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- GUILD OF THIEVES
- Part 1
-
-
- You thought you knew everything there was to know about stealing
- treasures, right? WRONG! Here you are in a rickety old boat with the
- master thief who tells you that you are a rank amateur and you have to
- PROVE yourself! Hmmmmph! I'll bet he would have been KILLED in that
- Pyramid, and I'll BET he never got a Babel Fish in his entire life!
-
- Oh well, let's show the old geezer what we're made of. Now hold on.
- You don't want to get wet, so don't just recklessly head off West. See
- that rope? The rope is about two meters long, right? Well your legs
- AIN'T, so PULL ROPE and then WEST and you'll save the bath for
- Saturday night. Let's take a moment to see what provisions we have.
- You're carrying a Swag Bag (look up Swag in your Oxford Dictionary).
- OPEN BAG THEN LOOK IN IT will show you that you have the indispensable
- tool of all Adventurers, The Lamp! LOOK IN POCKET and you will find
- that you also have a plastic card which might come in handy later.
- Meagre pickings, but we've started with less! WEST again will take
- you to an area where you'll spot an old man struggling along with a
- trunk. You'd better HELP MAN,in fact, if you don't, you'll never get
- into the castle and you'll fail miserably! You and the old man will
- end up at the castle where the gatekeeper will lower the drawbridge
- for the old man, who will disappear inside with the trunk, never to be
- seen again. As a matter of interest, before helping him, you might ask
- him about the trunk, the castle and the baron. With the castle
- invitingly open, you can go NORTH where you'll be met by the
- gatekeeper who will deposit you in the Entrance Hall. Along the way,
- he will tell you about his favourite hobby, Rat Racing, and promise to
- let you know when the race is about to begin. A couple of notes here.
- The rat race is variable and will take place sometime in the next 20-
- 60 moves. You have to be either downstairs or in the corridor upstairs
- in order to hear him shout at you. If you miss his warning, the race
- will take place without you and you will not be able to win any money
- (which you need desperately.) This walkthru is written from a LOGICAL
- standpoint. There are faster ways to complete the game without
- backtracking, but you would have to do things without knowing WHY you
- were doing them.
- Okay, we're alone now, so let's start exploring. Go WEST into the
- Lounge and the only interesting thing you'll see is a bucket. LOOK IN
- BUCKET and TAKE COAL that you'll find there. BREAK COAL and you'll
- discover a fossil. Not the most exciting thing in the world, but we'll
- keep it anyway. Now SOUTH to the Gallery. Here we'll discover three
- paintings, each important in its own way. EXAMINE PAINTINGS and TAKE
- OIL PAINTING since it's described as a classic and is, no doubt,
- valuable. The watercolour depicts an interesting scene -- keep it in
- mind for future reference especially the words. The gaudy painting
- doesn't look like it belongs here. If you move it, you'll discover a
- safe here; but since you are not, and never will be, a safe-cracker,
- leave it alone. It's not important. SOUTH again will take you into
- the Drawing Room. The red leather settee is obviously out of place,
- and if you EXAMINE SETTEE you'll find a cushion. OPEN CUSHION THEN
- LOOK IN IT and you'll find a Note. (Remember, this is a British
- creation, a Note is money, not something you read!) TAKE NOTE then go
- NORTH twice and EAST to the Entrance Hall. This is a good, central
- location to dump stuff. Unfortunately, there is no Legless Horse in
- this game, and the swag bag is definitely NOT bottomless. Going EAST
- will take you to the Dining Hall where you'll see a Bear in a cage.
- Also in the cage is a Platinum Chalice, and there's no question that
- THIS is a treasure! Unfortunately the cage is locked, and the bear
- looks testy anyway so leave it for now. SOUTH again will take you to
- the Kitchen. The cupboard looks inviting, so OPEN CUPBOARD AND LOOK IN
- IT and you'll find some rat poison and a jam jar. TAKE ALL FROM
- CUPBOARD and head SOUTH again to the Servant's Quarters. OPEN CABINET
- THEN LOOK IN IT and you'll find a key. TAKE KEY then SOUTH again to
- the gatekeeper's Bedroom. If you LOOK UNDER BED you'll find a tub.
