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1986-10-19
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THE GUILD OF THIEVES (Rainbird)
I- THE TREASURE HUNT
1) Guided visit to a Kerovnian castle
=====================================
_In the boat: PULL ROPE. W.
_On the jetty: OPEN SWAG BAG. LOOK INTO IT. LOOK JEAN. LOOK INTO
POCKET. W.
_Scrub: HELLO. HELP MAN.
_Scrub: N.
_Entrance Hall: W.
_Lounge: LOOK INTO BUCKET. GET COAL. LOOK IT. BREAK IT. S.
_Gallery: LOOK PAINTINGS. (carefully note down what
the minstrel says, it will come in handy later on)
. GET OIL PAINTING.
MOVE PAINTINGS. EXAMINE SAFE.(the safe is, as far as I know,
impossible to open). S.
_Drawing Room: EXAMINE SETTEE. GET CUSHION. LOOK IT. OPEN IT.
LOOK INTO IT. GET NOTE. LOOK IT. (The banknote allows you to
gamble in the rat race) DROP CUSHION. N. N. E.
During your exploration of the manor,the gatekeeper will announce
the beginning of the rat race; go down into the hall and S into
the courtyard. LOOK RATS. BET ON GREY RAT WITH NOTE. You will win
a cheque for 50 fergs which will be useful later on
. PUT CHEQUE INTO POCKET. Return to the hall and resume your
search where it was interrupted.
_Entrance Hall: U.
_Corridor: W.
_Library: LOOK DESK. GET PAPERBACK. READ IT. (You now know about
the fossil you found)
DROP IT. GET BOX. LOOK IT. OPEN IT. LOOK INTO IT.(You don't have
to take the playing cards but you have to remember them; it is
vital later on); DROP IT. READ BOOK. (Repeat if you want: the
books contain many clues, as well as useless information); E. N.
_Bathroom:contains no objects of interest, but worth a visit; S. E.
_Corridor: N.
_Billiard room: LOOK BILLIARD TABLE. GET BALLS. LOOK IT. OPEN RED
BALL. LOOK IT. GET DIAMOND RING. DROP BALLS. LOOK RACK. GET CUE.
E.
_Music room: LOOK STOOL. OPEN IT. LOOK INTO IT. GET PLASTIC
BAG.(don't open it :the treasure would disintegrate instantly)
S.
_Corridor: S.
_Spare bedroom: remember the inscriptions on the walls:one of them
will be useful soon ; LOOK BED. GET SEWING BOX.
OPEN IT. LOOK INTO IT. (if you have carefully read the baron's
books, you can now guess the use of the snooker cue.)
OPEN WARDROBE. LOOK INTO IT. GET DESIGNER DRESS.
LOOK UNDER BED. GET CHINA POT. N. W. W. S.
_Corridor: S.
_Main Bedroom: LOOK CABINET. GET MIRROR. N. N. D.
_Entrance hall: E.
_Dining Hall: LOOK CAGE. LOOK BEAR.(you can now understand that it
is useless to risk one's life opening the hive in the temple
garden, and that a fishing trip might be a good idea); S.
_Kitchen: LOOK CUPBOARD. OPEN IT. GET POISON. GET JAM JAR. S.
_Quarters: LOOK CABINET. OPEN IT. LOOK INTO IT. GET KEY. LOOK
IT.(you understand what it can open); S.
_Bedroom: LOOK UNDER BED. GET TUB. OPEN IT. LOOK INTO IT.(you now
have all you need for what follows). N. N.
_Kitchen: OPEN SWAG BAG. GET LAMP. LIGHT IT. E.
_Gloomy passage: S.
_Junk room: GET CUBE. MOVE JUNK. S.
_By the moat: TURN OFF LAMP. evacuate the treasures.(OPEN SAFE.
PUT...IN SAFE. CLOSE SAFE.) one by one in the safe: the fossil,
the china vase, the dress,the diamond ring,the plastic bag, the
oil painting.
GET COTTON. TIE IT TO CUE. GET MAGGOT. PUT IT ON NEEDLE. FISH IN
MOAT. UNTIE COTTON FROM CUE. DROP IT. DROP TUB. DROP SEWING BOX.
TURN ON LAMP. N. N. W.
_Kitchen: TURN OFF LAMP. N.
_Dinig Hall: PUT RAT POISON ON FISH. GIVE FISH TO BEAR. UNLOCK
CAGE WITH KEY. OPEN CAGE. GET CHALICE. CLOSE CAGE. LOCK CAGE WITH
KEY. DROP KEY. S.
