THE GREAT PEEPINGHAM TRAIN ROBBERY by Colin Jordan Axxent Software Spectrum 48 This is a game with random elements, especially regarding who will show up when and the direction that person goes, that it is not possible to write a step-by-step walkthrough. This does become quite tedious. Therefore this solution primarily tells you the order in which to do things. You will need to wander about in the vicinity to accomplish what you need to do before going elsewhere. Doreen Bardon has offered excellent hints (additional hints about where to find these objects are given below the hints). Other hints are given as well. To get an object from someone: SAY TO DROP . You get tired at 1 AM and if you SLEEP, you wake at dawn. The Station Master arrives at the inn at 9 and at his office at 12:30. READ BOOK (until you no longer get new messages - there are three). To get past the matron at the locked door, WAIT, until she goes in or enters, then go north. To leave, WAIT until she comes in again, then go south. You cannot get the pass key. Make sure you have everything you need before leaving the hospital with Blunders. You may need to drop some objects there before getting Blunders out. SEARCH in some locations to find another location/exit. Don't leave things lying around where the tramp might take them, though he is useful to carry some things to the island. Hint - you will be crawling around some passages where there are rodents). The tramp can only carry two things at a time, so you can only give him the cooked sausages when he is not full (pardon the pun). He is very light-fingered, so if you are exchanging things with Blunders make sure he is not there. Doreen's hints: guide book - give it to tourist - ask him for matches The guidebook is found in the library. To get it, the librarian needs to be out of the room. newspaper - fan fire with it In the library sticker - remember phone number for taxi later In the hospital area, but not in the hospital white gown - disguise for Blunders to get our of hospital That too, is in the hospital bottle - keeps you awake first night in Peepingham In the hospital bed pan - use as frying pan In the hospital medicine - ask doctor for it, drop it in monsters stomach In the hospital letter - info from Prof Mundle In your room at the inn poster - tip to beat your rival In the Station Master's office. Examine it, you cannot take it lantern - your light source The Station Master gives it to you dirty habit - wear it for admission into abbey By the lake with the footprints sausages - cook them - give to old tramp for guidance through bog You need to buy the sausages at the butcher's clothes peg - the smell in the alley In the tramp's shelter sardines - alley cats food Buy them at the grocer's cheese - rats food in drain It's in the dustbin. can - carry water & fuel In the alley helmet - protection from mugger In the warehouse coat - protection from cold In the warehouse ice - drop it near Sam - get notebook Make ice by filling the can with water and dropping it in the cold storage notebook - telephone number (70288) Outside the hospital crowbar - lever planks in garage - but the station master is the only person capable of using it Sleep in you room on the second night wearing the crash helmet fuel - fill boat In the garage. But first you should fill the can with water and make ice nuts - give to mad monk - then ask for key - refused? tell him to drop it On the island key - unlock cabinet in abbots room On the island balloon - inflate at base of tower - wind will make you rise At the jetty, but first you have to make a telephone call. What number to call? Get the notepad cider - give you enough wind to blow up balloon In the inn aqualung & diving suit - needed for lake on the island secret device - give to Prof