CALLING by Trevor Taylor, F. J. Neary Visual Dimension Spectrum 128 This is a tidy little adventure, which does not suffer from being too long nor too complicated. While it has many unnecessary objects, it is not as frustrating as many games. The one tricky part, is noted in the hints by Mike Gerrard, you need to SAY "CONFIDENCE" with the charm in the hollow. Unnecessary objects, to either take or explore or use are: biscuits, bellrope, armour, piano, oak desk, kitchen table, button, tomb, overalls, small desk; it does not hurt to examine them tough there are several dead-end rooms where there is nothing. Your aim is to rescue Jenny and call the rescue truck. INVENTORY (you are wearing a suit), GO CAR, TAKE GLOVES, EXAMINE GLOVES, WEAR GLOVES, EXIT, N, EXAMINE NOTICE, N, EXAMINE BELLROPE, N (ignore the armour), E, EXAMINE CHAIR, SIT, SLEEP (you have a nightmare), STAND, W, W, W, TAKE FLUTE, EXAMINE FLUTE (you played it as a child), E, E, N, W, READ DIARY (you learn about a human sacrifice and about Professor Quinn), EXAMINE HOLLOW (something would fit it in), E, E, E, E, E, S, S (you see an angry gardener), N, N, W, W, W, W, EXAMINE BUTLER, SAY TO BUTLER "TELL ME ABOUT GARDENER",NE, EXAMINE COOK (she is chopping ingredients and seems to need another one), If the butler leaves, don't worrhy because you will meet him later and can ask him questions then. However, most are really not necessary. Go E, TAKE GARLIC, N, UP, TAKE RING, EXAMINE RING, WEAR RING, DOWN, S, W, GIVE GARLIC TO COOK (this allows you to go north), TAKE HAM, EXAMINE HAM (it has a chamber in it), S, TAKE KNIFE, TAKE HEMLOCK, PUT HEMLOCK IN HAM), W, S, E, E, E, N, DOWN, E (the beast takes the poisoned ham and dies). EXAMINE JUNK CAREFULLY, TAKE CHARM, EXAMINE CHARM (you feel energy), W, UP, S, S, S, KILL GARDENER, EXAMINE CHEST, LOOK IN CHEST, TAKE PAPER FROM CHEST, READ PAPER (you get some hints, only a few of which are helpful), DROP PAPER. Go N, N, W, W, W, N, W, W,TAKE MAGAZINE, EXAMINE MAGAZINE (it has a few tunes in it), N, S, E, E, SW, W, INSERT CHARM, SAY "CONFIDENCE" (the wall opens, but don't go into it yet), E, UP, UP, W, UP, S, E, EXAMINE PICTURE (magic), PLAY FLUTE (you create a doorway), DROP FLUTE, DROP MAGAZINE, DROP KNIFE, N, EXAMINE RUSTY KEY, TAKE RUSTY KEY (you need to be wearing the gloves), S, E, N, DOWN, W, S, W, E, E, EXAMINE PAINTING CAREFULLY (you see an old man on a horse and you create a key), TAKE SKELETON KEY, EXAMINE SKELETON KEY (made of human bones). Go W, S, W, OPEN DOOR, SW, TAKE SPHERE, EXAMINE SPHERE (the orb is yours to command and enlighten you), NE, E, N, N, DOWN, DOWN, W, W, DOWN, SAY TO SPHERE "LIGHT" (it glows), E, S (you see overalls), E (ignore the biscuit), W, N, E, E, EXAMINE DOOR, UNLOCK DOOR WITH SKELETON KEY, S, E, TAKE HELMET, EXAMINE HELMET, WEAR HELMET, W, N, E, SE, DOWN, E, TAKE ROBES, EXAMINE TOMB, W, UP, NW, EXAMINE ROBES, WEAR ROBES, E, TAKE BOOTS, EXAMINE BOOTS (springy), WEAR BOOTS, E, EXAMINE IDOL, TOUCH IDOL, W, W, W, W, W, W, UP, E, E, UP, UP, REMOVE HELMET, DROP HELMET. Go UP, E, UP, UP, JUMP (you see Quinn. He is startled and drops to his death), EXAMINE MACHINE, UNLOCK MACHINE WITH RUSTY KEY (you release Jenny), DOWN, DOWN, DOWN, W, W, UP, S, S, E, S, WAIT (Jenny uses the telephone to call the rescue truck), N, W, N, N, DOWN, E, DOWN, DOWN, S, S, S, S, WAIT (the rescue truck comes). You finish the game with 100 %. Terri Sheehan 2004-06-20 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com