British Fox and the Nationalist Conspiracy
Hint Guide

This is meant as a guide to solving specific puzzles, not as a walkthrough. British Fox and the Nationalist Conspiracy is not a game written with one singular path or solution. Each puzzle may have many different solutions, and in some cases the player may not even encounter some puzzles depending upon which path through the game is chosen. Thus a walkthrough would be almost useless, except in showing one particular way of finishing the game.

First off, remember British Fox's motto: "If in doubt, THUMP it!" When she cannot think of a solution to a problem, then she starts hitting things. This sometimes gets the job done, and sometimes gets her into even more trouble. British Fox has another motto, which is: "Make love, not war!" I like to think of it as: "If you can't thump it, HUMP it!" Sometimes when violence isn't the answer, sex is. (In fact, with British Fox, sometimes sex is the answer even when someone hasn't asked the question. But I digress!) To keep to this theme, many of the solutions presented below will be organized by one of these three themes: Think it!, Thump it! or Hump it!

Okay, on to specific solutions to specific problems. As spoiler protection, the hints are hidden until you click on the particular problem you are facing. The clues are presented according to Chapter. Cick on each chapter to reveal the puzzles pertaining to that chapter. For each puzzle, there will be one or more solutions. Click on the solution(s) to reveal them. Clicking on any of the chapters or solutions again will hide them once more.

This is the last warning you will receive: Clicking on the solutions presented below may spoil the game for you. Only do so if you are truly stuck, or just don't want to bother finding the solution on your own.


Chapter I - The Institute

There is only one puzzle in this Chapter, but it is possibly the hardest one in the entire game: How do I get assigned to the mission?

Navy Fox is currently "on duty". When the mission starts, she will be assigned to carry it out - not British Fox. If this is OK with you, then the game will be very short. If you want to go on the mission instead of Navy Fox, then you will have to take steps to replace Navy Fox. This will not be easy, and to make it even more difficult, the section is timed. The Controller will summon Navy Fox after a set number of turns. The Controller will explain the mission to Navy Fox and White Rose, and then the two of them will walk out of the Institute. If Navy Fox and White Rose reach the exit, the game will be over. There is, as with most of this game, multiple ways of changing this:

Think it!

Navy Fox is in her room, working hard as she always does. Perhaps too hard. Notice how she appears to be under strain? British Fox can perhaps help her to relax, and in so doing get her to miss the summons from the Controller.

How do I distract her?

There are two things you want to pay attention to when you enter Navy Fox's room. The first is that Navy Fox occasionally "sighs and stretches, rubbing her neck". The second is the very large tub (built for two), and the notation that Navy Fox has a weakness for water. Click here if that still isn't helpful.

Try rubbing her neck and/or shoulders. Also, turn on the taps for the tub. You will want to do this early, so that by the time Navy Fox is relaxed enough, the tub will be full. When you rub Navy Fox's shoulders, British Fox can move on to other parts of Navy Fox's body, and even strip Navy Fox naked. Eventually, Navy Fox will relax enough that you can coax her into entering the bathtub. (Using the command "Navy Fox, enter tub" will work.)

Okay, that was helpful but Navy Fox still answers the summons!

Yes, she does. Despite all distractions, Navy Fox is above all else a dedicated officer and will not ignore a summons from her commander. At least, not willingly. (Hint, hint.) Have you looked around her room? Click here for more help.

Check her desk. You should find a pair of handcuffs. Still not enough? Okay, click here for the last hint.

Get the handcuffs and enter the tub. Make sure that Navy Fox is also in the tub. Look around the tub, especially at the taps. Handcuff Navy Fox to the taps. The command is quite straight-forward: "Handcuff Navy Fox to taps".

There! Navy Fox will now be unable to answer the summons by the Controller.

Thump it!

British Fox can challenge Navy Fox to a fight for the right to go on the mission. Navy Fox will take her up on it, and if British Fox wins - she gets the mission. If you are keeping track of how your actions affect White Rose, then defeating Navy Fox in combat will raise your "rosemeter" by one point.

But Navy Fox won't fight me! She keeps telling me "Not here, and not now"!

You can't fight Navy Fox in her room. You have to wait until she gets the mission; i.e., wait until she comes out of the Controller's office, with White Rose. By the way, this also means that White Rose will be involved in the fight as well.

I keep getting beaten! How do I win?

There is no definite way to win, always and every time. See the combat section of this hint guide for tips on fighting.

Hump it!

Okay, this isn't truly an alternate solution. It is, instead, an addition to the Think it! solution presented above. While you are "distracting" Navy Fox, you can also have sex with her. It doesn't change the way that particular situation is resolved, but it does add some more fun!

Chapter II - BNDP Offices

White Rose and British Fox have arrived at the British National Democratic Party's regional office, and the headquarters of Freedom Force. If, as intelligence has indicated, the BNDP, and specifically Freedom Force, are up to no good, this is where the two heroines will find the evidence. You must gather enough evidence to prove whether or not Freedom Force is involved in something nasty (they are) before you can move on to the next chapter.

Unlike the previous chapter, there are many puzzles in this chapter. You may or may not encounter them, depending upon how you proceed. For example, you can complete this entire chapter without encountering any of the members of the Freedom Force. Thus, any puzzles regarding them will not apply - if you choose to follow that path.

Where can I find all of the evidence?

There are a total of 15 "evidence points" that you and White Rose can collect. Or, if you prefer, there are 7 different pieces of evidence. However, you only need to gather enough evidence to accrue 9 points to have enough to advance to Chapter III.

* You obviously cannot talk to Captain England about the plans of the BNDP if you are fighting him. You need to join Freedom Force first, even if you're only pretending. For more information on this, see the hints related to "How do I defeat Freedom Force in the cellar?".

Click here to reveal how to bypass the evidence gathering.

Once you have gathered all 15 points-worth of evidence, Lucilla Frost reveals that a secret command, "SELFEVIDENT", will automatically give you all of the evidence points and thus allow you to skip Chapter II altogether and go on immediately to Chapter III. You do, however, have to at least reach the doorman standing outside of the BNDP Offices to use the command, although you don't have to gain access to the building. And, using this command to skip to Chapter III will, of course, cause you to miss any of the fun in Chapter II.

There is a guard out front. How do I get into the headquarters?

There are several ways to get into the headquarters, and for the most part it isn't very hard. But choosing an entry method could play into how things go for you later on.

Think it!

This one is tricky, as there is no indication from the room description that this option is available. The street that the offices are on does continue past the office building, but you have to trust me on this. Simply enter "west" to continue past the doorman and you will turn up into an alley that runs alongside the building. There is a window here. You can go north to find another window, and then north one more time to end up behind the building. There is no way into the building from here, however. You can, though, enter the building through either of the windows you passed. Return to one of the rooms containing a window, and "break window". You can now go "in" or "east" to enter the building.

