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 Doreen Bardon and Terri Sheehan 2007-07-13 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com