Into space we go. I missed a few exits, and two seriously random magic word locations. Complete spoilers follow, and make sure you’ve read my other posts first before going on.

My favorite of the Dian Girard book covers. Unfortunately, she passed away in 2017 so I can’t ask any questions about her work.
So I had a nagging feeling I was missing yet more rooms, and indeed I was.
You are standing next to a large ornamental urn on the south-most edge of a lovely terrace.
A flight of stairs leads down to the east.
NYou are at the south end of a wide flagstone terrace. There is a table here with several chairs sitting around it, as if the owner was expecting company.
This region I missed yielded two more treasures, plus an apple that worked on the angry hog I had met earlier who was then my friend. (Unfortunately, the hog did not dig where I thought it would, but somewhere else instead; this was a highly obscure bit I needed a walkthrough for, as I’ll explain later.)
This led to yet another way into the underground. I also found a room in the warehouse with oil I had somehow previously missed; filling my can with oil (as opposed to water, hello Adventure clone) let me make friends with the angry robot.
The robot takes the can, sniffs delicately at the oil, sips a little of it, and murmurs, “Pennsylvania State, 1975. Excellent vintage!” He vanishes through a secret door.
The robot clearing out led to a whole new set of rooms I hadn’t visited, including a salamander defeated by a nearby ice cube:
You are in an alien shrine. Well, not alien if you’re a gnome, I suppose, but it certainly is wierd!
A fiery red salamander blocks your path. The heat from its glowing body is almost more than you can stand.
KILL SALAMANDER WITH CUBEWith what, one lousy little ice cube?
YES
The salamander shivers violently, then sneezes, coughs, and falls flat on its face. It really is amazing what you can do with one tiny little ice cube!
Fairer than original Adventure’s prompt about the dragon; this felt like a question that really was meant to be answered as opposed to an interface glitch.
Besides the salamander there’s a gas mask (that takes care of the spot I mentioned last time where you get dizzy)…
You’re in a somber little room where a marble tomb stands in silent sorrow on the floor. The lid of the tomb has a carved outline of some sort of animal and the simple word, “JENNY.” A withered wreath completes the pathetic picture. The only exit leads west.
There is an old gas mask dumped in a heap here.
…and a bit where I could redeem my green paper from the start of the game for a rare coin.
Off my checklist last time I also mentioned treasure being hidden somewhere by the pirate; this just involved wandering randomly in the Gnomish Vaults until I came across the right place, where there was indeed a Pirate Chest that would not have been there had I not already had my items swiped.
You are in the Gnome King’s dungeon.
A magnificent diamond is gleaming by your feet.
Aha, the Gnome King’s little treasure chest is here.
There’s a vial of rare perfume here.
There is a rare and valuable coin here.
Past here I was really close to done but definitely needed a walkthrough (by Richard Bos, who did amazing walkthroughs for the Phoenix games). The downside is I found out the code for the buttons was 235 without understanding why (it just opens the passage between the two button rooms, so is yet another optional transport-puzzle). It did reveal two parts I would have not worked out alone under any circumstances:
1.) At a “curtain room” in the underground you can type PIRATE to get to a secret room. I worked out on my own I could type WATERFALL to go to the outdoor waterfall and CURTAIN to get back again — these are both off the list of words I had in my earlier post — but I never saw PIRATE anywhere. Even stranger, is while in the secret room, you can get to a second-level secret room by typing JENNY (see the tomb above). Even knowing the existence of the word, why would anyone think to type it there in particular?
PIRATE
You are in a secret room.A jeweled Gnomish shovel has been left here.
JENNYCONGRATULATIONS! You have found the Supersecret Room!
A platinum figure of a burro is standing here!
2.) Nearby the curtain room there’s a muddy room. This is where the hog/pig is useful. There’s no real prompting for this to happen, but it’s at least semi-logical:
You are in a room with a big oozy mud puddle in the middle of the floor. The walls are wet, and strange fungi fill the crevices and corners. Exits lead north and west.
DIGAs the pig roots around happily in the muck, its snout turns up a magnificent pearl, as big as your fist!
Taking all the treasures back, and waiting very briefly, leads to final victory. Remember the nosecone of the rocket? It launches on its own once all the treasures are present.
There is a great rushing sound, and a tremendous sense of force and motion. Through the porthole in the nosecone you can see the earth first dropping away and then rushing up to meet you! The rocket lands gracefully in front of a cheering throng of people. As you climb out of the hatch, they rush up to escort you and your treasure through customs and into a life of health, wealth, happiness, and celebrity!
The game possibly outwore its welcome by a smidge, but I do appreciate the ambition of it. There were so many linkages and passages and extra passages and secret passages and optional puzzles I lost count of how many ways there could be to reach a particular area. The walkthrough I mentioned earlier doesn’t even list the WATERFALL password, or the one using the memory room.
Perhaps the most interesting thing is that the alternate routes started to get to be too much? I’m not sure why that happened, given Zork does something similar, and I never felt trouble there. Something about the Zork geography (and lamp time limit, which I never ran into with Hermit’s Secret) made for an extra feeling of danger, and extra feeling of gratification when I had more entry points. Here, realizing there was yet another magic word that worked in a random location started to feel … random. The universe just wasn’t quite tight and convincing enough for me to understand why JENNY led to a supersecret room with a burro.

A clip from Richard Bos’s map.
Still not bad for a first game, and since this is a first game, not just a one-off, we’ll get to visit Dian Girard again in 1982. But for now, let’s move on to a new discovery I recently made which marks a significant first in adventure games (or at least, the earliest of a type anyone has ever found).
Interesting. I wonder if Dian Gerard was a fan of The Threepenny Opera.
(See https://en.m.wikipedia.org/wiki/Pirate_Jenny)
Sounds likely. I’ll have to pop the game back open and check for references. That has to be an intended clue for giving the secret word inside the secret.
The “PIRATE”/”JENNY” sequence might be a reference to the second-most famous song in the Dreigroschenoper (the most famous, by a long shot, is “Die Moritat von Mackie Messer”, known in English as “Mack the Knife”). “Seeräuber-Jenny”, a k.a. “Pirate Jenny”, was pretty widely covered, most notably by Nina Simone, so maybe on the basis of that fame came idea that one you knew both “PIRATE” and “JENNY” to be magic words, you’d then want to use them together.