- OPEN TUB THEN LOOK IN IT and you'll find a Maggot. Yeecchhh! But it
- must be useful, so TAKE TUB.
- About this time you should hear the gatekeeper shout that the rat race
- will start soon. Go NORTH three times and WEST to the Entrance Hall.
- DROP ALL BUT NOTE AND SWAG BAG. (You don't want the gatekeeper to know
- you're a thief, do you?) Besides, if you try to pass the gatekeeper
- with any treasures, the results will be fatal! Now SOUTH to the
- Courtyard. The gatekeeper will begin setting up for the race, so WAIT.
- He will then ask you if you'd like to bet and give you the odds. This
- MIGHT be a variable, but every time I played, the Grey rat had the
- longest odds. In any event bet on the rat with the longest odds (you
- need lots of money!). So BET ON GREY RAT WITH NOTE. You'll be treated
- to an exciting description of the first race at Santa Courtyard; but
- never fear, your rat will win. The gatekeeper will give you a VERY
- dubious looking cheque (check to you Americans), but it's all you'll
- get so settle for it. He will then depart, leaving a birdcage behind.
- Leave it for now.
- Time to explore some other areas and get some background on what's
- going on here. Go SOUTH (don't ever spend more than one move at the
- Gatehouse unless you are talking to the gatekeeper. He will escort you
- back to the Drawing Room if you do. SOUTH and WEST twice to the Cave
- Entrance. Now GET LAMP AND LIGHT IT, it gets pretty dark in these
- caves.
- WEST again will take you to the Junction Chamber, from which all roads
- lead. We'll try SOUTHEAST first. Here at the fork in the road you'll
- find an iron gate to the southeast. OPEN GATE THEN SOUTHEAST and
- you'll see a gravedigger plying his trade. Ignore him, he's pretty
- morose. EXAMINE YEW TREE and you'll spot some berries. You might get
- hungry later so GET BERRIES then NORTHWEST. Now SOUTH to the
- Undertaker's Parlour. It's locked up tight (no, the key won't work
- here) but that shouldn't stop a Thief. BREAK WINDOW and SOUTH and
- you're in! There's a casket here, which is useless. You'll notice the
- counter has a flap in it, so LIFT FLAP and SOUTH. The only thing of
- interest here is the Till. You'll find a button, so PUSH BUTTON THEN
- LOOK IN TILL and you'll find a coin! GET COIN then NORTH twice and
- WEST.
- Here's the "Ba k of Ker vn a." If you READ NOTICE you'll find that the
- bank is closed due to no business. Don't bother trying to break in.
- You can't. We'll get it open another way. The bank is closed because
- the Thieves, who used to deposit all their loot here, have gone away,
- and there's no business. Maybe you can fix this. You'll also find a
- night deposit safe here. What we are going to do is deposit all our
- treasures in the Bank in the hopes that it will reopen.
-
-
-
- GUILD OF THIEVES
- Part 2
-
-
- Okay, now that you know what to do with your treasures, let's get down
- to some serious hunting. From the Bank go EAST, NORTH, NORTHWEST to
- the Junction. To the southwest you'll see some very large, substantial
- looking iron bars blocking your way. Just for kicks, try BREAK BARS.
- Aha! Just as you thought, the old Polystyrene-Bars-That-Look-Like-Iron
- trick! Now SOUTHWEST and you'll find a skeleton. EXAMINE SKELETON and
- you'll find it has one of its finger bones resting on a chest. Just to
- be safe, let's GET FINGER AND CHEST. Then OPEN CHEST AND LOOK IN IT
- and you'll find a heart. (Where ELSE would you expect a heart to be,
- but in a chest? Isn't British humour wunnerful?)
- Now go SOUTH and you'll find yourself up to your knees in a stream.
- Follow it WEST to the Top of the waterfall. There's a rope ladder here
- and if you EXAMINE LADDER you'll find it's tied in a tight ball. UNTIE
- LADDER and the ladder will unroll. Don't bother going down -- there's
- nothing you can do down there now.
- Go EAST, NORTH, NORTHEAST then EAST four times then SOUTH to the
- Wheatfield. You'll see a windmill operating in the distance. If you
- try to talk to the Miller he won't hear you because of the windmill.
- So SHOUT HELLO and the Miller will answer. Then SHOUT STOP WINDMILL
- and he'll shut it down.
