| 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. |
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