The Seventh Star ================ Introduction ------------ A game on cassette for the BBC Microcomputer Model B In this text adventure game, you will explore the mysterious city on the surface of the strange planet known as the Seventh Star. There you must try to survive on the planet long enough to find out how you can get back to earth. A lot of very strange characters inhabit the city. Some may help you but others will be hostile so you must be alert to possible danger, even in the most unlikely places. From the wreckage of your ship you salvage a bucket, a crowbar and Mu-Mu, your hand-held micro-microcomputer. Anything from a sandwich to an electric chair may be useful so don't underestimate anything you find. The Adventure ------------- When the program is loaded, the message "Position the database file" will appear on the screen. If you wish to load a saved game at this point, stop the cassette recorder, position the tape holding the saved game and press the Play button. If you allow the program tape to play on, the initial game position will automatically be loaded from the cassette. Travelling back to earth from your starbase in the distant Andromeda Nebula you run into a violent magnetostorm. Somehow, you survive but your ship is badly damaged and you find you are millions of miles off course. You have no option but to attempt a landing on the nearest planet, a strange world known as the Seventh Star, about which very little is known. After a less than smooth landing, you salvage what you can from the wreckage of your ship and venture out on to the surface of the planet. Getting back to earth isn't going to be easy, to say the least, for one thing is known about the Seventh Star; nobody has ventured here before has ever returned! All you manage to salvage is a bucket, a crowbar and Mu-Mu, your hand-held micro-microcomputer. Unfortunately, Mu-Mu's batteries are nearly exhausted and although there are many situations in which he will be able to give you advice, he has only enough pwer left to help you twice. The object of this adventure is to find your way back to earth. The computer is your eyes and hands; it will describe your immediate surroundings and any objects which are there. In return, you must tell it what to do, by entering one or two word instructions, such as TAKE BOOK, LOOK, GO NORTH. The computer has a vocabulary of around 200 words, the most common of which are: LOOK TAKE TAKE INVENTORY DROP HELP SAVE SCORE SOUND OFF GO SOUND ON GO must be followed by a direction: NORTH, SOUTH, EAST, WEST, NE, NW, SE, SW, UP, DOWN, IN, OUT, TAKE and DROP must be followed by the name of an object. HELP is used to consult Mu-Mu if you are really stuck and TAKE INVENTORY will give a list of all the objects you are carrying. The SAVE command is used to record your position on tape. You will be prompted for a filename and the usual "RECORD then RETURN" message will be given. In case you get really stuck, a set of hints is included in a sealed envelope. Each hint has a number and if you type *HELP when you are stuck, the computer will tell you which number to look up. Solutions --------- Here is a list of soluctions to problems frequently encounted in The Seventh Star. The solutions are numbered; type *HELP when you are stuck and the computer will tell you which number to look up. 1. The briefcase can only be opened by picking its lcks with a piece of bent wire. 2. Nothing special happens in this room. 3. There is a robot which has been dumped in the subterranean passages. He is a wonderful fellow and a joy to be with. His friends know him as 'Fun Boy One'. Use his great strength to break the padlock on the doors leading to the transporter room. He has one other use - see hint 73. 4. Back to the drawing board? 5. Try searching this room. 6. Nothing special happens in this room. 7. Nothing special happens in this room. 8. Nothing special happens in this room. 9. You will need keys to get through here. 10. The sandwich is found in the dirty tunnels which lie beyond the slimy passages. Use it to feed the dog to make him less aggressive. 11. All these tunnels have different descriptions - so it's not really a maze at all. 12. All these tunnels have different descriptions - so it's not really a maze at all. 13. All these tunnels have different descriptions - so it's not really a maze at all. 14. All these tunnels have different descriptions - so it's not really a maze at all. 15. All these tunnels have different descriptions - so it's not really a maze at all. 16. All these tunnels have different descriptions - so it's not really a maze at all. 17. All these tunnels have different descriptions - so it's not really a maze at all. 18. All these tunnels have different descriptions - so it's not really a maze at all. 19. Nothing special happens in this room. 20. Nothing special happens in this room. 21. Nothing special happens in this room. 22. There is a pipe at the west end of the slimy passages, at the bottom of which is a group of vicious thieves. You must dispose of them before going down the pipe, hint 68 tells you how. 23. Nothing special happens in this room. 24. Nothing special happens in this room. 25. Nothing special happens in this room. 26. Someone in this city is waiting for a telephone call. Hint 42 tells you who. 27. Try searching this room. Hint 3 tells you what to do with whatever your find. 28. You need help to get over the fence - think about the Olympics! Hint 37 reveals all. 29. Nothing special happens in this room. 30. Nothing special happens in this room. 31. Nothing special happens in this room. You will need to use IN to get into the telephone box. 32. This is a wishing well - fill your bucket with water here. If you happen to be carrying a coin, try dropping it into the well. 33. Nothing special happens in this room. 34. Try dropping something in each room to find your way around here. There are only five rooms in this maze. 35. The breeding enclosure lies beyond the electrified fence. Don't break or drop the egg until you are in the clutches of the evil Blobov Slime! 36. To get the robot out of the passage, you must find the steps leading to the surface. 37. This branch can be used for vaulting if you find something too high to jump over. 38. Nothing special happens in this room. 39. Insert the card into this slot - it's a Cashpoint machine. 40. Insert this unit into the scanner to make it work. 41. Try dropping something in each room to find your way around here. There are only five rooms in this maze. 42. This sad creature is found at the end of a side street. Take her to a telephone if you can find one. 43. Use the crowbar to lift the grating. 