_Kitchen: TURN ON LAMP. E.
_Gloomy passage: OPEN DOOR. N.
_Flight of steps: LOOK DRAINAGE SYSTEM.(remember what you read in
the library about the peculiarities of the castle drainage system
and about Kerovnian rats)
OPEN STOPCOCK. PULL PIPE. WAIT. CLOSE
STOPCOCK. D.
_Wine cellar: LOOK BOTTLES. GET IT. U. S. S. S.
_By the moat: LOOK RED BOTTLE. OPEN IT. LOOK INTO IT. GET RUBY.
OPEN SAFE. evacuate the platinum chalice and the ruby, as well as
the champagne bottle that will be waiting for you in front of the
bank where you will be needing it);CLOSE SAFE. N. N. W.
_Kitchen: TURN OFF LAMP. N. W.
_Entrance hall: N.
_On the path: LOOK DOOR. GET HORSESHOE.(remember the sayings in
the dining room); RUB IT.(it is not essential to do so, but it
speeds things up later on) DROP IT. E.
_Stable: LOOK FLIES. OPEN JAM JAR.(you'll understand why later);
CLOSE IT. W. S.
_Entrance hall: DROP CUBE. DROP CUE. put everything else in the
bag: PUT ALL IN SWAG BAG.(if the gatekeeper notices you leaving
with too many objects, he will have you arrested); S.
_Courtyard: GET CAGE. S. S.
2) Exploration of a sinister cave
=================================
_Scrub: W. W.
_Cave entrance: LIGHT LAMP. W.
_Junctiun chamber: LOOK BARS. PULL IT. SW.
_Circular chamber: LOOK SKELETON. GET FINGER BONE. GET CHEST.
OPEN IT. LOOK INTO IT. CLOSE IT. S. W.
_Top of the waterfall: LOOK LADDER. UNTIE IT.(you'll understand
why later); E. N. NE.
_Junctiun chamber: NW. SW.
_Muddy room: LOOK WAX. LOOK BEAM. GET MIRROR. REFLECT BEAM ON WAX
WITH MIRROR. GET GEM. DROP MIRROR. NE. SE.
-Junction chamber: NE.
_Passage: OPEN SAFE. PUT GEM IN SAFE. CLOSE SAFE. SW.
3) A mysterious temple and its cellars
======================================
_Junction chamber: TURN OFF LAMP. E. E. S. S. S. S.
_Temple: LOOK ALTAR. GET BURNER. SE. U.
_Top of stairway: GET IVORY RHINOCEROS. D. NW.
_Temple: SW. U. E.
_Organ room: LOOK ORGAN. GET KEYS. W. D. NE.
_Temple: LIGHT LAMP. NW. D. SE.
_Black square: you are on a rainbow-coloured paving(as the
subtle clue over the door indicates). It is useful to map it. You
must get to the opposite corner of the room by following the
colours of the rainbow: SE.(violet); N.(indigo); E.(blue);
E.(green); SE.(yellow); S.(orange); SW.(red); E.(white); SE.
_Crypt: LOOK SARCOPHAGUS. UNLOCK IT WITH FINGER BONE. DROP
FINGER BONE. OPEN SARCOPHAGUS. LOOK INTO IT. GET SKULL. LOOK
SKULL. E.
_Shrine: GET STATUETTE. LOOK DOOR. UNLOCK IT WITH EBONY KEY. DROP
EBONY KEY. OPEN DOOR. E.
_Black library: GET PAMPHLET. READ IT.(the recipy will be of use
later on); DROP IT. W. W. NW.
_White square: same method as before: NW.(violet);
N.(indigo); NW.(blue); E.(green); SW.(yellow); SW.(orange);
NW.(red); N.(black); NW. U. SE.
_Temple: TURN OFF LAMP. N.
_Antechamber: OPEN SAFE. get rid of the treasures you
acquired; CLOSE SAFE. S. S.
_Temple garden: LOOK BEHIVE (don't open it: Kerovnian bees are
particularly vicious); GET GLOVES. WEAR IT.( they allow you to
climb the slippery rope);N.
_Temple: GET STATUE. LOOK. DROP STATUE.(or get dragged to the
bottom and drown ); N. N.
_Sump: N. GET PLATINUM BROOCH. LOOK SAND. DIG IT. GET WETSUIT
BOOTS.(they allow descent in the narrow shaft); LIGHT LAMP. D.
