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Text File | 1978-01-01 | 44.0 KB | 1,408 lines |
- This file contains only the minimum moves to complete Thief. It assumes that
- the player already knows all the details about the objects involved. It does
- not explain reasons for these actions; these are up to the player to work out.
- If I can put so much time into creating this game, then the player can put a
- little time into beating it, I figure.
- _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
-
- >script
-
- Ok
-
- >brief
-
- Brief mode.
-
- After all the effort that went into these descriptions, you want to turn them
- off?! You could have vivid descriptions, moving prose, and instead you're going
- to be satisfied with just the title? Some people! Sheesh!
-
- >east
-
- Low Passageway
- You are currently in a low passage running east-west. The walls are made of
- heavy stone blocks, fitted tightly together. To the west is the Small Room that
- you started in. Who knows what lies to the east....?
-
- >east
-
- Laboratory
- This room is set up as some kind of inventors' workshop. There are a number of
- benches around the room with various small pieces of electronic equipment on
- them, but they're insignificant. The room is dominated by an ungainly machine
- against the east wall; a modified robotic arm, with leads and cables snaking
- everywhere, and a pointy, laser-like object on the end. There's a doorway to
- the west, and a smaller exit marked "Storeroom" to the south.
-
- >south
-
- Storeroom
- I'm sure you're familiar with storerooms and what they're for, so I won't go
- into great detail (they're self-explanatory, really). The exit's to the north.
- There are a few rows of wooden shelving attached to the south wall.
- There is a portable hole here. (in the shelves)
-
- >take hole
-
- Taken.
-
- >north
-
- Laboratory
-
- >put hole on north wall
-
- An exit to the next room is opened with a soft "pop".
-
- >hole
-
- You climb through the portable hole.
-
- Antechamber
- This room is the reception area for a large hall. Marks on the walls indicate
- where posters once hung, advertising functions in the hall, but they have long
- since been stripped down. You can hear a strange muffled noise here. There is a
- doorway to the north, leading into the hall, and another to the west.
- The portable hole to the south will allow you to climb into the next room.
- There is a very large stool sitting here.
-
- >take hole
-
- The hole peels off the wall with a quiet slurping noise.
-
- >north
-
- Hall, South End
- This is the south end of a large, empty stone hall with a rather high roof.
- There are no furnishings: the hall appears quite stark and cold. There is a
- small doorway to the south, while to the north, the hall continues.
-
- >north
-
- Hall, North End
- You are standing at the northern end of a large, high-roofed stone hall. It's
- unfurnished and appears to have been used in the past for some kind of dancing,
- judging by the scuff-marks on the floor. Something to the north catches your
- eye, but when you turn to look, there's nothing there. The hall continues to
- the south, and there's also a doorway marked "Cloakroom" to the west.
- There is a pair of beautiful ruby slippers here.
-
- >take slippers
-
- Taken.
-
- >west
-
- Cloakroom
- Much like a storeroom, the cloakroom is self explanatory. It's a place where
- people put cloaks. This one was used by those who came to the hall, probably
- the dancers. There must have been some massive crowds in this place; there's
- enough space in here to put away the cloaks of an entire army. To the east is
- a small doorway, leading back into the hall.
- There is a long, green cloak here.
-
- >put hole on west wall
-
- With a soft "pop", the portable hole creates an exit in the wall.
-
- >hole
-
- You climb through the portable hole.
-
- Temple
- Huge stone pillars are spaced evenly around the room to support the very high
- roof. Incredibly ugly gargoyle faces, carved into the pillars, seem to glare
- back at you malevolently as you look at them. Against the north wall there is a
- large, high-backed seat, also carved out of stone. Presumably a person of great
- power would sit in this seat, and all the other, less powerful people would
- come and pray to him or her. Those days are long since past, however, and
- no-one has used this temple in quite some time. To the south and west there are
- small, darkened doorways between the pillars.
- You can climb through the portable hole to the east, into the next room.
-
- >take hole
-
- The hole peels off the wall with a quiet slurping noise.
-
- >west
-
- High Passageway
- You are in a high-roofed passage, with heavy stone blocks making up the walls.
- From here you can go east or west.
- There is a wooden pail here.
-
- >take pail
-
- Taken.
-
- >east
-
- Temple
-
- >south
-
- Forest
- This area looks just like an old English forest. In fact, given the abilities
- of those testing you, it probably IS an old English forest. Small trails twist
- off between the trees to the north, south, east, and west.
- The trees tower above you, casting dappled shadows on the ground.
-
- >west
-
- Dim Room
- The lighting in this room is poor, hence the title. It's difficult to see in
- here, with large dark areas and huge shadows cast from the adjoining rooms.
- Straining your eyes in the gloom, you make out exits to the east and south.
- There is a magic crank here.
-
- >take crank
-
- Taken.
-
- >south
-
- Kitchen
- Now this game has everything, INCLUDING the kitchen sink. It's against the
- south wall, sparkling in the light. It looks almost brand new. The rest of the
- room is fairly unremarkable, and not worth bothering with, so I'm not going to.
- There are doorways to the north, east, and west.