- Now SOUTH and sit down to talk with the Miller. He'll give you a piece
- of gum which you should keep for future reference. If you ASK MILLER
- ABOUT LUTE that he's playing with, he'll tell you that the salesman
- told him it was magic. You can ask him about a few things you're
- interested in, and eventually he'll tell you he's tired of the Lute
- and wants to sell it. BUY LUTE WITH CHEQUE (careful of the spelling)
- and you'll be the proud owner of a magical (?) instrument.
- Lutes are VERY delicate, so PUT LUTE IN BAG and NORTH. Whooooops! It's
- a good thing you protected the Lute, you clumsy oaf! Now WEST, NORTH
- four times. As you go through the courtyard, you'll probably see a
- description of fish jumping. Keep that in mind. In the Entrance Hall
- GET LUTE and DROP LUTE, BERRIES, CHEST AND GUM. Now let's check out
- the upstairs.
- UP and WEST will take you into the Library. EXAMINE DESK will show you
- a paperback and a box. READ PAPERBACK and you'll discover that your
- instincts were right: the fossil IS valuable. EXAMINE BOX and
- you'llfind the outlines of a heart, spade, diamond and club. Now OPEN
- BOX and inside you'll find three cards and a joker. This is VERY
- IMPORTANT. Pay attention to which suit is NOT represented in the box
- (it's a variable); this will save your life later. You can DROP BOX
- because you won't need it anymore. Now you can READ BOOK. You will get
- a variety of interesting topics, all of them variable. Among them you
- should find one that tells you that rats can't swim, another that
- tells you how to make a fishing pole out of a piece of wood, thread
- and needle or pin. Many of the books will give hints as to things to
- come in the game while others are useless. When you're tired of
- reading, go EAST (ignore the bathroom to the North of here), EAST and
- NORTH to the Billiard Room. GET CUE and then EXAMINE BILLIARD TABLE.
- You'll see three balls of different descriptions on the table. Now HIT
- (colour) BALL WITH CUE. This may or may not be a variable (it was
- always the Red ball in my game), but one of the balls will refuse to
- go in a straight line. GET RED BALL (or whatever) AND OPEN IT and
- you'll find a diamond! DROP BALL but keep the cue -- it's a multi-
- purpose tool!
- Now EAST into the Music Room and you'll see an interesting stool. OPEN
- STOOL THEN LOOK IN IT and you'll find a plastic bag. GET PLASTIC BAG
- THEN EXAMINE IT and you'll find a valuable original manuscript! Now
- SOUTH twice to the Spare Bedroom. There's a wealth of important stuff
- here. First LOOK IN BED and you'll find a Sewing Box. GET BOX THEN
- OPEN IT and you'll see some cotton with a needle. Now LOOK UNDER BED
- and you'll find a china pot. GET POT. Now OPEN WARDROBE THEN LOOK IN
- IT and you'll see a designer dress. TAKE DRESS. This throws a lot of
- people off the track. The china pot and designer dress are BOTH
- treasures, even though they don't look like much. We've looted this
- room pretty good so go NORTH, WEST twice and SOUTH twice to the Main
- Bedroom. There is a strange looking painting over the bed, so GET
- PAINTING THEN DROP IT. It's not valuable, but you'll see a hole in the
- wall. Looking through the hole will show you a light a LONG way off,
- so I wouldn't enter the hole if I were you. You need a way to get
- across the chasm to the light. There's a mirror on the cabinet, so GET
- MIRROR and then OPEN CABINET AND LOOK IN IT. You'll see a plaque
- there; and if you READ PLAQUE, you'll find two buttons and the
- information that this is a folding bed. Being a very ingenious kind of
- thief, you know immediately what to do, right?
- SIT ON BED. Now you can't reach the buttons from here, but remember
- the cue? PUSH TOP BUTTON WITH CUE and Wheeee! You're in the Secret
- Laboratory. If you LOOK IN CAULDRON you'll find a sachet. EXAMINE
- SACHET and you'll find that you better not open it until you're ready
- to use it. Since you have no idea what it's good for, better leave it
- for now. There's only one other significant thing here: the diary.
- READ DIARY and you'll have an idea what the sachet is for, but you
- still will have to figure out the other ingredients. The word
- "distasteful" gives you some ideas, though, huh?
