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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    - The Pawn
    - The Guild Of Thieves
    - Jinxter
    - Corruption
    - Fish!
    - Myth
    - Wonderland
    - The Magnetic Scrolls
       Collection Vol. One
    - The Legacy - Realm
       Of Terror
   Magnetic Interpreter
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This is the "Specials" section of "Jinxter". Here you will find things like walkthroughs, newspaper ads and other special things concerning "Jinxter".

Walkthrough for "Jinxter" - Part One
taken from Aminet

Okay, enough is enough! Seems that everything you try to do lately turns out wrong -- like getting on this stupid bus. Not a seat left anywhere! That's it. As soon as this dumb bus driver manages to get you to your nice, comfy house, you're going to go look for your wossname...lucky charm. It's time things started going right again. Meanwhile, there's not much to do for the moment except INVENTORY to see what you're carrying. Not much. Nothing else much is going to happen for a move or two, so you might as well WAIT a turn or two until the ticket inspector asks you for your ticket. GIVE TICKET TO INSPECTOR, and he will tell you that your destination is two stops from here. Pay attention to what you're doing here: If you get off too soon or too late, you're finished before you start!

As soon as the bus "sails past a bus stop," PUSH BUTTON. Then WAIT a couple of turns again until the bus stops. When the doors open, GET OFF BUS. The inspector will throw you your keyring. (Don't ask ME how you lost it! You had it the last time you checked.)

The keyring will land in the street. GET KEYRING. As you bend over to retrieve the keys, you find you are about to be hit by a bus. There is nothing useful you can do to avoid being hit at this point. No matter what you type for the next two moves, nothing will help.

Just in the nick of time a very strange character will appear, rescue you from certain death, mumble something about Jannedor the witch, and hand you a document. READ DOCUMENT, and you'll be told to read the document that came with your package. Then the guardian (so THAT'S what he is!) will make a few more comments and disappear. Nothing left now but to get started on your mission. One thing to remember: If you vary from this walkthru, or if at any point, you see a message that says, "you feel a little less lucky than you did a moment ago," STOP THERE. You will need ALL your luck at the end of the game, and if you lose any, it means you've done something wrong (or at least not QUITE right).

First OPEN GATE, then go north into your Front Garden. OPEN DOOR WITH IRON KEY, and go north again into the Hallway. Go northwest into the Bedroom. There's a cello case here which looks inviting, so OPEN CELLO CASE, and you'll see a harmonica. Leave it there for now, but TAKE CASE. It'll come in handy for carrying things.

LOOK UNDER BED, and you'll find (what else?) a woolly sock. TAKE SOCK, and OPEN WARDROBE THEN LOOK IN IT. TAKE SHOES THEN PUT THEM IN CASE. Go north into the Kitchen. Ignore the refrigerator for now, but LOOK ON TABLE. You'll see a tin opener. TAKE OPENER THEN PUT IT IN CASE. Now DROP TICKET AND DOCUMENT.
Going east will take you into the Conservatory and about this time the phone will ring in the Library. Go south and ANSWER PHONE. Xam will start screaming at you to get over to his house fast. (At this point you have NO idea where his house is, but don't worry about it: He's already been kidnapped, so there's no need to hurry.)

Going north will take you back to the Conservatory. EXAMINE TABLE, and you'll find a red tablecloth. Since you haven't seen a towel anywhere, a tablecloth is the next best thing, so TAKE TABLECLOTH. Now OPEN DOOR WITH IRON KEY, and go north into the Back Garden. Here you'll see a pair of secateurs and a pair of gloves. You'll definitely need the gloves, and you MIGHT need the secateurs (cutters, to you Americans). TAKE ALL and WEAR GLOVES.

Go north again, then east into the Grassy Field. Here you'll see a nasty bull in the corner of the field. If you go south from here, you'll find your way east is blocked by a barbed-wire fence. The problem here is to get to the east either from here or by going southeast from the Grassy Field. There are two solutions, either of which will earn you the same number points. You need only use ONE of the solutions, or you can do both if you just want the exercise. You'll only get points for your first action.

If you want to deal with the bull (in the Grassy Field), WAVE CLOTH AT BULL. The bull will charge at you. Now THROW CLOTH AT BULL, and it will become entangled in his horns, blinding him. You can now go southeast into the Orchard where you can DROP CUTTERS.

