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Great Peepingham Train Robbery, The (Great_Peepingham_Train_Robbery.txt)

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 <person> DROP <object). Repeat it 
not successful the first time. Sometimes they may need to be given 
something first.

To get a person to perform an action or go a particular way: SAY TO 
<person> <appropriate verb> <appropriate object/direction).

There is an limited number of objects you can carry. I suggest you drop 
them in front of the inn.

Very often, you need to WAIT, until an event occurs.

To open the grille, you will need help, but Blunders can't go there. Maybe 
someone familiar can help?

The current time is given on the screen. To have time pass more quickly, 
type WAIT <whatever time you wish to end at>. 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 <objects> 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<direction>, 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

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