I have beaten the game. You can read my posts in order here.

From the Museum of Computer Adventure Games.
I broke through most of the rest of the game myself, but I did have to look up hints on two things.
Essentially the game consists of:
- going through a number of “secret walls”; some of the walls have specific flags and conditions that are cryptic
- evading deathtraps
- gently applying the commands ACTIVATE, PUSH, OPEN, ENTER, and BLAST as needed
If you add TAKE, DROP, WEAR, and REMOVE, that’s essentially all the commands in the game. There are esoteric conditions and fussy spots with verbs that make this non-trivial to handle. For example, one room I was stumped on had a DOORLOCK I couldn’t get through, and after much suffering I finally came across PUSH LOCK (not DOORLOCK) which revealed a bulkhead. Opening the bulkhead is then a deathtrap and kills you, so all that time I spent on the lock was wasted. Good times.
A TRACTORBEAM GRABS YOU FROM INSIDE…. PULLING YOU IN!
THE BULKHEAD SLIDES SHUT.
YOU ARE IN
AN OBSERVATION STATION BELONG TO THE UNITED STARS ORGANIZATION. BUT IT IS OUT OF ORDER. THERE’S NO POSSIBILITY OF RETURN…..
To be fair, maybe not wasted — this sequence is what led me to really grokking what’s going on. PUSH, TOUCH, and OPEN all are mapping to the same action. Given how broken the parser was being overall I made the guess at the highly reduced verb list was all I really needed. (I found out later that the source code behind the scenes is checking the noun first, then the verb, so the verbs PUSH, TOUCH, and OPEN lead to the “I’m confused about everything” message if being applied to anything other than one of the “secret wall” type objects.)
It also led me to test out referring to the HOWALGONIUM-CLIPS just as CLIPS; it still didn’t work, but with a little more testing it worked as long as I tried to WEAR them directly and not pick them up.
That is, you ignore the “HOWALGONIUM” even though it is part of the same word, just like you ignore the DOOR of DOORLOCK.
I had been trying to take the INFO-CUBE everywhere and doing INSERT CUBE and various other “why is there no machine that reads this” maneuvers, but given my newfound zeal to stick with a reduced verb set, I found all I needed was ACTIVATE. (On the word INFO, though, not CUBE. God forbid the nouns be treated with any consistency.) The game then asks which INFO-MODULE I wanted (1 through 9). Each of the 9 represents a hint:
SPACE-SUIT……..1…..2……..DOOR
SUITS COMPLICATE IDENTIFICATION
NOTHING IS AS IT APPEARS TO BE!
ROBOTS DIMINISH CHANCES OF SURVIVAL!
THE INFO-CUBE IS A KEY
BLASTING IS HELPFUL AT TIMES!
CLIPS SECURE ENTRY
ONLY ANSON ARGYRIS MAY SURVIVE
AFTER 2 ACTIVATIONS, THE INFO-CUBE BLOWS-UP!
The last hint is true: you can only use the cube twice before it goes away, but fortunately there’s the magic of saved game states.
One thing you might notice from the list (ACTIVATE, PUSH, OPEN, ENTER, and BLAST) is that there’s no SHOOT on the list. That verb is not understood. So back where I was getting shot by the Laren, all I needed to type was BLAST LAREN (not SHOOT LAREN) and get a little animation of a crosshair moving from the enemy getting vaporized. (I could swear I had tried it, but I must have tried it on other things and not this moment.)
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Even though the manual takes pains to say you have a blaster and a disintegrator and they’re different, there is no difference and no reason to do anything other than blast things.
Past the alien led to a new area, with the same one-way exits as before and the same instant death rooms as before:

I marked the room with the Laren in blue.
For example, just past the alien is a “SEEMINGLY UNIMPORTANT” room, with only one exit mentioned: to the north, which tosses you right into a deathtrap. There are “MARKS” indicating the east wall has been tampered with.
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Using The Method ™ the right way to proceed is just PUSH WALL.
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This leads to a “distribution corridor” where there is a spot where a crystal goes. Ignoring that for now (since we don’t have a crystal) yet you can take a loop around to the north, reaching a large “BIO-POSITRONICON”.
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The machine stops you to quiz you who the founders of the Free Traders was (that’s the folks you’re the Robot Emperor of) which essentially counts as copy protection; the name is mentioned in the manual.

I don’t know if they were thinking piracy prevention or they just wanted to incorporate some of the lore.
Moving on you find an “INFORMATION CELL” with the missing crystal and an AMMUNITIONS CLOSET that frustrated me a long time (more on that in a second). If you keep going you get a dire message about everything being doomed, and then a step further kills you.