Thump it!

Simple - "hit doorman". The doorman will now allow you entrance to the offices. If you are keeping track of how your actions affect White Rose, then hitting the doorman will lower your "rosemeter".

Hump it!

There are two ways to use sex to bypass the doorman. You can either "kiss doorman", or flash him your tits ("show tits to doorman"). Note: If you are keeping track of how your actions affect White Rose, then flashing the doorman will lower your "rosemeter", while kissing him will not.

How do I escape the BNDP Reception Area?

There are two ways to leave the reception area. One is to go back outside and try to enter a different way. See the previous hint on entering BNDP Headquarters for information on that.

Other than leaving the way you came in, there is no escape from this area. Once you enter this room, any attempt you make to go further into the BNDP offices will be blocked by the receptionist. Any attempt to attack the receptionist will result in her pushing a button. The button opens a trap door that drops you into the cellar with the rest of Freedom Force. And, while you are here you will lose one hit point every four turns. This will definitely affect you later if you enter into combat with any other members of Freedom Force.

So....what do I do?

Just because there is no way forward doesn't mean that you are trapped. Again, you can leave and try to gain entrance another way. But, if the only other way out is to attack her, then that is what you'll have to do. Attack her, and she'll open the trap door. If you are going to proceed along a "head on" confrontation with Freedom Force, instead of a stealth mission, then it is best to confront the receptionist early on. The longer you stay here, the more hit points you will lose.

Why do I lose hit points? Why am I nauseous?

The receptionist is actually Purity, a member of Freedom Force, in street clothes. She will reveal herself if you simply confront her: "ask receptionist about purity". It is Purity's power that is causing you to lose hit points.

How do I defeat Freedom Force in the cellar?

There are four of them (five when Purity arrives). Those are not good odds, even for a superheroine such as yourself. To be blunt, it is very, very unlikely that you will be able to overcome them all. At best, you may be able to force Manticore and/or Captain England to retreat, and possibly overcome one or two of the others. You have, therefore, only two real options:

Think it!

If you can't beat 'em....join 'em! At any time during Manticore's speech, you have the option to "join freedom force". (Or, you can "join" any individual member. Ex: "join Manticore", "join Norsefire", etc.) Alternatively, Freedom Force will offer British Fox the opportunity to join them (but not if White Rose is there). If you are keeping track of your relationship with White Rose, this will cause your "rosemeter" score to drop - if she witnesses you joining them.

How do I prevent White Rose from seeing me join Freedom Force?

White Rose automatically follows you from room to room, unless you tell her to "stay". So, tell her to her "stay" before you encounter Freedom Force. Of course, this solution will involve you already knowing when you will encounter Freedom Force. But you're going to be playing this game more than once anyway, right?

Thump it!

Once you have encountered Freedom Force in the cellar, there is no way out. So..why not go down swinging? You may not win, but they'll know they've been in a fight! Fortunately, even if you lose, it isn't the end of the game. You'll simply find yourself locked up in one of the cells.

How do I escape the cells?

If, in the course of exploring the BNDP Offices, you encounter and take on the Freedom Force and are defeated, you will awake in one of the cells found in the cellar of the building. The cells are specifically designed to hold super-powered beings, such as yourself, so you will be unable to break them open. If she isn't locked into an adjoining cell already, White Rose will eventually be escorted to the cells by Combat Eighteen and locked in as well. Great! Now she can't rescue you! How do you get out?

Think it!

If the cells are too strong for you to break, then they are definitely too strong for White Rose. However, she may be able to cut the bars using her lasers. But, her powers are dependent upon turning light into lasers, and the cellar is too dark for her powers to work. She needs a strong source of light to generate enough power to cut these bars. Click here for additional hints.

You don't have much in the way of resources. There is White Rose, and her costume. And you have yourself, and your costume - which they fortunately didn't strip from you. That, by the way, is a hint. What do you remember about your powers? Click here for the final hint.

British Fox has the power to summon her costume or her regular clothes from n-space. When doing so, she generates a flash of light. "CHANGE" to change from your British Fox costume to your street clothes. This will generate enough light that White Rose can cut through the bars of the cell, freeing herself and you.

Thump it!

If you wait, Combat Eighteen will return with the sonic gun. He will enter White Rose's cell and use the gun on her. Then he will unzip his pants and use his "other gun" on her. Afterwards, he will drag her away. In a few more turns, he and Norsefire will return and set up a bright lamp, following which a hypnotized White Rose will show up. With the room all set up, Combat Eighteen will unlock the cell, allowing you your freedom. At this point, you can attack the two villains, but White Rose will join in. And with the bright light fueling her power, her attacks will do additional damage. Click here for hints on how to defeat them.

Before you launch your attack, "BREAK LAMP" to neutralize White Rose's power. She will have enough stored energy to launch one attack upon you, but for the remainder of the fight she will be more-or-less impotent. You can then use your normal combat techniques to defeat Combat Eighteen and Norsefire. See the section on "Hints on Combat" for help with defeating them.

White Rose is still hypnoized. How do I un-hypnotize her?

See the hint below for ways to wake her up.

How do I get White Rose out of the cell?

It could be that while exploring the BNDP Offices, White Rose becomes captured while you do not. In this case, you may discover her locked in one of the cells located in the cellar of the building. The cells are specifically designed to hold super-powered beings, and so you will be unable to break them open.

Think it!

The cell bars are too strong for you, and if White Rose could open them by herself she would be out already. She needs your help. She could cut through the bars, but the cellar is too dark for her light-based powers to work. Click here for additional hints.

Depending upon how much of the BNDP Offices you've explored, you may not have much in the way of resources. But, no matter how empty-handed you are, you still have your costume. That's a hint, by the way. What do you remember about your powers? Click here for the final hint.

British Fox has the power to summon her costume or her regular clothes from n-space. When doing so, she generates a flash of light. "CHANGE" to change from your British Fox costume to your street clothes. This will generate enough light that White Rose can cut through the bars of the cell, freeing herself.

Thump it!

Combat Eighteen carries the key to the cells. There are two ways to get the key from him.

Click here for the first method.

If you can catch him in his room, then you can ATTACK him and knock him out. Searching him will reveal the key. In fact, even if he is not unconscious, you can search him and get the key. Doing so will cause him to automatically attack, but you knock him out with just a flick of your finger. You can use the key to unlock the cells.

Click here for the second method.

If you go to the Special Projects Room, Captain England will ask John (Combat Eighteen) to bring White Rose to the Special Projects Room. You can go down to the cellar and find him opening White Rose's cell. If you hurry, you'll beat him there. Just wait for him to show. If you wait too long, you'll arrive while he is molesting White Rose. If you wait entirely too long, he'll drag White Rose up to the Special Projects room. So, timing is everything.