-
- >put hole on south wall
-
- With a soft "pop", the portable hole creates an exit in the wall.
-
- >hole
-
- You climb through the portable hole.
-
- Turnstile
- This is more of a passageway than a room. It curves from the south and goes to
- the west. Alternatively, it could curve from the west and go to the south.
- Barring the western exit is a shiny metal turnstile.
- You can climb through the portable hole attached to the north wall.
-
- >take hole
-
- With a wet, sticky sound, the hole peels off the wall.
-
- >south
-
- Chute Room
- Built into the south wall here is a small metal chute of the kind used for
- delivering dirty clothes to the laundry. The chute leads steeply upward from
- here. There are exits to the north, east, and west.
-
- >east
-
- Plain Room
- This, as it's title would tend to suggest, is a plain room. There's nothing
- more to say, really. It's just.... plain. The walls are plain, the ceiling is
- plain. The floor's a little dusty, but it's very plain dust. The only feature
- that makes this room at all bearable is that you can leave it to the north,
- east, and west.
- There is an opal ring here.
-
- >north
-
- Small Room
- To the north there's a large arched door set into the wall. It's closed.
-
- >put crank in slot
-
- You slide the crank into the slot next to the door and it begins to turn, all
- by itself. The door rises rapidly in its grooves, and soon it has retracted
- entirely into the ceiling. The crank falls out of the slot when it's finished.
-
- >north
-
- Large Room
- This is a cavernous room with an enormously high ceiling. It is stupendously
- large. The walls are smooth and white, as is the floor. It's hard to tell with
- the roof; at that distance it could be blue with pink stripes and you still
- wouldn't be able to make it out clearly. You could build a tennis court in here
- without difficulty, with enough room left over for an Olympic swimming pool
- (and I think we'll put a spa and sauna in THAT corner, and maybe an ice-skating
- rink over THERE). When you get bored with this prodigious size, there are
- doorways leading to the north, east, and west.
- The arched door to the south is currently open.
-
- >east
-
- Plant Room
- In the middle of the room is a gigantic plant, a kind of exotic Venus Flytrap,
- I guess. It's about seven feet tall, including its red ceramic pot, and has
- long thin runners spreading out across the whole floor. The plant seems to be
- moving slightly, and there's a faint murmuring sound. There are doorways to
- the north, east and west.
-
- >east
-
- Antechamber
- There is a very large stool sitting here.
-
- >put hole on east wall
-
- An exit to the next room is opened with a soft "pop".
-
- >hole
-
- You climb through the portable hole.
-
- Waterfall Room
- Greenery abounds; so much so that if it weren't for the roof you could be
- forgiven for thinking you were outdoors. There are plants all around and lush
- grass underfoot. The source of all this growth is the waterfall issuing from
- the south wall. It splashes into a large pool, making a great deal of noise,
- and drains away through a tiny opening to the east. The plants give the air
- here a fresh, clean smell.
- To the west is a portable hole. You can climb through into the next room.
-
- >swim
-
- You leave your belongings near the edge of the pool, to avoid ruining anything,
- and jump into the pool.
-
- In The Waterfall
- You are currently swimming in the pool under the waterfall. It's cool and
- refreshing with the water splashing pleasantly over your face.
- There is a large sapphire here.
-
- >take sapphire
-
- Taken.
-
- >get out
-
- You get out of the pool and dry yourself off.
-
- Waterfall Room
- To the west is a portable hole. You can climb through into the next room.
- There is a pair of beautiful ruby slippers here.
- There is a wooden pail here.
-
- >take all
-
- portable hole: the hole is special. If you want it, you'll have to ask for it.
- ruby slippers: taken.
- wooden pail: taken.
-
- >fill pail with water
-
- You fill the pail from the waterfall.
-
- >hole
-
- You climb through the portable hole.
-
- Antechamber
- You can climb through the portable hole to the east, into the next room.
- There is a very large stool sitting here.
-
- >take hole
-
- You get your fingers under the edge of the portable hole and peel it off the
- wall. It comes free with a sound like soapy bathwater being drained.
-
- >take stool
-
- Taken.
-
- >west
-
- Plant Room
-
- >west
-
- Large Room
- The arched door to the south is currently open.
-
- >south
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
-
- >drop stool
-
- Dropped.
-
- >stand on stool
-
- You are now on the very large stool, for whatever good it does you.
-
- >put hole on roof
-
- You stretch up and apply the portable hole to the ceiling. It makes a sound
- like a champagne bottle being opened as it connects to whatever is above.
-
- >hole
-
- You climb through the portable hole.
-
- Heaven
- You're currently in Heaven. Well, just outside it really. There is fluffy white
- cloud all around, and you have a pleasant feeling of weightlessness. The Pearly
- Gates are to the north, glowing with a soft white light. There's a general
- feeling of peace and happiness in the air, along with some nice harp music.
- Attached to a cloud floating nearby is a portable hole, leading down.
- There is a lightsabre here.
-
- >take lightsabre
-
- Taken.
-
- >hole
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- A portable hole is stuck to the roof, creating an exit there.
- There is a magic crank here.
