I'm writing to ask for help with the game Escape from Enthar 7. This is a massive and hugely enjoyable adventure with some 450 locations spread over at least eight game 'worlds'. I've been attempting to solve it for the last five years or so and occasionally make some progress, but now reckon that I'm utterly stuck.
So, if anyone fancies venturing into the game and maybe coming up with some answers, it would be very much appreciated. I've been playing the alternative, apparently longer version available from www.stairwaytohell.com.
Apparently, the original game packaging included an instruction book which provided various clues, but I've not been able to track down a copy on the Web. Like other Robico adventures, the game itself uses compressed coding, so is impossible to crack. However,
I've listed below my progress so far. If you don't want your own experience of the game ruined, then please do not scroll down any further (or at least beyond the 'general notes' section.
All the best,
Geoff
Escape from Enthar 7
(written by Rob O'Leary for the BBC Micro and published by Robico - game available from The Stairway to Hell site).
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. The game itself does not appear to have included a save function which must have been mighty frustrating for anyone playing the original BBC version.
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'.
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.
In addition to the commands listed above the following are also recognized (though that doesn't mean that I've found a use for all of them):
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.
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The beginning - there seems little to do here other than pick up the helmet, examine the panel, stand up, watch the viewscreen, search the shelves and plug the torch into the socket ('put torch into socket') to charge it before heading through the archway and pressing the button.
S0 - The Command Centre
Items found:
The cleaner, the spanner (search in the cleaner's location), the power cell (found by heading up from the cleaner's location), the gloves, plaster, cushion and note (found by sitting on the armchair and getting the cushion), the safe (discovered by getting the painting) and water (from the fountain in the rest room).
The cleaner's dust bag has a tear (solved by 'stick plaster to bag'). If you don't repair this then using the cleaner in the room with the dust results in death (also it seems to be impossible to empty the bag, though the programme does recognize the command 'empty'.) Getting the map reveals an entrance to an air duct. Cleaning the dust reveals a trapdoor which, when opened, leads to a power room where pulling a lever turns on the station's lighting.
Problems not solved:
I haven't found a way to open the safe (despite having the password, see S2 below) or any way to unscrew the mirror (see S2 again). I've also been puzzled by the purpose of the alcove (perhaps it has none). Also there is a room blocked by rubble in the duct area, but this is probably a red herring since the programme doesn't seem to recognize the word 'rubble'.
Note that the large window cannot be cut by the diamond or broken with any of the items discovered so far.
S1 - The Caves
Progress on this level is dependent upon having the torch, the spanner, the decibox (see S4), the translator (see S4) and finding the boots.
Not all exits are shown in the room descriptions. The boots are in the alcove just west of the entrance to the cave complex. From the room described as having holes in its walls heading west leads to the transporter cubicle and heading northeast eventually leads to the maze. Listening there will lead you to the ladder and climbing down that will take you to the place where the man visits the rooms in an anticlockwise direction. You'll need the translator to understand him. Giving him the boots will subsequently result in receipt of a tree spider sweet. [I'm sure that the boots must have some other function, but not been able to find such. Sucking the sweet results in it gradually diminishing in size and changing colour with each suck - again I have not yet been able to find a purpose for this.]
Back in the main complex carrying the decibox will drive the bats away. The goggles (necessary for S6) can be found in the supplies cupboard. The spanner is required to undo the bolted trapdoor (discovered by getting the mat). Digging in the room south of the bats' location uncovers the diamond (again necessary for S6).
S2 - The House and the Yarryl Mountains
The house cannot be entered until S7 has been completed.
Once inside head into the dining area and go up through the trapdoor and into the attic. The wire can be mended with the sticking plaster (see S0), thus activating the computer in the basement. The biscuit is in the pantry. In the study get the diary and then the document.
Sitting in the lounge reveals a cubby hole where a manual can be found. Reading this informs you about a telebracelet (not located as yet). Upstairs is a crayon - rubbing this on the diary reveals the password for the safe (see S0).