You can at any time hit Combat Eighteen and knock him out. Depending upon when you do it, White Rose may be free (Combat Eighteen having already unlocked the door). If not, you may need to search him for the key. White Rose would prefer if you took care of this before he molests her, obviously.

Hump it!

The key to White Rose's cell is carried by Combat Eighteen. You can go to his room and find him there. If he has already left for the cellar, you are too late for the Hump it! solution. While in his room, you can initiate sex with Combat Eighteen. While he is stripping the key to the cells will fall to the floor. When you are through, you can retrieve the key and use it to unlock White Rose's cell.

I'm strapped into the strange machine. How do I get out?

If you are captured by the Freedom Force, and are unable to free yourself, eventually you will be brought to the Special Projects room. Here Captain England will attempt to brainwash you. It fails, of course, as you've been training to protect yourself from brainwashing and other psychic attacks for years. When Captain England realizes this, he will leave you to the not-so-tender mercies of Combat Eighteen and Norsefire. White Rose, who has not had your training and has been hypnotized, is also here.

If you try to release yourself, you will be unable to do so. White Rose will take orders from you, but she will be stopped from trying to release you by one of the members of Freedom Force. Of course, if you just wait around long enough, everyone will leave and you will be able to free yourself without interference. But who wants to do that?

Think it!

Actually, this is a two for one solution! The Think it! solution is also the Hump it! solution. What a bargain!

White Rose can help you escape, but Combat Eighteen and Norsefire are paying too much attention right now to allow her to simply free you. So, how do you think you can distract them? Click here for more help.

Did you pay attention to what Captain England was saying when he gave orders to Combat Eighteen and Norsefire? He told you exactly how to escape.

He did? I guess I missed it! What do I do?

Captain England gave specific orders not to let you go, not even if you offer to have sex with them. Do I really need to spell out the rest? This is AIF, right?

Actually, you do need to spell it out. Combat Eighteen and Norsefire can't seem to 'get it up'!

Yes, they do seem to be suffering from some rather inconvenient stage fright. You could take matters into your own hand, so to speak, if you weren't strapped down. But, what about White Rose? Combat Eighteen and Norsefire will stop her from freeing you, but they have no objection at all to her helping them. Ask White Rose to do naughty stuff to both Combat Eighteen and Norsefire until they are over their shyness, and then have them do stuff to you. Eventually, the description of them violating you will indicate how distracted they are.

Okay, I'm "distracting" Norsefire and Combat Eighteen. But I still can't free myself.

No, you can't. But, White Rose can! Once you get Combat Eighteen and Norsefire involved in having sex with you, you can have White Rose free you. "White Rose, release me" should do it!

Thump it!

Okay, I'm cheating a bit here. There is no real Thump it solution. Follow the hints given above for Think it!, and instead of having White Rose release you, have her attack Norsefire and/or Combat Eighteen.

Hump it!

Surprise! The Hump it! solution is the same as the Think it! solution.

White Rose has been hypnotized! How do I free her?

Depending upon how things go in the game, White Rose may become hypnotized by Freedom Force, and will thereafter act as their agent. Actually, in her suggestive state, she will simply follow any orders given to her. This includes orders you give her. Eventually, White Rose will overcome the mesmerizing effect on her own, but you will probably want to wake her up before that happens. There is really only one way to do this.

Hump it!

If you read through the information in the BNDP computers and the notes in the Special Projects room, you will see that any hypnotized subject will break free of the effect upon achieving orgasm. I believe Captain England will also mention this if you talk to him in the Special Projects room. Thus, to awaken White Rose simply have sex with her. When she orgasms, she will be free of the hypnotizing effect and back to her old self.

What about White Rose's costume?

If White Rose has been hypnotized, then she will be left in a very sexy, gauzy wrap. While this looks great on her, it isn't really practical for fighting supervillains. If you leave her hypnotized, then she won't mind staying dressed this way. But once she awakens she will not want to leave without her costume. As she'll tell you, that thing costs a fortune.

Did you ever have a child ask you "Where is my other shoe?" Then you know the standard parental answer: "Where did you take it off?" This is the same answer to White Rose's question about her costume - where did she take it off?

Where did she take it off?

If you were otherwise occupied when White Rose was hypnotized (for example, busy in the Special Projects room with Captain England), then you wouldn't have seen her being disrobed. In that case, you'll find her costume in the cell where she was detained, down in the cellar. It is an amorphous white mass in its current state, having been blasted by Combat Eighteen with a sonic gun. Don't worry, however, as White Rose can still wear it - it just won't function for a while until it recovers. How long will that take? Well, what a coincidence - exactly as long as it takes British Fox and White Rose to travel to Roundhay Park to begin Chapter III!

What can I do about Freedom Force?

If you've tried fighting them in the cellar, you know that it is veritably impossible to defeat them there. And if you do nothing about them, then you just know you're going to see them again later in the game. (You do.) If you can't beat them here, how will you possibly beat them later?

Well, there is something you can do about them. While it is almost mathematically impossible to beat them all together, if you can get them separated you can take them on one at a time. One way to do this is to "join" them (it is up to you as to whether you actually join them or are just pretending). You can only do this while confronting them in the cellar of the BNDP Offices. After you join, the members of Freedom Force will trust you to wander the offices, and you can find the individual members on their own.

Another way to separate them is to fight them in the cellar. You will lose. But you will be locked up in a cell. After that, it is up to you to free yourself, and possibly White Rose as well. If you can win your freedom, then you can track down the members of Freedom Force for a little payback.

Most members can be found in more than one location, and can also be subdued in more than one way. For each member, click on their name for tips on finding and defeating them.

Manticore

Don't worry about Manticore. No matter what you do, join Freedom Force or fight them, Manticore will fly off to prepare for the evening's activities at Roundhay Park. You'll have to face him there.

Captain England

You can almost forget about Captain England. If you join Freedom Force, you can find him alone in the cellar and fight him there. Or, if you wait a few turns he will go up to the Special Projects room where you can also find him alone. You can confront him in either location, but he will call for reinforcements, which means that you could possibly be facing the rest of the Freedom Force as well. Even if he's by himself, Captain England will still be difficult to defeat. The main reason is that he will flee if his hit points drop too low. But, it is possible to do enough damage to him to knock him unconscious before he gets a chance to flee. And...he will still be at Roundhay Park when you arrive. Why? Because he is essential to the plot of Chapter III. So, there is nothing you can do about him, other than the satisfaction of knocking him around a lot.

Combat Eighteen

Combat Eighteen can be confronted in several places. If you join Freedom Force, you can confront him in the cellar as he is retrieving White Rose for treatment in the Special Projects room. If you can knock him out while he is still in the cell, you can retrieve his key and lock him into the cell.

