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Tax Returns (Tax_Returns.txt)

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.

Solution:

INVENTORY (you are wearing a pin strip suit), HELP (examine everything, 
knock on doors, etc.), S, W, HELP (to get some light turn each light 
room green), EXAMINE PANEL (3 x 3 grid), VOCAB (you see some words you 
might need), W, W, W, S, E, E, E, S, W, W, W, E, E, W, E, E, N, N, E, N, 
N, EXAM TRUCK, ENTER TRUCK, READ SIGN (1 – Blotto; 2 – Finance and 
Research; 3 – Nether Regions; 4 – Trapper; 5 – Start), 1, E, HELP (try 
the barrel for size), EXAMINE BARREL (roomy), EXAMINE DOOR (3c), KNOCK 
ON DOOR, ENTER, HIDE (the barrel rolls), UP (Blotto pays; the others who 
remain are Snow White, Banker, Gadget, Nomarks, Trapper, Parser, and 
Potboy), W, ENTER, 3, W, KNOCK ON DOOR (you get a hat), EXAMINE HAT 
(Idiot), KNOCK ON DOOR, KNOCK ON DOOR (you get a pair of glasses), 
EXAMINE GLASSES (for reading).

Go E, ENTER, 2, S, EXAMINE SIGN (fine print), WEAR GLASSES, READ PRINT 
(enter via Myth – a password), SAY MYTH, EXAMINE BLACKBOARD (you get a 
randomly generated number – remember it), E (Gadget turns a dial and you 
find yourself in a clearing; you need the device and the money to get 
back), E, E, N, UP (the ladder collapses), EXAMINE HAY (soft), TAKE HAY, 
TAKE SCARER, EXAMINE SCARER (it has a switch and scares birds), THROW 
HAY, DOWN, TAKE HAY, S, E (you see a hole to a cellar), THROW HAY, DOWN, 
S, W, TAKE DEVICE, EXAMINE DEVICE (there is a dial), EXAMINE DIAL, UP, 
N, W, S, EXAMINE HAWK, UP (not likely), PRESS SWITCH (the hawk flies 
off), UP, TAKE TAXES, DOWN, N, W, TURN DIAL (Gadget takes back the 
device, gives you a map and bracelet and pays up. You find yourself back 
at the door). 

EXAMINE MAT, READ INSTRUCTIONS (1- drop mat in the location where you 
wish to end up; 2- wear bracelet; 3- when you wish to return to the 
location with the mat, say "teleport". This will work only once), 
EXAMINE BRACELET (it has Teleport written on it), N, N, TYPE the number 
you got off the blackboard – skip the 3C). You find yourself in a 
strange room with a cart, a lever, a door, and a chest), PULL LEVER 
(nothing happens), EXAMINE CART (you can traverse the pole), N, EXAMINE 
DESK (full of litter), EXAMINE LITTER, TAKE GRUB, EXAMINE GRUB (it 
ignites when squeezed), S, EXAMINE CHEST (sensor is marked "heat"), 
SQUEEZE GRUB (the chest explodes), TAKE BIRD, EXAMINE BIRD (wind-up), 
DROP MAT, WEAR BRACELET, DROP GLASSES, ENTER CART, PUSH BUTTON (you 
traverse the pole), LEAVE.

Go S (you see a pad), N, N (you see another pad), WIND BIRD, WAIT, WAIT, 
WAIT (the bird's beak connects with the pad on the third move), DROP 
BIRD, WIND BIRD, S, S, PUSH PAD (you hear a rumbling noise), N (the 
grille is raised), E, WAIT, TAKE KEY, EXAMINE KEY, W, ENTER, DROP KEY, 
TELEPORT, PULL LEVER (the cart arrives), ENTER, TAKE KEY, LEAVE, TAKE 
GLASSES, UNLOCK DOOR (the Banker's debt is paid), S, ENTER, 3, W, KNOCK 
ON DOOR (you get a pig), EXAMINE PIG (it rattles), SMASH PIG (you see a 
ring), TAKE RING, EXAMINE RING, KNOCK ON DOOR (you can ask for a 
reward), SAY TAX (Nomarks pays up), E, DOWN, N, W, W (Potboy tells you 
to put the barrels in the right places and he'll pay up), DOWN, HELP 
(work it out on paper). 