You’re already Dead Robot Walking when you see this message.
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I flailed around here for a bit until I realized the AMMUNITION CLOSET cannot be referred to as a CLOSET (again, wonderful consistency) but instead as AMMUNITION. You’re supposed to BLAST AMMUNITION which reveals an invisible door, and then OPEN DOOR (not OPEN INVISIBILE). This lets you find a one-way door that leads you back to the transporter with the gap needing a crystal.
Before using the crystal, I should mention as an aside you can also find a room nearby with a BULKHEAD that opens to be a GATE. At the time I found it, none of the commands I tried worked, and it turns out I wasn’t supposed to open it yet.
Just remember this room later.
Returning the transporter/crystal combo, DROP CRYSTAL will activate the transporter, and then you can step inside and find yourself … sent to the west side of the map, with the frustrating wall that I could never open.
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Even using the standard verbs got nothing this time. All the previous parser suffering had me decide it was time to reach for hints; I used Kim Schuette’s Book of Adventure Games II this time.

The offending room is near the bottom at “Hall Well Hidden Bulkhead”, marked 13.
The hint “THE INFO-CUBE IS A KEY” is supposed to apply here. I admit this occurred to me but I tried to ACTIVATE the cube while in the room with no help. For some reason, dropping the info-cube is the key. Once you’ve dropped it in the room, PUSH WALL then works to reveal a TRANSPORTMODULE.
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This has smoke. Art-wise we’ve had nothing like this for the Project.
Moving on (in a one-way circle) is a transmitter station that had an “accident” (ew) a “gravity trap” that crushed some Laren (ouch) and a desert.
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I don’t think I’ve seen anything like this and I prowl the “bizarre” tag on itch.io for fun.
The desert has a spacesuit and a key. The key is a trap that will kill you if you take it. You want the spacesuit (and you can only WEAR it, you can’t take it or the game gets confused). The transport doesn’t work, so it appears we’re trapped in a loop again, but I had a clue from the info-cube in mind:
SPACE-SUIT……..1…..2……..DOOR
That is, “when you find the space suit, take two steps, and then there’s a door. That means in the northwest (with the transporter malfunction) the command OPEN DOOR ought to do something, and indeed it does, opening another passage to a computer room, followed by a defense room.
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The display shows Laren being killed by the automated defenses.
Past this is a transporter. Now: I had actually been in this section before. It is possible to arrive here from the start of the game, where you are in a dark room, as there is a ROBOT hanging out that normally just lets you pass by. If you pause and try to do some action, the ROBOT catches on and activates a transporter, sending you here. Then entering the transporter kills you. For some cryptic reason, entering the transporter while wearing the spacesuit instead sends you back to the east side of the map, near where you killed the Laren.
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Here is the final challenge. Remember the GATE I mentioned? Now you can finally open it.
You have to drop the spacesuit, and drop the mask (or rather REMOVE each), and it works. You might wonder “well, you’re not wearing the spacesuit already, can you drop the mask right away and get into the gate early?” The answer to that is no: the game says
YOU’RE DOING SOMETHING WRONG!
like it has always been doing when conditions are off. I admit this part really doesn’t make sense to me since it is unclear what you would have triggered in that whole jaunt with the spacesuit to make the gate suddenly work! At least, unlike Chinese Puzzle (which this was starting to remind me of) there is technically a hint off the info-cube, namely, “SUITS COMPLICATE IDENTIFICATION”. I guess that means the door can’t identify us for leaving, but why wasn’t the door working before?
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I assume setting up a sequel which never happened.
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Regarding the art, there’s an assembly routine called FASTDRAW and each of the rooms has a TXT file with the information to draw it. There’s some kind of compression going on because the byte size can vary quite a bit. I still don’t think it’s any kind of vectors; rather, the screen is divided into multi-pixel columns and those chunks are being expressed in the draw data somehow. Whatever is going on has to be very clever because even at authentic speeds it goes fast for an Apple II routine.

I know “outsider art” doesn’t make sense as paradigm for adventure games this time, because nearly everyone was making outsider art. Every company was starting fresh; even the starting-to-be-commercialized Sierra On-Line was just getting out of their “summer camp” period. Still, this was far more outside the curve than normal, but I have a notion as to why: this isn’t an original setting at all. This is based on a book series from Europe.
In the original disk version, there’s a file called DATEN.TXT (that is, “data” in German), and the main basic file is marked:
HOEHLEN VON OLYMP
This is also the name of a 1977 book by Kurt Mahr, Die Höhlen von Olymp. It is one of the many Perry Rhodan books, number 164, which you can read about here.
