Escape from Enthar Seven (written by Rob O'Leary for the BBC Micro and published by Robico - game available from The Stairway to Hell site. This solution is for the longer 'alternative' version). This is a remarkable game, spread over nine worlds' and stylishly written with atmospheric descriptions. Robico produced some of the best adventures available for the BBC and it is amazing just how much its authors managed to cram into the machine's tiny memory. General notes Use the torch as sparingly as possible. The game's parser is reasonably extensive and several actions require the use of three words or more. The 'examine' command only seems to apply to items that are already in your inventory or listed in their own sentence in a room's description. The inventory is limited to eight items, though this doesn't seem to be affected by wearing whatever you can (though don't wear the helmet without oxygen). Above all, save as often as possible via an emulator. Many commands can be abbreviated, such as: 'I' for 'in'; 'O' for 'out' 'Inv' for 'inventory'; 'G' for 'get'; 'Dr' for 'drop'; 'Ex' for ''examine'; 'Sea' for 'search'; 'L' for 'look'; 'Pa' or 'Wa' for 'pause' or 'wait'. Note that if you want to get somewhere quickly all the directional commands can be combined in one line, e.g. instead of typing 'N' and then pressing 'return', you could type 'N N N N' and then 'return' if you wanted to go north four times successively. Similarly, you could type 'get bassoon okapi flange' and then press 'return' to pick up those three items at once. Pressing the shift key scrolls through descriptions. Also responses to command line entries use a colour coding. If, for example, you type 'examine carpet', the response ('I need more information') appears in purple, meaning in all likelihood that the word 'carpet' is not recognized. Typing 'examine salt' produces a response in yellow ('You can't do that!'), indicating that the word 'salt' is recognized. It's therefore possible to test commands, though discovering that the word 'screwdriver' is recognized isn't much help when the object itself cannot be located (until very late in the game). In addition to the commands listed above the following are also recognized: rub; touch; press/push; pull; hit/break/smash; run; row; swim; jump/hop/leap; move; eat; drink; smell/sniff; put/place; insert; hold; swing; dig (though the shovel fractures if used in the wrong place); say/speak/utter; open; close; throw/hurl; read; enter; type; wear; remove; mend/repair/fix; where (a handy reminder where any objects you've left around might be, but you need to have seen them first); light/shine; turn/switch on/off; extinguish/unlight; wave; give; cross/traverse; clean; sit; stand; stick/affix; listen/harken (!); pour/empty; grin/smile/laugh; unbolt/undo/unfasten/unlock; sit; stand; mark/write. Terms which produce a response, but don't seem to have any effect include: use; kill; back; forwards; left; right. ________________________________________________________________________ The beginning Get helmet, examine panel, stand, examine screen, S, W, search (and pick up a torch), E, S, put torch into socket (thus charging it), N x 2, W, push button. The Command Centre Light torch, get cleaner, examine cleaner, get bag from cleaner, get bag, examine bag (and note the tear), search (and gain a spanner), up, get cell, put cell into cleaner, D, E, SE x 2, E, S, open door, S, get plaster, get gloves, stick plaster to bag, put bag into cleaner, N x 2, W, NW x 2, E, examine map, get map (it disintegrates). N, D, clean floor with cleaner, open trapdoor, down, pull lever, turn off torch, U x 2, S, W, get bag from cleaner, get bag, get plaster from bag (it drops to the floor, but leave it there for the moment). The enormous hallway is the best place to leave items as it is adjacent to the portal. So, for now, drop the cleaner, gloves and torch. Let's now explore the rest of the Command Centre. NW, U x 2, examine slot (seems like a key card is required to exit), D x 2, SE, N x 2 (that space craft is probably going to be our route home), S x 2, SE x 2, E, N (the alcove serves no purpose in the game), S, E, sit (on the armchair), get cushion, examine cushion (note the description), get note, read note, drop note, stand, E, examine painting, get painting, look, drop painting, examine microphone (looks like we'll need a password to open it). W, S, D x 2, E, examine mirror (and note that it is screwed to the wall), examine fountain, drink water. Head all the way back to the enormous hall (W, U x 2, N, W x 2, NW x 2), drop cushion. Now it's time to go exploring via the portal to