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 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com