- You are currently standing on the very large wooden stool.
-
- >take hole
-
- Balancing precariously on the stool, you reach up and take the portable hole
- off the roof. There is a loud noise like a gumboot being pulled out of a mud
- patch, and the hole comes free.
-
- >down
-
- Carefully avoiding splinters, you climb down from the stool.
-
- >east
-
- Low Passageway
-
- >east
-
- Laboratory
-
- >push lever down
-
- The arm starts to move, swaying this way and that. From deep inside the machine
- there comes a growing hum, and the pointy laser-nozzle thing on the end of the
- arm begins to glow yellow. Then, without warning, it points directly at you,
- and a beam of bright yellow light lances out and strikes you. Satisfied that it
- has made its point, the machine falls quiet.
-
- The room appears to be growing larger.
-
- >wait
-
- Pay attention! The room continues to grow smoothly in size (or are you
- shrinking?) until it is difficult to make out the roof any longer. The walls
- seem a huge distance away. Finally, the change comes to a halt. Things look
- totally different from down here. Unfortunately, whatever you were carrying
- didn't shrink along with you.
-
- You're now an inch tall.
-
- Inch Tall: Laboratory
- This room as become extremely large, relatively speaking. The legs of what
- used to be small benches appear as huge, rough wooden pillars, and the machine
- that got you into this mess now looks like a thirty-five storey piece of modern
- sculpture. To the south and west are openings, which you assume to be doorways.
- There is a sixty foot high pair of shoes here.
- There is a long, twelve foot high metal cylinder here.
- There is a sapphire of obscene size here.
- There is a gigantic wooden pail here. You can't tell if it's full or not.
- Your portable hole, now some fifty yards across, is lying on the floor.
-
- >west
-
- Inch Tall: Low Passageway
- This is a large room, open to the east and west. Normally it would be a
- perfectly ordinary east-west passageway, but at your present height the stone
- blocks that make up the walls seem like five-storey buildings.
-
- >west
-
- Inch Tall: Small Room
- It may have been small before you shrank, but now you could hang-glide in here
- without difficulty. There's very little here worthy of note. There are
- relatively small rectangular gaps in the walls to the south and east.
- To the north there is an enormous arch-shaped gap in the wall.
- There is a huge magic hand crank here.
- An enormous stool of very coarse wood towers over you.
-
- >north
-
- Inch Tall: Large Room
- If this room was large before, it comes close to infinite now. This place is so
- BIG that you might as well be outdoors. There appears to be no roof at all.
- Straining your eyes, you can just make out the walls to the east and west, with
- the huge rectangular gaps the exits have become. There's also a gigantic arch-
- shaped opening to the south. You can't actually see the north wall, but I'll
- make it a little bit easier on you: You can go that way. Don't say I never do
- anything for you.
-
- >west
-
- Inch Tall: Kitchen
- All you can see of the kitchen sink from your inch-high vantage point is the
- metal lip that sticks out over the edge of the cabinet. Not a very exciting
- view, really. There's not much else of interest here, except for the large
- rectangular openings in the north, east, and west walls, forming exits.
-
- >west
-
- Inch Tall: Guardsman's Room
- The first thing to catch your attention here is the huge silver figure to the
- west. It's standing in front of the west exit with its legs apart and arms
- crossed; forty storeys of alert aggression. After that there really isn't much
- to tell. The room is large, like everything else you've seen, and has other
- exits to the north and east.
-
- >west
-
- Inch Tall: Treasure Room
- The floor is covered with expensive rugs and the walls are decorated with
- beautiful tapestries. At least, that's what you assume they are; the rugs are
- as large as the average Olympic stadium, and the size of any given tapestry
- boggles the mind. There is a big blue button about halfway up one wall, with
- six-foot tall letters above it that read "Guardsman Time Delay". A large
- rectangular hole in the east wall forms an exit, with a Silver Guardsman posted
- outside. Of course, that doesn't present a problem for you.
- Hanging in the middle of the room is a huge, ten yard wide, golden disk.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Without warning, you begin to get taller again. The room seems to be shrinking
- smoothly back to its usual size around you, and in seconds you have returned to
- your normal height. What a relief!
-
- You're no longer an inch tall.
-
- Treasure Room
- The room is lavishly decorated, with beautiful rugs covering the floor and
- colourful tapestries all around. There are no shadows to spoil the atmosphere
- here, as there is some kind of natural radiance coming from the ceiling. On one
- wall is a blue button clearly marked "Guardsman Time Delay". There's a doorway
- to the east, with a Silver Guardsman posted outside.
- Dangling in the middle of the room is a golden amulet.
-
- >take amulet
-
- Taken.
-
- >push button
-
- You push the button and hear a faint click.
-
- >east
-
- The Silver Guardsman remains motionless as you pass by.
-
- Guardsman's Room
- This particular room has a very austere feel about it, like a bank or a museum,
- which is almost certainly due to the Silver Guardsman standing in front of the
- doorway to the west. There is the feeling that if you were to step out of line,
- you'd be in trouble. There are other, unguarded doorways to the north and east,
- which you can use without fear. Probably.