44. Nothing special happens in this room. 45. Nothing special happens in this room. You can't get into the shop to the east because the door is locked. 46. Try dropping something in each room to find your way around here. There are only five rooms in this maze. You can get out by going southeast from here. 47. Try dropping something in each room to find your way around here. There are only five rooms in this maze. 48. Nothing special happens in this room. 49. Nothing special happens in this room. Exits are north, south, west and southeast from here. 50. Nothing special happens in this room. 51. Nothing special happens in this room. 52. Get money from the Cashpoint to buy things here. You can only afford the briefcase and the scanner. An alternative power unit can be found in the underground tunnels (DOWN from the marketplace). Hint 1 tells you more about the briefcase. 53. Don't forget to trying going down from here. 54. Feed the dog to put him in a better mood. Hint 10 tells you where to find some food. 55. Nothing special happens in this room. You will need to use IN to go any further. 56. Nothing special happens in this room. You will need to use IN to go any further. 57. Nothing special happens in this room. 58. Nothing special happens in this room. 59. Nothing special happens in this room. 60. Nothing special happens in this room. Use the gloves to rub the ebonite rod; this will charge it with static electricity. 61. This 'Charity Shop' is a front for the headquarters of a group of rebels. You will need to know the password to get in - hint 32 tells you how to find out what it is. You won't be able to complete the adventure if you give the lady any of your money but that would get you out of the shop for the time being. 62. Nothing special happens here that you don't already know about (bring back the blueprints and you are nearly there). 63. The only thing to get you past this villain is the electronic scanner. Simply USE SCANNER, but remember to insert a power pack first oor it won't work. 64. Nothing special happens in this room. 65. Nothing special happens in this room. 66. Nothing special happens in this room. 67. You can short out the electric chair by throwing water over it. 68. Nothing special happens in this room. The candle is really a stick of dynamite - you must throw it immediately after lighting. Hint 22 advises you how to use it to best effect. 69. Nothing special happens in this room. There are exits south, east, northeast and west from here. 70. You are not strong enough to break the padlock. Hint 3 tells you who can help you. 71. Nothing special happens in this room. 72. Nothing special happens in this room. 73. One of the rooms in the Empire HQ has a weak floor which creaks loudly. If you bring the robot in here, it will give way. That is the only way to get into the secret chambers below. However, you must open the doors to the transporter room first, or you will never get out again. 74. Here is your escape route from the planet. But press the buttons at your peril unless you have read the instructions for using the transporter! These are to be found far away, beyond the sealed hatch at the bottom of the subterranean passages. 75. Use IN to enter the transporter. 76. Nothing special happens in this room. Hint 111 tells you how to put the guards out of action. 77. Take the west exit from this room to get out of the chambers. 78. Nothing special happens in this room. 79. The wire is useful for opening locks if you don't have a key. However, there is only one lock simple enough for you to pick. Take the south exit from this chamber to get back to the transporter room. 80. You can't do anything else here. 81. Nothing special happens in this room. 82. Nothing special happens in this room. 83. If you are carrying a strange egg, now is the time to drop it. If not, it's too late now! Hint 35 tells you where to get the egg. There are exits north and south from this room. 84. Nothing special happens in this room. 85. If you go each from this room, the guards will catch you unless you have put them out of action. Too d this, you must interfere with the radio transmissions which control them. Hint 111 gives you some more clues. 86. Nothing special happens in this room. 87. Nothing special happens in this room. 88. Nothing special happens in this room. 89. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going east. 90. You will need to insert a security tag to get through here. Hint 61 tells you how to get one. 91. Nothing special happens in this room. 92. Nothing special happens in this room. 93. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going northwest. 94. Nothing special happens in this room. However, you only have 25 moves in which to get back before the door closes behind you. 95. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going southeast. 96. Don't take the robot any further along here if you value him at all. 97. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going east. 98. Nothing special happens in this room. 99. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward trom this room by going east. 100. You have finally come to the point where you really do need Mu-Mu's help. Only he can get you past here. (Type HELP.) 101. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going southwest. 102. You need Mu-Mu's help again to get back as the voice print door closes after only four moves. Leave Mu-Mu here before continuing southeast. 103. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going south. 104. This is the hard part. The radiation from the monolith makes Mu-Mu think like a real human being - selfishly. You must leave him behind before entering this room. 105. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going west. 106. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going north. 107. These rooms all lie in a line. From each room there is one exit to take you on to the next, and seven exits to take you back to the previous one. You can move forward from this room by going southwest. 108. Nothing special happens in this room. 109. Nothing special happens in this room. 110. This is the master section - the final challenge. The only advice I can give you now is to check that you have used all the objects that you have found so far. 111. The Guard Control Centre is located at the end of a long set of corridors south of the torture room. If you rub the ebonite rod with the fur gloves, the static will play havoc with the radio transmissions which control the guards. Don't forget the crackling rod here or the effect will end as soon as you move away from the transmitter. Loading ------- CHAIN"STAR" (RETURN) The program takes approximately seven minutes to load.