If you get locked into the cells with White Rose, he will come down to free her and take her up for hypnotizing treatment in the Special Projects room. You can free yourselves from the cell and confront him here. Or, if you allow him to drag White Rose way, he will return with Norsefire and a hypnotized White Rose. They will unlock your cell, and you can attack the three of them. See the hint above on "How do I escape the cells?" for hints on this combat.

You can also find him in his room. By himself, his fighting skills are almost useless against you, and you can knock him out with a simple flick of your finger.

Finally, if you are dragged into the Special Projects room for hypnotizing treatment, then eventually you'll be left alone with Combat Eighteen, Norsefire and White Rose. See the hint above on "I'm strapped into the strange machine. How do I get out?" for hints on this situation.

Norsefire

Norsefire can be found in at least three locations. If you are locked into the cells, Combat Eighteen will eventually show up to drag White Rose up to the Special Projects room for hypnotizing treatment. When he returns, he will have Norsefire and a hypnotized White Rose. They will unlock your cell. You can then attack the three of them (Norsefire, Combat Eighteen and White Rose). See the hint above on "How do I escape the cells?" for hints on this combat.

You can also find him in his room. By himself, his fighting skills are almost useless against you, and you can knock him out with a simple flick of your finger.

Finally, if you are dragged into the Special Projects room for hypnotizing treatment, then eventually you'll be left alone with Norsefire, Combat Eighteen, and White Rose. See the hint above on "I'm strapped into the strange machine. How do I get out?" for hints on this situation.

Purity

Purity can only be found in her room. She is no match for you by herself and you can easily defeat her.

The good news is that any members of Freedom Force who are unconscious when you leave the offices will not be at Roundhay Park when you arrive there (except for Captain England). The bad news is that anyone who is unconscious will not stay that way forever. After a few turns, they will groggily get to their feet and make a beeline for the exit. If you are between them and the exit, you can possibly intercept them and dispatch them once more. But, if they escape the building, or are at least conscious when you leave, then you will see them again in Chapter III.

Therefore, a good strategy is to deal with them right before you leave - if you can. Sometimes circumstances will not allow this, but if you can time it so that you visit each of them on your way out of the building you can seriously cripple Freedom Force and make things much easier on yourself in Chapter III.

Chapter III - Roundhay Park

British Fox has arrived at Roundhay Park, where the Freedom Force have gathered to carry out their nefarious plan. Her mission, should she choose to accept it, is to stop Freedom Force. Of course, how she goes about this is up to her, and depends a lot upon choices that were made in Chapter II. Are she and White Rose here to kick butt and take names? Or, has she chosen to take them down from the inside, pretending to go along with their scheme? Or, maybe she isn't pretending, and will allow Freedom Force to complete their plans! You can do all of these, and possibly other options as well. And, of course, your choices will affect what puzzles you face.

I'm fighting Freedom Force outside Roundhay Mansion, but I'm getting my arse kicked! Help!

This could be either the toughest battle you've ever face, or the easiest. There are steps you can take in Chapter II to reduce the number of opponents you face here (see the hints from Chapter II on dealing with Freedom Force). Taking those steps, the minimum number of combatants you'll face here are Captain England and Manticore. And there are even two things you can do to make that seemingly simple fight appear easy. One involves fighting Captain England in general, and you can find hints on that in the combat section of this guide. The other involves using British Fox's super strength to her advantage. Click here to see this technique.

British Fox is strong. I mean really strong. So, lifting something heavy, like the Britmobile, should be easy, right? Well, it isn't easy - after all, the Britmobile is armor plated and carries its own weapons systems - but she can do it. She can even carry it. So, lift the Britmobile when you arrive at Roundhay Park, and carry it with you to meet the villains. When the fighting starts...WHAM! Hit one of the combatants with the car. They will be instantly knocked unconscious and taken out of the fight. Unfortunately, this doesn't work for Manticore as he immediately takes flight and British Fox won't throw the Britmobile. But you can instantly K.O. any other member, and believe me it is extremely satisfying to flatten someone like Captain England or Combat Eighteen!

If you are facing the entire Freedom Force, the numerical advantage is almost impossible to overcome. You can "cheat" and use UNDO judiciously and win, but even so it is still hard. But, let's say you do. You use all of the tips and techniques laid out here and you defeat Freedom Force. You have that satisfying feeling of seeing all of them lying unconscious at your feet as you ultimately knock Manticore out of the sky. And then...Manticore flies away, his suit damaged but still functioning, and you'll need to face him again later.

If I can't win, why fight?

There are three reasons why you may want to fight:
1) You can reduce Freedom Force's numbers, thereby giving you less opponents to face later in the game.
2) You get a warm, fuzzy feeling when you DO manage to defeat them.
3) Beating Freedom Force here really impresses White Rose; i.e., it increases her "Rosemeter", which can lead to other benefits later in the game.

Okaaaay...I can't win, so what do I do?

No matter what you do - you'll eventually have to face Manticore later in the game, possibly severely beaten up by the battle here. Perhaps your best strategy is to RUN AWAY!

Where do I run? I keep getting cut off!

You can only escape into the woods. Go "EAST" to hide in the woods.

Captain England and Manticore keep getting away! How do I stop them?

This only applies to fighting these two outside of Roundhay Mansion. Elsewhere within Chapter III, the two do not retreat and you can defeat them. By the way, that gives away the answer: You can't beat them here. The best you can do is to beat them up a bit, at which point they'll escape. There is no way to stop them from escaping, especially Manticore. He can fly, remember? So, what do you do? If you haven't done so already, look at the previous hint regarding getting your arse kicked by Freedom Force.

I keep running into members of Freedom Force. How do I avoid them?

This will only apply if you didn't defeat them when you first encountered them at Rounday Mansion. If you evaded them by ducking into the woods, then Manticore will send any conscious members after you. After that, you will randomly encounter them as you explore Roundhay Park. Fortunately, unless you are unlucky, you will only encounter them singly. If White Rose is with you, the two of you are more than a match for Combat Eighteen, Norsefire or Purity. Even alone, they aren't much of a challenge. See the hints below on combat for strategies in defeating them.

I've made it to the Arena, but security won't let me up on stage. Now what?

There are a couple of ways to get past security, and by now they shouldn't be that difficult to figure out.

Think it!

There is plenty of security out front, but what about the back? If you go into the beer tent (or go back to it if you got here from there), you can go south to arrive at the Arena parking lot. From here you can gain entrance through the backstage area.

Thump it!

After fighting her way through super-powered villains all over the world, a couple of security thugs are no match for British Fox! She (and White Rose, if she is with you) will make short work of the security if you attack them. If White Rose is with you, you can ask her to hit the security guards, something she is happy to do given their attitude towards her. This will increase your relationship with her (i.e., her "Rosemeter" will go up).

Hump it!

