |
| Danger Room itself. That's deadly, too. Naturally.) | |
| So: run north, run east. You are now faced with your first riddle. Unlike | |
| the traps, these _are_ randomised. Some of them are harder than others, and | |
| several could have multiple answers, but the accepted answer to each is a | |
| single word. These are: Nancy Etticoat is a "candle"; the beginning of eternity | |
| is "e"; what lives in winter is an "icicle"; a tea-kettle has a "name"; a train | |
| goes and comes with "noise"; every man overlooks his "nose"; a state desired by | |
| all is "peace"; many keys are on a "piano"; a skin covers a "potato"; a rich | |
| man and a fat man have "pounds"; what seems mysterious is, of course, the | |
| "riddle" itself; and crooked as a rainbow is a "river". | |
| Give this answer (just the one word, as your entire command). The doorway will | |
| open, so go north, take what's there (if anything), and go south. Crawl west, | |
| crawl north. Answer another riddle. Go north, take what's there (again, if | |
| there is something), go south. Jump south, jump west. Answer the third riddle. | |
| Go north, get another optional object. You should now have found one dog, one | |
| stuffed platypus, and one empty room. Go back south. | |
| Hop southeast, then hop south. Go south twice, up, north, south, off. South, | |
| drop platypus, west five times, northeast, north, on, north (what, again?), | |
| off, south, southeast, east five times. | |
| North, on, north, east, down, ne, get matches. sw, e, off. Take the case, then | |
| go east and north. Try going up. You are now - as the game says - in the Tower | |
| of Babel, where language is muddled and nobody, including the game, understands | |
| words normally. In fact, I can discover no hint as to which words _would_ work. | |
| However, there are four of them. In the Tower, and only there, the verb | |
| "cushion" means "up", "keys" means "take", "teabag" means "back" and "sausage" | |
| means "south". You need all four, and in that order: enter "cushion" (to climb | |
| the Tower), then "keys" (taking the second case), "teabag" (to climb back down) | |
| and "sausage" (leaving the Tower to the south). | |
| [Update: Adam Atkinson has figured out that the actions the passers-by perform | |
| when they talk to you suggest, in circumspect ways, which words should be used. | |
| This, combined with them all being objects from the starting room, is supposed | |
| to enable you to figure it out.] | |
| You're back at the junction. Drop both cases, then go northeast around the | |
| Tower. Wait here for thirty turns. The number of turns you need to wait is | |
| random, but thirty is certainly safe. Go back southeast to find the evidence of | |
| why you had to move away: one of the cases was a bomb. Which is the bomb and | |
| which contains the clock is random, too. | |
| Take everything and go northeast, then north into a garden. Move around in | |
| random directions until you come to a tree with a sign and a snake. If you | |
| pester the snake long enough it will start dropping hints on how to leave the | |
| garden (as well as, true to the story, trying to tempt you), but you don't have | |
| to hear him out. From here, you can just go e, d, e, n. | |
| Go north, get, south. Southwest, drop all, west. You stop existing. Indeed, the | |
| game will refuse to take any commands, since it doesn't believe in your | |
| existence any more. You'll have to convince it that you do. How does one prove | |
| one's own existence? Descartes did it by positing that /cogito, ergo sum/. | |
| Follow his lead: enter "think". Then go east, get all, west, on, nw, get, se, | |
| off, e, ne, se, e. | |
| Don't turn on your lamp; instead, light a match. An old seafarer? With a long | |
| grey beard and glittering eye? Now who could that be... and the name of the | |
| room is? Coal ridge. Get it? Coal-ridge, hey, hey? No? Neither do I. By the | |
| way, isn't Porlock nice this time of year? Ok, ok, sorry, back to the game... | |
| While your match is still lit, go northeast. _Now_ light your lamp, go ne, get, | |
| sw, off, w. | |
| Now to go back to the cave. You can't go back through Eden, but have a look | |
| around here. That sign - which legend would it refer to? You're East of Eden, | |
| there are some grapes of wrath... To escape, enter "Steinbeck". You arrive in | |
| the dark. Turn on your lamp: we're back at the portcullis. | |
| Go west. Now we need to do another object dance, the reason for which will be | |
| clear soon. Drop everything. Now first take your lamp, then take everything | |
| else. Then go down. You're now in a maze. | |
| Somewhere in this maze is a useful person. You should find him if you go south, | |
| north, and south. Note that you drop one object on each move. Due to the way | |
| the game arranges its internal structures, the object you take first is dropped | |
| last; so, with the arranging we just did, our lamp is the last object dropped | |
| and we never stumble about in the dark. | |
| After meeting the workman, first go east, back to the Circus. Then drop | |
| everything, take the lamp, and take everything else again. Then go down, south, | |
| north and north, and take the portrait. Finally, leave the maze by going south, | |