-
- >east
-
- Kitchen
-
- >east
-
- Large Room
- The arched door to the south is currently open.
-
- >south
-
- Suddenly a four foot egg with arms and legs rushes into the room. It's dressed
- in a purple velvet waistcoat, with black shoes and knee high socks. It runs
- around for a while clutching its head and screaming incoherently about the
- cracks in its shell, proclaiming its hatred for all brick walls everywhere. It
- also mentions something about the total incompetence of the equestrian mounts
- and male employees of some obscure King. Finally, after bumping into the walls
- a few times and cursing with words you didn't think eggs knew, it runs from the
- room, still yelling.
-
- >south
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
- There is a very large stool sitting here.
-
- >south
-
- Plain Room
- There is an opal ring here.
-
- >west
-
- Chute Room
-
- >west
-
- Gallery
- This room was obviously an art gallery at some time in the past. There are
- not-so-faded patches on the walls to show where paintings were once hung, and
- slight dents in the floor to indicate the previous positions of pedestals for
- displaying figurines and vases and the like. Now, though, the room is bare,
- stripped of almost all its treasures. There is a doorway to the east.
- Hanging on the south wall is the only surviving painting.
-
- >step into picture
-
- You step into the painting, passing through the surface of the canvas as if it
- were fluid, and find yourself in the middle of the scene it depicted.
-
- Kansas
- You are in the yard of a small farmhouse. To the east is a big red barn, while
- to the south is the house itself. To the north is a gate, which I'll tell you
- now is closed, and will remain so. Behind the house you can see the black
- funnel of a tornado, approaching rapidly. Understandably, there is a great deal
- of wind, blowing leaves hither and thither.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- The tornado roars in, picking up the house, the barn, even the gate that was
- supposed to stay shut (darn it!). Everything is swept up by the fury of the
- twister. You spin in the air, faster and faster, and finally faint with
- dizziness. When you awaken, you find yourself in a bright, Technicolor land.
-
- The Yellow Brick Road
- You're standing on a winding path, built of golden bricks, that vanishes off
- toward a faintly green city on the horizon. It is a truly beautiful piece of
- countryside. There are some nice, rolling green hills, and a feeling of
- contentment in the air.
-
- >follow the yellow brick road
-
- The Yellow Brick Road
- This is another part of the Yellow Brick Road. The sparkling green city on the
- horizon seems a little nearer, and becomes more magnificent the closer you get.
- There is a cornfield nearby, with a drooping, straw-stuffed scarecrow standing
- in the middle of it.
-
- >follow
-
- Just as you're leaving, the Scarecrow jumps down from his pole and shouts,
- "Hey, wait a minute! Aren't you supposed to take me to the Emerald City to
- get some brains? Isn't that how it goes? Hey, wait up!" He runs after you.
-
- The Yellow Brick Road
- Here, the road passes through the woods. It's cool and shady, with a pleasant
- fragrance in the air. The path is forced to twist in and out, yet it remains
- smooth and unbroken. Through occasional gaps in the trees you can see the
- shining, emerald-coloured city, closer and more beautiful than ever. Standing
- completely immobile amongst the trees is a slightly corroded man made entirely
- out of tin. He's carrying a large axe, and there's a can of oil at his feet.
- The Scarecrow is here, smiling inanely.
-
- >follow
-
- As you walk away, the Tinman suddenly starts to move.
- "Ha ha!" he says. "I was only fooling! I'm going with you to the Emerald City,
- to ask for a heart." He picks up his oil can and follows you through the trees.
- Great. Another loony tune added to your entourage.
-
- The Yellow Brick Road
- On this stretch of the Yellow Brick Road, the view is filled by the Emerald
- City. It glints and sparkles in the sunlight, casting a beautiful soft green
- light out across the countryside. Marring an otherwise perfect scene is a grey
- stone castle far off to the west, shrouded in despair. Just looking at it gives
- you the screaming heebie-jeebies. Oh, there's also a rather large lion, with a
- lovely pink ribbon tied carefully in its mane, cowering wholeheartedly a short
- distance away.
- The Scarecrow is here, smiling inanely.
- The Tinman is here too.
-
- >follow
-
-
-
-
-
-
- As you walk off, the Cowardly Lion stumbles meekly after you, mumbling
- something about wanting some courage, but always being too scared to do
- anything about it.
- Just as the four of you set out toward the Emerald City, a dark shadow sweeps
- across the sun. A swarm of winged monkeys swoops from the sky, lifting you and
- your companions. You consider struggling, but it would defeat the purpose if
- you actually managed to escape while you were still 200 feet above the ground.
- Soon you are heading toward the bleak castle you saw to the west. When you
- finally arrive, after hours in the air, your companions are flown into the
- castle through a lower window, while you are taken less-than-gently to the top
- of the castle's tower, to be horribly tortured by the Wicked Witch of the West,
- I expect.
-
- You are thrust through the only window of the tower. The monkey who carried you
- all this way gives you a wink and flaps off.
-
-
- The Wicked Witch's Castle
- This is the summer residence of the Wicked Witch of the West. You're here.
