RADIOMANIA by K. Burnard Spectrum 128 This is a very good, very enjoyable game. You need to keep some objects for use more than once, and enter some locations more than once. Most objects, at least initially, are used close to the locations in which you found them, so there is little retracing of steps. There is one riddle which is easy to solve. Other than knowing which objects to keep and which to drop, the challenges are not too great, and you can enjoy the game without becoming too frustrated. The instructions clearly state verb-noun input. The verbs are standard, or if not, consider what you would do in that situation. There is only one minor glitch that I can see, and that is that, sometimes you need to say "in" or "up" following the verb, which, in my vocabulary is not a noun. So ignore that minor imperfection and play the game before resorting to the following walkthrough. REDESCRIBE often (even after you have done something in that location), as there may be objects you can take. Remember to STAND BACK at one location. I thoroughly enjoyed this game. There is an unusual "perk" (or bug if you want to call it that) to this game. You can type UP… <noun of one of the objects you have> and find yourself in another location. This can help you see what objects you may need in the future and which directions you can go. Your goal is to find your radio. INVENTORY (nothing), E, E, GET LEVER, W, W, S, EXAMINE TABLE, TAKE TORCH, EXAMINE TORCH, OPEN DRAWER, TAKE DUSTER, N, EXAMINE GARDEN (you see footprints), TAKE SPADE, EXAMINE FOOTPRINTS, FOLLOW FOOTPRINTS, EXAMINE HEDGE, TAKE SHEARS, EXAMINE GAP (not very wide), CUT GAP, N, EXAMINE GRASS (you see a trail), CUT GRASS, REDESCRIBE, TAKE CROSS, FOLLOW TRAIL, EXAMINE HOLE, DIG HOLE, PRESS BUTTON, E, EXAMINE STONES, CLEAN STONE. You find out that this is the Stone of Knowledge. You get a riddle to answer. ADDER (when you find your radio, "play radio"), E, DIVE IN, TAKE CRATE, SWIM UP, LEVER CRATE (you find a rope), DROP CRATE, DIVE IN, EXAMINE WEEDS (you see a hook), SWIM UP, DIVE IN, TAKE HOOK, SWIM UP, TAKE ROPE, TIE ROPE, DROP SPADE, E, THROW ROPE, CLIMB ROPE (you can only take three objects), DROP DUSTER, DROP LEVER, CLIMB ROPE, TAKE ROPE, E, E, EXAMINE SLAB (you could move it with the right equipment), THROW ROPE, STAND BACK, PULL ROPE (the slab falls, but not on you), E, PRESS BUTTON, N, EXAMINE WALL (you see a loose rock). TAKE ROCK, EXAMINE ROCK (it could come in handy), EXAMINE HOLE, INSERT HAND, TAKE KEY, S, E, EXAMINE ASHES, TAKE TANKARD, TAKE STRAW, N, EXAMINE GARDEN, TAKE PLANK, EXAMINE PLANK (12 feet long), EXAMINE PLANK, E, EXAMINE MIRROR, THROW ROCK, TAKE SWORD, W, S, W, S, EXAMINE DOOR, UNLOCK DOOR, DROP KEY, W, EXAMINE ALTAR, PRAY, EXAMINE FONT, FILL TANKARD, E, N, E, N, E, TAKE ROCK, W, S, EXAMINE ORC, THROW ROCK, KILL ORC, EXAMINE ORC, TAKE COIN, TAKE SWORD, S, W. EXAMINE PIT, LAY PLANK, W, EXAMINE CHILDREN, EXAMINE PIPER, TAKE BOWL, EXAMINE BOWL (breakable), TAKE STOOL (you can't carry any more), E, E, E, GIVE COIN, W, W, W, TAKE STOOL, E, E, E, BOARD BOAT, LEAVE BOAT. Go E, PRESS BUTTON, E, S, EXAMINE GUARDIAN (you need to hurry as he is hypnotising you), THROW TANKARD (he disintegrates), EXAMINE COFFIN, EXAMINE VAMPIRE, TAKE MAP, READ MAP (you find directions and the map disintegrates), TAKE TANKARD, S, W, N, W, CUT GRASS, REDESCRIBE, DROP SHEARS, TAKE KNIFE, S, S (you are at the rope bridge), PRESS BUTTON, S, S, E, EXAMINE SCARECROW (you see a hat), CUT POLE (the hat falls to the ground), MILK COW, GIVE STRAW, MILK COW, PLACE STOOL, DROP TANKARD, MILK COW (the milk flows into the bowl). If you don't drop the tankard it flows into the tankard. TAKE TANKARD. TAKE HAT, W, W, W (you see a nun who wants a cross), GIVE CROSS, TAKE TINTACKS, E, E, S, EXAMINE DOG (rabid), S (you can't), THROW TINTACKS (it still can see them),, THROW HAT (the dog runs off), S, W, CLIMB TREE (only three objects allowed), DROP TANKARD, DROP SWORD, DROP KNIFE, CLIMB TREE (you see a nest and a cottage), EXAMINE TREE, TAKE NEST, CLIMB DOWN, BREAK NEST (you create a wire), TAKE TANKARD, TAKE KNIFE, S (the cat wants milk), EXAMINE CAT, GIVE BOWL, REDESCRIBE, S, W (you walk through a blue gate and are in a heavenly garden. There is an elf who wants a tankard). GIVE TANKARD, W (the door is locked – no you do not have to go back and restore a saved game), PICK LOCK (with the wire), W, DROP WIRE, W, EXAMINE WARDROBE (door is stuck), LEVER DOOR (you use the knife), EXAMINE WARDROBE (you see your radio), TAKE RADIO, EXAMINE RADIO (batteries missing), REMOVE BATTERIES, TAKE BATTERIES, INSERT BATTERIES, PLAY RADIO (interference), E, N, N (on hill), N, PLAY RADIO. You are finished. Terri Sheehan 2005-03-11 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com