| east, south, east. For our last object dance, take everything, drop the debris, | |
| and take the matches. | |
| Next, go up and north, off, north to the shop. Drop the book, albatross, clock | |
| and portrait here. Go south, on, south, off, south, west five times, northeast, | |
| north, on, north. Another dog... note his name. Turn off your lamp, and go | |
| south, southeast, and east five times. | |
| Go north, on, north, east, down, and north twice. We're back at the Danger | |
| Room, and will need to follow the same procedure as last time. One thing is | |
| different, though: when we last moved back out of this area, that apparatus | |
| above the south door moved all the traps around. They're still the same traps, | |
| and you need to execute the same moves to avoid them, just in a different | |
| order. | |
| Hop north, hop east. Answer yet another riddle. Go north. If there's something | |
| here, take it. If not, say the name of the dog: enter "spot". If that makes the | |
| dog appear, take it. In any case, go south, then run west, run north. Answer | |
| the riddle, go north. If you find something, take it; if not, and you haven't | |
| found the dog yet, try "spot" and take dog. | |
| Go south, crawl south, crawl west, answer your final riddle, go north, take an | |
| object or call and take the dog, go south, jump southeast (As a side note, can | |
| you figure out why this exit isn't straight like the other two? There is a good | |
| reason) and jump south. Like last time, you should have found two objects. One | |
| is the dog again; this time, the other is a trophy. | |
| Go south twice, up, north, south, off, south. Drop the trophy, west twice, drop | |
| the matches here, west thrice, northeast, north, on, north (oh grief...), off, | |
| south, southeast, east five times. | |
| North, on, north, east, east. You can't see it, but you can hear the dog: take | |
| dog. Now go northwest, north, west, east. Ah, there it is! Back west, north, | |
| south, off, s, w five times, ne, n, on, n. No more dogs - hoorah! Go north, | |
| take the will, south twice, off, south, southeast, east. Get the keys, east, | |
| get wood, east, drop keys and wood and get the bottle. | |
| Go east twice, and take the trophy, platypus and tusk. Go north, on, north, | |
| west, down, east, fill the bottle, west two times, off. West, drop will, east, | |
| west, get cheque, east, on. East, up, north, off, north to the shop. Drop the | |
| cheque, tusk, platypus and trophy here. Go south, on, south, off, south, and | |
| west twice. | |
| Take the matches, wood and oilskin. Wrap matches (you neither can nor need to | |
| specify what in), then wrap wood. Get everything else, turn your lamp on, and | |
| wrap it, too - this time it will go in the polythene, which is what we want. | |
| Thus prepared, go south, down twice, and south until you can go no further. | |
| Next go southeast, open the door, drop your keys, go west and take the slipper. | |
| Go back east, northwest, southwest and southeast. Drop the bottle, then get the | |
| chest. Go northwest, northeast and north. | |
| Unwrap the matches, and wrap the slipper (this keeps your hands free for | |
| later). Light a match and see where the smoke goes, then go in the opposite | |
| direction (so if it drifts northwards, go south, and so on). Repeat this. You | |
| will come across a gold tooth. When you find it, unwrap the wood and wrap the | |
| chest. | |
| Take the tooth. Light a match then light the wood. You will be returned to the | |
| sea bed. Go north until you can go no further (should be twice), then up once. | |
| If you go up to the surface immediately, you get the bends. You need to | |
| acclimatise. To do this, wait one turn for every five turns spent in the lowest | |
| levels of the sea (including the whale's stomach). If you haven't been wasting | |
| any turns, this should be between thirty and thirty-five turns, so (assuming | |
| the game rounds up...) wait here for seven turns. _Then_ go up once more, and | |
| north back to the beach. | |
| Unwrap the lamp, and turn it off. Drop the polythene and the aqualung. Unwrap | |
| the slipper and the chest. Drop the oilskin and the matches. Go east twice and | |
| north, on, north, off, drop lamp, north, and drop all. | |
| You now have 299 out of 300 points. For the traditional Last Lousy Point, you | |
| traditionally need to do something trivial and unguessable; Brand X breaks the | |
| rule once again. What you need to do _is_ trivial, but it's been written on the | |
| walls all along. In the south end of the long passage, a word has been | |
| scratched on the wall. A magic word, of course. However, if you'd tried its | |
| magic up to this point, nothing would have happened. Now, though, it works: | |
| utter the word "blach". | |
| And that's it. That's the sparkling finale of what, I think you'll agree, is a | |
| truly random and unfriendly game. (It's not as if the authors weren't good | |
| adventure writers, either. Peter Killworth's Doom trilogy is at times almost as | |
| unfair as Philosopher's Quest, but to yours truly at least a great deal more | |
| enjoyable - probably because most of the time they do present a consistent, | |
| whole world.) Still, 300 points are 300 points, right? |
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