YEAR: 1989
GENRE: Text Adventure \ Interactive Fiction
WHERE TO GET IT: GOG
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ORIGINAL VERSION
THIEF
PART 1
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Now you are a thief, so it’s important for you to be able to get in and
out of places undetected. As soon as you can, start SNEAKing
around. If at any time the game takes you into a normal sneak, make sure
to enter SNEAK mode again.
DAY 1
You begin your adventures in the land of Shapier, enjoying
breakfast with your good friend Abdulla Do, in the Katta’s tail Inn.
When Abdulla has finished talking, STAND up and leave
the Inn.
Outside the Inn, Alichica is here, with his stall. He mentions a MAP and
a COMPASS. Great! ASK ABOUT MAP and ASK
ABOUT COMPASS. You need both of those things, so BARGAIN
MAP. Dang, you hit a snag! Your money is no good here.
You have 150 gold coins, but the currency in Shapier is Dinars.
You need to get your money changed into Dinars. But in
order to do that, you need to find the Money Changer.
ASK ABOUT MONEY CHANGER - Ali gives you some very
confusing directions. Go over to Lisha, the Katta selling
flowers, and ASK ABOUT MONEY CHANGER. Lisha tells
you that the Money Changer lives in Dinar Tarik. Okay, let’s go and
find this mysterious Money Changer.
From the Gate Plaza, where you are now:
Head straight north, all the way to the next plaza, the Fountain Plaza.
Sneak down one screen, so you can see the Magic Shop (with the
big eye).
Sneak through door on the left, next to the brass-seller.
Sneak forward (only about 2 or 3 steps) to the intersection.
READ SIGN.
Turn right into Naufara Darb.
Follow the path (ignore that door on the right) to the intersection.
READ SIGN.
Turn left into Dinar Tarik.
Follow the path (ignore that door on the right) to another intersection.
READ SIGN.
Turn left (so you are still on DINAR TARIK).
Follow the long path, until you reach the Money Changer.
The Money Changer introduces herself as Dinarzad. Have a LOOK around
the place, if you want. Sneak up to her and EXCHANGE MONEY.
You need to exchange all 150 GOLD COINS into 105 GOLDEN
DINARS. Now, Dinarzad is actually the Chief Thief in
Shapier. MAKE THIEF SIGN to her, and she’ll tell you to
come back tomorrow evening.
Now you have the local currency, you can use it to buy things.
You still need that COMPASS and MAP from
Alichica. Let’s head back there now.
From the Money Changer:
Sneak down.
READ SIGN.
Follow path through all the turns.
Enter through door on the right.
READ SIGN.
Follow path through all the turns (ignore door on the left)
When you reach a doorway on each side, READ SIGN
Take doorway on the right, into Naufara Darb.
Follow path forward, then READ SIGN.
Take doorway on the left, into Tarik Of Rafir.
Follow path along all the turns.
When you reach a doorway on each side, READ SIGN.
Take doorway on the right, into Trab Darb.
Sneak forward to the intersection.
READ SIGN.
Turn right into Shmali Tarik.
Follow path through all the turns.
Phew! You’re back in the Fountain Plaza.
Sneak down one screen, to the Meat Seller Stall. Head up
through doorway at top of the screen. Continue along path,
until you’re back at Alichica’s stall in the Gate Plaza.
Sneak over to Ali, and BARGAIN MAP and BARGAIN
COMPASS. This time, he sells them to you. Now you
can USE MAP any time to travel around the city.
Places you’ve already visited are marked on the map, and you
can jump to them by clicking on them. You can also USE COMPASS to
check which direction you’re travelling.
Now you are new in town. So you should find the Guild Hall and register
yourself. USE MAP now, and click on the left side
of Fighter’s Plaza. You find yourself outside the Guild Hall.
If a liontaur is resting here, ASK ABOUT LIONTAUR.
He introduces himself as Rakeesh, so ASK ABOUT RAKEESH.
Notice his leg is bandaged - ASK ABOUT LEG.
Poor Rakeesh - that sounds like a painful injury. Also, ASK
ABOUT MAGIC, ASK ABOUT AZIZA, ASK ABOUT MONSTERS, ASK
ABOUT PALADIN. Now enter the Guild Hall.