- There's nothing else to be done here right now so go WEST and you'll
- find yourself magically back in the Main Bedroom. Now North twice and
- DOWN. GET THE PAINTING AND FOSSIL, then EAST, SOUTH and EAST again to
- the Gloomy Passage. OPEN DOOR and NORTH and you'll be at the top of a
- flight of stairs. The cellar below is infested with rats; but no
- matter how hard you try, you can't get the rat poison where it will do
- any good. On the south wall is a drainage system consisting of
- stopcock and pipe. Remembering what the book said about rats and
- swimming, OPEN STOPCOCK and you'll hear water gurgling down the pipe.
- But we want the water in the cellar so GET PIPE and the cellar will
- start to flood. WAIT one turn for the cellar to become half flooded
- then CLOSE STOPCOCK. Now you can safely go DOWN and EXAMINE RACK.
- You'll find two bottles there. GET ALL FROM RACK and you'll end up
- with a red bottle and a Champagne bottle. EXAMINE CHAMPAGNE BOTTLE and
- you'll find the instructions "Shake me, say 'Hooray' and I will
- explode." Something you'll probably want to remember later. OPEN RED
- BOTTLE THEN LOOK IN IT and you'll find some wine and a ruby! GET RUBY
- THEN DROP BOTTLE. (I suppose you can drink the wine if you really WANT
- to.)
- Now UP and SOUTH twice to the Junk Room. You'll see a cube here. It
- doesn't look very impressive, but GET CUBE and then MOVE JUNK and
- you'll find another exit. Go SOUTH and you're outside the castle By
- The Moat. There is another of those Night Deposit Safes here. It's
- time to see if we can't help the local economy (and ourselves). OPEN
- SAFE then put the ruby, diamond, dress, plastic bag, fossil, painting
- and pot in the safe (you won't be able to put them all in at the same
- time) then CLOSE SAFE. Now NORTH twice, EAST, NORTH twice and EAST.
- You've been working hard so it's time for a little recreation now.
-
- GUILD OF THIEVES
- Part 3
-
- If you were lucky in the Library, you read a book that mentioned how
- to make a fishing pole out of a piece of wood, thread and pin. If not,
- this is something you just have to figure out yourself. The fish
- jumping in the moat in the courtyard is about the only other hint you
- have about fish. You're going to have to deal with the bear in the
- cage somehow, and although there IS some honey available, as far as I
- can tell there's no way to get it, and it wouldn't accomplish the
- purpose. A bear's OTHER favourite food is fish!
- GET COTTON and then FIX COTTON TO CUE. The syntax is a little tricky
- here, and if you don't get it right, the parser doesn't understand
- what you want to do. Also, DON'T remove the needle from the cotton...I
- could NEVER find a way to put it back! Now all you need is bait, so
- GET MAGGOT THEN PUT IT ON NEEDLE and you're all set! Go SOUTH to the
- Courtyard and FISH IN MOAT. You will very quickly catch a fish, and
- the fact that it's dead doesn't matter. (Dead mackerel maybe?) Anyway,
- go NORTH, GET COTTON FROM CUE, DROP CUE AND COTTON. Then GET POISON
- AND PUT POISON ON FISH. Now go EAST to the Dining Room and UNLOCK CAGE
- WITH KEY and then GIVE FISH TO BEAR. The fish will work wonders and
- then you can OPEN CAGE, GET CHALICE, CLOSE CAGE. (I don't know if the
- bear will ever wake up, but I don't believe in taking chances! Now
- SOUTH, EAST, SOUTH, SOUTH and OPEN SAFE, PUT CHALICE IN SAFE, CLOSE
- SAFE. Then NORTH, NORTH, WEST, NORTH, WEST. GET JAM JAR and go NORTH
- once more. There is a stable door here. EXAMINE DOOR and you'll see a
- horseshoe. Let's RUB HORSESHOE for good luck. You see a golden glow,
- but nothing much else happens. Well, maybe something good will happen
- later. Now EAST to the stable. Simply OPEN JAR and a fly will enter
- the jar and get stuck. This will come in handy later. WEST, SOUTH will
- take you back to the entrance hall. We'll need a few supplies for our
- trip so DROP ALL then GET LAMP, CHAMPAGNE BOTTLE, COIN, FINGER,
- MIRROR, CUBE, LUTE, JAR AND GUM. Now SOUTH, GET CAGE and SOUTH AGAIN,
- WEST twice and NORTHWEST, SOUTHWEST. There's a gem stuck in the wax in
- the ceiling, but it's really pretty simple to get. Just REFLECT BEAM
- AT WAX WITH MIRROR and the gem will fall. CATCH GEM and you can DROP
- MIRROR. Now NORTHEAST and SOUTHEAST to the Junction.
