Megler [1] recruited a partner to work with her on the game, Philip Mitchell [2], a fellow senior with whom she had already worked on a number of group projects and whom she knew to be both easy to get on with and a skilled programmer. Milgrom [2][3] himself added a third member to the team specifically to help them with the parser: Stuart Richie, who was doing a dual degree in English linguistics and computer science, with a special interest in combining the two fields.
[2] Philip Mitchell, recuited for [Melbourne House](http://en.wikipedia.org/wiki/Melbourne_House) by Veronika Megler in 1982. Also worked with Megler on [Penetrator](http://en.wikipedia.org/wiki/Penetrator_(video_game)) (1983). Continued to write games for Melbourne House/Beam Software until 2000. Further info: http://playitagainproject.org/creators/philip-mitchell/
[3] Alfred Milgrom, founder of [Melbourne House]House/Beam Software](http://en.wikipedia.org/wiki/Melbourne_House) (together with Naomi Besen). He hired Veronika Megler to “Make"Make the best adventure game ever. Period.”" Further info: [Australian Gaming Database](http://www.retrogamingaus.com/wiki/index.php?title=Alfred_Milgrom)