Inside the Guild Hall, Uhura greets you. ASK ABOUT UHURA, ASK ABOUT
RAKEESH, ASK ABOUT GUILD HALL, and ASK
ABOUT MONSTERS. LOOK around the Guild Hall - it
seems like an interesting place. Sneak over to log book on the
right, and SIGN LOG BOOK then READ LOG BOOK.
Now sneak over to the Quest Board on the back wall, and READ
BOARD. Click on each of the 5 notices to see what your quests
are. Click on ‘Done’ to exit the close-up, then leave the Guild
Hall.
Sneak down to the next screen, and see the Weapon’s Shop.
Enter shop, and LOOK around, then ASK ABOUT
WEAPONS and ASK ABOUT DAGGERS. Don’t buy
anything here yet - you’re just starting out, and you haven’t got much
money. Just leave the shop.
Sneak over to Cloth Merchant Stand on the right, and BARGAIN CLOTH
BAG. Now sneak over to Leather Merchant Stand on the
left, and BARGAIN WATERSKIN - 2 will do for now.
SAVE YOUR GAME HERE. Now as a thief, you need good
lock picking skills, so you can break into places. Go into the
streets, find a door, and PICK LOCK. When you
get tired, USE MAP, jump to Katta’s Tail Inn, go into
your room at top right, and rest for an hour. Then come back to
the streets and practice PICK LOCK again.
Keep practicing this until Sunset.
When Sunset approaches, return to Katta’s Tail Inn. SIT down
next to Abdulla. Shema brings you some supper, so tell her THANKS.
EAT the food, then STAND up, enter your
room at top right of the Inn, and SLEEP UNTIL DAWN.
DAY 2
After a peaceful night’s sleep, you awaken the next morning
feeling very refreshed. SIT down at the table, and Shema
brings your breakfast. She is dancing tonight, and asks you to come
and watch her. Of course you’ll watch her dancing! Tell
her THANKS for the breakfast, then EAT the
food. Now STAND up and leave the Inn.
Outside the Inn, SAVE YOUR GAME HERE. USE MAP and
jump to left side of Fountain Plaza. Sneak over to the
fountain, and DRINK WATER to quench your
thirst. Also, FILL WATERSKINS with water.
Notice Apothecary on the left. Enter Apothecary, LOOK around
the shop, and ASK ABOUT PILLS. He didn’t hear you
the first time, so again, ASK ABOUT PILLS. Now ASK
ABOUT HEALING PILLS, ASK ABOUT POISON CURE PILLS,
and ASK ABOUT VIGOR PILLS. These pills will come in
VERY handy, so BARGAIN HEALING PILLS, BARGAIN POISON CURE
PILLS, and BARGAIN VIGOR PILLS. Also, since you are
a thief, ASK ABOUT OIL and BUY OIL (you
can‘t bargain for the oil, I‘m afraid). Now leave the
Apothecary.
Sneak down one screen, so you can see the Magic Shop (it has the
big eye above it), and enter the shop. Wow, there’s a lot of
interesting things on the shelves here. Keapon Laffin, the shop
owner is sitting on a cloud! ASK ABOUT SHOP, ASK
ABOUT MAGIC, ASK ABOUT SPELLS. You can’t do
anything else here at the moment, so leave the shop.
Sneak over to Brass Merchant on the left, and ASK ABOUT LAMPS, then BARGAIN LAMP.
Now USE MAP, and jump to the left side of the Fighter’s Plaza.
You see a man outside the Guild Hall, walking on a tightrope.
Being a thief, you need to have this skill. He
is challenging anyone to walk the tightrope, so TAKE CHALLENGE, GIVE DINAR,
then CLIMB up the rope. Read the
on-screen instructions. Take your time, and don’t rush this.
If you succeed, SAVE YOUR GAME HERE. If you don’t
succeed, you need to improve your Agility by SNEAKing
around more. Now GIVE DINAR to challenge him
again. Again, CLIMB up the rope, and take your
time crossing the tightrope. Keep challenging him (SAVING each
time you are successful) until he refuses to challenge you again,
because you‘ve won all his money.
