In 1980, Commodore got their first factory in Germany (in Braunschweig). The CEO Jack Tramiel came to give a speech and was warned “don’t tell them you’re Jewish”. He handled it in typical Tramiel fashion:
So what did I do? I made a speech to them and told them all I was Jewish and that I was a survivor of the concentration camps. And then I said that I wanted everyone who was an SS officer in my office in the next two days. Over twenty of them came in and about six walked out, saying they will never work for a Jew. The others apologized, it wasn’t their fault, and all that. I saw it as honesty and that they were looking for forgiveness and I gave it to them. You see, at first, after the war, I had feelings of revenge, but that changed when a priest said to me: “If you are going to treat the Germans the same way they treated you, what’s the difference between you and them?” The way he said it just totally changed my outlook.
— From Against All Odds
Commodore generally owned the German market all the way through the Amiga. Hence it’s not technically surprising we have a C64 game today, although the circumstances still have a wrinkle–
This is one of the rare cases of a game I had in hand during my 1982 run, but skipped anyway due to technical difficulties. The downloads I could find of Citadel Adventure have a “case reverse” that I could not resolve no matter what settings I switched things around to.
i’M IN A lONDON APARTMENT. aCROSS THE ROOM A FLIGHT OF STAIRS.
oBVIOUS EXITS:
vISIBLE ITEMS:
rug. telephone. book.cOMMAND?
That’s after pressing the “character swap” key combo (shift + the Commodore button); if you don’t use the swap it looks even more nonsense.
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I recently approached the Mystery House II Rescue Team (including gschmidl, bsittler, and f_t_b) and after some noodling bsittler managed to create a “case fix” version of the game that has the capitalization swapped. The file here should work directly in a standard emulator without any tweaks.
10 rem*******************************
20 rem ‘citadel adventure’
30 rem*******************************
40 rem (c) ihlenfeldt 1982
50 rem*******************************
60 rem all rights reserved
70 rem*******************************
71 rem nicht listen, selber knacken
72 rem*******************************
The author only gives their name as Ihlenfeldt; there’s enough German text in the comments of the BASIC file that it’s pretty clear we are dealing with a German speaker, although it is unknown if the author was located in Germany in 1982 (or Austria, or Switzerland…); maybe they were in an English-speaking country when they wrote this but German is the author’s first language. Either way, the game text is in English. We’ll soon have a game from Sweden with a similar situation.
(The “nicht listen, selber knacken” is “don’t list, crack it yourself”, which means don’t try to solve the game by listing the BASIC code. This mirrors a directive in Valley of Cesis. Perhaps with public domain the temptation to “solve by source code” was stronger.)

Early issue (August 1984) of 64’er Magazine, a popular C64 magazine from Germany. Source.
Assuming the author was physically in Germany in 1982, it’s early for the C64; they were officially available only starting in 1983. They did have the ill-fated Ultimax in October 1982 — a C64 stripped down to more like VIC-20 specs — but it had a low amount of memory, lower than the size of Citadel.

“A very low price portable color microcomputer for the home market” according to the 1982 Commodore Annual Report. Image by Thomas Conté, CC BY-SA 2.0. Source.
It is of course possible to get an computer imported (see the backstory behind the completely different game called Citadel); it could be the game was written on a different system but ported with the year maintained (maybe it was ported from Commodore PET and the caps-issue happened upon transfer).
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The opening screen gives no background on what the goal is. It does give some verbs (“GO, TAKE, LEAVE, OPEN, DRIVE, SIPP, DIG”; note that there’s no DROP, you can LEAVE or PUT items) and it also warns “there are a lot of possibilities to commit suicide” and mentions a “Play Time” of 60 minutes. That 60 minutes is not meant to estimate how long it will take to solve, but rather you have a hard time limit of 60 minutes real time, and if you exceed that the game is over.
This is after leaving the emulator running overnight.
I was able to discover fairly quickly this was a spy story of some sort as the “book” is a codebook and there’s a “picklock” right underneath the rug. I was struggling to get more happening so I tried HELP which suggested OPEN BOOK (given you have to open the book to read the codes inside, I have no idea what that means in-reality) which gave a note that mentioned “Phone PERFUME”.
Regarding the “moskow”, the German exonym for Moscow is Moskva, so the “k” must have snuck in there via that route.
More on that in a moment; I took a brief step outside, tried to go north, and got run over by a car. Going east again, there was a SPORTSCAR in a garage, where trying to DRIVE it led to an immediate crash.
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You also have to be standing outside the car to drive the car.
Baffled by both the inability to drive a car and the need to be standing outside the car to drive it, I went back to tackle the PERFUME clue some more; the weirdness with the car made me suspect I was missing something with the parser, so I peeked at the first line of the walkthrough (by Alex Dijkstra). It mentioned to PUT (drop) the cigarettes in inventory as the first action of the game; I guess those are red herrings. It also says to DIAL (not “call”, agh) the number 4711.
