The Quest © 1986 Computer-Awareness First.
Text adventure. You have been left a mysterious diary by your late uncle, which reveals that he has discovered a gateway into another world. You decide to continue his quest to obtain a fabled magic jewel.
It required a 16K expansion.
Published as a type-in program in the American book: How to Create Adventure Games.
Solution:
get diary, read diary, drop diary, get box, open box, drop box, get bottle, read bottle, go south, get dictionary, read dictionary, drop dictionary, go north, go east, open cabinet, get salt, go west, go north, go west, get shovel, examine barrel, pour bottle, pour salt, drop bottle, drop salt, dig, get sword, drop shovel, go south, jump, get fan, jump, get gloves, go down, go down, go north, go north, go east, go north, go west, go boat, wave fan, leave boat, go north, go north, fight guard, go north, go up, examine case, open case, wear gloves, open case, get ruby
Game's Listing; How to Create Adventure Games.