- We're going to take a little unnecessary side trip here, just so you
- can see what is going on. Go SOUTHEAST, SOUTH, WEST and you're in
- front of the bank. READ NOTICE and you'll see that it says "Closed due
- to lack of business." Now OPEN SAFE, PUT GEM IN SAFE and CLOSE SAFE.
- Now WAIT one turn and you'll see a little man come out and change the
- notice. If you READ NOTICE, you'll see that it now says "Closed due to
- not much business." It might be fun later to save up all your
- treasures and bring them here and deposit them one at a time, and see
- how long it takes the little man to drop from exhaustion! Now EAST,
- NORTH, NORTHWEST to the Junction. If you're not interested in
- watching the scenery just described, you can bypass that and go
- directly to the Zoo and put the gem in the safe there. From the
- Junction go NORTHEAST and you'll be at the entrance to the Zoo.
- There's a toll gate here and you'll have to PUT COIN IN SLOT to get
- in. There is also a Night Deposit Safe here in which you can put
- thegem if you still have it. Now EAST, SOUTH and WEST will take you
- to the Insect House. Some vandals have been at work here, but read the
- plaque which will tell you that the snake (what's a snake cage doing
- in an insect house?) who escaped likes cold climates. GET SNAKESKIN
- (you might want to make a wallet later) and then head EAST.
- Oops! You seem to have a snake corset! Not to worry. Remember that
- sign at the T-Junction which mentioned a Jungle? Jungles are HOT! So
- go NORTH twice and then WEST and the snake will expire from heat
- stroke. Now you're faced with a yucky spider, but if you DROP JAR, a
- sticky situation will be to your benefit. Go EAST back to the T-
- Junction. There's an Aviary to the East but we'll forget it for now.
- SOUTH, WEST, and SOUTHWEST will take us back to the Junction. We're
- going to investigate another area now so go EAST twice, SOUTH twice,
- WEST and SOUTH again and you're at the Antechamber to the Temple.
- There's another of those Night Safes here, a good sign that there
- might be treasure around!
- SOUTH again takes you into the temple. Whatever you do, DON'T touch
- the statue yet. Instead EXAMINE ALTAR and you'll find an Incense
- Burner. GET BURNER and you're ready to investigate the other exits.
- There is nothing at the Northeast exit so ignore it. Go SOUTWEST, UP
- and EAST and you'll find an organ. EXAMINE ORGAN then GET ALL KEYS
- FROM ORGAN. Now WEST, DOWN, NORTHEAST and SOUTH. You'll see a beehive
- here. EXAMINE HIVE and you'll find that it's closed and there are
- some gloves on it. You can open the hive and there is honey inside,
- but I know of no way in the world to get it, and it isn't needed. But
- the gloves might help so GET GLOVES then NORTH, SOUTHEAST and UP.