If you'd rather deal with the fence, go south from the Grassy Field (you should already be wearing the gloves), and HOLD WIRE THEN CUT IT WITH CUTTERS. Now you can go east into the Orchard where you can DROP CLOTH AND CUTTERS. From the Orchard go east. You'll see a plastic bottle in the weeds. GET BOTTLE THEN EXAMINE IT. What you've found is a handy little bottle in which there is water mixed with oil. Hmm.

Go west, then south twice into the boathouse. First EXAMINE DOOR, and you'll see it needs oiling. Aha! But how to deal with the watered-down oil? There are also a can of worms and a mousetrap here. GET ALL then LOOK IN BOAT. There's BUNG in there! Oh Boy! Er, uh, what's a bung? Well, it's a PLUG that goes in a barrel to keep the good stuff from running out. GET BUNG and PUT CAN IN CASE. Let's go deal with the oil-in-water problem. Go back north, northwest twice, west, south three times, and west into your Kitchen. Now OPEN FRIDGE, PUT PLASTIC BOTTLE IN FRIDGE, then CLOSE FRIDGE. Now go east, north three times, southeast, east, and south.

Here we are at Xam's Front Garden. OPEN DOOR WITH RUSTY KEY, and go southwest into the Messy Kitchen, and west into the Dining Room, then LOOK ON TABLE. GET CANDLE AND MATCHES, and go south. About this time, you'll hear a knock on the kitchen door. Ignore it: it's the postman, and you can't make it to the door in time anyway. Go southwest then south, and you'll find yourself under a holly bush where there's a magpie. LISTEN, and the magpie will give you a pair of spectacles to get rid of you. WEAR SPECTACLES. Now go north, northeast, north, east, northeast, and LOOK IN MAILBOX. There's a note in there. GET and READ NOTE. You'll be told to call the post office to arrange for the delivery of a package.

Go southwest, west, south, and DIAL 300. The voice will tell you he'll send Lebling back with the package. Go north and east, then OPEN TRAP. Go down (those spectacles will allow you to see in the dark!) and TAKE CHEESE, then go back up.

About the same time you go down into the cellar, the postman will knock on the door. He should still be there when you come back up, but he won't give you the package because you're not Xam. He'll lock it up in the mailbox. If you go out and try to open the mailbox with your plastic key, it won't fit. By now you should have noticed a timid mouse dashing in and out of the kitchen. Let's deal with the little bugger. This trap is a home-brew device, and you have to deal with it quite specifically to get the mouse. First PUT CHEESE ON TRAP, then SET TRAP, and DROP TRAP. (Do NOT say "PUT TRAP DOWN": It won't work!) Now let's do a little locksmithing.

OPEN MATCHBOX THEN GET MATCH. Next, LIGHT MATCH THEN LIGHT CANDLE WITH MATCH. Finally, HEAT PLASTIC KEY WITH CANDLE. AGAIN. (You must heat the key twice for it to be soft enough to change shape.) Go northeast (your candle will go out), and OPEN MAILBOX WITH PLASTIC KEY. Voila! The parcel! OPEN PARCEL, and GET CHARM THEN READ LETTER.

Examine the charm. You'll see the word "OOJIMY" inscribed on it. If you've read your newspaper, you'll know this charm freezes things. Speaking of freezing things, it should be about time to check the fridge.

GO north, northwest, west, south twice, west, and OPEN FRIDGE. Now GET MILK BOTTLE THEN DRINK MILK. EXAMINE PLASTIC BOTTLE, and you discover that the water has frozen leaving only oil behind. GET OIL WITH MILK BOTTLE. Now east, north twice, east, southeast, south, and southwest back to the kitchen.
EXAMINE TRAP -- there SHOULD be a mouse in it. If not, just wander around for a couple of moves, away from the kitchen, and you will eventually catch the mouse. GET MOUSE, and PUT ALL BUT CHARM IN CASE.

Go northeast, north, southeast, and south. GET BOTTLE. PUT OIL ON RUNNERS then DROP BOTTLE. OPEN DOOR, and the door will open easily (and quietly). You'll see the crazy gardener oiling his machine gun. He'll be startled by your appearance and run off leaving a sack behind. (Unfortunately, he takes his machine gun with him.) LOOK IN SACK, and you'll see an amethyst charm. GET AMETHYST CHARM THEN EXAMINE IT. You'll find the word "DOODAH" on it. This charm will cause rain. (Boy, THAT oughta come in handy!) DROP SACK.

If you EXAMINE CANOE, you'll find that it's not seaworthy. Let's fix that. PUT MOUSE IN HOLE, PUT CANOE IN WATER, then GET IN CANOE and GET PADDLE. We're ready to go exploring!

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