         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. 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.
 THE GUILD OF THIEVES is published by Magnetic Scrolls and distributed
by Firebird Licensees, Inc.
 This walkthru is copyright (c) 1987 by Merlin (Art Lewis Kimball). All
rights reserved.