Typing 'Yarryl' on the activated computer allows entry via the portal to the mountain location. Head first to the cave. Note that only one item can be carried when jumping the chasm, so take the lit torch with you. After jumping, drop it, jump back and get the hammer (see S6), then jump once again. The hammer is used to break the wall. Drop it and get the scroll, repeating the jumping exercise to return to the cave entrance with both the torch and the scroll.
The translator must be carried when reading the scroll. This reveals the route through the mountains. Note that the document must be carried (otherwise you're robbed by a woman) and that hunger will set in. Eating the biscuit provides temporary respite, but another food item is needed (not yet found unless it is the sweet). Moving past the guard dog is easy - just shut the kennel door.
The three chambers of the tomb can be explored, but only two seem to have a purpose. In the northern one is a pill which protects against diseases (though this sticks in your throat when swallowed - I suspect that water needs to be drunk, though I haven't checked). Don't be tempted to turn on your torch in the dark location in the western section of the tomb. Presumably the laser's beam can be deflected by the mirror (see S0).
S3 - The Forest
The maze can be easily mapped. Heading north from the start location twice and then west takes you to a room where a flipper plate can be found by moving the leaves. (Is its rather precise dimension of any importance?) Standing on this launches you to a catwalk at the top of the trees. The oxygen tank must be attached to the helmet and the helmet worn to cope with the high altitude. Heading west up here and then jumping the gap allows acquisition of the fan (purpose as yet unknown). Heading east and swinging the creeper seems to lead only to a room where a rotten plank (red herring?) can be found. I have not yet found any means of jumping the larger gap found to the north of the flipper plate. I suspect that the tree spider sweet has a use somewhere here.
S4 - The Research Centre
First it's necessary to explore the rubbish tip at the back of the building. Searching in two locations there uncovers a robot casing and an aerosol paint spray. The latter is used to spray the camera outside the building, though the casing must be worn to prevent death.
The pliers (purpose unknown) can be found in the tool cupboard and the flask in the laboratory. The translator (see S1 and S2) and decibox (see S1) can be found by dodging the Securibot (which moves to each corner of the room in a regular pattern - in order the corners are NW, SE, SW, NE).
S5 - The Barren Wilderness
I have not been able to make any progress whatosever in this section (where there appear to be at least six different locations - it's impossible to map any further than that before dying). The ground cannot be dug. Drinking water (carried in the conical flask - see S4) provides only temporary respite before spontaneous combustion occurs (after eight moves). The programme's flag is not reset so it is impossible to leave the area and return having 'cooled down' - you remain as hot as you were when you left.
I'm sure the answer probably lies in the fact that you can hear running water. I've also tried bringing the fan to this area, but waving it doesn't have any effect.
S6 - The Radioactive Area
The shed can be entered by cutting the glass with the diamond ( see S1) and then acquiring the oxygen cylinder. The Geiger Muller counter is essential for discovering safe areas (it clicks repeatedly when danger lurks). The boulder should be thrown at the shell creature to destroy it. This opens up other directions and allows acquisition of the coin (see S7). The lizard can be passed by wearing the goggles (from S1).
A flower is located in the barren field - smelling this produces a response, but no purpose has been found for this item yet. The hammer can be obtained from the acid pool if the gloves are worn. There is an oar in the shipwreck on the salt flats, but again no purpose has been found for this item yet. The word 'salt' is recognized by the programme, but all attempts to get such an item (or hit, break, smash or search it) fail.
S7 - The Registration Centre
The ticket can be found next to the machine west of the start location. The coin (from S6) must be dropped to enter to holograph booth. The holograph should be attached to the registration form (found by sitting down in the waiting area downstairs). Insert the ticket in the slit on the scanning room door and then place the form on the scanner. This seems to be all that needs to be done on this level unless the machine has another purpose.
Escape from Enthar 7 - BBC adventure
Moderator: Alastair
Escape from Enthar 7
This one sounds like fun. I've downloaded it and hope to get in some playing time this weekend. If I stumble on any answers I will post them here - although it's more likely I'll be posting questions 