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Now, I might normally plow ahead right here, but I really don’t want to just lean on the walkthrough the whole game, so a pause to make a post here helps me do a mental reset. But more importantly, I don’t understand the puzzle: why 4711? If you apply the “generic” phone code to the word PERFUME you get 7373863; I would assume the code book is what you really use but I can’t see any combination where diamond-wheat-moskow-moskow or diamond-wheat-tank has any connection with the word PERFUME. Anyone have some thoughts?
I thought this was going to be a quick one to solve but I’m starting to suspect it bears closer resemblance to Intercept (cryptic, difficult-to-handle game conventions) moreso than CIA Adventure (straightforward).
Searching “4711 perfume,” I found a traditional German perfume called 4711. Never would I have guessed that.
I’d worry that there might be other things that get lost in translation, one way or another, since the line “there are a lot of possibilities to commit suicide” sure sounds like something you might get if you wrote “there are a lot of ways to kill yourself” in another language and then translated it with a dictionary.
4711, “Genuine Cologne Water”, is the origin of the English generic term “cologne”, that’s how old it is. The other significant number I can think of is 08/15, which was the most common gun in the German army, and to this day is used to mean “bog standard”.
Confiming everything the others said about 4711 and 0815 and adding some more details. These are probably more tongue in cheek than anything else.
The German exonym for Moscow is “Moskau”, which is probably where the k slipped in.
If you translate literally you would dial a phone number, not calling it (literal calling means something different, like calling a person by shouting her name).
Best approach is probably not to overthing things …
Putting cigarettes in inventory instead of dropping has a similar flavour.
Someone probably told you already, but just in case: 4711 is a German perfume brand, the original Eau de Cologne.
The Citadel Adventure BASIC listing can tell us a lot about the hardware it was designed for, particularly the combination of the POKE 59468,14 command (which is used in PETs to switch between lowercase and uppercase modes) and the case reversal in the text. This indicates that it was programmed on the first PET 2001, specifically by adding a 32K memory expansion due to the program’s length. Thus, by configuring the Vice emulator appropriately, the adventure can be played as originally intended without any modifications (see linked image).
https://postimg.cc/Wt4ytLYr
Hope it helps,
Would you mind sharing the exact settings? 2001 with 32K memory is unknown to xpet, and no other version I’ve tried works, just showing “OK” after “RUN”…
On the recent versions of VICE, you have to force it by selecting in PREFERENCES > MACHINE > MODEL a PET 2001-8N and then with Memory Size to 32Kb, so you’ll see the model changes into “unknown”. Reset, and the BASIC prompt changes from 7167 bytes free to 31743; at that point, you can correctly load the game with the right char rom configuration.
That’s what I tried, but I still get the same result: https://i.imgur.com/2rBPnMj.png
If the problem isn’t with the emulator, then it must be with the PRG file you intend to use. You cannot directly use the PRG file downloaded for the Commodore 64; the BASIC listing should be imported into a dedicated program (e.g., CBM PRG Studio) and managed from there. In any case, here is the D64 file for the PET that I prepared for testing the adventure yesterday, see if this one works. If this doesn’t work either, I can’t think of anything else to try, sorry.
https://filebin.net/bxrke3lv2hnauans
Thanks! I’m not done with the game yet so I’m switching over to PET for the screenshots after.
That worked immediately, my .d64 and .tap did not. Thanks!
You’re welcome!
I have a very small clue about the author, though I’m not sure how accurate it is: in a 1981 issue of the German magazine Chip, there’s an ad for PET joysticks under the name Ihlenfeld, this one:
https://postimg.cc/BLmgWdNw
If you compare the address with the one in this PDF:
Click to access 00000362.pdf
You’ll find that it corresponds to Professor Hans-Dieter Ihlenfeld. Could he have been the author of the text adventure?
Nice catch! I’m fairly sure it’s the same person because of another thing in the game (halfway through my post, probably won’t be up until Tuesday though)
Oh, cool, looking forward to the next post!
Oh, the joy of PETSCII and all the issues it brought to humanity. Some gory details can be found here:
http://primrosebank.net/computers/pet/software/pet_sw_files.htm
sorry this is taking a while
most cryptic part has been you have to open the totally unmentioned “trunk” and “bonnet” of the car (I never have called it a bonnet!) and then you got inside the car to get some items, and one of them is a battery you can use to power a lamp, but then you need to put the battery back in the car because otherwise it will be dark as you’re driving around (while standing on the outside)
“Bonnet” is British, right? But then the trunk would be a “boot” I think. Maybe another effect of a non-native speaker?
it’s mixed. British is bonnet and boot, so the author used the US trunk and the British bonnet.
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