
My map in progress; incomplete, but probably not terribly so.
As I mentioned last time, difficulty for Xanadu likely points in a very different direction than Quondam. According to the ad copy for the game there are “over 100 rooms” and I have 95 or so of them mapped, so it feels like I might already have most of the layout of the game. There have been some puzzles along the way but they have all had a very cribbed-from Adventure feel that made them easy to solve. For example:
You’re at the South end of the vaulted chamber. There are no openings in the walls, but there is a six foot diameter hole in the ceiling through which the light shines.
It was not shocking to find a beanstalk was needed.
Backing up a little, one of the things I did in Madness in the Minotaur that I now believe was a mistake was to keep iterating on new random layouts for too long before settling on a “final map”. This time I saved my game immediately on my first attempt and kept going to that save, with all the objects already in their places (there’s still at least a little randomization done mid-game, which I’ll get to). This meant I could treat item locations as normal and immutable on making a map. I may still find something in the layout is impossible to reckon with later, but for now I feel like I’ve had a lucky draw, especially given the dragon from last time. Remember I died in two steps? This time I bought a sword and tried my luck, and managed to slay it.
MINH, when used in a nearby “Magic Room”, teleports treasures to the aboveground, and if no treasures are at hand, teleports yourself to the aboveground. It also works to teleport back again. It is, in other words, good for optimizing steps, although I haven’t got to that phase yet.
Nearby the dragon corpse was a small chasm, but help was nearby (at least in my iteration):

I think the ladder doesn’t have many places it can go, because you get stopped trying to take it down passages going the “wrong way” (it’s described as too big to carry), I assume with the intent to avoid breaking some puzzle later?
The chasm area incidentally had some keys which unlocked the grate I found at the start, so there’s yet another passage to the surface.
Shades of The Hermit’s Secret (except in that game nothing needed to be optimized).
There’s a shockingly tame maze; nothing much to say about it other than I found a “growbag” (needed for that beanstalk earlier) and a “dulcimer” (needed shortly for a different puzzle).
Just past the beanstalk, exactly like Crowther/Woods, there is a door that needs oil. Going even farther, there’s a troll demanding a treasure, although we finally have one deviation, since I haven’t found the FEE/FIE/FOE/FUM eggs and I’m not sure how to toss a treasure to the troll without losing it. I can still preview the rest of the map, though.
Past the bridge is a castle, with an interesting “trap room” with two phials were one of them says “poison” and the other one says “transporter”.

As far as I can tell, if you drink the poison or not is random, so if you get it wrong you just need to restore a save and try again.
There’s also a giant (…again similar to Adventure, although you never meet the giant in that game…) which can be lulled to sleep.

The magic word you get here can be one instead that teleports you back to safety aboveground. I have one puzzle I haven’t solved yet via “normal” means — a giant cockroach with skin too tough to break through — by using ITHURD instead. I don’t know if that’s “wrong” or just one possible approach.
So far, so standard. If I didn’t know better I think I’d wandered into the most standard Adventure clone we’ve seen yet, but unless various commenters of the past are playing a very long con, things are about to get very sticky as I try to liberate all the treasures I’ve seen. I suspect there’s a lot of under-the-surface difficulties that don’t manifest until I’ve started sending up cargo.
Let me give an example of what might come up. There’s a very short side room trip that’s needed to fill a bottle with water for beanstalk-watering.

Oh yes, there’s a dwarf that fixes broken swords. I have yet to break a sword. The several times I encountered a second dragon (randomly, after the first one with the paper) I straight-up died, with no chance to break anything.
Technically, going in the Chamber With Pool and filling-up takes three precious turns of torch light. Original Adventure let you fill a bottle outdoors, but it’s not possible here because the stream is dried up. But what if there was a puzzle to refill the dry stream, not for any holistic benefit, but just to save the three moves it takes to get water underground? That’s the kind of evil contortion I’m keeping my eyes out for.
It seems an interesting adventure, despite being of the typical treasure-collector kind. It calls my attention that is written in assembler, also claiming that the data’s been compressed. It seems to me it could some kind of personal adventure creator, probably following the now famous article about how to create adventures.
When I was talking to him about his adventure games, despite taking a similar approach, Paul said that he hadn’t seen the Ken Reed Popular Computing article that inspired a lot of people at the time. His source of inspiration was the mainframe original, which he’d played at work at ICL.
By 1981, when he was making his first adventures, he already had previous experience working as a professional programmer, so had a head start in that respect (compared to many other “hobbyists” at the time who were tackling the problems fresh).
I wouldn’t be surprised if Xanadu built on the code that Paul had used for his earlier Atom adventures (and his adventure writing system on that machine); which Jason has covered in an earlier blog post.