- It's a nasty place. Need I say more? There don't seem to be any doors leading
- out of this room; in fact the only opening at all is the narrow window through
- which you were so unceremoniously deposited, and it's about twelve storeys up.
- The room is cluttered with all the miscellaneous arcana that you'd usually
- associate with evil practitioners of magic from the western quarter of
- non-existent, storybook lands.
- The Wicked Witch of the West looks at you and cackles evilly.
-
- >wait
-
- Time passes.
-
- >wait
-
- You are interrupted by a sudden cry from below. The Scarecrow is screaming in
- terror as his straw stuffing is pulled out by the Witch's assistants and used
- to start a barbecue. You stand frozen by the horror of what you are hearing as
- the Scarecrow gives his all to cook fifteen sausages and a nice piece of fillet
- steak. The Wicked Witch begins cackling uncontrollably.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Again you are interrupted by the sound of screaming from below. The Witch's
- assistants are picking on the Tinman this time. He is being used to make the
- tin coating on a batch of soup cans, electroplating the plain steel. Inch by
- agonising inch the Tinman is eaten away, and you can only stand by, listening
- helplessly. The Witch, meanwhile, is having another laughing fit.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- This time it is the roars of the Cowardly Lion that stop you in mid-action. The
- poor creature dies of heart failure as he is strapped down and forced to watch
- an entire late night horror movie marathon. The Wicked Witch finds the whole
- thing incredibly amusing, and almost ends up rolling on the floor.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- The Wicked Witch yawns loudly at this point, displaying teeth that would give
- the most hardened dentist nightmares.
- "I'm beginning to tire of this," she says in a bored voice. "Adventurers are
- no fun these days. No imagination at all. Get out of here." She waves her hands
- in the air, tracing complex patterns, and the castle starts to fade around you.
- It is replaced by another room which becomes increasingly solid until the
- Witch's depressing home is gone altogether.
-
-
- Plain Room
- There is an opal ring here.
-
- >north
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
- There is a very large stool sitting here.
-
- >east
-
- Low Passageway
-
- >east
-
- Laboratory
- There is a pair of beautiful ruby slippers here.
- There is a lightsabre here.
- There is a large sapphire here.
- There is a wooden pail here.
- There is some water. (in the pail)
- There is a portable hole here.
-
- >take all
-
- ruby slippers: taken.
- (off) lightsabre: taken.
- large sapphire: taken.
- wooden pail: taken.
- portable hole: taken.
-
- >west
-
- Low Passageway
-
- >west
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
- There is a very large stool sitting here.
-
- >south
-
- Plain Room
- There is an opal ring here.
-
- >drop hole
-
- Dropped.
-
- >west
-
- Chute Room
-
- >west
-
- Gallery
- Hanging on the south wall is the only surviving painting.
-
- >step into painting
-
- You step into the painting, passing through the surface of the canvas as if it
- were fluid, and find yourself in the middle of the scene it depicted.
-
- Kansas
- You are standing amongst what remains of a farm. Bits and pieces lie in heaps
- everywhere, indicating the savage fury of the tornado that caused all this.
- The way south seems relatively clear of debris; all the other directions are
- blocked by wreckage.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- The wind picks up suddenly; the tornado is coming back! It whirls in, picking
- up most of the wreckage, and you along with it. Again you faint with dizziness,
- and again you awake to find that your surroundings are completely different.
- The tornado is a fairly predictable one: you are back on the Yellow Brick Road.
-
- The Yellow Brick Road
- You're standing on a winding path, built of golden bricks, that vanishes off
- toward a faintly green city on the horizon. It is a truly beautiful piece of
- countryside. There are some nice, rolling green hills, and a feeling of
- contentment in the air.
-
- >follow
-
- The Yellow Brick Road
- This is another part of the Yellow Brick Road. The sparkling green city on the
- horizon seems a little nearer, and becomes more magnificent the closer you get.
- There is a cornfield nearby, where the Scarecrow used to work, before the
- Wicked Witch of the West so callously killed him.
-
- >follow
-
- The Yellow Brick Road
- Here, the road passes through the woods. It's cool and shady, with a pleasant
- fragrance in the air. The path is forced to twist in and out, yet it remains
- smooth and unbroken. Through occasional gaps in the trees you can see the
- shining, emerald-coloured city, closer and more beautiful than ever. You can
- also see a slightly flattened patch of grass where the Tinman used to stand,
- and you feel saddened for a moment as you remember how he died. The Wicked
- Witch is going to pay for that! Right?
-
- >follow
-
- The Yellow Brick Road
- On this stretch of the Yellow Brick Road, the view is filled by the Emerald
- City. It glints and sparkles in the sunlight, casting a beautiful soft green
- light out across the countryside. Spoiling an otherwise perfect scene is the
- grey stone castle far off to the west. This is the exact spot where the lion
- used to cower so successfully, before he was brutally slaughtered by minions
- of the Wicked Witch.
-
- >follow
-
- The Edge Of The Emerald City
- You are now standing on the outskirts of the Emerald City you have come so far
- to find. There's a beautiful green light sparkling all around you. The Yellow
- Brick Road winds on its merry way, further into the centre of the city, where
- large, emerald-coloured buildings can be seen.
