AFTER 45 unknown author, publisher, and year of release Spectrum 48 The year is 1745; the place is Culloden. You have just suffered a massive defeat. You must flee Cumberland’s men (Redcoats) who aim to find you. You must escape to France. Some of the clan no longer support the cause and you need to watch out for them. With this introduction you would hope that the game would be more infused with history than it is. This makes it a bit of a disappointment. Though maybe some of the pointless objects and actions are part of Scottish history. There is also quite a bit of redundancy in the game. Mapping is a challenge. Hints: There are places where you are betrayed and captured. But you can get free by pretending you are dead. And you do not lose whatever you are carrying. No matter where you are killed, you wind up in the same place. Speaking to people often provides hints. There is no need to EXAMINE them first – sometimes they go off before talking to you. The only way back from the islands is to get betrayed. To get on the ship you need a note. To get the note you must kill a redcoat. To get a key you must kill the soldier. Two weapons are found in the game. USE the correct weapon on the correct person The note is necessary, though the key does not appear to be. To find one weapon you need money to buy it. The other weapon is found readily. There are also other keys. Don’t panic if you lose them. This is one of those “pointless” things that gets you points. To find Flora, EXAMINE BORRODALE. Flora is a pretty woman. Why don’t you get engaged to her? What to give her? It is obvious when you find it. To get Flora to take you to an island, say TAKE ME TO <island>. If using a surname when speaking to someone does not work, try using the first name. Terri Sheehan 2011-02-13 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com