- There's an ivory rhinoceros here, and ivory is valuable, so GET
- RHINOCEROS then DOWN, NORTHWEST and NORTHWEST again. Then DOWN to an
- exit with "WOBNIAR" above it. If you're very observant, you'll notice
- that spells rainbow backwards. Better SAVE the game here, one false
- step and you're a goner! Those of us who have played HOLLYWOOD HIJINX
- will NEVER forget the order of the colours of the rainbow. For those
- of you who didn't, they are Violet, Indigo, Blue, Green, Yellow,
- Orange, Red. You must pass through the following room by stepping on
- these colours in order. Assuming it is NOT a variable (it was the same
- in every game I played) you should be able to get through by using
- this sequence: SOUTHEAST (Black), SOUTHEAST (Violet), NORTH (Indigo),
- EAST (Blue), EAST (Green), SOUTHEAST (Yellow), SOUTH (Orange),
- SOUTHWEST (Red), EAST (White). SOUTHEAST will take you to the Crypt
- Room. The sarcophagus is locked, and what better to open it with than
- a skeleton bone? So, UNLOCK SARCOPHAGUS WITH FINGER then OPEN
- SARCOPHAGUS. There's a skull in there, and if you EXAMINE SKULL,
- you'll find an eye in the skull. TAKE SKULL THEN DROP FINGER. There's
- nothing else of interest here so go EAST into the Shrine. There's a
- statuette here, and although the description is pretty vague, it is
- valuable, so TAKE STATUETTE. Now there's a black door behind a black
- drape...so what do you suppose would unlock it? Right! UNLOCK DOOR
- WITH EBONY KEY. Now OPEN DOOR, DROP EBONY KEY and go EAST. Nothing
-
- here but a pamphlet, so READ PAMPHLET and you'll get somevaluable
- information about walking on coals.
- We're done here so go WEST, WEST, and NORTHWEST to the white square.
- Follow the rainbow colours to get out (not the reverse of the way you
- got it!). From the white square: NORTHWEST, NORTH, NORTHWEST, EAST
- ,SOUTHWEST, SOUTHWEST, NORTHWEST, NORTH should put you on the black
- square. Now NORTHWEST, UP, SOUTHEAST and NORTH to the Antechamber.
- OPEN SAFE then PUT BURNER, STATUETTE AND RHINOCEROS IN SAFE, then
- CLOSE SAFE and some more of your valuables have been deposited. Now
- we're ready to tackle that statue. Go SOUTH into the temple. Just for
- safety sake PUT LUTE IN SWAG BAG and then GET STATUE.
- Now you know why I told you not to touch that statue! Don't panic,
- though, just WAIT one turn. Now DROP STATUE (or you'll drown) and
- NORTH three times which will put you on a sandy beach. GET BROOCH
- which is in plain sight and then investigate those lumps in the sand.
- DIG IN SAND and you'll find some wetsuit boots. GET BOOTS. Now go DOWN
- to the Thin Shaft. If you try to enter this shaft without the right
- equipment, you'll slip and die, so WEAR BOOTS THEN DOWN and you'll
- make it okay. Now go SOUTH. You see that rope? Well, you can't
- possibly climb it unless you WEAR GLOVES. Now UP and GET PICK then
- DOWN and WEST. Looks like these minerals might be valuable so GET
- MINERALS WITH PICK. You can now DROP PICK, GLOVES AND BOOTS and GET
- STONE. Now EAST and then SOUTH. Does this look familiar? Sure it
- does: It's the rope ladder you let down earlier; good thing, too! So
- UP, EAST, NORTH and NORTHEAST and you're back in the cave at the good
- old Junction!
-
- GUILD OF THIEVES
- Part 4
-
- Now we know what those succulents were for so back to the Zoo!
- NORTHEAST, to the Safe. OPEN SAFE THEN PUT BROOCH AND STONE IN
- SAFE,then CLOSE SAFE. Now EAST and then SOUTH and we'll try that other
- key. UNLOCK DOOR WITH IVORY KEY then DROP KEY THEN OPEN DOOR. Now EAST
- into the Office. There's lots of stuff here, but ignore it all except
- the spade. OPEN DRAWER THEN LOOK IN IT and you'll find a key and a
- magazine. GET KEY AND SPADE THEN READ MAGAZINE and you'll learn the
- feeding habits of the Macaw. Now OPEN DOOR and NORTHEAST to the White
- Corridor. Then UNLOCK DOOR WITH KEY, OPEN DOOR, DROP KEY, then go
- NORTHWEST and CLOSE DOOR. There's a noisy little Mynah bird here who
- can be of great help to you. OPEN CAGE, GET MYNAH, PUT MYNAH IN CAGE
- then CLOSE CAGE. Now you can OPEN DOOR and go SOUTHEAST, SOUTHWEST,
- WEST, NORTH twice. If you get tired of hearing the Mynah squawk, you
- can teach it to talk by saying MYNAH, HELLO, or whatever you want it
- to say. This will be crucial later.