Go S, TAKE ALE, W, W, DROP ALE, E, N, E, TAKE STOUT, S, W, DROP STOUT, 
E, E, TAKE MEAD, W, DROP MEAD, W, N, TAKE CIDER, E, DROP CIDER, S, W, 
TAKE STOUT, N, DROP STOUT, S, E, TAKE MEAD, W, DROP MEAD, E, N, TAKE 
CIDER S, E, DROP CIDER, W, W, N, TAKE STOUT, E, DROP STOUT, S, W, TAKE 
MEAD, E, DROP MEAD, W, W, TAKE ALE, E, N, DROP ALE, S, E, TAKE MEAD, W, 
W, DROP MEAD, E, E, E, TAKE CIDER, W, W, DROP CIDER, N, E, TAKE STOUT, 
S, DROP STOUT, W, N, TAKE ALE, E, DROP ALE, S, W, TAKE CIDER, N, DROP 
CIDER, E, S, TAKE STOUT, W, DROP STOUT, N, E, TAKE ALE, S, E, DROP ALE, 
W, W, N, TAKE CIDER, E, S, DROP CIDER, W, TAKE STOUT, N, E, DROP STOUT, 
S, TAKE CIDER, W, DROP CIDER, N, E, TAKE STOUT, S, DROP STOUT (Potboy 
pays up).

Go E, E, N, UP, HELP (try the rope), EXAMINE HOOP (solid iron loop), 
PULL ROPE (grille is raised), TIE ROPE TO HOOP, N, EXAMINE WHEEL, TURN 
WHEEL, S (there is now a passage to the west), W, N, LISTEN, KNOCK ON 
DOOR (the Prince tells you that Trapper incarcerated Snow White. He is 
not up to the job of rescuing her, but gives you a coin), EXAMINE COIN 
(slot-sized), W, EXAMINE DOOR (it has a slot), INSERT COIN (the door 
opens), N, EXAMINE ALARMS (there are five; say "wind"), EXAMINE TOMB 
(hinged), TAKE NOTE, EXAMINE NOTE (it is a randomly generated set of 
equations. Once you have matched a colour with a number, input those 
colours in the reverse order; one solution is G=6; R=2; P=5; B=3; Y= 4), 
WIND GREEN, WIND PURPLE, WIND YELLOW, WIND BLUE, WIND RED, EXAMINE TOMB 
(all the alarms sound in the reverse order to your input sequence), OPEN 
TOMB (Snow White wakes, has a few words with the Prince, and pays up; 
she gives you a password for the parrot – "joker").

Go DOWN, S, S, UP, ENTER, 4, EXAMINE PARROT, SAY JOKER (you fall down a 
chute), READ RIDDLE (mix your condiment to make peace), N (you're too 
tall), S, E, PRESS BUZZER, S, W, PRESS BUZZER, S, S (you see a closed 
door), PRESS BUZZER, W, N, PRESS BUZZER, N, N, PRESS BUZZER (you hear a 
door creak open), E, S, S, S (the door is open), S, EXAMINE LEVER (2-
point locking lever), PULL LEVER, PULL LEVER, W, TAKE TAXES (Trapper 
pays up), TAKE CAKE, EXAMINE CAKE (full of small ingredients), E, N, N, 
N, N, N, EAT CAKE, N (you are back at the parrot's location), ENTER, 3, 
DOWN, N, N, KNOCK DOOR (you find yourself in a room with a chest).

EXAMINE CHEST (it has a slot), LISTEN, EXAMINE SLOT, EXAMINE HOLE, READ 
LETTERS ("au"), HELP (think corny), E, READ SIGN (if this is locked = 
112; then opening it is straightforward), HELP (it's a vowel trick), 
TYPE 31214, N, TAKE TOKEN, EXAMINE TOKEN (it has a picture of a chest), 
S, W, INSERT TOKEN (the Hans run out and go south), S, EXAMINE GOOSE, 
SAY BOO TO GOOSE (it pays an egg), TAKE EGG, EXAMINE EGG, EXAMINE GOOSE, 
N, EXAMINE DOOR (it has a hole in it), INSERT EGG IN HOLE (Parser pays 
up), S, S, UP, ENTER, 5, S. You are finished. 

Terri Sheehan
2005-12-21

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