- There is a large emerald here.
-
- >take emerald
-
- Taken.
-
- >follow
-
- As you begin the walk into the centre of the city, you hear the flapping of
- leathery wings from behind you. You turn in time to see the swarm of winged
- monkeys start their dive toward you. They all appear quite weary. One of them
- picks you up, and once again you are flying off to the Wicked Witch's Castle.
- "Sorry we're... puff... late," says the monkey carrying you. "Ethel (that's
- the Wicked Witch to you) has had us flying errands from one end... puff... of
- the country to the other. Get this from here...puff... take that there.
- Nothing but work, work, work!" Several of the other monkeys nod in agreement.
- Eventually you arrive at the castle, where you are taken to the top of the
- tower, as before, and dropped in the window.
-
- The Wicked Witch's Castle
- The Wicked Witch of the West looks at you and cackles evilly.
-
- >throw water on witch
-
- You throw the bucket of water over the Witch, and she screams out in pain.
- "Oh, no, you've seen the movie! Noooo! Help me. I'm melting. I'm melting.
- Aah! Oh you wicked person! I'm mlmmmfmmmg. mmmmm mlll...." The Wicked Witch of
- the West dissolves almost completely away, leaving behind only a brown puddle
- on the floor, and some very ugly clothes.
-
- It was a good thing you killed the Witch when you did. She was getting set to
- turn you into something horrid, just as you drenched her. You were very lucky.
-
- >move clothes
-
- You give the pile of clothes a tentative prod, and it moves a little to the
- side. Underneath is a small pot of quite disgusting purple cream. Who'd have
- guessed the Witch was into cosmetics? It sure didn't look like it.
-
- >take pot
-
- Taken.
-
- >wear slippers
-
- You're now wearing the ruby slippers.
-
- >click heels
-
- Click.
-
- >click heels
-
- Click.
-
- >click heels
-
- Click.
-
- The ruby slippers sparkle even more brightly for a moment, and the world starts
- to spin around you. Everything becomes a whirl: colours and shapes blur
- together. Eventually the spinning stops, and you manage to catch your breath.
- You're back in Kansas. And now there's no tornado damage at all! Astonishing!
- These shoes are a great find.
-
- Kansas
- You are in the yard of a small farmhouse. To the east is a big red barn, while
- to the south is the house itself. To the north is a gate, which I'll tell you
- now is closed, and will remain so. The tornado that previously threatened the
- farm has disappeared over the horizon.
-
- >south
-
- In A Farmhouse In Kansas
- You are standing in the hall of the farmhouse. It's well lit with a bright,
- cheerful air about it. There is an open doorway to the west, and to the east,
- and the hall continues to the south.
-
- >west
-
- In A Living Room In Kansas
- Strangely, the living room is quite bare. There are none of the usual rugs and
- lamps and so forth that living rooms usually have. It's almost as if someone
- knew the tornado was coming, and moved everything out ahead of time. A doorway
- to the east leads back to the hall.
- There is a large painting here.
-
- >step into painting
-
- You step into the painting, passing through the surface of the canvas as if it
- were fluid, and find yourself in the middle of the scene it depicted.
-
- Forest
- The trees tower above you, casting dappled shadows on the ground.
-
- >east
-
- Statue Room
- A bronze statue of a man on horseback is displayed against the north wall. It
- shows the horse rearing up on its hind legs in an aggressive pose, while the
- man, apparently a royal personage, has a sword drawn above his head. The statue
- is likely a war memorial of some kind. There are exits to the south and west.
- There is a thin leaflet lying here.
-
- >order 2471
-
- Suddenly, a hoard of tiny red imps, armed with pitchforks, appears in the room.
- They swarm all over you, knock you to the ground, and begin kicking and
- prodding you in a number of sensitive areas. Then, just as suddenly as they
- appeared, the imps are gone. You get to your feet, rubbing the sore spots, and
- only then do you realise that the imps have stolen some of your possessions.
-
- >order 2471
-
- I hope you have your account number handy (0 cancels).
- What number ? 55748761
-
-
- There is a puff of blue smoke, and the object appears in the room.
- A message in large, glowing red letters slowly forms in the air above it:
-
- "THANK YOU FOR SHOPPING WITH US"
- Gooseberry Brothers
-
- You notice that the catalogue has quietly vanished into thin air whilst all
- this is happening. Still, you got the object.
-
- >take object
-
- Taken.
-
- >west
-
- Forest
- The trees tower above you, casting dappled shadows on the ground.
-
- >south
-
- Large Room
- The arched door to the south is currently open.
-
- >south
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
- There is a very large stool sitting here.
-
- >south
-
- Plain Room
- There is an opal ring here.
- There is a portable hole here.
-
- >take hole
-
- Taken.
-
- >put hole on floor
-
- You place the portable hole carefully on the ground, and hear a "pop" as it
- connects to whatever is below.
-
- >hole
-
- You climb through the portable hole.