Perry Rhodan is a space opera book series that’s been around in Germany since the early 60s, with two billion in sales. Some books have been translated but as far as I can tell this one never was — and of course the title is given in German and it was sold only in Europe — so I strongly suspect our pair of authors was from Germany or Austria, maybe with subscriptions to an overseas publication; they saw Wolf’s solicitations and decided to send the game in.
And yes, the Laren come from Perry Rhodan. You can read more about them on the Perrypedia, and you can read a summary of the original Caves of Olympia book here. The plot goes in a very different direction but this was clearly meant to be a sort of fan-fiction. The main character in the book is Sanssouq (a psychic with amnesia) but he meets the game’s protagonist Vario-500 (in one of his masks) as part of the story.
The Hordes of Garbesh, referenced at the end of the story and seemingly setting up a sequel, are from Perry Rhodan book #328.
Coming up: Tolkien, Star Trek, another haunted house, and the glorious return of Infocom.
ADDENDUM
I found the German version of the game. We’ve certainly had multiple languages on our games before due to translation after the fact (there are some ’82 dated translations in German of the old APX text adventures, for instance). This one is marked 19xx so never raised any eyebrows, but given the file names still have German in them, and the source material, what we likely have is the first adventure game written in German. What got published in the US must be a translation made afterwards.
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Sorry for nitpicking. The Laren is “der Laren” in this case (“den Laren” would be the accusative case and yes, in English it’s always “the”). Otherwise the Laren is not a Laren, drinking simultanously tea and no tea.
huh, I cut and paste that from somewhere but that doesn’t jive with the thing I linked, even
probably just mangled something on the way to the printer
fixed (rather, taken out, not really needed in this case)
Now that we know the authors likely were of German/Austrian descent, this makes their surnames of “Noone” suspicious. Maybe a Lord British style nom de plume? Especially since they likely were engaging in intellectual property theft (not uncommon in early days of computer gaming), maybe “Noone” can more accurately be parsed as “No one”? That might explain your difficulty in finding out more about this pair.
Very interesting about the illustrations being compressed. This was the ultimate goal of every adventure game developer in those days, with such limited room on 5.25″ single density floppy disks.
Was the “smoke” animated in any way? I can imagine the room “wiping” on to the screen with the game subsequently adding pixels one by one as a random pattern overlay.
Thanks for this interesting deep dive into a truly obscure bit of Apple ][ adventure game history. I love it.
The game doesn’t have any animation except for when the transporter activates (I gave two frames mid process, happens a couple times) and with shooting the Laren.
Wow, the history of this game just keeps getting curiouser and curiouser! A few things to dig into here:
I couldn’t find any evidence at all of this game in the old German computer magazines, but the Apple II never had much of a presence there, despite receiving a little coverage and the occasional type-in before the C64 really took over that market. It makes me wonder if it was ever actually released there, or if the authors just casually spread it around the local Apple II scene themselves, either before or after they sold it to Sams? Oddly enough, it did get a seemingly unofficial (no magazine coverage that I could find, either) fan-translation in French, “Les souterrains d’Olympus”:
http://www.apple-iigs.info/detlogiciels.php?nom=Les%20souterrains%20d%20Olympus&origine=logicielsliste&categorie=JE&lettre=L&begin=60
Also, I was able to find ads advertising it for sale in both Italian and Brazilian magazines from as late as 1986, so it did get around quite a bit. Back in the US, it even got a Witt’s Notes made for it!
Regarding the subject of the earliest German adventure, the best candidate I’ve been able to dig up to this point is “Geheim-Agent XP-05”, which was released on cassette (both 16k and 48k versions) for the TRS-80 and Video Genie, and was specifically described as an “Abentueur-Spiel in deutscher Sprache” in ads from Computer Persönlich magazine dating from as early as July, 1982. Unfortunately, it seems to be completely unknown and is presumably lost.
One final odd coincidence with this game: I mentioned in one of the earlier entries that my only memory of it was playing it once or twice at a friend’s house back in the day. Well, that friend was actually a recent immigrant from Germany (both of his parents were scientists), and he was a big sci-fi fan. I know for sure that he had a bunch of those Perry Rhodan paperbacks in German (I remember thinking the cover art was cool), so I guess he must have understood this connection to the game, even though Sams never chose to mention it!
found a walkthrough for XP-05, at least
just linking these for easier reference later
https://archive.org/details/computer-persoenlich-82-15/page/88/mode/2up
https://archive.org/details/computer-persoenlich-82-18/page/86/mode/2up
that walkthrough mentions the game is part of the CLUB-80 archive, another one of those lost user group archives, but it might be easier to find than the individual game itself
those can occasionally be found lurking in directories with cryptic numbered disks having no label
Oh, great find on that walkthrough! Kind of funny to have a map and full solution available for an otherwise lost game, but I guess we’ve seen that before, like with Doom Valley being in the Kim Schuette book.