When you’ve finished with the Challenger, USE MAP, and jump
to the Gate Plaza. Sneak down one screen, to find yourself at the
Saurus Stable. SAVE YOUR GAME HERE. Ali Fakir will
try to sell you a Saurus. As soon as you can, BUY SAURUS (don’t ‘Bargain’
for this - strangely, you don’t get a good deal this time).
Say NO to his first offer of 50 DINARS.
Keep saying NO to him, until he gets down to 10 DINARS,
then tell him YES. He sells you a cute green dinosaur
(who promptly gives your face a huge lick), then he leaves. You
are now the proud owner of a green Saurus, and you are eager to
explore the desert. MOUNT SAURUS, then exit down one
screen, so you are at the City Overlook in the desert.
SAVE YOUR GAME HERE. Head down 5 screens, until you see a
rock that looks like a dinosaur head. Your prospective will
change, with the camera jumping to behind you instead of in front of
you, but don’t let that fool you. Just keep going in the
same direction - South. Try to avoid any monsters you see.
When you reach the dinosaur head rock, turn left (East), and head
for the Oasis.
At the Oasis, DISMOUNT your saurus, and DRINK water
from the pool. Your saurus may also take a nice drink from the
pool. Now there is a man here, with his long white beard
wrapped around a tree. If you read the Quest Board, you’ll know this
is the Dervish - his beard is the ‘Whirl‘ mentioned on the
Quest Board. ASK ABOUT CREATURE, ASK ABOUT BEAST, ASK
ABOUT PUZZLE and pay careful attention to what he says.
ASK ABOUT WHEN, ASK ABOUT WHO, ASK ABOUT
WHAT, ASK ABOUT WHERE, ASK ABOUT WHY. He
is telling you about a caged beast in the desert. Now ASK
ABOUT BEARD, then GET BEARD. Now MOUNT your
saurus again, and GO HOME. Your saurus’s natural
homing instinct will have no trouble finding his way there.
Back at the City Overlook, head down (North) to the Saurus
Stables. DISMOUNT your saurus, and the guard will
put him back in the stables for you.
Sneak up (North) to the Gate Plaza. Don’t forget that Shema
is dancing at Katta’s Tail Inn tonight. Check the time (Ctrl
& D), and if it’s still the afternoon, sneak up into the streets,
find a door, and PICK LOCK for a while - you need the
practice. When you’re tired, USE MAP and jump
to Katta’s Tail Inn to rest for 1 hour, then practice SNEAKing
again.
When evening arrives, USE MAP, and jump to Katta’s Tail Inn.
SIT down at the table, and watch as Shema dances.
That spin she does at the end is spectacular. When
her performance is over, ORDER FOOD, and tell Shema THANKS.
Now EAT the food, STAND up,
and leave the Inn.
Now it’s time for you to shine. Night time is when the world
comes alive for you. USE MAP and jump to the
Money Changer. She asks if you are interested in doing a ‘little job’
for her, so tell her YES, then ASK ABOUT JOB. She
gives you directions to the Metal Worker’s house, and wants you to
steal a silver tea service, along with anything else that takes your
fancy. Leave the Money Changer for now.
Here’s how to find the Metal Worker’s House:
USE MAP and jump to the Gate Plaza.
Leave the Gate Plaza through the top exit.
Sneak forward a few steps.
When you see a doorway on each side, READ SIGN.
Sneak right, into Sharki Darb.
Follow path through several turns.
When you see doorway on the left, READ SIGN.
Sneak left, into Rani Tarik.
Follow path through several turns.
When you see doorway on the right, READ SIGN.
Sneak right, into Zrir Darb.
You’ve reached the Metal Worker’s house.
SAVE YOUR GAME HERE. Well, you’ve found the Metal
Worker’s house, but you need to wait until midnight before you can
enter. When ‘You Are Getting Tired‘, you know it‘s
time. Make sure you are SNEAKing, then PICK LOCK.
If you’ve been practising this skill, it should be no bother to
you.
