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 "Text" section of "The Guild Of Thieves". Here you will find articles, previews and reviews of "The Guild Of Thieves" I gathered over time.

Review (Commodore 64) from "Zzap!" magazine 9/1987

Second it appears to GO only TO objects that you've actually EXAMINEd. This can be misleading. Take the temple again - the room description says clearly that there is a statue there, but entering GO TO STATUE later will do you no good unless you've examined it. Apparently, seeing it is not enough.

The GO TO command is particularly useful when storing your treasure. Valuables aren't that difficult to find to start with, but the inexperienced player may wonder why picking them up doesn't increase his/her score. The answer is that they only register when you've put them in one of the Bank of Kerovnia's safety deposit boxes.

Use of the safety deposit boxes highlights another excellent feature of this adventure - the game design. All of the puzzles are wonderfully constructed - logical, sometimes quite difficult, and very satisfying to solve. For example, the safes will not relinquish an article once it's been put inside. So you have to be quite careful about banking your treasures, making sure first that what you have is a treasure and not something that you will require later on.

Having played the game on both the Commodore and the ST, I found one aspect to be less than satisfying - the disc accesses. The game comes on two discs, and although actual disc swapping is kept to a bare minimum, the old 1541 grinds away for ages. Even Infocom disc accesses seem quicker than these, and at tense moments I found the delays a real annoyance.

There's a particularly long access when the game loads in a new graphic scene. The pics are great, but if (as with most people) your expectations have been raised by seeing the Atari screenshots that most other magazines printed, then you are in for a slight disappointment. You certainly won't find yourself complaining about the lack of illustration, although sometimes you may find yourself wasting time examining objects that are clearly shown in the drawings, but don't in fact exist within the program.

Guild of Thieves is an excellent program, combining Magnetic Scrolls' programming expertise with a more accessible scenario and some excellent puzzles. It should take you a long time to finish and numerous SAVEs will be needed. Sadly there's no RAM-save option and - equally annoying - no catalogue function to enable you to check up on previous saved filenames. However, these are minor quibbles about a game that's destined to be a classic. Even at £ 19.95 you can't go far wrong.

85 %
91 %
89 %
90 %


Guild of Thieves


We've already taken a preview peek at this game on the Atari ST but now we've got the 64 version the Wiz can give you the low low low-down. First let's do a bit of image stripping so we can see what the game itself is actually like. Magnetic Scrolls leaped into the headlines last year with The Pawn - stupendous parser, brill graphics, interactive characters, original scenario, new software house (well almost), Rainbird marketing and multi-format availability.

The last two points are very significant - there are really only four companies in the UK that have marketed their games forcefully across all formats - Adventure International (now defunct) Adventuresoft (via US Gold) Level 9 and Melbourne House. Some might wish to include CRL, but it only just scrapes in as it's not a dedicated adventure house. Magnetic Scrolls is therefore a big fish - albeit in a very small pool.

Secondly a lot of this media hype arose because of the strength of the parser and the graphics. Journalists who would never have been seen dead playing an adventure suddenly went all ga-ga because of the pretty pictures. And the parser meant that they could communicate with the game. Therefore a whole legion of self-appointed adventure reviewers sprung up proclaiming The Pawn to be the best thing since sliced bread.

Meanwhile for us dedicated adventurers the real question has yet to be answered - are these Magnetic Scrolls adventures actually good games? Are they worth your £ 19.95, or is 90 % of the satisfaction derived from just looking at the pretty pics and entering PUT THE IVORY KEY IN THE SWAG BAG AND THEN DROP THE POISON ON THE STEPS.

The Wiz sat down to play Guild of Thieves with slight misgivings. I wondered why this was and realised to my horror that I hadn't actually enjoyed playing The Pawn very much. Sacrilege! But although others will doubtless disagree, I felt that it was just a bit pretentious. It had some gread puzzles, but the scenario was a bit odd . . . well let's say I found it a bit - gulp - dull!

If you're wondering why there should be anything good about sticking to traditional themes instead of inventing startling new plots, the answer is that the very structure of adventure programs revolves heavily around locations and objects. It makes sense therefore to have a scenario that rewards the discovery of locations and objects with good solid points! So traditionalists will note with glee the score counter constantly displayed at the top of the screen (together with the number of moves you've made).

The parser is once again magnificent. You can make a lot of use of your good ol' swag bag for example. PUT ALL EXCEPT THE LAMP IN THE SWAG GAB AND CLOSE IT will execute rapidly and without difficulty. This means that playing the game becomes an enjoyable exercise of the imagination, rather than a battle of misunderstood words.

So it came as quite a pleasant surprise when I found myself getting very engrossed in Guild of Thieves. It may not be as original or way out as some of the things we've seen lately, but it's definitely shaping up to be one of the Wiz's favourite games.

As you move about you'll start to make use of another feature of the parser - the GO TO command. Once you've visited a location or EXAMINEd an object you can GO TO it from another place. In the Golden Wheatfield for example typing GO TO TEMPLE or GO TO STATUE will take you rapidly through the intervening locations to the temple (where the statue is).

There are two points to note about the GO TO command. First it can kill you if you're not careful. For example typing GO TO TEMPLE in the Lounge will take you out of the castle by way of the raised drawbridge and irate door keeper - not a very good idea, and once you've entered the command you can't take it back.

You start off sitting in a boat in mid-stream with a representative of the Guild. To gain admission to this august body you must loot the surrounding countryside of all its valuables. So unlike The Pawn we have here a very traditional scenario - the good ol' treasure hunt.