Return to Adventureland (thing)
The object of the game is to acquire 13 treasures and return them to a specific location. The way you control the actions of the game is through a command line. The game can accept two-word noun-verb type commands, such as "GO CAVE" or "GET MUD". The terseness and limited vocabulary of the game could get frustrating, but Adams made a tradeoff. Better parsers required more space, and that would have severly limited the size of the game, given the primitive computers of the time.
The package blurb reads as follows:
You wander through an enchanted world trying to recover the 13 lost treasures. You'll encounter wild animals, magical beings, and many other perils and puzzles. Can you rescue the Blue Ox from the quicksand? Or find your way out of the maze of pits? Happy Adventuring...
This game was one of the first commercial computer games. Now you can play this game for free. There are Java versions on the web, or you can download the game binary and the ScottFree interpreter from the Interactive Fiction Archive. Scott Adams retains the copyright, but allows distribution. He does ask for donations.
Here are the hints that can help you if you get stuck. I find it interesting that Adams wrote the questions very tersely, much like the text of the game itself, even though it was unnecessary here.
Read the questions until you get to where you are stuck. The numbers underneath refer to the dictionary listed at the end. Match each number with its associated word and you'll find an Adventure clue or solution!
1 MAKE 40 THE 79 MOIST 118 THINGS 2 YELL 41 GOOD 80 GO 119 NOW 3 MAGIC 42 RIGHT 81 HOLE 120 WAS 4 WHAT 43 WAIT 82 STEEL 121 WHILE 5 EAST 44 UNTIL 83 BLADDER 122 FOREST 6 BOTTLE 45 SO 84 YOUR 123 LATER 7 LAVA 46 DOWN 85 TRY 124 BETTER 8 SWAMP 47 MAD 86 VERY 125 UP 9 OX 48 HIVE 87 SAY 126 AND 10 THROW 49 OF 88 SOMEONE 127 BRICKS 11 MAIN 50 NOT 89 SEARCH 128 LEDGE 12 BUT 51 TOO 90 MIRROR 129 TOOL 13 DO 52 GROVE 91 RUG 130 KEEP 14 ROOM 53 BUNYON 92 BEAR 131 RUB 15 MUD 54 STUMP 93 CARRY 132 GAS 16 - 55 FAR 94 SOMETHING 133 HAVE 17 REMEMBER 56 IN 95 WORD 134 CLUES 18 THRONE 57 CYPRESS 96 GOTTEN 135 LIGHT 19 WALL 58 CAN 97 TRANSPORTATION 136 BELONG 20 FROM 59 GROUND 98 PAUL'S 137 CLIMB 21 THERE 60 HUNGRY 99 PROTECTION 138 USE 22 A 61 ON 100 HIS 139 NEED 23 ANOTHER 62 LAST 101 ... 140 DRAGON 24 FIND 63 AGAIN 102 ENTER 141 ADVENTURE 25 HOW 64 DOES 103 OUT 142 OBJECT 26 IT 65 FILL 104 WILL 143 GET 27 DAM 66 HOLDING 105 ABOVE 144 JUMP 28 WAY 67 BEES 106 CHOP 145 AX 29 MANY 68 FIRE 107 OR 146 BY 30 FOR 69 NEAR 108 WITH 147 BLOW 31 HANDY 70 THAT 109 ONE 148 TREE 32 AT 71 IS 110 HELP 149 PUNCH 33 GREEDY 72 THIS 111 DROP 150 THEN 34 BE 73 NET 112 HE 151 CLUE 35 BOTTOMLESS 74 ALADIN 113 REALLY 152 LOSE 36 BEE 75 YOU 114 AWAY 37 CROWN 76 WHERE 115 TWICE 38 PITS 77 WATER 116 FLINT 39 FASTER 78 LAMP 117 TEMPER
Here you stand in a forest, about to start your adventure. Move along East, and tiptoe past the sleeping dragon. Go East again to the lake. Get the axe >leave the fish for now, since you have no way of getting them yet>, then head North into the quicksand bog. Pick up the blue ox >WOW! A treasure already!>, then say the magic word on the axe. Gee, where did everything go? Well, look at it this way: at least you can "Swim" back to the lake.
