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.
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
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.
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 dice. Dice are a very important
part of the game from here on. (Which is probably why they
included that dice in the package.)
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 DICE.
Now I think it's time to start building the Baron's secret
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
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.
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.
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
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.
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.
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 dice. 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 dice.
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
here we go. The room you're in has three exits. ROLL DICE
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 DICE and ask for SIX and go
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!
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!
you're now a full fledged member of the Guild of Thieves.