TAX RETURNS by Steve Clay Zenobi Software Spectrum 48 One of the three tax puzzles. As Steve's other games, the humour is good and the puzzles range from medium easy to very challenging. Hints are given with HELP at certain locations, many of which are obvious and some of which are obscure. Type VOCAB for verbs that might be helpful. Your aim is to find eight debtors and collect their taxes from them. You can collect the taxes in any order, but sometimes you need the objects that are given so don't be too quick to return some things. First, some hints: The green/red light puzzle: All the locations are green when you first visit, so approach the 3x3 square systematically, for example, in an S- shape. The panels are on the right side (so you actually have a 3 x 4 grid). When you reach the left side of the third row, make your way back to the "safe" panel location. When a light turns red, reverse your direction, and then go on again. Then go north until you can enter the mines. At the Banker's, type what you read on the chalkboard. You need to read the fine print first. The item on the chalkboard is randomly generated (there are three possibilities) so write it down. There are other randomly generated puzzles (all have three possibilities). Go to Blotto first. He is the easiest puzzle. Hide in the barrel. The two-pad puzzle: This is a case of "simultaneous versus sequential". You will need an object to help you. Try it out someplace to see how many moves you have. Some objects are used close to where you find them to solve puzzles, so there is not much carting of objects, and only once will you reach a problem where you may be carrying too much. There is a lever in one location which when you pull, nothing happens. But don't be fooled, it can be pulled later. The nether regions house Nomarks and a few of the other debtors. The hat describes Nomarks accurately as he keeps giving you things and then forgets. You need to keep returning what he gives you, but don't be too much in a hurry since one object is needed elsewhere first. Do something with the next object he gives you, and then return what you find. The teleport assistance is necessary but choose the location where to use it carefully. It's when you cannot get back in any other way that it is needed. You will probably get stuck before you realize it. Dealing with the parrot requires that you solve another puzzle first in order to get the password. When you have the grub, find the location to use it. Scare the goose by saying "BOO". I didn't know that scaring fowl worked that way. Not unless I missed the foul/fowl humour. The key is heavy. You can't teleport with it. So you need to drop it where it can be retrieved later. The buzzer problem: I do not understand the logic of this puzzle, but the steps to solving it are given in the solution. There are letters above the door but you cannot read them (a bug?) Visit the prince. Next make sure the grille stays up. The 4-alcohol puzzle is basically simple to figure out, but complicated to execute. There are two "end" locations with only one exit, so one of them can be used as a "temporary" storage place to allow you to move the others. That leaves you with four locations (in a square) to move the other three alcohols. So "TAKE", move one or two positions, and "DROP", systematically. Snow White puzzle: Solve for the unknowns. There are three randomly generated possibilities. Once you have solved the unknowns, note the colours they represent and wind them in the reverse order. Alternatively, if you cannot solve the unknown values, try all possible combinations and eventually you will hit on the correct combination. The objective is to get all the alarm bells to ring, then open the tomb. The vowel puzzle. I was unable to understand the logic of this one either. So the answer is 31214. If you understand it, please let me know the rationale. Terri Sheehan 2005-12-21 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com