Inside the house, SAVE YOUR GAME HERE. LOOK SHELF on
the left - the tea service that the Money Changer wants is here,
so TAKE TEA SERVICE. If you step on a
creaky floorboard, stop for a while, then continue. Now LOOK
WARDROBE and USE OIL ON WARDROBE to oil the
hinges. OPEN WARDROBE and SEARCH WARDROBE -
you automatically take an emerald bowl. Now walk over to the
rug, LOOK RUG, and MOVE RUG. Kareem enters
the house at this point, but luckily, he is too drunk to
see you. Phew! Anyway, under the rug, you find a
trapdoor. LOOK TRAPDOOR and OPEN TRAPDOOR.
You hear another voice outside the door. Quickly, CLOSE TRAPDOOR, REPLACE
RUG, and HIDE - you’ll crouch down in the
corner. Abdul enters the house, but he is also too drunk to
see you. After he leaves, you can continue. MOVE
RUG and OPEN TRAPDOOR - there is a locked chest
in this hiding hole. PICK LOCK then TAKE
MONEY to get 60 Dinars. You’re rich! But there
are more voices outside! Quickly, REPLACE RUG then HIDE
IN WARDROBE (you can’t just crouch in the corner this time).
Jabbar enters the house, and he is NOT drunk - he would notice
anything out of place. Good thing you hid in the wardrobe! Now
when he leaves, go back to the rug, MOVE RUG and SEARCH
CHEST. You find a silver dagger, which you automatically
take. That’s all you can take from the Metal Worker’s house -
you just have to cover your tracks now. CLOSE TRAPDOOR, REPLACE
RUG, then walk over to the door to leave the house.
Wow! That was intense! ALMOST getting caught so many times
- what a thrill!
Now you’ve been to the Metal Worker’s house, so let’s go back to
the Money Changer. USE MAP and jump to the Money
Changer. SELL TEA SERVICE to Dinarzad, SELL BOWL to
Dinarzad, and SELL DAGGER to Dinarzad. Now leave
her shop.
Well, it’s been a VERY exciting day for you, but it’s late now, and
you are tired. USE MAP and jump to Katta’s
Tail Inn. Go to your room at the top right, and SLEEP
UNTIL DAWN.
DAY 3
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. Tell her THANKS, then EAT the food.
Now STAND up, and leave the Inn. As you are
leaving, Shameen tells you that Omar the poem is performing here tonight.
SAVE YOUR GAME HERE. The first order of business today, is to
find the Astrologer. Talk to Alichica and ASK ABOUT
ASTROLOGER. His directions are just as confusing as
yesterday. Never mind.
This is how you find the Astrologer:
Leave the Gate Plaza by the top exit.
Sneak along street until you see a door on either side.
READ SIGN.
Turn right into Sharki Darb.
Follow long path along (ignore that door on the left) to the intersection.
READ SIGN
Turn right into Tarik Of Stars
Follow path along, until you reach Astrologer’s House.
As soon as you enter, Abu will ask for your name, so TYPE
YOUR NAME. Now ASK ABOUT FORTUNE. But he
can’t tell your fortune without knowing a bit about you, so TELL
ABOUT SELF. But he still can’t tell your fortune yet - you need
to come back later. So leave the Astrologer’s House.
USE MAP, and jump to left side of the Fountain Plaza. A
beggar should be here - show some compassion, and GIVE
CENTIME to the beggar. Now sneak down one screen, so
you can see the Magic Shop. Enter Magic Shop, and SELL WHIRL (the Dervish’s
beard) to Keopon Laffin. Since you are a thief, you need some
rope. ASK ABOUT ROPE, then BARGAIN ROPE.
Now leave the shop.
Sneak over to the fountain, and DRINK some water,
then FILL WATERSKINS. Let’s find the Enchantress
now.
From outside the Magic Shop:
Leave Fountain Plaza through the top exit.
Follow path until you see a door on each side.
READ SIGN.
Turn right into Shmali Tarik.
Follow path to the intersection.
READ SIGN.
Turn right into Shmali Tarik.
Follow path through all the turns.
When you reach door on the left, READ SIGN.
Go through door on left, into Sitt Tarik.
There’s a purple door in front of you - the Enchantress's door.
KNOCK DOOR. You’ll be asked some questions, which you need
to answer correctly, before you can enter the door.
Who is it that seeks to enter?
TYPE YOUR NAME.
