A step by step walk through of Jim MacBrayne's "The Golden Fleece" by rac
This is my solution in a little under 500 moves, (and 10 years work off and on)

This solution is for game TADS Version 1.00  Release 960114

Comments and earned/total points are in ()
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Your purpose in this game is to find the Golden Fleece, to the Greek gods
I have tested this solution, except for dial in the Dial Room, as a script
A random answer each time the witch is asked negates this.  The game requires
a lot of moving of the same objects over long distances, so I've tried to use
plenty of room names in the solution, so that getting lost should'nt be
a problem.  Solving the lever puzzle is particularly frustrating as there
are no scales as in Jim's "Frustration".  The key to balancing it, requires
picking up number of objects and seeing which ones cause an overload. Then
moving to a nearby room and dropping them.  Going back to the original room
pick up the objects that caused overload. Then return to the dropped objects.
Try picking them up.  Different ones will now be too heavy. Doing this several
times, using the treasures in the Treasury Depository, should allow you to
deduce this approximate weight sequence from heaviest to lightest:

piano > self & lamp >pendulum > goblet > painting > cylinder > key > lamp

The ingot seems about the same as the pendulum.
Also the chest and canister seem equivalent to the goblet.

Self & lamp deduced by moving back forth in the Strange Rooms carrying
different set of objects. Even so, it takes a lot of luck to hit upon lamp,
self,painting,cylinder, and key as equal in weight to piano.

Finally some objects appear to have no weight as they can always be
picked up. They are the rope, the opener, and the scroll. These are
useful for getting back into the Strange Rooms.

This solution is probably not even close to optimal, but it was the best
I could do, what with all the objects that had to be moved.

If I've missed something or been unclear please let me know.
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DUSTY ROOM
>get lamp. light
>south
>get sword
(useful as dead weight in lever room)
>n. n. n. e. se

CUL-DE-SAC
>get coin
>nw. u

TOP OF STAIRS
>ne. n.

AT ROCKY FACE
>open door
>n. d. e. e. s.
>s. nw. e. n.

BATH CHAMBER
>examine tiles
(clue for IMP ROOM)
>examine soap
(clue for IMP ROOM)
>open door
>e. n.
>open door
>east

CHANGING ROOM
>examine knapsack
>examine tag
(clue for IMP ROOM)
>w. e. w. e. w. e

CHANGING ROOM
(so thats why its called a changing room!)
>get potion
>examine potion
>drink it
>save "s10"
( 10/ 10)
>examine label
(clue for IMP ROOM)
>w. n.
>open door
>west

FIRE ROOM
>examine soot
(clue for IMP ROOM)
>e. n.
>open door
>east

IMP ROOM
(This is the standard required annoying math problem puzzle.
In an earlier version there are no clues and the Imp keeps
asking each time you enter his room.)
There are five random possibilities:
if miles walked is the question then
>say "24"
(found by examing the cake of soap)
if grandma's age is the question then
>say "73"
(found by examing the label)
if the next perfect number is the question then
>say "496"
(found by examing soot/walls)
if number with most factors below 1000 is the question then
>say "840"
(found by examing the tiles)
if monkey/nuts problem is the question then
>say "3120"
(found by examing the tag)
>save "s20"
( 10/ 20)
>get rod
>s. d. u. n. n.

AT ROCKY FACE
>open door. n. n.
>save "s30"
( 10/ 30) (for understanding goblinese!)
(You now have the clue to solve the IDOL ROOM)
>s. s. s. s. e. n

AT ROCKY FACE
>open door. n
>put rod in receptacle
(first use)
>push bottom,middle,top,left,right
>pull lever
>save "s50"
( 20/ 50)
>examine idol
(Grinning is good! Otherwise death occurs when you leave room)
>get all
(wand makes you an appropriate person for using magic)
>save "s60"
(for getting wand)
( 20/ 50)
>s. s. w. nw. n

AT ROCKY FACE
>open door
>n

KITCHEN
>examine table
>get rope
(Apparently '0' on the weight scale)
>n. e. se

STUDY
>examine desk
>get opener
(Another '0' weight)
>nw. ne

BEDROOM
>examine curtains
>look behind curtains
>get book
>read it
>get scroll
>save "s70"
( 10/ 70)
(Another '0' weight)
>read scroll
>save "s80"
( 10/ 80) (write this word down or memorize it)
>sw. w. n

INSIDE FRONT DOOR
>open door
>drop sword,coin,rod,book,wand
>east

MUSIC ROOM
>get piano
(heaviest object - three uses)
>w. n. w. w. nw. ne

OUTSIDE BUILDING
>examine notice
(only two things at time can be carried in)
>drop all but lamp,piano
>east

EAST STRANGE ROOM
(You are not going to solve lever puzzle)
(But need the golden key)
>drop piano
>w. sw. se. e. e. s

INSIDE FRONT DOOR
>get coin,book,sword
>n. w. w. nw. ne

OUTSIDE BUILDING
>drop all but lamp,coin
>east

EAST STRANGE ROOM
>drop all
>west

OUTSIDE BUILDING
>get sword, book
>east

EAST STRANGE ROOM
>drop all
>west

OUTSIDE BUILDING
>get opener, rope
>east

WEST STRANGE ROOM
>drop all
>get lamp,piano
>east

EAST STRANGE ROOM
>drop piano
>west. get all. east
>drop all but lamp,opener,rope
>w. w

TREASURY DEPOSITORY
>read placard
(only four things allowed out)
>get key
>east
>drop all but lamp
>east. get piano
>west. drop it. get key
>w. sw. se. e. e, s

INSIDE FRONT DOOR
>get wand
>s. s. s. s. se
(Top of Stairs)
>sw. s

AT ROCKY FACE
>open door
>s. sw. s. s. se. s. sw

OUTSIDE GINGERBREAD HOUSE
>unlock door with gold key
(first use!)
>open door
>w. n.