- Now go WEST and GET SUCCULENTS. Then SHAKE PALM TREE and you'll be
- rewarded with some Macaw food. GET COCONUT. (Don't shake the tree
- again, or it will be fatal!). Now EAST twice to he Aviary. There's the
- bird you want, and he'll tell you that he'll trade some information
- for food. BREAK COCONUT WITH SPADE THEN DROP SPADE and then GIVE
- COCONUT TO MACAW and you'll be rewarded with the ingredients for the
- Baron's secret formula.
- Now we're ready to deal with those coals so go WEST, SOUTH, WEST,
- SOUTHWEST to the Junction and NORTHWEST twice. Now RUB SUCCULENTS ON
- FEET then go UP. You made it! DROP SUCCULENTS here and go UP again.
- There's nothing of interest in the Boathouse so just go SOUTHEAST to
- the Yellow Room. You probably should save the game here in case you
- mess up the next part.
- The secret to this puzzle is really simple if you explore all the
- rooms and draw a map. If you look at the map, you'll see that the five
- rooms are laid out in the same pattern as the spots on the face of a
- die. Dice are a very important part of the game from here on. (Which
- is probably why they included that die in the package.) GET YELLOW
- DIE then go SOUTHEAST. There are rooms with a die in each of the four
- corners of this White Room. Get the three other die and come back
- here. Okay...now if you examine the slots in the opaque case, you'll
- see that they are coloured Red, Green, Blue, and Yellow, the same as
- the dice. The dice you have all have one spot on each face. They need
- to have a five on each face (the pattern of the rooms). So start with
- the Red Die and ROLL DIE. Wow! That horseshoe was lucky, after all!
- Okay, tell Lady Luck FIVE. Then PUT RED DIE IN RED SLOT. Do the same
- with the other three and the case will no longer be locked! Now GET
- PLASTIC DIE. Now I think it's time to start building the Baron's
- secret recipe.
- From the White Room go NORTHWEST twice then DOWN. Now RUB SUCCULENTS
- ON FEET (check to make sure you haven't GOT the succulents...you need
- them here, but should be able to use them without picking them up.)
- Now DOWN, SOUTHEAST twice and you're back at the junction. Now go
- EAST twice, NORTH twice. At the Entrance Hall make sure you have the
- cue, berries, heart, eye, cube and snakeskin. Now UP then SOUTH twice.
- The bed which shot you into the Secret Lab is still up against the
- wall, so PUSH BOTTOM BUTTON and the bed will return. Now SIT ON BED
- then PUSH TOP BUTTON WITH CUE. In the lab, GET SACHET and then,
- remembering what the Macaw told you, PUT HEART, EYE, SKIN, BERRIES IN
- CAULDRON. The diary said something about symmetrical objects, so PUT
- CUBE IN CAULDRON. Now OPEN SACHET and the contents will turn into
- powder. PUT POWDER IN CAULDRON and when you LOOK IN CAULDRON, you'll
- see an anticube (which isn't there). GET ANTICUBE (don't ask ME...I
- just work here!). Now WEST, then NORTH, NORTH, DOWN. We're about to
- start the endgame, so let's check our provisions. You should have
- nothing but the LAMP, LUTE, GUM, CAGE, CHAMPAGNE BOTTLE, DIE, and
- ANTICUBE. Back to the cave by going SOUTH three times, WEST three
- times, then SOUTHEAST, SOUTH, and WEST. The notice at the bank should
- now say "Closed due to not quite enough business." Well, you can solve
- that. There's one last treasure you haven't noticed yet. EXAMINE LUTE
- and you'll find a silver plectrum on it. OPEN SAFE then PUT PLECTRUM
- IN SAFE and CLOSE SAFE. Now WAIT one turn and the little man should
- come out and change the notice to read "Bank open all hours, please
- enter."
- There are a few preparations you have to make before you're ready to
- tackle the bank. First GET CARD FROM POCKET then PUT DIE AND ANTICUBE
- IN POCKET. Now, we're gong to teach the bird a new word. Say MYNAH,
- HOORAY. You may have to repeat it before the bird says it. Now CHEW
- GUM and you're ready to enter the bank.