Who is it that sent you here?
KEAPON LAFFIN.
What element is most appropriate for the owner of the Magic Shop?
AIR.
My first is the first. My second is the last. Next comes
myself. Then back to the end, and to the beginning again.
Who am I?
AZIZA.
You are now invited into Aziza’s home. Be polite to her!
Sneak down the steps to sit down at the table with her.
She asks if you want some tea, so tell her YES. ASK ABOUT
AZIZA and ASK ABOUT MAGIC. Now LOOK around
her home - she seems to have a water theme going. There’s
nothing else you can do here at the moment, so tell her BYE.
You automatically leave the house.
Make sure you are SNEAKing. Now you still need to
practice your lock picking skills, so you can break into other
places. Go into the streets, find a door, and PICK LOCK.
Keep practicing this until evening.
When evening comes, USE MAP and jump to Katta’s Tail
Inn. SIT down at the table, and watch Omar recite his
poem. When the poem is finished, ORDER FOOD,
and Shema will bring your supper. Tell her THANKS,
then EAT the food. Now STAND up and
leave the Inn.
Dinarzad should have another job lined up for you. USE MAP and jump
to the Money Changer. ASK ABOUT JOB, and she tells
you about the Weapons Shop. Leave the Money Changer.
USE MAP and jump to the right side of the Fighter’s Plaza. Now there
are still too many people around for what you have planned, so you
need to wait until it gets dark. Now when the stallholders
have packed up for the day, walk over to the door of the Weapons
Shop, and PICK LOCK to enter.
Inside the Weapons Shop, SAVE YOUR GAME HERE. You have
to be quick here. Make sure you CLOSE DOOR, so you don’t
attract any unwanted attention. Now you‘re not strong enough to
move the heavy anvil, but there are other ways! USE OIL, then PUSH
ANVIL. Ah-ha! A trapdoor was hiding underneath the anvil, just
as Dinarzad told you! OPEN TRAPDOOR, PICK
LOCK on the strongbox, and you automatically take the money that
was inside. You just have to cover your tracks now, so Issur
won’t know you’ve been here. CLOSE TRAPDOOR and MOVE
ANVIL to put it back in place. Now walk over to the
door and OPEN DOOR, then simply walk out of the
Weapons Shop. That was a nice haul!
It’s late now, and you are tired. USE MAP, and jump to
Katta’s Tail Inn. Go to your room at top-right, and SLEEP
UNTIL DAWN.
DAY 4
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. She tells you that there was a fire outside, in the
Plaza, this morning. Oh dear! EAT your
breakfast, STAND up, and leave the Inn.
Outside, the Plaza is a sorry sight, with only the chars of Ali’s
stall remaining. ASK ABOUT FIRE.
You may be getting low on rations now. So USE MAP and
jump to left side of the Fountain Plaza. Approach the Katta
food stall on the left, and BARGAIN RATIONS - 5 will
do for now. Now DRINK WATER from the fountain, and FILL
WATERSKINS.
Remember yesterday, the Astrologer said to come back in the
future, to ask about the future. USE MAP, jump to
the Astrologer's house, and ASK ABOUT FUTURE.
Now leave the house.
Do what you like for the rest of the day. When evening comes,
make your way to Katta’s Tail Inn. Enter your room at top
right, and SLEEP UNTIL DAWN.
DAY 5
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, next to Abdulla. He tells
you that the Fire Elemental has hit Shapier, and things are not
looking good. ASK ABOUT FIRE, ASK ABOUT ELEMENTAL,
and ASK ABOUT FIRE ELEMENTAL. Now ORDER
FOOD, and Shema will bring your breakfast. STAND up, make
sure you are still SNEAKing, and SAVE YOUR GAME HERE.
Leave the Inn, but be careful, since the Fire Elemental is outside.
Leave the Gate Plaza through the top exit, being careful you don’t
get burned.
You need to find out how to defeat the Fire Elemental. Once in
the safety of the streets, USE MAP, and jump to Aziza’s
house.
