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Tax Returns (Tax_Returns_hints.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.

Terri Sheehan
2005-12-21

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