MUTINY Jonathon Scott Zenobi Software Spectrum 128 This is an excellent game, with a lot of atmosphere (sometimes gruesome), a good plot and credible story, well-researched and well- described. Thoroughly enjoyable, though tricky in places because of the need to perform certain actions before others. Most of the time you can figure out what to do from the descriptions of the locations. Part 2 is far more difficult, longer than part one, and requires returning to particular locations. The puzzles are tricky but straightforward once you have recognized the clues from descriptions and other actions. There are no major "find the verb" problems, with possibly once exception which may be difficult for non-native English speakers. Part 1: Hints: EXAMINE frequently and sometimes SEARCH. Listening helps once you are on the ship. Check around the Inn before going into the bar. TALK to , as well as about . Sometimes it pays just to WAIT. The one difficult verb - REVIVE. Part 2: Hints: You do not need to say the password, just THINK it. What can make a sun's rays stronger? Remember to focus it on your bonds. If you try to pass McCleary, he takes some objects from you (weapons and valuables, all necessary). There is a way around him, but you need to find other objects before you can do this. At a certain location you are told that you need a rope to go up. You will find one eventually, but first toss up what you can. Drop your weapons here too. McCleary takes the stake also, so you need to figure out how to get it past him. Check the current in the river. Examine around the winch. Don't rush after your son right after you find out where he is. Make sure a particular person (barman) is occupied first. You need to not be recognized by your former crewmembers in the village, but you can't wear your hood. Remember the hint at the pool. You need to find your boots before you go after Muller. Tie the rope to the tree and explore first. Examining shrubs in two locations is helpful. Don't put the ruby into the dagger right away – you will need it as surety. There are hidden messages (necessary clues) in two locations. Visit the bar before you set sail, but don't talk there. Your voice will be recognized. While it is tempting to buy the haversack in which to carry objects and possibly get around McCleary, that is not what is needed. You need something that will also be useful in more than one location. The peasant offers you choices – pick the most practical of them. When you have no light (and there is none available in Part 2), what other senses could help you? Once the winch has been fixed and used, recover a certain object. Once you return the dagger (with the ruby) to the person who wants it, you will be given three choices of objects to take. If you have visited a particular location and read the message, you will know which object to choose). Listen under the bridge. The dagger is needed at several locations before it is finally given to someone, so don't be in too much of a hurry to get rid of it. Once it's used to kill someone, it is important that it be clean. Terri Sheehan 2006-04-02 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com