DIAL ROOM
>examine dial. s. s

WITCH'S ROOM
>say "kraznya"
(friendliness spell - from scroll - must have wand)
(mellows out the witch)
>save "s90"
( 10/ 90)
>ask about dial
>save "s100"
( 10/100)
(remember this number - she wont repeat it!)
>down

CELLAR
>get sphere
(a teleporter device)
>save "s110"
( 10/110)
>u. n. n

DIAL ROOM
>turn dial to 'xxx'
(replace 'xxx' with number witch told you)
(unlocks a door elsewhere)
>save "s130"
( 20/130)
>s. e. ne. n. nw
>n. n. ne. n. n
>se. s

AT ROCKY FACE
>open door
>s. s. e.
>get cube
(two uses)
(another teleporter device)
>save "s140"
( 10/140)
>w.  n. n. n. n
>nw. n. n. n. n

INSIDE FRONT DOOR
>get rod
>north

OUTSIDE FRONT DOOR
(You are still not going to solve the lever puzzle)
(But you need the piano)
>drop all but lamp,key
>w. w. nw. ne. e. e

EASTERN STRANGE ROOM
>get sword, coin, book
>west

WESTERN STRANGE ROOM
>get key
>west

OUTSIDE FRONT DOOR
>drop all but lamp,key
>east

WESTERN STRANGE ROOM
>drop key. get piano
>west
>sw. se. e. e. s. s. s
>s. s. se. s. s
>s. s. s. w. w

END OF BUILDING
>drop piano
(second use)
>east
>examine hatch
>get strange key
>save "s150"
( 10/150)
>e. n. n. n. n. n
>nw. n. n. n. n. n

OUTSIDE FRONT DOOR
>drop strange key
>s. s. s. s. s. se
>s. s. s. s. s. w
>west

END OF BUILDING
>get piano
>east
>e. n. n. n. n. n
>nw. n. n. n. n. n
>w. w. nw. ne. e. e

*******************************
**Start of Lever Puzzle Solve**
*******************************
EASTERN STRANGE ROOM
(Now you can solve it)
>drop piano
>west

WESTERN STRANGE ROOM
>get key
>west

TREASURY DEPOSITORY
>get cylinder, painting
>east

WESTERN STRANGE ROOM
(Hurrah finally the lever balances!)
>get opener,rope
(the zero weights!)
>west

WIDE PASSAGE
>read poster
(only three objects allowed east)
>drop key,cylinder,painting
>e. e

EASTERN STRANGE ROOM
>get piano
>save "s160"
( 10/160)
(Apparently just the threat to remove
the piano  is worth 10 points - Why??)
>drop piano
(no longer do you have to drag this around)
>w. w

WIDE PASSAGE
>get key
>save "s160"
( 20/180)
(why ?? - delayed reward for removing it??)
>drop all but lamp
>w. d
*****************************
**End of Lever Puzzle Solve**
*****************************

BROOM CUPBOARD
>n. n. n. e. u. nw
>n. n. n. n. n

OUTSIDE FRONT DOOR
>get wand
(or any other to get beyond '2' door)
>w. w. nw. ne. e. e

EASTERN STRANGE ROOM
(under the lever)
>get amulet. wear it
(fire protection)
>w. w. sw. se. e. e
>s. s. s. s. s. se. ne
>n. n. d. e. e
>s. s. nw. e. n
>e. n. n. w. s

FIRE ROOM
>save "s190"
( 10/190)
>get parchment
>read it
>save "s200"
( 10/200)
(remember this spell for the chasm/bridge)
>n. e. n. e. s. d
>n. n. n. e. u
>nw. n. n. n. n. n

OUTSIDE FRONT DOOR
>get all
>e. e. ne. n

OUTSIDE BLACK TOWER
>unlock door
>open door
>n. d. w. nw

SOUTH OF CHASM
>say "brazbor"
(must have wand!)
>save "s210"
( 10/210)
>n. e

BUTTON ROOM
>push button
>west

NORTH OF CHASM
>drop all but sphere
>rub sphere

BOTTOM OF CHASM
>save "s230"
( 20/230)
>get all but amulet,key
>e. d

BROOM CUPBOARD
>n. n. n. e. u. w. n

AT ROCKY FACE
>open door
(unlocked by button in button room)
>north

SMALL CHAMBER
>put rod in hole
(last use)
>save "s250"
( 10/250)
>north

GLASS CHAMBER
>get pyramid
>save "s260"
( 10/260)
>s. s. s. s. e
>s. s. s. s. s. w. w

END OF BUILDING
>put pyramid in aperture
(unlocks Chamber of the Gods room)
>e. e. n. n. n. n. n. se .s

AT ROCKY FACE
>open
>south

CHAMBER OF THE GODS
>save "s270"
( 10/270)
>get fleece
>n. n. nw. s. s. s. s. s. w. w

END OF BUILDING
>get pyramid
>e. e. n. n. n. n. n.
>n. n. n. n. e

ROCKY OPENING
(finally you get to return the fleece)
>put pyramid,fleece through opening
(You have to guess at this phrasing to get to the other side)
>rub cube

FIELD AT ROCK WALL
>save "s280"
( 10/280)
>get fleece
>ne. nw. ne. nw. n. n
>put fleece on altar ( 20/300)


!!Congratulations you're a brother to the Gods!!
(And wasn't it a Herculean task to get here at that?)

For fun, have you...
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Given the wrong answer to the Number Imp too many times.
Pressed the wrong sequence of buttons in the Idol Room, then tried to leave.
Forgotten to drink the potion before seeing your goblin friend.
Entered the fire without wearing the amulet.
Examined the sand at the beach.