Unfortunately, the Security guards are too unattractive for British Fox to even consider seducing them. (And given what she will do with Eugene, this prospect actually scares me a little!) Suffice it to say, you cannot use sex to get past security.

How do I stop the subliminal messages?

Well, first you have to find where they are coming from. Have you searched around the area?

I've looked but can't find anything

If you look in the area behind the stage ("south"), you'll find the parking lot. You can also get there by going through the beer tent. There, you'll find a sound van. This must be where the subsonics are originating!

Okay, I've entered the van and found Captain England. But how do I stop him?

Well, you can't "Thump it!", as attacking Captain England will cause him to automatically emit sonics capable of killing much of the crowd. And you can't "Think it!" by dismantling the electrical equipment, as Lady Windsor has given standing orders to recover all technological equipment intact. That leaves only one play in the British Fox playbook: "Hump it!" Given that, the solution should be pretty easy, but if you still need a hint, click here.

You can try different sex acts, but in the end the only thing you can really do is give Captain England a blowjob. If White Rose is with you, you can ask her to help out as well.

I'm fighting Manticore onstage, but he is flying out of reach. How do I beat him?

You can't reach him directly, he is out of reach. But, you (British Fox) are strong enough to really damage him if you can hit him with an object. If another member of Freedom Force arrives on stage, they make really good ammunition. Use the GRAB-THROW-AT technique outlined in the "Hints on Combat" section to take out two birds with one throw.

If White Rose is with you (and she is fighting with you, and not against you), you can direct her to attack Manticore. Her lasers can easily reach him. You can simply DEFEND and let her handle it (a cowardly yet effective technique), or you can join in by tossing stuff at him.

The only things within reach (at least, the only things worth throwing that are within reach) are the various speakers on stage. You can start grabbing them and tossing them at Manticore.

What can I do about the crowd of people?

There are a couple of solutions to this. It all depends upon what has happened to the crowd; i.e., are they mesmerized or not?

If you have stopped the subliminal messages in time, then the crowd never becomes mesmerized, and will eventually disperse on their own. But, since that is a self-solving puzzle, and you probably aren't really asking about that, let's assume that the crowd is mesmerized and is standing around, jaws hanging open and drooling while you (and possibly White Rose) stand heroicly over the fallen body of Maticore.

If the crowd is mesmerized, then they are open to commands. Any commands. And what do you know? There is a handy microphone right there on stage, open and ready for someone to step up and speak into it! You can address the crowd as if they were another character, giving commands to them just like you would to, say, White Rose. "CROWD, DO JUMPING JACKS", for example, although I wouldn't try that particular command.

Think it!

You can tell the crowd to simply go home. "CROWD, DISPERSE", or "CROWD, GO HOME". The crowd will seemingly snap out of their trance and wander away.

Hump it!

If you are feeling particulary naughty (and British Fox is always feeling naughty), you can tell the crowd to engage in more...earthy pursuits. For example, you can instruct the crowd to engage in some healthy auto-gratification; i.e., "CROWD, MASTURBATE". Or, you can institute a full-on orgy: "CROWD, FUCK". The latter will initiate several graphic sex scenes if you "X CROWD". Do so multiple times, and it will even begin to affect White Rose.

As you no doubt have discovered thus far, achieving orgasm will break the hypnotic control, so initiating the sex scenes will cause the crowd to (eventually) disperse.

Epilogue - Back at the Institute

Having completed the mission, British Fox has returned to the Institute, and must report to the Controller. There are really only two things you can do here: 1) Have a sexual encounter with White Rose, and 2) Report to the Controller's office for a de-briefing. Reporting to the Controller will end the game.

Why won't White Rose follow me to my room?

You may find that when you return to the Institute, White Rose is very happy with you, but she won't follow you to your room. This is more than likely because you have impressed her, but not enough for her to have sex with you. This is a function of the "Rosemeter", which can be altered by your actions during the game. If you've raised the "Rosemeter" enough, White Rose will follow British Fox upstairs to her room. Otherwise, when British Fox goes up the stairs, she will simply remain behind.

I've gotten White Rose to my room, but I can only initiate a cut-scene. Where's the big sex scene??!?!

The cut scene is quite an extensive sex scene, but you are correct - there is no interactive sex scene between White Rose and British Fox. I could give you a long, involved answer about Lucilla Frost wanting to maintain the integrity of the relationship between the two women and thus dictating exactly how the sex scene would play out. But that's not true. The real answer is that she (Lucilla Frost) spent three years writing this game, and when she came to the ending it was just too much work to write yet another long involved scene. So she cheated a little and you get this cut scene instead. But, it is quite well written, however, so don't feel bad.

When I report to the Controller, she always ends up spanking me. Even if I won! How do I really 'win'?

If you've gotten the scene where Lady Windsor, aka "The Controller", is spanking British Fox and White Rose, then congratulations - you have won. Believe me, there are much worse endings than this in the game. Lady Windsor is just someone who believes that nothing ends a day better than a really good spanking, especially when she is spanking someone else.


Hints on Combat

This section will outline some hints on combat, and specifically focus on some combat techniques that can be used against various people in the game.

First, some general knowledge (available in-game by typing "help combat"). You have some combat-specific commands available to you:

  ATTACK target: the acting character attempts to do as much damage to the target as possible
  ENGAGE target: the acting character attacks the target while taking approproate defensive measures
  DEFEND: the acting character adopts a defensive posture without making aggressive actions
  GRAB target: the acting character attempts to grab and hold the target (see "Combinations")

Note the use of the phrase "acting character". What this means is that these commands are available for you (acting as British Fox), or for other characters accompanying our heroine. For example, you could direct White Rose to defend herself by giving the command "White Rose, defend".

Combinations

Making a successful grab of an opponent allows you to perform a combination attack upon them. The "combination" means performing a series of moves upon multiple turns. For example, "GRAB-ATTACK" would imply grabbing your opponent on one turn, and (if successful) attacking them on the next. Note that the names of the combinations are ones that I have given them, not ones that Lucilla Frost has devised.

  GRAB-ATTACK: GRAB and opponent, and then ATTACK them. This does increased damage to your opponent, but does allow them to attack you in return. However, you will maintain your grip on your opponent (unless they manage to wriggle free).
  GRAB-ENGAGE: Exactly the same as GRAB-ATTACK
  GRAB-THROW: GRAB an opponent, and then THROW them. Like the GRAB-ATTACK, this does increased damage to your opponent, but you will relinquish your grip upon the opponent.
  GRAB-DEFEND: GRAB an opponent, and then DEFEND. This uses your opponent as a human shield, allowing them to absorb any damage directed towards you. It does less damage than attacking the opponent directly, but it does block attacks against you. (Even attacks from the opponent you are holding!) You will maintain your grip upon your opponent (unless they manage to wriggle free).
  GRAB-THROW-AT: GRAB an opponent, and then THROW them AT another opponent. This will cause damage to both opponents, and is the most effective attack with regards to damage. However, you will relinquish your grip upon your opponent.