Thank you Rob for finding that French translation, I had no idea about it!
Hi Hugo, no problem! I was also surprised when I noticed that. I wonder how it was distributed? Maybe through one of the local French Apple II user groups?
By the way, I think I may have recently come across another unknown early French adventure game. It was for the somewhat obscure business-oriented Goupil 3 computer, and was described as:
“Jeux pour l’ecran texte du Goupil 3:
Exorciste (Aventure fantastique disponible aussi pour Tavernier Flex 9)”
Check out the ad here on page 45, from an issue of Goupil Revue that I believe would have been released around September, 1983:
https://www.abandonware-magazines.org/affiche_mag.php?mag=126&num=2707&album=oui
>> Whatever is going on has to be very clever because even at authentic speeds it goes fast for an Apple II routine.
Maybe you know all the Apple II graphics tech detail by now, but summarily, seven pixels are carried in a byte, with the limit that those seven pixels must use one of two palettes. White and black are theoretically always available, but green comes with orange and blue comes with violet.
Trying for the level of multicolour line detail they go for in this game usually means tripping byte-adjacent palettes, causing horizontal artefacts that you then either live with, or get rid of by changing what you’ve done (and living with what you can do).
I feel like the main attitude and technique of the art here is the former: Put the dot of the colour you want exactly where you want it, and live with the result. This means if you want a blue-fringed corridor light in a violet corridor, like in your detail screenshot, those blue dots will flip their local palettes and produce squares. And they accepted this.
Later on in Apple II-dom this would be viewed as gauche technique, and later Apple II graphics can be conspicuously beatiful, but this technique is what produces the splattery detail particular to this game, or other games that stick to that first principle of the line, and also want all the basic colours.
I notice, too, in the end shot of the spaceship, there’s no repetition of compressed blocks of data. For instance, all the blue energy around the ship is unique at any point. That impresses me.
btw, John Aycock over at Mastodon managed to unpack one of the pictures (sans color data)
https://mastodon.gamedev.place/@herrprofdr@mastodon.social/112984623227495531
Cool! I did suspect something vertically oriented, but that was just intuition. I had no data and I hadn’t been able to google up “FASTDRAW” as an Apple II filename with sufficient ease.
if you check out this link, and scroll down, you can find all the .txt files with the images listed out in hexadecimal
“You could have done better!” is an awfully cheeky way to describe a 96% completion score. Technically true, but come on now. I guess probably there weren’t different responses for various different levels under 100%, though.
found the bit of code where it determines which message you get
60015 IF E >69 THEN PRINT “YOU COULD HAVE DONE BETTER!”: GOTO 60025
60020 PRINT “EXCELLENT PERFORMANCE!”
so it’s purely based on your turn count
hot damn, a Perry Rhodan Textadventure? I was an avid reader of these dime novels (and collected editions) in my teen years, and I never knew such a thing existed. What’s funny is that while reading along with your playthrough, I never realized that was set in the PR universe, although the name “Anson Argyria” and the “Vario-500” robot seemed vaguely familiar. Only when I saw the mention of the name Perry Rhodan I wondered how that name ended up in an English sci-fi adventure. It was only after you pointed out the connection that all the pieces suddenly clicked together! (The message of “Earth not materializing at the planned coordinates” is lifted from the novels as well, btw – every 100 or so dime novels are collected in “cycles”, and a major plot point at the 600is cycle, around number 650 or 660 or so, was that the Earth administration decided to teleport the entire Earth away to a different solar system to hide it from the invading Laren forces, which failed in that they “overshot” their mark and Earth ended up in a place called “Maelstrom of Stars”… Oh dear, the memories are flooding back… What a find.
I’m pretty sure this one never was officially released in Germany. Though it’s hard to tell, magazines dedicated explicitly to computer games only really got started in 1983 around here, so if it was released earlier you wouldn’t find any trace of it in reviews I imagine.
I was only previously familiar with the 1998 strategy game, it certainly wasn’t on my radar at all.
This could easily be a baggie-in-a-single-store situation, so I think it will only be resolved if I can hunt down one or both authors. It is helpful to know the right continent to search on.
well fortunately Noone isn’t a really common family name over here. There’s an IT consultant named Thomas Noone on LinkedIn who’s residing in Munich and who was studying Computer Sciences in Augsburg from 1981 to 1986 – sounds like a likely candidate?
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