_Thin shaft: WEAR WETSUIT BOOTS. D. S.
_Claustrophobic chamber: CLIMB ROPE. GET PICK. D. W. LOOK
MINERAL. GET IT WITH PICK. DROP PICK. GET CHIPS OF MINERAL. E. S.
_Waterfall: LOOK LADDER.(aren't you glad you followed my advice
earlier on and released it ?); CLIMB LADDER. E. N. NE.
_Junction chamber: NE.
_Passage: OPEN SAFE. PUT CHIPS OF MINERAL AND PLATINUM BROOCH
INTO SAFE. CLOSE SAFE. SW.
II- THE BANK RAID
-----------------
1) How to get the necessary ingredients
=======================================
a) A Mynah bird and an anticube:
_Junction chamber: SE. OPEN GATE. SE.
_Cemetery: LOOK YEW TREE. GET BERRIES. NW. S.
_Outside the shop: LOOK DOOR. BREAK GLASS WINDOW. S.
_Shop front: LOOK COUNTER. OPEN FLAP. S. LOOK TILL. PRESS BUTTON.
LOOK INTO TILL. GET COIN. N. N. N. NW. NE.
_Passage: LOOK TOOL GATE. INSERT COIN INTO SLOT. E. S. W.
_Insect house: READ PLAQUE.(This gives you the answer to the next
problem); GET SNAKE SKIN. E.
_T-junction: To dispose of the snake, you must bring it to a hot
place( remember the plaque); N. W. SW. NW.
_Hot passage: the snake disintegrates; SE. NE. E. S.
_T-junction: LOOK DOOR. UNLOCK IT WITH IVORY KEY. DROP IVORY KEY.
OPEN DOOR. E.
_Zoo office: LOOK DESK. OPEN DRAWER. LOOK INTO IT. GET MAGAZINE.
READ MAGAZINE.(this will be useful shortly); GET KEY. GET SPADE.
LOOK WHITE DOOR. OPEN WHITE DOOR. NE.
_White passage: LOOK SMALL DOOR. UNLOCK IT WITH GROTTY KEY. DROP
GROTTY KEY. OPEN SMALL DOOR. NW.
_In the cage: CLOSE DOOR.(otherwise the Mynah will fly away, and
so will your chances of completing the game)
OPEN CAGE. GET MYNAH BIRD. PUT IT IN CAGE. CLOSE CAGE.
HELLO. OPEN DOOR. SE. SW. W. N. N. W.
_Hot house: GET JAM JAR. OPEN JAM JAR. DROP JAM JAR.(the spider
will get trapped in the jam as he tries to catch the flies you so
thoughtfully placed in it)
GET SUCCULENTS. SHAKE PALM TREE. GET COCONUT.
BREAK IT WITH SPADE. DROP SPADE. E. E.
_Aviary: GIVE COCONUT TO MACAW.(you now have all the necessary
ingredients, and it is time to return to the castle); W. S. W. SW.
_Junction chamber: TURN OFF LAMP. E. E. E. N. N. N.
_Entrance hall: GET CUE. GET CUBE. U. S. S.
_Main bedroom: LOOK BED. REMOVE PAINTING. DROP IT. OPEN CABINET.
LOOK INSIDE IT. LOOK PLAQUE. LOOK BUTTONS. SIT ON BED. PRESS TOP
BUTTON WITH CUE.(surprising, isn't it?)
_Secret laboratory: LOOK BOOKSHELF. GET DIARY. READ IT. DROP IT.
LOOK CAULDRON. PUT SNAKE SKIN INTO CAULDRON. OPEN CHEST. GET
HEART. PUT HEART IN CAULDRON. GET EYE. PUT EYE IN CAULDRON. PUT
BERRIES IN CAULDRON. PUT CUBE IN CAULDRON. OPEN SACHET. GET
ANTICUBE. W.
_Main bedroom: DROP CUE. DROP CHEST. DROP SKULL. N. N. D.
b) A lute:
_Entrance hall: S. S. S. S.
_Copse: DROP CAGE. (Otherwise the Mynah bird will cause
difficulties); E.
_Golden wheatfield: LOOK WINDMILL. SHOUT STOP THE MILL. W.
_Copse: GET CAGE. E. S.