Now go South to the bottomless hole. Carefully "Go Hole," and pick up the flint and steel. Go up >easy, it's a long way down!>. Then it's West into the swamp, and West again to the hidden grove. Surprise! There's the axe and the ox, along with another treasure. Get everthing, and go back East. Climb the tree, get the keys, and climb down again. Now, "Chop Tree." Drop the axe >you won't need it again>, get the mud, then, "Go Stump." Once inside the stump, drop the mud, ox and fruit. Go down to the root chamber, pick up the rubies, then go up and drop them off. Easy, isn't it?
Okay, time for more treasures. Get the lamp and rub it twice. Each time you rub the lamp, a genie appears and leaves a treasure. Just make sure you don't rub it more than two times, or the genie will come out and *TAKE AWAY* a treasure! >Can't win the game that way!> Now, go down into the root chamber, and "Go Hole." Open the door and drop the keys. Light the lamp >it's dark up ahead>, and "Go Hall." Then continue down to the cavern. From the cavern, trek South and pick up the bladder. Now it's time for a return trip, so move along North, then up until you're out of the stump and back in the swamp again >by the way, any time the chiggers chomp on you, just get the mud, then drop it again. Also, "Unlight Lamp" when you get back to the root chamber...energy conservation helps!>. "Get Gas," then "Go Stump."
Now head back down to the cavern >remember to light the lamp before going into the hallway!>, then go South and up. Drop the bladder and "Ignite Gas." *BOOOOM!* You just blew a hole in the bricked-up window. "Go Hole," then jump >don't worry, you can make it to the other side safely>. Ummmm, hello, bear! Well, he doesn't look too mean, but it's better not to take any chances, so "Yell." As the startled bear falls down towards the bottom of the chasm, pick up the magic mirror >carefully, it's *VERY* fragile!>, then "Go Throne." Grab the crown and go West to the ledge. Jump over again, then West. Pick up the fire bricks on your way out >heavy stuff, but you'll be needing them soon>, and go down and North. After that, make your way up again to the treasure room in the stump.
Drop off *ONLY* the crown. *DO NOT* drop the mirror! Okay, now get the bottle of water, and go down again. This time, drop the flint just before you go into the hallway. Go down to the cavern, and from there, down again into the maze of pits. From the "Opposite of Light" sign, go down, West, and down. Pick up the rug, then go down again and you're at the bottom of the chasm. "Build Dam," then drop the remaining bricks >you had a few left over>. "Look Lava," and there's a firestone. It's still pretty hot, so "Pour Water." Now get the stone and the golden net. Hmmmm, but how to get out of here? Well, that sign might help. "Say Away" twice and, voila! you're in the meadow again >ahhh! fresh air!>. Unlight the lamp, then go South >to the swamp> and over to the stump.
Drop the firestone, the rug, and the mirror. Make sure that you drop the rug *BEFORE* you drop the mirror! >Otherwise, seven years of bad luck and you won't be able to finish the game!> Now, get out of the stump, go East to the hole, and North to the lake. "Get Water," then "Get Fish" >can't get them without the net, you see>. Return to the stump, and drop off the fish and the net, in that order. Pick up the mud, and head back down to the cavern. Remember to get the flint and light the lamp before entering the hallway!
Once in the cavern, go North. At this point, you should save the game. Up ahead are the African bees, which you will need to get rid of the dragon. Unfortunately, this part of the game seems to be random, and sometimes the bees will suffocate and die before you can bring them out. I have never found a surefire method for keeping the bees alive, so save the game here and hope you won't have to restore it too many times! >If anyone does find a way to keep the bees alive, please let me know!> Okay, now that the game is saved, go North again. Get the honey, pour out the water, and get the bees. >If the bees sting you, and you find yourself in limbo, either restore your saved game or "Go Up" to return to life in the outdoors.>
Once you have the bees, head back South to the cavern, then all the way back up to the swamp. If the mud hasn't fallen off yet, drop it here before going on >the dragon *HATES* the smell of mud, and will most certainly kill you if you go near her with it -- yes, *HER*!>. All right, now head North and "Drop Bees." The dragon will become annoyed and fly away, leaving behind some precious and rare eggs. Pick up the eggs, then return to the stump. Drop the eggs and the honey, then say "Score."
*** YIPPPPEEEE! ***
You did it!! >Whew! You deserve to take some time out now and relax! But wait...could that be a pirate flag I see on the horizon...?>