the south, so head south and note the description regarding the seven keys. At this stage of the game all seven 'worlds' accessed via this portal can be explored, though you will not get very far on any of them except one and the torch is needed for S1, the caves. Save the game now and go exploring. Death will come quickly on S5 and that area of the game can only be traversed towards the very end. Once you have explored as much as you can, restore the game and press S4. S4 - The Research Centre E (and note the security camera - heading N or NE now would be fatal), NW, W, N x 4, E x 3, D, NW, W, D, N, U x 2 (to the top of the rubbish mountain), search, examine casing, wear casing, W, search, examine can (black paint), D, S, E, S, U, E, SE, S (back to the long level path). E, S x 4, W, examine camera, spray camera with can (that removes the first security robot - not wearing the casing would have been fatal), W, N x 4 (into the revolving door), push door, look, push door, look, N x 2, W x 2, N, get flask, examine flask, N x 2 (and definitely save the game at this point). Obviously the Securibot has to be evaded so keep typing 'look' to discover its pattern of movement - it visits the corners of the room in the order SE, SW, NE, NW. Wait until it is in the SE corner then head E, wait, S, get decibox, NE, S, get translator, N, W, W (and you're out!). Examine translator, examine decibox, S x 3, E x 4, get pliers, examine pliers, W, N, E, D x 2, S x 2 (into another portal), push button (back to the Command Centre). Remove casing, drop it along with the flask, pliers and can. Get the torch and the spanner and head south into the portal (make sure that you are still carrying the decibox and the translator). S1 - The Caves Press S1. E, E, N, W x 2, N, E (into the entrance hall), N. Light torch, W, get boots, E, N (cavern with porous walls where there are actually four exits), NE, S, U, E (into the twisting maze). The maze cannot be mapped by dropping objects, so instead listen, E, listen, SW, listen, S, listen, S, D x 2. A 'short man with a long beard' patrols this area in an anticlockwise direction. If you're lucky, he might be at the bottom of the ladder when you arrive. If not, you'll have either to keep typing look until he appears or go and find him. Assuming he was at the bottom of the ladder now follow him by going S, S, E, give boots to man, N (he drops a sweet), get sweet, NW (back to the ladder), U x 2, N, W x 2, D, N, SW (back to the porous walls). N x 3 (the decibox drives off the bats), drop decibox, E x 2, D, E, open door, In, get goggles, Out, S, get mat, look, undo bolt with spanner, open trapdoor, D, get shovel, U, N, W, U, W x 2, S, dig, get diamond, S x 2 (porous walls), W, NW, N, push button (back to the enormous hallway). Turn off the torch. Examine everything that you found in the caves, noting in particular the colour of the sweet and its dimensions and the description of the goggles. Drop the torch, shovel, spanner, sweet, translator and mat. Check that you are carrying the diamond and the goggles, get the gloves and head south into the portal. S6 - The Radioactive Area Press S6, E, SE, NE, cut glass with diamond, In, get the oxygen cylinder, Out, SW, NW, W, N (and note the warning), N, NW, get Geiger Muller counter (essential for discovering safe areas since it clicks repeatedly when radiation levels are high). SE, NE, E, NE, wear goggles and gloves, drop all, get boulder, SW, W, N, throw boulder (to destroy the mutated creature), S, E, NE, get all, SW, W, N, examine creature. NW, W, NW, N, get coin, examine coin, S, SE, E, N, NE (safe to pass the lizard while wearing the goggles), E x 2, NE, SE, N, E (entrance to the field), SE, N, get flower, examine flower, smell flower (a clue as to its later use), W x 2, S, NW, SW, SE (crest of the mountain). D x 3, NW, N, D, get hammer (safe when wearing the gloves), examine hammer, U, S, SE, E x 2 (to the ancient boat), In, N, get oar, examine oar, out. SW, W, U x 3, E x 2, In (another portal), press button (back to the enormous hallway). Drop everything except the coin and go south to the portal S7 - The Registration Centre This is the shortest section of the game. Push S7. W x 2, NW, get ticket, examine ticket, examine machine, SE, E x 2, S x 2, SE, E, drop coin, In, sit, grin, get hologram, examine hologram. Stand, open door, Out, NW, N, N, NE, D x 2, N, sit (the author certainly likes this command and it won't be the last time you'll use it), get form, examine form, stand, E, S, U x 2, SW. E x 2 (outside the scanner room), examine slit, insert ticket into slit, E, S, examine device, attach hologram to