(Continued directly from my previous post.)
I was, as I guessed, rather close to the ending. What I did not guess is that grammar played a major part in my downfall.
Not orthography like with Circus. This was something worse.

From the Museum of Computer Adventure Games.
As I suspected from last time, my initial issue was simply a missing exit. At least the author was trying to be actively deceptive and it wasn’t just me overlooking a simple chunk of text. At the far east of the maze, you can go UP.

Given the giant is peaceful and I had a limited number of verbs to work from, I quickly narrowed down to GIVE probably being the most useful thing. Except: the game did not seem to understand my commands like GIVE WAND. After fussing for long enough I eventually realized I needed the syntax GIVE WAND TO GIANT. (This is not the death-by-grammar moment but it gives a clue of the issue.)
As I was using a save that hadn’t tangled with the goblin yet, I had the lunch in inventory, and it turned out to be the correct use.

Hmm, so my fortification with calories was not the right way to defeat the goblin. Let’s put a pin in that, and nab the rope, as it clearly went to the hook.

Note that TIE isn’t even recognized as a word by itself — this is grabbing the whole phrase TIE ROPE TO HOOK here and the command isn’t otherwise comprehended by the parser. Clearly the author’s Zork influence is coming into play, but with a negative effect (since TIE ROPE ought to be understood, and even the Infocom parser would have taken it! but the author wants to include the feeling of full-parser commands).


The section after straightforwardly allows you to scoop up two treasures; the trip is one way since you have to drop down from the rope, but the other side of the grating is available. You just need to make sure to bring the iron key, otherwise you’re softlocked.

Now, the iron key is past the goblin, so that second screenshot means I got by the goblin somehow without eating the lunch first.
I did, and this is the spot of the game that is horrifying. In fact, we may have a new grand champion for most deceptive parser message ever, and honestly, I don’t think anyone is ever going to beat it.

You see, despite the response indicating you are trying to “stab” the goblin, KILL GOBLIN is interpreted an entirely different way than KILL GOBLIN WITH SWORD. If you just KILL GOBLIN, you’re trying to stab it with … your hands, somehow? KILL GOBLIN WITH SWORD is the way to specify you’re using the sword, and if you do that then the battle runs along cleanly and you can win.
Primal screaming isn’t enough to represent how infuriating this is. I can see how it happened: the author, enamored with a multi-word parser, wanted to have the two commands be different, but forgot to convey to the player that the two commands might be, in any sense, different.

Just like Catacombs, there’s no game-cut-off victory message if you win.
To be clear, this isn’t somehow conveying the superiority of two-word parsers: it just means that as layers get added, the author needs to start being more and more careful about the potential for deceptive responses.

The Classic Quests cover, via Plus/4 World.
I did promise a look at the Classic Quests version of the game, and strangely enough, it matches this one almost exactly! You start in the cottage rather than inside it, and the description is written differently. There’s also a loft, and I have no idea why the author added it.

Screenshot of the Amstrad version.
There’s a little more text added, like instead of just stating you’re lost in a forest, the game says:
You are lost in a forest of pine trees, the ground is covered in thick undergrowth making movement difficult.
There’s not nearly as many textual changes as you might think, given the improved DOS capacity. It’s quite possible that Classic Quest Catacombs is closer to the original than I first suspected.
Note that structurally, everything is the same! There is one other very, very important difference.
You are in a small side passage leading north-south. The walls are very pitted here as if somebody had been hacking at them with an axe or something. There is an extremely fierce Goblin here, he is brandishing an evil looking axe.
The goblin sees an opening in your defence and strikes you in the chest. You have fully recovered from your wounds.
>KILL GOBLIN
(with sword) You nick the goblin’s arm with your sword. The goblin lands a blow leaving a gash in your sword arm.
>KILL GOBLIN
(with sword) You nick the goblin’s arm with your sword. The goblin launches a fierce attack and you stagger back under a hail of blows.
Yes, the game automatically applies the sword if you type KILL GOBLIN, and even lets you know if you are doing so. At least Brian Cotton was learning!
The bespokeness you mention reminds me of a place where even Infocom wound up doing something fishy. (Spoilers follow for something in Suspended, which I haven’t ever played.)
A couple times someone showed up on the intfiction forum asking how it might be possible to get Inform to allow you to issue a command to more than one NPC at once, which is apparently something that happens in Suspended. I hacked up a terrible way of making this work and eventually Daniel Stelzer made a way that it could actually work (he asked to borrow my code but I think he wound up replacing every piece of it). Eventually Daniel looked at the way Suspended did it and discovered that it was:
Does the command match “both [actor1] and [actor2], [verb] [noun]”?
Is the verb “move”? (verbs other than “move” get an error from the FCs)
Is the noun the one object in the game for which this syntax works? (nouns other than that one get an error from the FCs)
Can actor1 see noun?
Set a flag, then have actor2 try to move the noun.
which is pretty much a higher-level version of “check the exact four-word phrase.”
I remember which bit you mean, that is absolutely the most wonkadoodle part of Suspended
I assume it was in the manual somewhere but as a kid I didn’t read closely enough, apparently
Giving the lunch to the giant smells of that possible solution for the cyclops in Zork, too.
Kinda surprised about the KILL GOBLIN / WITH SWORD thing. Granted you talked about how this didn’t seem directly inspired by Adventure, but you’d think that if they had played mainframe Zork they might have known about the “kill dragon / with what, your bare hands” thing? So that even if in object is being carried, it won’t take it as implied in use and must be specified? (vs the Amstrad version)
What I mean by the mention of mainframe Zork is if they were in it that deep, so to speak – even if they hadn’t played Adventure, were they not aware of the joke?
Given the same author then changed the behavior to have both actions be “with sword” (the Classic version was Cotton’s port, he also did DOS ports for Audiogenic [the Supersoft follow-up company] so he knew his DOS) I doubt it was intended as the Adventure joke — I think the author just was assuming KILL GOBLIN WITH SWORD, wrote the messages that way (assuming “stab”), left in the non-sword attack, but forgot that the messages might need to be different.
maybe you stab your finger at their chest really angrily?
Some of you will doubtless be aware of this Russian web site; it contains some obscure text adventures amongst other tropes. This is one of the very few sites that lists the Supersoft games, albeit in DOS.
https://www.old-games.ru/game/11587.html
After the vexations of First Things First this thing took me about an hour. It’s not a great ending though is it, unless I’m missing some obscure deus ex machina moment.
Probably would have landed around an hour if I hadn’t hit the KILL GOBLIN parser issue. Certainly was surprised next to Catacombs.
It really is chalk and cheese between those two games. Witch Hunt is fairly formulaic too with the exception of one puzzle with a Monty Python link where it is easy to softlock the game.