Mundle In the monster Solution: You begin in your office. You Flukeit and your sidekick is Blunders. He is mainly useful for carrying additional objects you cannot manage. INVENTORY (nothing), WAIT (until the phone rings), ANSWER TELEPHONE (Inspector Hoaden will call on you at 10 AM), OPEN DOOR, E, N, READ NOTICE (WAIT if it's too early), E, S, EXAMINE MAGAZINES (you see a newspaper), TAKE NEWSPAPER, READ NEWSPAPER (thieves make getaway through a railway tunnel), N, EXAMINE SHELVES (a book falls out), TAKE BOOK, READ BOOK (an island in Lake Scudmore is inhabited by monks), READ BOOK (there is a lake monster), READ BOOK (visitors stay in the Dirty Duck), SAY LIBRARIAN GO SOUTH, W, S, W (wait until 10 o'clock and Inspector Hoaden enters. He tells you a top secret device was stolen which was to have been delivered to Professor Mundle). Go E, ENTER LIMOUSINE (you've got to get Blunders from the hospital), WAIT (until the limousine stops), LEAVE LIMOUSINE, DROP BOOK, DROP NEWSPAPER, E, SE, EXAMINE STICKER, READ STICKER (Blogg's cabs 4221), NW, E, (wait until matron unlocks the door or enters), N, TAKE GOWN, TAKE BOTTLE, EXAMINE BOTTLE (wakee pills), EXAMINE GOWN (doctor's gown), WAIT (until Matron enters the room), S (wait until matron enters) S, W, W, DROP BOTTLE, E, E, E, E, TAKE BED PAN, E, E. When you see a doctor with medicine, SAY TO DOCTOR DROP MEDICINE, TAKE MEDICINE. Find Blunders (he is in the ward to the east). GIVE GOWN TO BLUNDERS, SAY TO BLUNDERS WEAR GOWN, W, W, W, S, W, SAY TO BLUNDERS TAKE BOOK, TAKE BOTTLE, SAY TO BLUNDERS DROP GOWN, SAY TO BLUNDERS TAKE NEWSPAPER. ENTER LIMOUSINE, WAIT (until the limousine stops; Hoaden gives you money), LEAVE LIMOUSINE, NE, DROP MEDICINE, NW, NW, SEARCH BUSHES, ENTER BUSHES (you see a fire), N, EXAMINE SACKING, TAKE PEG, S, SAY TO BLUNDERS DROP NEWSPAPER, DROP PAN, W. When you see the tramp ASK TRAMP ABOUT ISLAND (he will take you there if you give him a square meal). Go SE, E, SE (you see a boarded-up door), S, W (in the alley), TAKE CAN, EXAMINE CAN (empty), DROP CAN, SAY TO BLUNDERS TAKE CAN, EXAMINE DUSTBINS (the odor is bad), WEAR PEG, EXAMINE DUSTBIN (a cat claws you), SAY TO BLUNDERS DROP BOOK, TAKE BOOK, E. When you see the tourist TALK TO TOURIST (until he tells you he needs something to find his way). GIVE BOOK TO TOURIST (he'll give you something), SAY TO TOURIST, DROP MATCHES, TAKE MATCHES. Find the grocer. READ NOTICE (tins on sale), BUY TIN, EXAMINE TIN (sardines), W, N, W, OPEN TIN, EXAMINE DUSTBIN, TAKE CHEESE, DROP PEG, E, E, BUY SAUSAGE, S (it's cold here), N, ASK INNKEEPER ABOUT SAM (he's nosey), W, DROP CHEESE, SW, W, W, NW, W, NW, W, OPEN DOOR, SE, EXAMINE POSTER, READ POSTER (those who rival you must surely slip up in the end), NW, E, SE, E, NW, NW, E, ENTER BOAT, OPEN HATCH, S, EXAMINE TANK (empty), N, LEAVE BOAT, W, SAY TO BLUNDERS FILL CAN, SE, SE, SE, E, N, PAY INNKEEPER (you get a room), W, N, DROP BOTTLE, TAKE LETTER, READ LETTER (a friend will contact you at the crossroads on Tuesday at 9 AM; take care at night; tell station master Mundle sent you; the island is important). DROP LETTER, S, E, TALK TO INNKEEPER (until he tells you to try some cider), BUY CIDER, SAY TO STATION MASTER MUNDLE (he wants to talk privately), W, N, DROP MATCHES, SAY TO BLUNDERS TAKE MATCHES, TAKE BOTTLE, WAIT 1 (the clock moves quickly), TAKE PILLS, WAIT 7, DROP BOTTLE, S, E, S, DROP CIDER, W, NW, N, WAIT 9 (the telephone rings), ANSWER TELEPHONE (you are told you can find some useful items at the Brockley Warehouse), DIAL 4221 (a cab will be there in 10 minutes), S, WAIT (until the cab arrives), ENTER CAB, SAY TO DRIVER BROCKLEY WAREHOUSE, WAIT (until the cab arrives), PAY DRIVER, LEAVE CAB, N, TAKE COAT, EXAMINE COAT, TAKE HELMET, DIAL 4221, S, WAIT (until the cab arrives), ENTER