Most combatants start out with a total of 10 "hit points". This includes you (British Fox). When you engage in combat, you will undoubtedly lose hit points. These hit points will be permanently gone until you move on to another Chapter (representing British Fox being able to rest and recover). There are a couple of instances where this isn't true. When you are knocked unconscious in fighting Freedom Force within the BNDP Offices, you will awake in one of the cells. This "rest period" will allow you to recover your hit points. And, if you fight White Rose in the Danger Room in Chapter 1, you will also recover your hit points IF Navy Fox is assigned to the mission. Lucilla Frost explains this by saying that fighting White Rose and Navy Fox while already injured will in all but the most extremely lucky of circumstances lead to an unwinnable situation, so she allowed the player to recover to give British Fox a fighting chance.

The combat portion of this game is based upon standard table-top roleplaying games (RPG), with hit points, rolls for attack success and subsequent rolls for damages. As such, there is a random element to it. Therefore, there is no way to guarantee that you win every combat, every time. However, there are some techniques that can help you in combat, depending upon which opponent(s) you are facing - or who is helping you to fight. Click on the character below to see some helpful combat tips for that character.

White Rose

White Rose's fighting techniques are based upon her light-absorbing and emitting powers. She emits self-generated lasers from her fingertips as well as heating up her hands to provide power to her punches. Perhaps her most effective weapon is her ability to dazzle her opponents by emitting a blinding flash of light. Unfortunately, this flash of light will blind you as well, even if White Rose is on your side. She will only use her flash when there is more than one opponent, UNLESS you fight her alongside Navy Fox. White Rose typically starts off every fight with this blinding flash, so your best defense is to DEFEND on the first turn of combat. This should protect you from her flash, while at the same time blinding your opponents. White Rose takes 3 turns to generate enough power to repeat this attack, and on the 4th turn she will flash once again. If you haven't won yet, you will need to DEFEND again to prevent yourself from being blinded.

As White Rose's power is light-based, the more light that is available to her, the more powerful her attacks become. So, if you are in a dark place, then providing her with a light source will help her attacks. Similarly, if she is in a well-lighted area, and you are (God forbid!) fighting against her, then taking out any light sources will weaken her power.

Navy Fox

Navy Fox's powers include the ability to move at superhuman speed, and uncanny accuracy with her Mk III laser pistol. The only time you can fight Navy Fox is when she is with White Rose, so that you will always fight the two of them together. Your best chance is to use White Rose's powers against Navy Fox (read the above description for fighting White Rose). DEFEND to protect yourself against White Rose blinding you. You will remain sighted, but Navy Fox will be blinded. Once Navy Fox is blinded, "GRAB-ATTACK" her. Continue to attack her while she is still in your grip, and "GRAB-ATTACK" her once again if she breaks free. This should finish the fight fairly quickly.

Manticore

Manticore is probably the toughest opponent in the entire game, mostly because he can fly. This puts him out of your reach, so you cannot attack him directly. And, in the early parts of the game, if you get close to defeating him he will simply fly away. This will leave you to face the other members of Freedom Force (if any of them are still conscious), and force you to face him again later on. Your best bet if he is accompanied by one or more members of Freedom Force is to avoid combat if you can. If you cannot, or if he is alone, then your best option is to throw things at him. Use anything you can get your hands on, although his armor is protection against small objects. If you are on the stage at Roundhay Park, the speakers make very effective weapons. If you can, "GRAB-THROW-AT" a member of Freedom Force at Manticore. Finally, if White Rose is with you, have her concentrate on Manticore as her lasers can hit him even if he is flying.

Captain England

Captain England's main offensive power (besides his obnoxious personality, which is pretty offensive) is his ability to generate sonic waves. This is especially effective against you as he can modulate the sonic waves to resonate with the adamantium nipple ring he gave you as a Valentine's gift. Using this advantage allows him to do increased damage against you. Using your normal "GRAB-ATTACK" combination against him should be effective, as is using "GRAB-THROW" with another member of Freedom Force (or using Captain England as the missile). Click here to reveal the super secret defense against his ability.

Talking to Eugene at the Institute and consulting the computer in the Special Projects Room at the BNDP Offices will reveal the nature of your nipple ring, and give you a clue as to how defend against it. You basically have to insulate it from sound waves. To do so, punch a hole in the wall of the Special Projects Room at the BNDP Offices, revealing the sound-proofing insulation added to this room. By tucking this insulation into your costume ("put insulation in costume") you gain some level of immunity to Captain England's attacks. You aren't completely immune, but it reduces their effectiveness greatly.

Purity

Purity's main power is the ability to generate nausea and discomfort in her opponents. She is a fairly minor opponent who is easily dispatched when on her own. Using any of your normal attacks and combinations should be enough to deal with her. In all, Purity would be similar to Combat Eighteen and Norsefire ("cannon fodder" to distract and annoy you in your fight(s) with Manticore) if it weren't for one fact: you can turn Purity to be on your side, and she will fight with you instead of against you. Click here to see how to turn Purity to your side.

To get Purity on your side, you have to seduce her in her room (see the section on "Personal Encounters" for more information on this). After this, when you encounter Purity along with the rest of Freedom Force in Chapter III, you can ask her to change sides. Do this by asking her to attack one of the other members of Freedom Force: "Purity, attack name", where name can be Combat Eighteen, Norsefire, Captain England or even Manticore.

Combat Eighteen

Combat Eighteen doesn't really have any super powers, although it is implied that he has a very high tolerance for pain. He does have superb street fighting techniques, however, which makes him a formidable brawler. Like Purity and Norsefire, he is easily defeated when he is alone. Normal attacks and combinations work well against him. When he is with the other members of Freedom Force, he acts as "cannon fodder" to absorb the attacks of British Fox and White Rose while Manticore flies overhead and deals out damage. Like the other members of Freedom Force, it is best to avoid combat when they are together, if you can, and attempt to take him on singularly.

Norsefire

Norsefire has no real super powers. He instead has wrist-mounted flamethrowers, which he uses to spurt flame at you during combat. Like Purity and Combat Eighteen, he is easily defeated when he is alone. Normal attacks and combinations work well against him. When he is with the other members of Freedom Force, he acts as "cannon fodder" to absorb the attacks of British Fox and White Rose while Manticore flies overhead and deals out damage. Like the other members of Freedom Force, it is best to avoid combat when they are together, if you can, and attempt to take him on singularly.