form, place form on scanner (and you have now been registered as Julian Lorvox). N, open door, W x 3, N x 4, push button (back to the enormous hall). Get helmet, get cylinder, examine helmet, attach cylinder to helmet, get torch, get sweet. Now it's time to investigate one of the most complex areas of the game. S3 - The Forest Go south into the portal and press S3. You arrive in a forest maze with typically illogical exits. If you want to map it then take along items which you will not need any more such as the note, can, casing, gloves, mat, spanner and diamond. However, for simplicity's sake, once you've arrived then N x 2, W and move leaves. Examine plate (and note the hint about 'two places'), stand on plate, wear helmet, W, NW, N, NE, jump, N, get fan, S, jump, SW, S, SE, E (back to the flipper plate). E, SE, E, N, swing creeper, turn on torch, N, W, get plank, E, S, turn off torch, drop plank, cross plank, get plank. You probably heard the 'splintering noise' as you stepped onto the plank and, indeed, it can only be used three times. Using it to reach the fan's location renders the game unwinnable. S, W, NW, W (back to the flipper plate), N, N (note the webs and remember that the sweet came from tree spiders). Drop plank, cross plank, examine funnel (note that it is 9mm in diameter and recall that the sweet's diameter is 15mm and its current colour is white). Suck the sweet (how you manage to do this while wearing a helmet is beyond me!) and examine it (coloured red and 12mm in diameter), repeat the process (blue and 9mm). Put sweet into funnel, In, N, get sweet from tray, get sweet, N (and get attacked by a tree spider). You have now entered a dream location, so simply type wake and discover yourself trapped by the spider's web. Search (and discover a nail), rub web on nail (type this three times and you will be free). S (darkness), get all, turn on torch, S (into the coloured maze). Now this is where the second of the sweet's properties comes into play. You already know its first three colours (white, red and blue), so follow those directions - S, E, SW. Suck sweet, examine sweet (yellow), W, suck sweet, examine sweet (orange), SE (and exit the maze - don't be tempted to suck the sweet again). Turn off torch, D x 2, E, get vial, N, D, NE, E, get twig, examine twig, W, SW, S x 2, wear helmet, cross plank, S x 2, stand on plate, remove helmet, E x 3, In, press button (once more you return to the hallway). Drop the helmet, torch and sweet, SE x 2, E x 2, S, D x 2, E (and note that the twig 'quivers in your hands' as you enter the washroom meaning that it would definitely interest dowsers), fill flask and head all the way back to the enormous hall (you should know the directions by now). Wear the suit and get the oar and pliers, head south and (most definitely) save your game. S5 - The Barren Wilderness Press S5 and arrive at a part of the game that is effectively a guided maze. It's impossible to manoeuvre without the twig so make sure that you follow the indicated directions exactly otherwise death is inevitable (and don't be tempted to drink water or use the fam when you see messages about heat or dehydration). E x 2, SW, NE, E x 2, S x 2, D x 2, S x 2, hide (in the hedge to avoid the hunters), W, get bracelet. E, Out, N, enter canoe, S x 2, SE, SW, S x 2 (crash!), get all, wear suit, examine bracelet, examine bracelet, wear bracelet, SE, NE x 2, E, U, examine chain, cut chain with pliers, open door, In, get muffler, examine muffler. Out, D, W, SW, SE x 2, S x 3 (to the man-eating plant), pour poison onto plant, E, U x 2, get screwdriver, E, S, push button (and return once again). Believe it or not, but the end is nigh. Drop the fan, oar, vial and twig. Get the cushion and go all the way down to the washroom. Drop cushion, unscrew mirror with screwdriver, drop screwdriver, get mirror and go all the way back to the enormous hall. Get the hammer, flower, sweet, translator, plaster and torch. Make sure that you are carrying the flask (full of water) and mirror and are wearing the goggles, muffler and bracelet. Head south to the portal once again. S2 - The Lorvox House (The house cannot be entered until S7 has been completed.) Press S2. E, U x 2, ring bell, N x 2, E, U (onto the table), open trapdoor, U, E, examine wire, mend wire with plaster (fixes the computer in the basement), W, D x 2, W. W, open door, W, get biscuit, E x 2, N x2. Our inventory is going to be taxed a little so drop the biscuit and the sweet. E (study), get diary, examine diary, read diary, look, get document, examine document, read document, drop document, sit, stand. W x 2, sit (yet