CAB, SAY TO DRIVER PEEPINGHAM, PAY DRIVER, LEAVE CAB. Go E (when you see the tramp make sure he has the cheese; if not follow him until he takes it), N, E, DROP HELMET, SAY TO BLUNDERS DROP CAN, SAY TO BLUNDERS TAKE HELMET, TAKE CAN, S, EMPTY CAN, TAKE ICE, N, W. Find Sam. DROP ICE (he drops the notepad), TAKE NOTEPAD, READ NOTEPAD (number 70288), DROP NOTEPAD. Make your way to the telephone booth, DIAL 70288 (something will be left at the jetty for you), S, W, NW, W, SE, WAIT (until the Station Master comes - 12:30), SAY TO STATION MASTER MUNDLE, SAY TO STATION MASTER ROBBERY (he eventually gives you a lantern and offers you assistance if you need it), SAY TO STATION DROP LANTERN, TAKE LANTERN, NW, DROP COAT, SAY TO BLUNDERS DROP MATCHES, TAKE MATCHES, LIGHT LANTERN, DROP MATCHES, N, N, N, EXAMINE FOOTPRINTS (monster footprints), TAKE HABIT, WEAR HABIT, S, S, S, DROP LANTERN. Go E, SE, E, NW, NW, E, EXAMINE JETTY, TAKE BALLOON, W, SE, ENTER BUSHES, DROP MONEY, DROP BALLOON, TAKE PAN, COOK SAUSAGES (the fire is only smouldering), TAKE NEWSPAPER, FAN FIRE, COOK SAUSAGES, DROP PAN, TAKE MONEY, DROP NEWSPAPER, SAY TO BLUNDERS TAKE BALLOON, W, SE, SE, E, N, PAY INNKEEPER, W, N, SAY TO BLUNDERS DROP HELMET, TAKE HELMET, WEAR HELMET, S, E, S, DROP MONEY, TAKE MEDICINE, SAY TO BLUNDERS TAKE CIDER, N, W, N, WAIT 1, SLEEP (in the night someone hits you with a crowbar and drops it; you wake up), DROP HELMET, TAKE CROWBAR, S, E, WAIT 9 (the Station Master arrives), SAY TO STATION GO S, S, SAY TO STATION MASTER GO E, E, SAY TO STATION MASTER GO NE, NE, SAY TO STATION MASTER GO N, N (you are at the garage). GIVE CROWBAR TO STATION MASTER, SAY TO STATION MASTER LEVER PLANKS (he does so), W (you see fuel), FILL CAN, E, S. Find the tramp. Lead the tramp to the jetty (SAY TO TRAMP GO, then follow him. Give him the sausages when he is carrying only one object). SAY TO TRAMP BOARD BOAT, BOARD BOAT, S, FILL TANK, DROP CAN, N, CLOSE HATCH, START ENGINE, WAIT (until you are on the island), SAY TO TRAMP LEAVE BOAT, LEAVE BOAT, W, NW, TAKE NUTS, SE, E, N (at the edge of the bog with the beach south, wait for the tramp to arrive to lead you to the abbey then follow him). Follow the monk - he has a rusty key; Blunders is escorted out). GIVE NUTS TO MONK, SAY TO MONK DROP KEY, TAKE KEY. Go E, N, W, W (at the abbots office), UNLOCK CABINET, DROP KEY, OPEN CABINET (a diving suit falls out), TAKE SUIT. Find the tramp and tell him to drop the cheese. TAKE CHEESE. Find Blunders, NE (make sure the tramp is not there), SAY TO BLUNDERS DROP CIDER, DROP SUIT, TAKE CIDER, SAY TO BLUNDERS DROP BALLOON, TAKE BALLOON, SAY TO BLUNDERS TAKE SUIT, DRINK CIDER, INFLATE BALLOON (you find yourself at the top of the tower - there is an aqualung there, TAKE AQUALUNG, WAIT (you are eventually brought down), DROP BALLOON, SW, N (Blunders is escorted out again). Find the tramp and take him west to the cellar and beyond to the grille), SAY TO TRAMP BREAK GRILLE, NE (Mundle wants his device back). Go SW (taking the tramp with you), SW, SW, SW, W, S, E, S, SW, SE, E, SAY TO TRAMP BOARD BOAT, BOARD BOAT, START ENGINE, WAIT, LEAVE BOAT (leave the tramp on the boat), W, SE, SE, W, NW, W, TAKE LANTERN, N, N, N, DROP LANTERN, SAY TO BLUNDERS DROP SUIT, TAKE SUIT, WEAR SUIT, SWIM (you in the belly of the monster - you see the device), DROP MEDICINE (you are on the beach), DROP AQUALUNG, DROP SUIT, TAKE LANTERN, S, S, S, DROP LANTERN, E, SE, E, NW, NW, E, BOARD BOAT, START ENGINE, WAIT (until the boat lands), SAY TO TRAMP LEAVE BOAT, LEAVE BOAT, N (follow the tramp to the courtyard), W, N, E, NE, NE, NE, NE, GIVE DEVICE TO MUNDLE. Inspector Hoaden arrives and you are finished. 100%. Doreen Bardon, La Woman and Terri Sheehan 2007-07-13 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com