| Guild of Thieves (Rainbird) Solution. | |
| Part 1 | |
| PULL ROPE, 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. | |
| 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 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. | |
| 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 | |
| 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! | |
| 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 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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