To
qualify as a member of Reknaught's Raiders, you must be an
accomplished thief. By way of an aptitude test, you are dropped
by boat at a remote spot in Kerovnia, complete with swag bag,
and told to return with your booty only when you have ransacked
the nearby castle and surrounding area.
There
are plenty of valuables around if only you keep your eyes
open - all you have to do is to get hold of them! There's
the platinum chalice, for example. The only snag is that it's
locked in a cage with a grizzly bear for company.
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A jeweled
die lies in a slotted and locked case. How can it be released?
A priceless brooch is hanging in mid-air, way out of reach
- can you safely get near to it? Then, of course, there are
others that are completely hidden, and have to be found by
careful observation, and approached with the outlook of a
thief.
Guild
of Thieves is a big adventure, with over one hundred locations.
These are set in four main areas: the castle, a temple, a
labyrinth of caves, and the surrounding countryside.
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There
is a great variety in the problems, and a staggering number
of objects that may, or may not, be of use in solving them.
But how many are there just to add realism to the game, and
how many are essential?
No
billiard table would be complete without three balls, and
for some reason, attributed to artistic license, this one
has four! But are any of them of practical use?
The
toilet comes complete with flushing system, lid and paper.
It works, and
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can
be used! Is there any use for that paper (other than the obvious)?
Surely
there can't be any use for the foam stuffing from inside a
cushion, which has been used to conceal something useful from
within? But be careful - you could well trip up if you make
assumptions like that too often! Even the most innocuous and
mundane of objects could just be the key to a whole new part
of the game!
The
part of the adventure map accessible to the player from the
beginning is large. The problems range from gentle to difficult
- but few are mind-bending. And as you begin to solve the
problems, new parts of the land of Kerovnia begin to open
up, and, perhaps, contain the very thing you were looking
for somewhere else - so another problem is on the way to getting
solved.
On
the other hand, you may come across an entirely new set of
puzzles!
It
is this feature which makes Guild one of the most enjoyable
games I have played in recent months. After drawing a basic
map, and listing the known problems, together with the dozens
and dozens of objects I had come across, I found I was able
to sit back quietly and think of ways to approach each problem.
The
construction of the game is such that many can be tackled
quite quickly when starting to replay from scratch, once a
course of action has been decided upon.
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