FORTRESS OF KELER by B. Kitts Hamster Software Spectrum 48 This is a long, difficult, very challenging game. Your aim is to steal the potion of transmutation, but you can't find any such thing. HELP is available at a few locations and provides some good hints as does EXAMining certain objects, though it is tedious to examine all what you see and get nothing. There is more than a slight amount of retracing of steps needed. Though many puzzles are logical, some are not. Hints: There are basically two parts to the game. You will come across reading material that will tell you what objects to collect; some for the first part, some for the second. Before you leave the first part, look around as you will need to collect a few for part 2 as well. To save some retracing of steps, after you've created a means to enter the second "part", make sure that you have what was in the safe, what was in the letter, the mustard seeds, and, of course, your lantern. Once you have filled and lit the lantern, it won't run out of fuel. I carried around the bowl and tinderbox for ages, until I finally abandoned them. There are several storerooms, so read the descriptions and try to figure out if something you need may be there. Then LOOK and see if it is there. There are certain objects you do not need to carry (pieces of paper, recipe book), but make a note of the messages). There are five numbers to the safe combination. You will need to try them in various combinations to hit on the correct one. There are a few red herrings (pearl, chair leg, Teddy bear, mirror, cloak, perfume, burned-out computer console, large ornately decorated wand). You die when you hit the black humanoid? The sword from the first part of the game won't help. You need to find some protection. If EXAMining the painting does not provide you with a clue, look up the reference you find. Still stuck? Look it up in a holy book. Where to find it? It's close by. Once you have found the magic word, explore the places you can reach before using it. What to do at the bear skeleton? Throwing something that will crumble the bones would be a good idea. You keep finding black, hollow tubes? You will know when to stop collecting them. You have to dial a number at the telephone. What number? This is one of those "illogical" puzzles. You need to make sure that the clock is working. You need something to carry the oil in before you can fill the lantern. Swap something to get it. Once you have done everything, the end game is reached in the empty room with the lever. 2008-04-17 Terri Sheehan ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com