When you’re at the purple door, KNOCK DOOR, and Aziza will
let you in. Sneak down the stairs at sit down at the table with
her. She will ask if you want to share some tea, so tell
her YES. Now ASK ABOUT ELEMENTAL then ASK
ABOUT FIRE ELEMENTAL, ASK ABOUT CONTAINER. ASK
ABOUT CONTRARY ELEMENT. That’s all the information she has
for you, so tell her THANKS and then say BYE to leave.
USE MAP, and jump to the Apothecary. Now Harik is a knowledgeable
guy. Maybe he would know something about the Fire Elemental?
ASK ABOUT FIRE, ASK ABOUT FIRE ELEMENTAL, ASK ABOUT
FLAME, and ASK ABOUT INCENSE. BARGAIN
FOR INCENSE. Now remember what Dervish said about the Caged
Beast a couple of days ago? ASK ABOUT DISPEL POTION.
Harik tells you that he needs a Griffin’s Feather and a Fruit
Of Compassion to complete a Dispel Potion. Now leave the shop.
Sneak towards the fountain, and FILL WATERSKINS. SAVE
YOUR GAME HERE.
USE MAP and jump to the Gate Plaza. USE INCENSE to lure
the fire up into the streets, away from the Plaza. Continue
walking up until you run out of incense, then DROP LAMP onto
the ground. Sneak towards the Elemental (but be careful not
to get burned) and USE WATERSKIN. The Fire
Elemental should jump into the lamp, so GET LAMP. That's the
end of the Fire Elemental, and you now have a MAGIC LAMP!
Well done!
USE MAP, and jump to left side the Fountain Plaza. DRINK water from
the fountain, and FILL WATERSKINS.
Sneak up into the streets, find a door, and practice PICK LOCK for
a while. Try to get your skill level up to at least 130. When
you’ve had enough, return to Katta’s Tail Inn, enter your room at top
right, and SLEEP UNTIL EVENING.
When evening arrives, return to Katta’s Tail Inn. SIT down
at the table next to Abdulla, and ORDER FOOD. Shema
brings your supper, so tell her THANKS, and EAT the
food. After supper, STAND up, go to your room,
and SLEEP UNTIL DAWN.
DAY 6
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some breakfast.
Tell her THANKS, then EAT your breakfast.
Now STAND up, and leave the Inn.
SAVE YOUR GAME HERE. You should hopefully have a
decent amount of money now. USE MAP and jump
to the Weapon’s Shop. ASK ABOUT DAGGERS and BUY DAGGERS (unfortunately,
you can’t get a good deal on the daggers) - 6 should be enough.
Leave the shop.
USE MAP and jump to the Apothecary. BARGAIN HEALING PILLS and BARGAIN VIGOR
PILLS. Now leave the shop.
Now you have some daggers, it’s time to work on your
Throwing Skills. Sneak up into the streets, and SAVE
YOUR GAME HERE. THROW DAGGER then GET
DAGGER. Keep practicing this until evening.
When evening arrives, USE MAP and jump to Katta’s Tail
Inn. SIT down at the table. Shema will bring your
supper, so tell her THANKS, then EAT the
food. After supper, STAND up, go to your room at
top right, and SLEEP UNTIL DAWN.
DAY 7
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. Tell her THANKS, then EAT your breakfast.
Now STAND up, and leave the Inn.
SAVE YOUR GAME HERE. USE MAP, and jump to Guild
Hall. Rakeesh thanks you for saving Shapier from the Fire
Elemental, and gives you 50 DINARS as a reward.
Tell him THANKS, then leave the Guild Hall.
USE MAP, and jump to left side of the Fountain Plaza. Omar is
here, reciting one of his poems - stay and listen to the poem until
he’s finished (you’ll know he’s finished when the Fountain starts
running again). Now leave the area, but return again straight
away. Omar has dropped his PURSE on the
ground. LOOK PURSE, then GET PURSE.
You can return his purse next time you see him.
Now you still need to improve your Throwing Skills. Sneak up into
the streets, and THROW DAGGER, then GET DAGGER.
You need to get your skill level up to at least 130.
You’ll see why soon enough.
When evening arrives, SIT down at the table in Katta’s
Tail Inn. Shema will bring your supper, so tell her THANKS,
then EAT the food. After supper, STAND up,
go to your room at top right, and SLEEP UNTIL DAWN.
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