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Bimbles, The (Bimbles.txt)

THE BIMBLES
by Intech
Walk Through by Dorothy Millard (Spectrum Version)

Scenario
You take the part of Fungo.  You must find out who is trying to destroy your burrow and stop them.

Walk Through
(Start by the burrow front gate), EXAMINE DOOR (see socket), EXAMINE SOCKET, W (long musty passage),
EXAMINE RABBIT, KILL RABBIT, EXAMINE ELEPHANT, S (uncle Buggeria's room), EXAMINE SAM, TALK
UNCLE, GET PIPE (note if you smoke it you die), N, W, N (workshop), GET SAW, EXAMINE SAW, TALK
BOGEYMORON (wants his pipe), GIVE PIPE, E, NE (garage), GET CONTAINER, EXAMINE CONTAINER (contained
grease or oil), GET GLUE, GET KEY (ignition), SW, W, N (technical bit), EXAMINE ZX81, EXAMINE RADIO
(note if you switch it on you die), N (Bogeymoron's room), EXAMINE DESK (see drawer), OPEN
DRAWER, GET CODER, EXAMINE CODER (has some pins on the back), S, W (leave the book - note if you
read it you die), GET UMBRELLA, EXAMINE UMBRELLA, SAW UMBRELLA (create a stick), GET STICK, E, S, E,
E (back to burrow gate), ATTACH CODER (into the socket), W.

W, W, EXAMINE FROG, TALK FROG, W, W, S (kitchen), TALK MADAME, GET PIE, EAT PIE (you find a
screwdriver), GET SCREWDRIVER, N, E, E, E, E, N, N (to where the ZX81 is), DISMANTLE ZX81 (using the
screwdriver - discover a slug), GET SLUG, DROP SCREWDRIVER, S, S, W, W, S, E (wendy house), W, S
(battle of the red crayon), DROP SLUG (one of the Bimbles pick it up and starts to draw with it -
now see some grease), POUR GREASE (into the container), N, N, W, W, N, E (Mugacoco's room),
TALK MUGACOCO, EXAMINE BED, GET RAZOR, W, S, S, W (whatsit room where you see a stuffed cat), SHAVE
CAT, DROP RAZOR, GET FUR, EXAMINE FUR (like bristles), GLUE FUR (using the fur and stick you create
a brush), GET BRUSH, DROP GLUE, EXAMINE CASES, E, N, N, N, E (your own room), GET REFILL, W, N, N
(passage narrows), E, E (crawl), EXAMINE PIPE ("Serial 7BQ3 Real Copper Pipe"), N (to dead
end), PAINT HATCH (you have oiled the rusty trap door), DROP GREASE, DROP CONTAINER, GO HATCH (you
have made it out of the burrow to Bimbledon Park).

S (path), GET KNIFE, E, E (by tree), EXAMINE TREE (the wood is soft), S, S, W (woods), EXAMINE CAR,
GET GLOVES, N, N, W, S, S, S (meet brainless Bimble), GET TRAINERS, N, N, N, E, E (back to tree),
CUT TREE (a ladder falls down), WEAR TRAINERS, WEAR GLOVES, CLIMB LADDER (must be wearing gloves and
trainers), CUT ROPE, D, W, W, S, S, S, GET BRAINLESS (Bimble), S (stage by lake - note if you swim
you die), TIE ROPE (what to?), TO STAGE, THROW ROPE (it catches on a boat), PULL ROPE (you pull the
boat to shore), GO BOAT (on lake), EXAMINE BOAT (see a rubik's revenge), GET RUBIK, EXAMINE
RUBIK, SAIL BOAT (to concrete steps where you see yet another hole), GO HOLE, GET PAINT, GET PEN, GO
PATH, U (by a huge iron gate), REDE GREEN (you type in the code and the gate opens).

GO GATE (to busy road - note if you go road you die), SAY PAINT (to Brainless Bimble who paints a
Zebra crossing), GO ROAD, W, W (now across the road), INSERT KEY (it fits and the gate opens), DROP
KEY, GO GATE (to builder's yard), N (by lorry), OPEN DOOR, GO DOOR (sitting in lorry), EXAMINE
DASHBOARD (see glovebox), OPEN GLOVEBOX, GET LOCKPICKER, D, N, PICK LOCK (you enter the shed),
EXAMINE TABLE, OPEN DRAWER, WRITE PLANS (there's no ink in the pen), INSERT REFILL (you rewrite
them and save the burrow).

THE END


Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/

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