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Fuseman (Fuseman.txt)

FUSEMAN
by Bill and Marion Clews
Spectrum 48

This is a tidy game with generally straightforward puzzles with one 
exception, the chessboard puzzle. You need to solve this to get past the 
Dalek. There are also less major complaints; such as knowing you need to 
say ALPHA twice, i.e. ALPHA ALPHA, when faced with doors. Sometimes you 
end up in a slightly different location than when you entered. 

Your goal is to locate the fuse, the chip and a mysterious pawn and then 
your own spacecraft.

Hints:

RUB LAMP to get out off the broom closet.

The mirror is a gateway.

What could you build to get over a wall? And where to build this?

Adjectives are important, for example, EXAMINE DRESSING TABLE, not 
EXAMINE TABLE. Though OILCAN doesn't work – use CAN.

You need to be carrying the oars and the boat before you can row. You 
need to row at the jetty as well.

Don't enter the mummy case until you have the three objects you are told 
you need at the beginning of the game.

ALPHA ALPHA works at the guard too.

The orb contains something you need. Hold it while you wave a magic 
object.

Try FIT if insert does not work.

I am not sure how to read the code at the table, nor the chess array, 
though they are the same letters. I do not know how Caissa is supposed 
to help. Imbedded in the 8 x 8 array are these words: the words to say 
to the dalek are be damned.

Solution:

INVENTORY (nothing), EXAMINE BLANKET (you see a match), TAKE MATCH, 
EXAMINE WASHSTAND (methane gas), LIGHT MATCH, LIGHT GAS (you wreck the 
cell), UP (you see an entrance to a dark vault), S, S, DOWN, W, TAKE 
LAMP, TAKE SUIT, EXAMINE SUIT, WEAR SUIT, RUB LAMP (you are at a crypt), 
READ MESSAGE (you can't), EXAMINE CRYPT (you see a lens), TAKE LENS, 
EXAMINE LENS (the edges are scratched), W, READ INSCRIPTION, EXAMINE 
MUMMY (you see a key), TAKE KEY, N, W, UP, N, N, ENTER VAULT, LIGHT LAMP 
(you see a safe), OPEN SAFE, DROP KEY, TAKE WAND, TAKE CODEBOOK, W, OFF 
LAMP, READ CODEBOOK (it should match up with something), S, S, DOWN, E, 
S, E.

READ MESSAGE (Alpha Centauri), W, N, W, UP, N, N, N, DOWN (in the 
cellar), EXAMINE CELLAR (you see an oilcan), DROP CODEBOOK, TAKE CAN, 
DOWN (at a jetty; no craft north of here is allowed), UP, UP, S, DROP 
LAMP, DROP WAND, DROP CAN, W, ALPHA ALPHA (you are in a hangar and see a 
mop), TAKE MOP, ALPHA ALPHA, E, N, W, USE MOP (you are in a workshop and 
see oars), TAKE OARS, USE MOP, S, DROP MOP, S, E (you see a boat at the 
west bank), EXAMINE BOAT (seaworthy), TAKE BOAT, ROW BOAT (at the east 
bank), N, N, N, N (leave the wood for now), UP (the eye is missing from 
the idol), UP, FIT LENS (the idol's head rotates and you see a room).

ENTER ROOM (you see an orb), TAKE ORB, LEAVE ROOM, TAKE WOOD, W, S, ROW 
BOAT, W, N, DROP ORB, DROP WOOD, N, DOWN, DOWN, ROW BOAT, EXAMINE WATER, 
TAKE PAWN, ROW WEST, DROP OARS, DROP BOAT, UP, UP, S, N, E (you see a 
high wall), W, S, DROP PAWN, TAKE MOP, TAKE WOOD, N, W, USE MOP, MAKE 
LADDER, TAKE LADDER, USE MOP, S, DROP MOP, TAKE WAND, TAKE ORB, WAVE 
WAND (you create an auto-chip), TAKE CAN, N, E, CLIMB LADDER (you see a 
mirror), EXAMINE MIRROR, ENTER MIRROR, TAKE SWORD, EXAMINE SWORD, ENTER 
DOOR (you see a dressing table), EXAMINE DRESSING TABLE (you see a 
hairpin).

TAKE HAIRPIN, ENTER DOOR, ENTER MIRROR, E, S (you see a locked door), 
PICK LOCK (you are in a lift), PUSH BUTTON (it's stuck), OIL BUTTON (you 
emerge in a maze), N, UP, E, DOWN (you see a dragon), EXAMINE DRAGON, 
KILL DRAGON (you see a fuse), TAKE FUSE, UP (a guard blocks your way), 
ALPHA ALPHA, W, PUSH BUTTON, N, N, W, CLIMB LADDER, W, S, DROP LADDER, 
DROP CAN, DROP HAIRPIN, TAKE CHIP, TAKE PAWN, S, S, DOWN, E, S, ENTER 
CASE (you see a humanoid chained to the wall), SPEAK TO HUMANOID (he 
tells you if you lack the three objects you will not succeed; Caissa 
will help you, CAISSA (you are at a junction), S, ALPHA ALPHA, W (you 
see a case).

MOVE CASE (you see a saddle), TAKE SADDLE, EXAMINE SADDLE, E, E, EXAMINE 
TABLE (part of the code), W, ALPHA ALPHA, N, E (you see a beast), 
EXAMINE BEAST (powerful), FLY BEAST (you are by a cave), ENTER CAVE (you 
see a Black Queen), SPEAK TO QUEEN (you have something for her?), DROP 
PAWN, SPEAK TO QUEEN (she lays out the code you saw before in a chess 
array and tells you to fly high to the wizard), LEAVE CAVE, FLY UP (you 
are at the wizard's), SPEAK TO WIZARD (he tells you the answer is that 
each letter represents itself and the codeword is Caissa, FLY DOWN, DROP 
SADDLE, W, N, BE DAMNED (you are in your craft), FIT CHIP, FIT FUSE, 
TAKE AID. You are finished. Score: 100%.

Terri Sheehan
2007-03-11

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