You have been engaged by the king of a small island to recover treasures stolen from the vaults of his castle, or as he called it 'his Treasury.' Any minor pieces that you find are yours to keep and dispose of as you see fit, but all the major items are to be returned to the king. On your travels you will encounter a mutant mole, a giant rat, a wounded hyena, a gentle bear, a gypsy, a poacher and of course THE THIEF!
Originally a Quilled game for the ZX Spectrum and C64.
An updated PAWed version was later produced for the ZX Spectrum.
The Atari ST edition of the game was created using the STAC and released under the title The Thief; it was sold in a compilation with The Challenge.
A PAWed Amstrad CP/M version was produced and sold by The Adventure Workshop.
[+] Users who have solved this game
This appears to be another bugged Jack Lockerby conversion. It is not possible to drop any objects that you are carrying in some locations but it doesn't seem to be part of a puzzle. Oddly if you are wearing something you can remove it to start with, then drop it but of course you can't wear a small boulder or a rope ladder. I don't know if this is game breaking yet.
I consider this the best of the Jack Lockerby games that I have essayed; I don't know if the co-authorship of Roger Betts raised the standard. Two authors and two titles. Having said that there are some parser woes and I have been struggling to climb down a portable ladder. It transpires that only D LADDER or DOWN LADDER work. CLIMB DOWN or DESCEND or something similar would have been more intuitive, however the fact there are other means of descending and ascending into and out of the same rooms in which you position the ladder probably made the coding difficult to disambiguate. I suppose the odds were STACked against them. It still cannot match the tenebrous two word command to pass the waterfall in The Lost Labyrinth Of Lazaitch.
I have rarely played a game recently that requires so many saved slots and restarts; it is the classic example of a game in which the result of an action is ostensibly correct only to turn out to be a soft lock later on; try Reefer Island for a further example. Another big headache is caused by dropping an item anywhere. It is immediately purloined by the thief. As the inventory limit is so cheeseparing this entails an entire map traversal with very few items until you have thoroughly explored it.
Having made these observations it appears to be larger and more sophisticated than any other Jack Lockerby game that I have hitherto encountered.