At the beginning of April 2016 Peter Verdi's Magnetic Scrolls Chronicles website went offline. So far all my attempts to contact Peter failed. His site carried some invaluable interviews with former Magnetic Scrolls people. To preserve the work I temporarily uploaded a dump of his site taken in summer of 2015. All you can see below is 100% Peter's work! Hopefully his site will reappear soon! Peter, if you read this, can you contact me?

Remember how it's like to ride on a cloud? How it feels to be squashed by a bus, or how to get that damned gold disc from Micky? Well, here's your chance to relive all these situations.

Have a chat with the devil in THE PAWN, ransack an entire island in THE GUILD OF THIEVES, restore luck itself to a whole country in JINXTER, uncover a conspiracy in CORRUPTION, become an inter-dimensional secret agent in FISH!, an ancient god in MYTH, walk in the footsteps of Alice in WONDERLAND and inherit a haunted mansion in THE LEGACY.
Become a part of the fantasy of Magnetic Scrolls - you certainly won't regret it . . .



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This is the "Specials" section of "The Guild Of Thieves". Here you will find things like walkthroughs, newspaper ads and other special things concerning "The Guild Of Thieves".

Walkthrough for "The Guild Of Thieves" - Part Four
taken from Aminet

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 dice. Dice are a very important part of the game from here on. (Which is probably why they included that dice 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. 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 DICE. 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 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 dice. 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 dice. 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 DICE 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 DICE 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.

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