- OPEN DOOR THEN SOUTH and you will find a couple of queues. Experienced
- adventurers will have learned long ago not to try to get in the short
- line, so ENTER FURTHER QUEUE and you will immediately be at the
- teller's window. SHOW CARD TO TELLER and you will be whisked into the
- Bank Manager's office. He will begin explaining to you that he can't
- let you have any of your valuables, because the bank would be out of
- business. The timing is pretty critical here so pay attention. As soon
- as you are in his office DROP CAGE AND BOTTLE. Then WAIT one turn,
- then SHAKE BOTTLE. At this point he should escort you out of the
- office. You may have to WAIT a turn after shaking the bottle, but as
- soon as your are outside his office and he has locked the door behind
- him, PUT GUM IN KEYHOLE. It is important that you do this while the
- Bank Manager is outside his office, so that he can't get back in.
- If you've done everything right, you should hear the Mynah say
- "hooray" and there will be an explosion. Everyone will panic and leave
- you alone in the bank. You will notice that the roof has been blown
- off; this is your big chance.
- It's time for music so PLAY LUTE AND SING URFANORE PENDRA. You will be
- floating in the air having dropped everything you were carrying. Now
- go SOUTH and when you land you will be in the Bank Manager's office,
- and about to begin a very clever and perplexing puzzle.
- Go EAST into the bank vault. You will notice three exits besides the
- one you came in. Remember that I said dice were very important in this
- game? Well, the exits in the rooms from here on, are equivalent to
- spots on a die. You must roll a number on the die that does NOT
- contain a spot corresponding to one of the exits in the room you are
- in. In other words, you must use an exit that does NOT appear on the
- die after you roll it. (You may have to read that several times to
- catch on to what I mean.) To make it more complicated, each time you
- use an exit, the number you rolled will disappear from the die. You
- must make your moves so that when you reach the final room (which is
- ALWAYS reached by rolling a FOUR) ALL the numbers will have
- disappeared off the die. It stands to reason that as you get closer to
- your goal it's going to take longer to get a number...rolling the
- final four may take 30 or more rolls! Luckily, you rubbed the
- horseshoe and have Lady Luck on your side to make things easier.
- Okay, here we go. The room you're in has three exits. ROLL DIE and ask
- for a TWO. Then go DOWN (See, the centre exit was not represented on
- the die). Now the room you are in will have the same number of exits,
- in the same position, as the number you previously rolled, in this
- case there will be two exits, NW and SE. This time ROLL DIE and ask
- for a ONE. Go NORTHWEST. Now ROLL DIE and ask for SIX and go DOWN. Now
- roll a FIVE and go WEST. Now roll a FOUR and go DOWN.
- Aha! Here are all the treasures you deposited! But wait! There's more!
- EXAMINE THE PILLAR and you will discover that there is a weighing
- machine on it with a cube which appears to be VERY valuable. The
- weighing machine is delicately balanced so that if you disturb the
- weight, you will die. If you EXAMINE CUBE you will see that it is
- about the same size as the one in your package. Notice they didn't say
- IDENTICAL. It doesn't have any spots...and any spots on the die you
- have would change its weight; THAT'S why you had to end up with a
- blank die.
- The solution is really very simple. First PUT DIE AND ANTICUBE ON
- SCALE. The anticube EXACTLY CANCELS the weight of the die, so it's as
- if you didn't put anything on there at all! Now GET CUBE AND ANTICUBE.
- Voila! You have another treasure! Now GET ALL and, since you dropped
- your lamp, GET WHITE. (Yup, it works!) You're still not quite out of
- the woods yet, though. The pillar has four signs on it pointing to
- four directions and naming the four playing card suits. If you chose
- the wrong direction, you're mincemeat. Remember the box you found in
- the Library? There was one suit missing, having been replaced by the
- Joker. I hope you remember what it was...because that is the ONLY safe
- exit! Find the direction on the signpost and then go that way. Well
- THIS looks vaguely familiar! It's the White Die room. You have only
- one task remaining now so go NORTHWEST, NORTHWEST, DOWN. Remember when
- I told you you wouldn't need the succulents anymore? I lied! RUB
- SUCCULENTS ON FEET then DOWN, SOUTHEAST, SOUTHEAST, then EAST four
- times to the Jetty. Now PULL ROPE and then EAST again and you will get
- your reward!
- Congratulations, you're now a full fledged member of the Guild of
- Thieves.
-
- end.
-