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Great Peepingham Train Robbery, The (Great_Peepingham_Train_Robbery_hints.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

Doreen Bardon and Terri Sheehan
2007-07-13

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