The "Rosemeter"

White Rose and British Fox spend most of the game together, getting to know one another and growing close. Just how close is represented by a variable called the "Rosemeter". When the mission is finished, you and White Rose can have a wonderfully intimate encounter in British Fox's room, where White Rose (as she puts it) gets "all Kama Sutra on you". By the same token, White Rose could get very, very upset with you and refuse to have anything to do with you. This is all affected by your actions during the game. You can toggle the "Rosemeter" by typing "rosemeter" as a command. This turns on or off a display of your current score in the upper right corner.

I've already mentioned several actions that can affect your score in the hints provided above. But they aren't even close to a complete listing. Here is a listing of all of the actions that affect your score, both good and bad. Note that many of the actions overlap, and getting a score from one action may preclude you from getting a score from another action. Mainly these are represented as flipsides of the same coin, if I may mix my metaphors; i.e., doing an action may increase your score, while not doing the same action may decrease it. Obviously, in such a situation it is impossible to achieve both scores. Also note that viewing the entire list of actions may provide spoilers for the game. You've been warned.

Click here to reveal the full list.

Action Point(s)

Introducing yourself to White Rose +1
Asking White Rose about the Rosemeter -1
Working out in Danger Room while White Rose watches +1
British Fox defeated by ninjas in Danger Room -1
Accepting White Rose’s surrender when sparring +2
Not accepting White Rose’s surrender when sparring -1
Knocking White Rose unconscious while sparring +1
Surrender to White Rose while sparring when she offers +1
Taking White Rose into Punishment Room on tour -1
Going with White Rose for chastisement by Controller +1
Spanked by Lady Windsor -1
Defeating Navy Fox and White Rose +1
Lift Britmobile +1
Trying to give dildo to White Rose -1
British Fox masturbates Eugene -3
Threatening, handcuffing or grabbing the doorman at BNDP headquarters +1
Flashing the doorman at BNDP headquarters -2
British Fox flashes npc -1
White Rose breaks into BNDP base through office window +1
Changing sides at the beginning of Chapter 2 -8
Escaping from BNDP Cells before assault on White Rose completed +5
British Fox dissuades Combat Eighteen from attack on White Rose in cells +1
British Fox interrupts Combat Eighteen’s attack on White Rose in cells
    (score depends upon when British Fox interrupts; earlier is better)
+2-6
Failing to free White Rose from cell -1
Allowing Combat Eighteen to assault White Rose in cells
    (score depends upon how long she allows the assault)
-1-5
Free White Rose from cell with key +5
White Rose finds British Fox engaged with Capt. England in the planning room -2
Attacking White Rose when she is in the Mind Control Machine -1
Refusing Captain England a blowjob from White Rose in planning room +2
Allowing Captain England to get a blowjob from White Rose in planning room -4
Win fight in Planning Room after having previously joined Freedom Force +1-2
Combat Eighteen and Norsefire screw White Rose in planning room
    (score depends upon how long the sex scene lasts)
-1-6
Hypnotized White Rose drinks Captain England’s lager or coffee -1
Hypnotized White Rose licks up cum from cell floor -3
Suggesting White Rose lick up cum from cell floor -1
White Rose destroys telephone in BNDP Office +1
Destroy portrait of Adolph Hitler +2
Destroy Mein Kampf +1
Trying to remove nipple ring +1
Ask White Rose about evidence after finding all 15 points +1
Allow White Rose to go back into BNDP base to get her costume +1
Not allowing White Rose to retrieve her costume at end of Ch. 2 -1
Returned White Rose’s costume to her in Ch. 3 +2
Unhypnotized White Rose does Ch. 3 naked -3
British Fox starts blow job for Captain England in sound van +1
White Rose starts blow job for Captain England in sound van -2
Interrupting attack on protesters +2
Not preventing attack on protesters -4
Invite White Rose to attack guards at steps to Stage +1
Defeat security guards on stage +1
hypnotized White Rose flashes security guards -1
hypnotized White Rose screws security guards -5
Getting White Rose to initiate attack on Manticore on Stage +1
Dispersing crowd in Roundhay Park while still hypnotized +1
Dispersing crowd in Roundhay Park by masturbation +2
Dispersing crowd in Roundhay Park by orgy +3
Dispersing crowd in Roundhay Park before hypnosis takes effect +3
Sending hypnotized crowd off in single direction -2
Waking White Rose with a kiss if she likes Eleanore +1
Waking White Rose with a kiss if she doesn't like Eleanore -1
Telling White Rose to undress before she likes British Fox -1
Showing White Rose British Fox’s pussy before she likes her -1
British Fox strips in front of White Rose -1
British Fox masturbates -1
Breaking White Rose free of mind control by returning her costume (Ch3) +3
Breaking White Rose free of mind control with sex +5
Bonus for ‘swinging’ +2
Forcing Manticore or Captain England to flee combat +1
British Fox knocks Manticore or Captain England unconscious +2
British Fox knocks minor villain unconscious +1
Allowing Eugene to have sex with White Rose -5
Suggesting sexual acts between White Rose and other npc -1
Each step of BDSM scene with White Rose -1
Threatening White Rose -1

Personal Encounters (aka SEX!)

British Fox and the Nationalist Conspiracy is a game designed to have fun exploring life as a superheroine. There are villains to foil and new friends to meet. And, along the way, if you want to experience some intimate encounters, well those opportunities are there as well. (Knowing British Fox, you may actually be hard-pressed to keep the little vixen away from some of the opportunities! But I digress, yet again!)

There are a lot of characters in this game, and as British Fox you have a lot of freedom to make choices. As such, some chances for sexual encounters may or may not be available, based upon choices you have made during the game.

Warning! Reading this list may provide spoilers for the game. Most of the fun of playing British Fox and the Nationalist Conspiracy is in discovering what you can and cannot do. I would suggest reading over this list only if you have exhausted your own imagination, and wish to verify that you've seen all there is to see.

Here is a more-or-less comprehensive list of possible encounters, broken down by Chapter, and by character:

Chapter I: The Institute

Sharon: Can be kissed, but all other interactions are blocked (by Institute rules)

Magpie: Can be kissed, but all other interactions are blocked

White Rose: No interactions with British Fox (unless cheat codes are used); She can receive a caning from the Controller (Lady Mathilda Windsor) if she is distracted from attending the briefing in a timely fashion.

The Controller: She can give British Fox a spanking if she (BF) interferes with the briefing.

Eugene: Really? Eugene? >shudder< Okay, if you insist. British Fox can flash Eugene, and she can give him a handjob (through his trousers).

Welsh Fox: British Fox can hear Lady Windsor giving her a good caning, and can comfort her while in the Controller's office. By "comfort" I mean you can rub her various body parts.