-
- Hell
- You are currently in Hell, and as you might expect, the landscape is quite
- desolate. Huge flames spout from cracks in the ground, casting a horrible red
- light across the land, while jagged rocks and twisted trees add to your
- feelings of doom and gloom about this place. You catch the occasional glimpse
- of tiny red imps with wicked-looking pitchforks, darting here and there, and
- spying on you from behind the rocks, but they always duck out of sight before
- you can get a good look at them. There's a faint trail leading off to the
- south, winding between the trees and rocks.
- A portable hole is hanging in mid air, about five feet off the ground.
-
- >south
-
- A Horrible Place In Hell
- The devastated landscape extends all around you. A path weaves in and out of
- spurts of flame to the south, and to the east is some sort of clearing. At the
- end of a short walk to the west you can see a huge, jagged boulder, while to
- the north a path twists through the warped trees, back to where the portable
- hole is. Boy, is this place ever depressing!
-
- >south
-
- Another Part Of Hell
- The trail fades away, leaving you no option but to go north again. The view is
- just as bleak and uninteresting here as it is everywhere else in this place.
- There are a few of the little red imps ducking in and out of the rocks and
- trees, watching you curiously. Whenever you look at them directly, though, they
- vanish instantly. You begin to wonder whether they truly exist at all, or if
- you're just imagining them.
- There is a large ruby here.
-
- >take ruby
-
- Taken.
-
- >north
-
- A Horrible Place In Hell
-
- >east
-
- A Clearing In Hell
- This is a flat place with no trees and only a few rocks, which is probably
- about as close as you're going to get to a clearing in Hell. Even the flames
- aren't as high here. The only path out of this almost-clearing leads off to the
- west. Sitting on the ground are three large leather-bound chests. They're
- embossed with their owners' names: ùH Sibburù, ~S Lived~, and -N O'Mead-.
-
- >open h sibbur
-
- The chest marked ùH Sibburù is now open. You'd better look inside to see
- what you've found.
-
- >take all from h sibbur
-
- You take everything out of the chest.
-
- >west
-
- A Horrible Place In Hell
-
- >north
-
- Hell
- A portable hole is hanging in mid air, about five feet off the ground.
-
- >hole
-
- Plain Room
- There's a portable hole stuck to the floor, allowing you to go down.
- There is an opal ring here.
-
- >take hole
-
- You peel the hole carefully off the floor, and the exit vanishes.
-
- >rub lightsabre with cream
-
- Suddenly it seems to come alive, making several quick darting movements around
- the room, before finally vanishing in a puff of white smoke. The smoke drifts
- into a vague "S" shape before it disperses. The lightsabre is gone.
-
- >rub pot with cream
-
- Suddenly it seems to come alive, making several quick darting movements around
- the room, before finally vanishing in a puff of white smoke. The smoke drifts
- into a vague "S" shape before it disperses. The pot is gone.
-
- >push switch
-
- A swirl of colour gathers in the air around you, momentarily cutting off your
- view. There is a humming noise from the mystery object to accompany this
- process. The colour quickly fades away, and you find yourself in another room.
-
- Temple
-
- >push seat
-
- With every muscle straining, you manage to move the seat a short way to the
- side, scratching the floor as you do. Behind the seat is a large opening,
- leading north. (By the way, your arms hurt.)
-
- >north
-
- Dusty Room
- As you might expect, there is a great deal of dust here. The room is large,
- high roofed, and obviously hasn't been used in quite some time. The dust on the
- floor is thick and mostly undisturbed. The only footprints are your own. To the
- south is the opening through which you entered.
-
- >push switch
-
- A swirl of colour gathers in the air around you, momentarily cutting off your
- view. There is a humming noise from the mystery object to accompany this
- process. The colour quickly fades away, and you find yourself in another room.
-
- Sealed Room
- This is a roughly box-shaped space, carved out the rock. It is totally sealed
- off from the rest of the world. Luckily (!) there is a natural glow from the
- walls, providing just enough light to see by. There are no exits.
- There is a white sphere dangling from the roof by a string of some kind.
- There is a lightsabre here.
- There is a small pot of purple goo here.
-
- >take all
-
- white sphere: you can't. It's attached to the roof by a tough string.
- (off) lightsabre: taken.
- small pot: taken.
-
- >(on)
-
- You push the (on) stud, and, with a hum of ionizing air, a three foot blue beam
- leaps from one end of the lightsabre to form the blade. You wave it around
- (rather carelessly, I might add), and it makes a "vvvshuuww" noise as it
- scythes through the air.
-
- >cut string with lightsabre
-
- The extra three feet provided by the lightsabre is enough to reach the string
- supporting the white sphere. You bring the blade around in an overly dramatic
- sweeping motion, and there is a slight fizzling noise as it cuts the string.
- Luckily, the sphere doesn't break when it hits the ground.
-
- >rub sphere with cream
-
- Suddenly it seems to come alive, making several quick darting movements around
- the room, before finally vanishing in a puff of white smoke. The smoke drifts
- into a vague "N" shape before it disperses. The sphere is gone.
-
- >push switch
-
- A swirl of colour gathers in the air around you, momentarily cutting off your
- view. There is a humming noise from the mystery object to accompany this
- process. The colour quickly fades away, and you find yourself in another room.
