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 "Jinxter". Here you will find things like walkthroughs, newspaper ads and other special things concerning "Jinxter".

Walkthrough for "Jinxter" - Part Three
taken from Aminet

After a short (but thrilling) flight, the cloud will deposit you gently at the Railroad Station. Get up, then READ SIGN, and you will be told positively that Mama Don't Allow No Busking Around Here. (Or something like that.) For those of you unfamiliar with the term, a "busker" is an itinerant musician or actor.

Go east twice to the platform, then north twice, and you'll come to a door marked "Private." OPEN DOOR and go west into the Postal Depot. There's the saddle you shipped. GET SADDLE, and go east, south twice, and west.

BUY TICKET WITH COIN. The Stationmaster will happily tell you that it's not enough, so let's make some more money. PUT COIN IN HAT then PUT HAT DOWN. The tourists around here are pretty hard to please, so you'll need all the help you can get. DOOFER SHOES then play harmonica. A tourist will drop a coin in your hat, but it's a foreign coin and useless. Keep playing the harmonica, and eventually the Stationmaster will get disgusted, and will offer to sell you a ticket at half-price!

GET ONE FERG COIN, and BUY TICKET WITH ONE FERG COIN. Unfortunately, your bad luck is still holding. The ticket will be blown out of your hand.

Pay attention to which direction your ticket is being blown. It seems that there may be a variable involved here, but the following directions worked for me. Go east, GET TICKET, north, GET TICKET, north, GET TICKET, north, and GET TICKET. When you finally get the ticket, you should be on the Tracks; at this point, the train will start leaving!

RUN AFTER TRAIN twice, and you should catch it. When the guard shows up, SHOW TICKET TO GUARD. There's nothing left to do now but WAIT until the train stops at the Mountain. Go west, and you'll see the Unicorn grazing peacefully nearby. (Now you know why you've been messing with that stupid saddle all this time!) PUT SADDLE ON UNICORN, GET ON UNICORN, and DOOFER UNICORN. You'll go for a quick ride to the castle. GET OFF UNICORN, and go down. REMOVE SHOES THEN DROP THEM. Go east and north, then east and down to the gaol. OPEN DOOR and go north into Xam's cell.

Examining the rope and the hatch will quickly reveal how the door works, and give you a fairly simple solution. TIE ROPE TO MANACLES. Then WAKE XAM. He'll make a lot of noise and summarily be rushed off by the guard, leaving you trapped in the cell.

You need to find a way to have the hatch door shut with you inside. Hey, piece of cake! First, GET MATCH THEN LIGHT IT. Now, LIGHT CANDLE WITH MATCH, then PUT CANDLE IN GLASS. WATCHERCALLIT MATCHBOX. (I'll tell you why in a minute.) PUT GLASS UNDER ROPE, and quickly go north into the dumbwaiter. WAIT and the candle will burn through the rope, the hatch will slam shut, and the opposite door will open!

Now, about the matchbox: If you leave the Watchercallit spell on the glass, it will reappear in your hand after you put it under the rope. Due to what I can only assume is a bug in the game, it will still be under the rope and burn through it at the same time! However, if it is a bug, they may fix it, so it's better to do the whole thing legitimately.

Go north through the Kitchen and up. EXAMINE FIREPLACE in the Hall, and you'll see that it is immaculate. Keep that in mind. Now go northeast, OPEN DOOR, and east twice.
You are now in the Jewel Room. If you EXAMINE DOME, you'll find it's a cube puzzle! EXAMINE BLOCKS, and you'll see the order of the blocks. What you are seeing is a Magic Cube Puzzle. For those of you who are not familiar with it, a Magic Cube is a puzzle in which you have to arrange numbers so that they add up horizontally or vertically to the same number.

Since the numbers in this puzzle range from 1 to 9, the magic number has to be 15. There are only two ways to get the numbers to line up properly. Since the "4" can only end up in the lower right-hand corner, that narrows the solution down to only one possible combination.

This is just like one of the plastic puzzles you played with when you were a kid, so let's get started. SLIDE 5, SLIDE 8, SLIDE 1, SLIDE 6, SLIDE 7, SLIDE 2, SLIDE 9, SLIDE 5, SLIDE 3, SLIDE 4.

When you've successfully completed the puzzle, the dome will shatter, scattering glass shards everywhere. (You ARE still wearing the gloves, right?) GET BRACELET, then PUT ALL CHARMS ON BRACELET.

You're now ready to deal with Jannedor. Go west twice, southwest, northwest, up twice, and you're outside two doors.

If you have not lost ANY of your luck, you'll choose the right door, and all will be well; however, if you HAVE lost even the smallest amount of luck, you haven't a prayer!
OPEN LEFT DOOR, and go north. Jannedor (lucky for you) is arguing with Xam out on the balcony. You'll immediately see a crystal ball on the table. GET CRYSTAL BALL then go south to get out of there before she catches you!

Go down twice, and southeast to the Hall. Take the time to LOOK IN BALL. The crystal ball will show you four possible futures. You want to make sure that the future that will be to your advantage is the one that happens. Keep looking in the crystal ball until you see the scene where Jannedor ends up in the Great Hall, and glances at the fireplace. Now "fix" this future in place with magic: DOOFER BALL!

Why do you suppose she looked at the fireplace? Perhaps because it didn't look the way it was supposed to. PUT ASH ON HEARTH. That oughta do it! Go up into the chimney.
WAIT, and eventually Jannedor will show up and reach into the chimney to find out where the ash came from. Quickly PUT BRACELET ON WRIST.

You will find yourself (now dressed as a Guardian) right back where it all started, with you about to be hit by a bus. There's nothing to do but WAIT, because you are GOING to be hit by the bus and you are GOING to die.

Don't yell at me! I didn't write the ending! According to the people at Magnetic Scrolls in England, they judged this to be the only ending possible, since you were plucked from in front of the bus for the sole purpose of retrieving the bracelet and charms; they merely put you back where they found you.

Seems to me they could have given you more than a cheese sandwich.

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