again), stand, N, get manual, examine manual, read manual (note the commands 'set' and 'teleport'), drop manual, S, E. N, U x 2, S x 3, W, get crayon, rub page/diary with crayon, read page (reveals the word 'Plaxar' - however, if you try saying this to open the safe back at the Command Centre your voice is not recognised). Drop crayon and diary, E, N x 3, D x 2, S, get biscuit and sweet, N, E x 2, D x 2, N x 2, E, type Yarryl, W, say set (because we will need to return here). Now go north through the portal. The Yarryl Mountains NW, N, E x 2, NE, N, drop all (don't worry, the mirror won't smash), get torch and hammer, N, turn on torch, drop hammer, jump (the fissure), drop torch, jump, get hammer, jump, get torch. The reason for this complicated manoeuvre is that only one item can be carried when jumping the fissure. S, smash wall with hammer, drop hammer, S, get scroll, examine scroll, read scroll, N x 2, drop torch, jump, drop scroll, jump, get torch, jump, get scroll, S, turn off torch. Get all, read scroll (with the aid of the translator a route through the mountains is revealed: W, NE, W, NW, N, SW, E, SE, E, E). S, SW, W, U x 3, N, NW, W (to the warning sign). Definitely save the game at this point as another maze awaits and one in which hunger will play a part too. Note that the safe route revealed by the scroll only begins once you have gone west past the signpost. W, W, NE, W, NW, N, eat biscuit, SW, E, SE, E, E, eat sweet (how a 3mm diameter sweet relieves hunger is beyond me - must be the power of the tree spiders). There seems to be a random element in the game here too as sometimes a woman appears and robs you at least once and sometimes twice, making the game unwinnable. If this happens, then return to your last saved game and try again. NE, N, N (kennel - and one of the simplest problems in the game), close door, W, N, NW, W, read plaque, open door, S x 3, get pill, examine pill, E, W, N x 3, W, SW, S (west side of monument). If you wish, you could also investigate the monument's southern crypt, but there's nothing of value there. Read plaque, open door, E x 2, S x 2 (don't be tempted to turn on the torch), S. Make sure that you're wearing the goggles and reflect beam with laser. Now we have to deal with another Securibot. Keep typing 'look' and note that it moves up and down the corridor, taking in five locations. Wait until the description says that it is guarding the midway section and head west. Then go N and W into the alcove. Now keep typing 'look' until the Securibot is 'towards the southern end of the corridor'. Head, E, N x 2 and W into the curving passageway. SW, S x 2 (and your life is saved by the flower). Examine corpse, get memomatic from corpse. Taking the memomatic proves fatal (save the game first, if you want to witness the result), so eat pill and then drink water before getting the memomatic. Obviously we cannot return via the mountains as our food supply is exhausted, so here's where the bracelet comes in to play. Say teleport and return to the Lorvox's basement. E, type centre, W, N (back to the enormous hallway). The safe, the door and the spaceship Drop all, remove the bracelet and drop it too. Get memomatic, SE x 2, E x 3. Examine memomatic, say play, drop memomatic, S, get card, examine card, N, W x 3, NW x 3, U x 2. Put card into slot, drop card, E (be sure to be wearing the muffler and goggles before proceeding any further), N x 4, U x 2, E, N (and watch the automated end sequence). That's it! Thoughts and unresolved issues Apart from its vast number of locations the game is notable for the number of times where death occurs though, to be fair to the author, warning is usually provided by the location or object descriptions - try standing on the glass coffee table, for example. Every item except the mat seems to have a use, though the fan might be a red herring (linked to the number of times the plank can be crossed) since waving it in the barren wilderness has no effect whatsoever, nor, for that matter, does drinking water in the same locations. Unresolved issues: 1) Why does the planet only have five inhabitants (three of whom are dead) and who are the man in the caves and the woman in the mountains? 2) Power systems seem to be operating throughout the planet, but, strangely, not in the Command Centre. 3) Why does the author like sitting down so much? 4) Wouldn't Julian Lorvox have been registered already? 5) What happened to Meta Lorvox's body? 6) Who feeds the beast guarding the monument? 7) How come the blue flower is still growing and why doesn't it wither when picked? ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com