(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.
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!
This is the second game of Brian Cotton, after Catacombs (1981). Maybe.
I say maybe, because this game is quite a bit simpler; while we’ve had authors write a “beginner game” after their initial stab (see: Pirate Adventure, Mission: Asteroid) this feels simple in a learning-how-to-make-games way. That is, while Catacombs was published first, Goblin Towers may have been written first. While I’m not done yet, unless there’s a major turn of events this will be finished in two posts rather than four.

TO RECAP the story so far: Supersoft, a company founded by Pearl Wellard and Peter Calver in 1978, published one of the first professionally distributed text adventures in the UK, Catacombs; maybe the first. (Since writing that article more missing 1980 games have come up. Some might be vaporware — that is, they may have never truly existed — and the ads for them make them all look like amateur-garage companies, meaning the “professional” moniker still gives Catacombs some distinction. Of course, “professional” is a loose word to be using for the UK market in 1981, so there’s some hand-waving here.)
Goblin Towers was published after Catacombs, still in 1981. The original version was for Commodore PET, which we don’t have, but a C64 follow-up came after which we do have. This is unlike the situation with Catacombs, where no copies of earlier variants are available and we only have the 1986 “Classic Quests” re-issue, which likely added content and text.

The 1983 copy shown above (cover via Lemon 64) has a fair chance of being similar to or even identical to the PET version of the game. This is the version I’m playing, although I also compared a little with the Classic Quests version. To simplify my narrative, I’ll save talking about changes in the re-write for when I’m done with the original.

The premise is that there’s a castle with rumored treasure, and we need to go fetch it all and bring it back to the starting building, getting points for each treasure placed.

Unlike most the games of this sort, I don’t think the most direct inspiration is Crowther/Woods Adventure, or even Scott Adams Adventureland. I think the author was inspired from Zork.
Now, this is a much spicier assertion than it seems because this was written in the UK. Infocom was not common in the country, and in the land of expensive disk drives it was never terribly popular through the 80s. However, in addition to the newspaper giving the same vibe as the leaflet from Zork, and the lunch, there’s combat with a goblin you’ll see shortly which resembles the fight with the troll. There’s not that many forward ramifications — they’re all still pulling from the same original source, after all — but even when looking at the US market, there haven’t been many people inspired by Infocom yet. I’m guessing Cotton’s exposure was to mainframe Zork, not commercial Zork; this game likely was written in 1980 when I don’t think any commercial copies of Infocom had made it over the pond yet.

Another point of resemblance: Crowther/Woods Adventure kicks things off with a grating, and Zork has an early grating but changes it so it must be unlocked from the other side. The same thing happens here; there’s a grating, but even with a key (found later) you can’t open it. The game says it must be unlocked from the other side.

The starting way to enter is instead at a large inviting castle:

Quite early on is a side passage with a goblin combat (which, again, feels a lot like the Zork troll fight).

I died a fair number of times and I thought perhaps I was meant to come back later with a special object or at least more “experience points” helping, but I gave it one more go after eating the packed lunch and was victorious. I guess our hero was just a bit peckish. It’s hard to murder on an empty stomach.

Past the goblin are some stairs going up and down, with two relatively straightforward puzzles associated with both directions.

On the down side, there’s an iron key (I haven’t used it yet) followed by a cell with an emerald (treasure) and a loose block. You’re simply supposed to push the block. This opens a passage to a diamond, and a route to go outside (you’re not trapped, this is just an alternate route out, like Zork).

On the up side, there’s a locked chest, and a room with a message: “Cassim forgot about it but Ali Baba didn’t.” This indicates that to open the chest you need to say the words OPEN SESAME. (Cassim is Ali Baba’s brother who tries to steal the treasure, who forgets the literal words OPEN SESAME to get out of the cave.)

Reversing back to the goblin fight, and heading east instead, first there’s a crystal wand (haven’t used yet, but it does count as a treasure) followed by a straightforward maze, the kind of maze where going east from A to B usually means you can reverse your steps by going west.

With just a few exceptions.
The maze has a pearl necklace (treasure) and leads to a ledge which has a “hook”. I have been unable to get the hook to do anything. It feels like the sort of place where a rope would go, but I haven’t seen a rope and the verb TIE doesn’t work.

To recap: Out of the treasures, I’ve found an emerald, sapphire, diamond, and pearl necklace. I’ve found a key which hasn’t gone to any locks yet, a wand where waving it everywhere does nothing, and a hook I have had no luck with. Unless I’m missing a map exit (not implausible) I’ve otherwise explored all the accessible areas. The high score is 160 with score coming in chunks of 5 so we’re not talking an excessively long game, but it is possible Mr. Cotton has ramped things up later.