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. Terri Sheehan 2007-03-11 ******************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com