Username: Password:
RegisterForgotten Password

Calling, The (Calling.txt)

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