Navy Fox: Whoo boy! Now this is an encounter! It would require another guide to describe all of the possibilities you have with Navy Fox, but I will attempt to summarize them. There are three pieces of furniture available for your use, a dildo, some handcuffs, a leather strap and a swimming pool/bath full of water. Exactly what you can get up to depends upon Navy Fox's level of desire, how much time you have before Navy Fox is summoned to the mission (see the hints above for Chapter I regarding this), and how much bondage you've used. The descriptions also vary depending upon where you (as British Fox) and Navy Fox are located: on the desk, in the chair, in the bath, etc. Let's just say that there is lots and lots to do here, and leave it up to you to find the rest.

Navy Fox can also be spanked for arriving late to the meeting. For more fun, try having her arrive at the meeting handcuffed and with a dildo stuck in various orifices!

Morgan: Uhmmm...Morgan is a hologram. She isn't really there! Well, she isn't there "in the flesh", so to speak. So, you can't get up to anything naughty with her.

British Fox: This is you, by the way (or, the character you play). British Fox can spend as much time as she likes in her room, enjoying her day off with some self-gratification. Or, perhaps she would like to make use of the dildo in her desk drawer?

Chapter II: BNDP Offices

Manticore: Manticore is too devoted to his cause, and too focused upon the mission, to waste time fooling around with British Fox or White Rose.

Captain England: British Fox and her former boyfriend can have encounters in the planning room ("Secret Projects Room") and the danger room (in the cellar). Also, British Fox can give him a blowjob if she is confined in the mind control machine. Also, White Rose can give him a blowjob in the same location (the "Secret Projects Room").

Combat Eighteen: British Fox can have sex with him in his room within the headquarters, as long as White Rose is not with her. Like Purity and Norsefire, this scene is a cutscene triggered by any attempt at sexual interaction. He can also be spanked while in his room. For a more interactive scene, British Fox can instruct Combat Eighteen (along with Norsefire and White Rose) to do many things while she is confined to the mind control machine in the "Special Projects Room". The combinations are varied depending upon each participant's position and arousal level. This scene can also include interactions between Combat Eighteen and Norsefire, under the right circumstances.

Norsefire: British Fox can have sex with him in his room within the headquarters, as long as White Rose is not with her. Like Purity and Combat Eighteen, this scene is a cutscene triggered by any attempt at sexual interactions. He can also be spanked while in his room. For a more interactive scene, British Fox can instruct Norsefire (along with Combat Eighteen and White Rose) to do many things while she is confined to the mind control machine in the "Special Projects Room". The combinations are varied depending upon each participant's position and arousal level. This scene can also include interactions between Norsefire and Combat Eighteen, under the right circumstances.

Purity: British Fox can have sex with Purity while in her room within the headquarters, as long as White Rose is not with her (BF). Like Combat Eighteen and Norsefire, this scene is a cutscene triggered by any attempt at sexual interaction with her. She can also be spanked while in her room.

White Rose: If British Fox cannot free her from the cells in the cellar, then White Rose will be forced to give a blowjob to Combat Eighteen. She can also be forced to give Captain England a blowjob in the "Special Projects Room" after she has been hypnotized. White Rose can also take part in the multi-person scene in the "Special Projects Room" involving British Fox, Combat Eighteen and Norsefire. During this scene, White Rose can be "spit-roasted" (i.e., a cock in each end) and "DP"-ed (double-penetrated).

Last, but not least, White Rose can be sexually interacted with in any room while she is hypnotized. Note: This is any room, not the hallways or stairways.

Chapter III: Roundhay Park

Manticore: Manticore is too devoted to his cause, and too focused upon the mission, to waste time fooling around with British Fox or White Rose.

Combat Eighteen, Purity and Norsefire: Under the scrutiny of their boss, Manticore, none of these villains will be willing to do anything with British Fox or White Rose.

Captain England: If British Fox is working with Freedom Force, she can initiate a sex scene with Captain England in Barrans Fountain, or even in the Britmobile. British Fox can also join Captain England in the beer tent, and initiate a blowjob under the table. If she is feeling especially randy, she can simply bend over the table and invite Captain England to do what comes naturally. (British Fox can be a very naughty girl when she wants to be!)

When encountered in the Soundvan, British Fox and White Rose (if she is there) can initiate a blowjob scene with Captain England. There are approximately 8 variations, depending upon who does what and when.

White Rose: If White Rose is hypnotized, then British Fox can initiate a sex scene with her anytime that the two of them are in a private location. She will also participate in the blowjob of Captain England within the Soundvan. If the crowd is having an orgy (see below), then she will warm up a bit and British Fox can initiate a little action with her. (Not too much - it is a public place, after all.)

Skinheads: Who are the skinheads? These are the various low-lifes hanging about within the beer tent. If British Fox allows Captain England to fuck her over the table, the skinheads will take over when he is finished.

Crowd: When Manticore speaks to the crowd, if he speaks long enough the crowd will be partially hypnotized. They will respond to commands from British Fox, including commands such as "crowd, masturbate" and "crowd, screw". The latter will initiate a huge orgy, which has an arousing effect upon White Rose if she witnesses it. Examining the crowd during this orgy will trigger a series of cutscenes describing the action.

Epilogue: Back at the Institute

The Controller: Most losing scenarios lead to a beating and other abuse by Lady Windsor in the Epilogue. If you win...then you and White Rose are severely caned by the Controller. Huh? How can winning lead to a caning? It does. You'll just have to live with it.

Eugene: Really? Eugene again? >SHUDDER< Well, if you must.... If White Rose is still hypnotized when you return to the Institute, you can induce her to have sex with Eugene.

Morgan: If you read over the hints for sex with Morgan in Chapter I, then you'll probably realize that nothing has changed since then. If you haven't read those notes, then...Morgan is a hologram. She isn't really there, at least not "in the flesh".

White Rose: After all of the trials and tribulations our two heroines have endured, you would expect a long, involved sex scene between the two as a reward to the player. Well, there is such a scene, and it is triggered when British Fox takes White Rose to her (BF's) bedroom. However, the scene is entirely a cutscene. It is very well written, and a wonderful finish to the game, but it is non-interactive. You can only achieve this scene if your actions during the game have gained enough favor with White Rose (tracked by her "Rosemeter").

If White Rose is still hypnotized when she returns to the Institute, she can be induced to have sex with Eugene. British Fox can also bring her to the Punishment Room and lock her in the stocks. After this, she can have her way with White Rose in a series of cutscenes triggered by various commands to abuse White Rose. The simplest of the commands is "beat rose". There are some interactive actions that can be initiated, but White Rose is limited by her position as to just what she'll do.

Cheat Codes

During the course of the game, Lucilla Frost will reveal multiple cheat codes you can use to either skip over certain sections, or to explore alternative settings. Some of them are included here:

SELFEVIDENT: When used during Chapter II, it automatically gives you all of the evidence required to move on to Chapter III.

MESMER name: Used at any point in the game, it will mesmerize another character. While you can use it on anyone, it actually only works on White Rose. So, the only really valid use is "MESMER WHITE ROSE".


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