_Inside the mill: HELLO.(keep the chewing gum);
LOOK LUTE. LOOK MILL. WAIT.(the miller will offer to sell you his
lute); GET CHEQUE. BUY LUTE WITH CHEQUE. GET SILVER PLECTRUM. PUT
LUTE INTO BAG.(otherwise it will be shattered as you leave the
mill); N. N. N. W. W. W.
c) A plastic dice:
_Cave entrance: LIGHT LAMP. W. NW. NW.
_Room of hot coals: RUB SUCCULENTS ON FEET (remember what you read
on the temple parchment); U. U. SE.
_Yellow room: GET DIE. SE. SW.
_Green room: GET DIE. NE. SE.
_Red room: GET DIE. NW. NE.
_Blue room: GET DIE. SW.
_White room: LOOK CASE. SHAKE IT. LOOK SLOTS. LOOK DICE.(A problem
? Try throwing the dice and looking at them to spot the
difference); ROLL DICE.(if you rubbed the horseshoe, you will be
asked the number you want.)
FIVE. FIVE. FIVE. FIVE. PUT RED DIE IN RED SLOT. PUT GREEN DIE
INTO GREEN SLOT. PUT BLUE DIE IN BLUE SLOT. PUT YELLOW DIE INTO
YELLOW SLOT. LOOK CASE. GET PLASTIC DIE. NW. NW. D. RUB
SUCCULENTS ON FEET. DROP SUCCULENTS (You'll understand later on);
SE. SE.
3) The final countdown:
=======================
_ Junction chamber: SE. S. W. READ NOTICE. OPEN SAFE. PUT SILVER
PLECTRUM INTO SAFE (this is the last of the treasures); CLOSE
SAFE. LOOK RUBBISH BAGS.(when an employee changes the notice then
READ NOTICE); OPEN RUBBISH BAGS. LOOK. GET CHAMPAGNE
BOTTLE. LOOK IT. TELL MYNAH HOORAY (this is the trick:use the
Mynah as a remote controlled detonator;repeat the lesson until
learnt but shake bottle only at the last moment); OPEN
DOOR. S.
4) The actual assault:
======================
_ In the bank: GET PLASTIC CARD. GO LONGER QUEUE. SHOW PLASTIC
CARD TO TELLER (you are shown into the office where the director
will throw you out after a few minutes;you can "act" on your first
visit or return , but be warned: you will be welcome only twice)
_In the bank: LOOK OFFICE DOOR (strange isn't it? they never
mentionned the keyhole before..); GO LONGER QUEUE.
SHOW PLASTIC CARD TO TELLER.
_Office: DROP CAGE. SHAKE CHAMPAGNE BOTTLE. DROP IT. CHEW GUM.
PUT GUM INTO KEYHOLE (if the manager can enter his office, he will
return to you your armed bomb and detonator, and you can kiss your
life goodbye)
_In the bank: LOOK BANK (the roof has disappeared...). GET LUTE. PUT
PLASTIC DIE AND ANTICUBE INTO POCKET (essential précaution ,as you
will be able to see); PLAY LUTE (remember the watercolour)
SAY URFANORE PENDRA. S.
_Office: E.
_Cubical room: GET PLASTIC DIE. LOOK IT (You now have to roll the
die; the number you obtain will be equal to the number of exits in
the next room:therefore you must avoid leaving after having thrown
a blank ,or you would remain trapped forever; each time a number
is thrown , the ad hoc side of the die becomes blank and, for
reasons which shall soon be revealed, all the sides must be blank
when you leave the maze)
ROLL DIE. SIX. D. ROLL DIE. FIVE. W. ROLL DIE. TWO. D. ROLL DIE.
ONE. SE. ROLL DIE. FOUR. D.
_Cubical room: GET ALL. LOOK PILLAR. LOOK WEIGHING MACHINE. LOOK
CUBE. PUT ANTICUBE AND DIE ON MACHINE (if all the sides of the die
aren't blank, the die is too light, and you die )
GET ANTICUBE AND CUBE. LOOK WHITE. GET WHITE (it is preferable to
bring light with you); LOOK SIGNPOST (now is the time to remember
the playing cards). Take the direction that corresponds to the
suit replaced by the joker( it changes at each game)
III- THE FINAL TRIUMPH.
-----------------------
_White room: NW. NW. D.
_Flight of steps: GET SUCCULENTS (just as well you left them here
,otherwise they would have stayed in the bank with the bag and the
plastic card!); RUB SUCCULENTS ON FEET. D. SE. SE. E.
E. E. E. E.
_On the jetty: PULL ROPE. E.