-
- Dusty Room
-
- >south
-
- Temple
- There's also an opening in the north wall, now that you've moved the seat.
-
- >push switch
-
- A swirl of colour gathers in the air around you, momentarily cutting off your
- view. There is a humming noise from the mystery object to accompany this
- process. The colour quickly fades away, and you find yourself in another room.
-
- Plain Room
- There is a golden amulet lying here.
- There is a pair of beautiful ruby slippers here.
- There is a smooth white sphere here.
- There is a large ruby here.
- There is a large emerald here.
- There is a large sapphire here.
- There is a wooden pail here.
- There is an opal ring here.
- There is a portable hole here.
-
- >take all
-
- golden amulet: taken.
- ruby slippers: taken.
- white sphere: taken.
- large ruby: taken.
- large emerald: taken.
- large sapphire: taken.
- wooden pail: taken.
- opal ring: taken.
- portable hole: taken.
-
- >north
-
- Small Room
- To the north there's a large archway in the wall there, allowing passage.
- There is a magic crank here.
- There is a very large stool sitting here.
-
- >north
-
- Large Room
- The arched door to the south is currently open.
-
- >west
-
- Kitchen
-
- >west
-
- Guardsman's Room
-
- >north
-
- Mosaic Room
- The floor here is distinctive; a colourful mosaic pattern made up of thousands
- of tiny ceramic tiles, meticulously fitted together by hand (or possibly even
- several) to give a perfectly smooth surface. The doorway is to the south.
- On the floor is a huge stone cube, with an ornate mirror on the east face.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- Time passes.
-
- >wait
-
- At that moment, the ornate mirror stops reflecting and turns completely black.
- There is a sudden gale-force wind, pulling you toward the stone cube, and you
- are sucked through the surface of the mirror.
-
- Void
- You are floating in a dark, endless void.
-
- >put ruby and emerald and sapphire in sphere
-
- The ruby is now in the sphere.
-
- The emerald is now in the sphere.
-
- The sapphire is now in the sphere.
-
- >wait
-
- The white sphere suddenly gives off an incredibly bright flash of light. The
- black void surrounding and restraining you is unable to stand up to the
- intensity of the magical burst, and instantly evaporates. With nothing to
- support you any longer, you fall to the floor of your former prison with a
- thud and an interesting "ooff" noise.
-
- Inside The Containment Cube
- This room's title pretty much says it all. Smooth stone walls surround you,
- but the east wall has a shimmering patch, presumably the back of the mirror
- that sucked you in here in the first place. So, you can go east if you want
- to. There really isn't much else to do here.
- There is a pair of eyeglasses here.
-
- >take glasses
-
- Taken.
-
- >east
-
- Mosaic Room
- On the floor is a huge stone cube, with an ornate mirror on the east face.
-
- >south
-
- Guardsman's Room
-
- >east
-
- Kitchen
-
- >east
-
- Large Room
- The arched door to the south is currently open.
-
- >east
-
- Plant Room
-
- >east
-
- The plant moves its pod slightly to one side, and regards you for a moment.
- "Guy sure looks like plant food to me," it says in a deep, menacing voice.
-
- Antechamber
-
- >north
-
- Hall, South End
-
- >north
-
- Hall, North End
-
- >wear glasses
-
- Your vision seems to sparkle for an instant as you put on the eyeglasses.
- A small golden door becomes visible in the north wall. You couldn't see it
- previously, but these delicate gold spectacles must have abilities far beyond
- those of ordinary delicate gold spectacles.
-
- >put amulet in indentation
-
- Hesitantly, you push the amulet into the indentation on the small golden door.
- It fits perfectly, meshing with the surface so well that it becomes totally
- indistinguishable from the door itself. There is a click, and the door pops
- slightly ajar. You pull it all the way open to reveal.... a brick wall. A
- solid, blank, brick wall, with no way through. All this effort for a brick
- wall. What a shame! It led you a merry chase, though, didn't it? From Hell to
- Oz and back again. What more could you ask for in a game? Of course, you still
- have to get out of this place. There has to be a way.... right?
-
- >put hole on north wall
-
- You apply the portable hole to the blank brick wall inside the door frame, and,
- with a loud "pop", it creates an exit in the north wall.
-
- >hole
-
- You climb through the portable hole.
-
- The End-Of-The-Game Room
- Well, that's it. You've just beaten the game. Congratulations. There's not
- really that much left to do now so you might as well turn everything off and go
- read a book or something. If you really wanted to, I guess you could find all
- the different ways to die. (There's 13 of them, you know.)
-
- Oh, as for the story:
- You pass the test and are accepted by the Multi-Dimensional Thieves' Guild.
- A long and prosperous career as a professional thief follows, spanning a
- multitude of continuums, until one day you are arrested for stealing candy
- from a baby (shame!) and jailed for life. (Which just goes to show that crime
- doesn't pay.
-
- Your ranking is Multi-Dimensional Thief.
- 57 out of 100 locations seen in 198 turns.
- Your score:18 out of a possible 50 points.
- You've saved 0 times and restored 0 times.