Epic Hero #3, Venus Must Live: object scanned is / sentient   Leave a comment

I’ve finished the game, and you’ll need to have read my previous three posts to understand this one.

Rendition of Sapas Mons on Venus, a volcano 400 km across and 1.5 km high, using coloration from Venera missions. Via NASA.

Last time I was thinking about the bug I had run across with the rod becoming two rods when entering the pool.

Despite the glitch here, some further mucking about confirmed the rod is the only item that this happens with, and the special coding indicates that it is meant as a puzzle to get the rod into the cave. (This type of logic I’ve called “structural solving”, although there’s two kinds. One is where there are restrictions based on the structure of the game that force certain things to be true, like an exit closing off meaning a puzzle behind the exit has to be solved first. The other is the “author suggestive” kind where they put work to incorporate some element to the map or plot sequence which doesn’t make sense unless it gets used in a certain way. The first type of solving is almost ironclad, the second relies on the author not leaving any loose pieces. Here, Leduc wouldn’t special-code the rod getting foiled by the dense pool unless the rod needed to get by.)

I realized I hadn’t tried xenoshifting and putting the rod into the hole at the ledge both in the same saved game, so I went ahead and tried it: start with the regular space suit and the boots, wear them both, take the rod to the ledge, PUT ROD / IN HOLE, go back in the ship, dump the boots and suit (you don’t need them any more the rest of the game), xenoshift, then go past the pool into the cave.

Oho! So I was in the same situation as before (nitrogen stream, cube) except with the rod. Given it could extend for very long I tried various ways of dropping it and applying CROSS ROD. Unfortunately, the parser hard-code interprets that as CROSS STREAM without the player attempting to use the rod as a plank. (The game never describes if the rod is thick or thin, so I don’t know how reasonable an ask this was anyway.)

The extreme restriction here — for structural solving reasons, the obstacle has to be the stream, and the rod has to be important somehow — led me to tread through the entire verb list but still no luck. However, that doesn’t mean every verb is accounted for! (Especially in a game with REPROGRAM.)

Fiddling with the 11 foot pole, I suddenly recalled a very different game, Terminal City. The developer Powerhoof (who recently published The Drifter, one of the best adventure games I’ve played in the last few years) made as a gamejam project an endless runner that’s also a Sierra-style adventure game, and it’s as harebrained as that sounds.

As part of Terminal City, I remembered a particular moment where you need to take a long pole and type VAULT. Well, it is a particularly long pole in Epic Hero 3:

This is a rare verb. We had it in Earthquake San Francisco 1906, but I can’t come up with any other games in the Project that have used the actual verb VAULT. I found out after the fact both CROSS and JUMP work, but you have to be holding the long pole (and the game makes you have some intentionality since you have to TWIST RIGHT three times to get it at the correct size).

The creature attack is the worst part of the design. It merely happens at random: it’s just like the vampire which can follow you all the way to the sunlight in Epic Hero 2 and not be affected. My first two times through it attacked right away, so I thought I was supposed to be solving some sort of puzzle, but no: you’re just supposed to do things quickly and ignore it.

You are in a subterranean cavern.
Objects you can see are: Narrow crevice ■ Large reptilian creature ■ Wide Stream ■

Regarding the narrow crevice, the idea is to widen the crevice so you can pass through (the creature won’t stop you). I didn’t know that at the time so I first was thinking about fighting the creature off. I didn’t have anything that suggested violence other than the bomb, so I dropped it, vaulted back, and used THINK to set it off. (The only catch is, as I pointed out last time, the rod needs to be set to 12 inches to be used as a relay. So you need to TWIST LEFT twice to restore the rod to a short size, do the explosion, then TWIST RIGHT twice to get back to vaulting size.)

Fortunately, this accidentally wanders into the solution of expanding the crevice to a “wide crevice” you can enter, and the creature doesn’t stop you if you saunter on by.

Past the room is the last room of the game, a silvery mist room with an alien. Remember earlier the alien had said they wanted to ask a question.

You are in a greyish coloured nest.
Objects you can see are: Alien
Possible exits: EAST⠤

Alien says “ZRVZYWQ AVZTRXHG”

Unfortunately, the alien speaks alienese, and if you don’t respond correctly here, you will get blasted.

Alien raises its hand and
fires a strange weapon at you !!

This final(-ish) puzzle required a lateral mental leap. Remember the rod has multiple functions: in its smallest size, it can fit into the small hole, in its largest size, it can be used as a pole vault, and at 12 inches specifically, it works as a “relay” for the bomb. I realized it might help communicate with the alien, so I tried all the sizes before hitting a result.

The egg from the previous room, the red furry cube, and the triangle all appear to be alive (when applying EXAMINE). But which one is sentient? Hiking everything back to the lab and turning back to human, I did SCAN on all three of the items.

It took a little parser struggle after to work out what the game intended with storing the triangle in life support. Dropping or placing gets special parser treatment here to be interpreted as the item being put into the right place, and PUT doesn’t work.

There was one last catch: I somehow messed up getting the Identi-Comp set correctly on my transformation back to human, and the pad wasn’t recognizing my touch. This made me wonder if possibly I could do a City of Alzan style ending.

I dropped everything, switched back to alien in the medi-unit, held my breath, and made a beeline for the main control room. Then I pressed the red button to take off, whilst HOLD BREATH was still in effect.

I had a save state and it would have only taken two minutes to fix the computer, but I wanted to see if this would work. City of Alzan let you leave the city with a deadly disease still in effect but win anyway.

This game unfortunately did follow the pattern of increased difficulty pushing against the technical capabilities of the author, specifically here the capabilities of the parser (especially the weirdness of PUT being inconsistent, and the two part PUT ROD / IN HOLE applying itself to the rod even if you try to PUT some other item). However, the game still handled the various conditions far more skillfully than your average text adventure author of this time; Leduc deserves to be known at least as much as Brian Howarth.

The reason for obscurity, other than the first three games being trapped on TRS-80, is that his remaining games ended up on the ultra-obscure Colour Genie. Leduc’s Colour Genie club was nearly the only reason for activity in the UK at all on the system, so the games he wrote were restricted to a very small crowd. Which is exciting, in that we may have some gems coming up that hardly anyone knows about! However, we’re going to take a breather from Leduc for a while, as we have coming up: The Coveted Mirror, for the Apple II.

And since I have an excuse to drop this here, a screenshot from The Drifter, which I highly recommend. It includes a puzzle late in the game where you have to put all the pieces together into one action and the entire meaning of what’s been going on shifts.

Posted May 31, 2026 by Jason Dyer in Interactive Fiction, Video Games

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