GUILD OF THE THIEVES (?) (?)
Complete solution:
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. Meager 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. Remembering your lessons from ZORK III, 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 favorite 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 watercolor 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
safecracker, 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 Parlor. 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.
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
humor 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'll find 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 (color) 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 a 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.
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 favorite 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 mackeral 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 the gem 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 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 colors 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 colors 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 some valuable information about
walking on coals.
We're done here so go WEST, WEST, and NORTHWEST to the white square. Follow
the rainbow colors 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!
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 colored 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 symetrical 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 center 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.
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