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

Walkthrough for "The Pawn" - Part Three
taken from Aminet

Once out of the lift (by going south), go southeast to the crossroads, east to the Low Ceiling Room and east to the White Room. Now go east again. You will find yourself in a voting booth. The graphic will show that there are two ballot boxes, a large one if you want to vote for Gringo Baconburger, about whom you read all there is to know in "A Tale of Kerovnia." (You DID remember to read that, didn't you?) There's also a small ballot box. Well, you can't cast your ballot quite yet. So return west to the White Room and go north. You will be in Gringo Baconburger's office. LOOK UNDER THE RUG. You find a safe. Well, I'll be jiggered! The safe is locked. Now just exactly what do you suppose will open that safe? You got it! The blue key. Now aren't you glad you left the princess to rot away in that tower? (Oh, don't worry, she'll get out one of these days. Probably her yucky boyfriend, Malcolm, will save her. In the meatime, you have work to do.) OPEN THE SAFE WITH THE BLUE KEY. The blue key vanishes but the safe is now unlocked. SEARCH THE SAFE. You find a ballot paper. GET THE BALLOT PAPER.

You now have the means to vote, so go back to the booth (south and east). Type, VOTE FOR GRINGO. When asked, "How?" type, PUT THE PAPER IN THE LARGE BOX. (For what it's worth, this action will give you 40 points toward the grand total of 350 which you're striving for. Rescuing the princess would have given you zilch.)

That about does it for the tree, so you can leave by going west through the White Room, then up twice to the Tree Trunk room. Exit the room by going west then down. Yippee! Your faithful horsie is still here. GET ON THE HORSE and ride east twice. Now head north and turn west onto the grassy plain. On the grassy plain you will find Honest John with his cart full of goodies. You've got the coin (plus a chit if you need it), so GET OFF THE HORSE and BUY THE WHISKY BOTTLE AND THE BEER BOTTLE WITH THE COIN. Honest John thanks you, and tells you it was nice doing business with you, your exit cue, I think. Anyway, GET ON THE HORSE and go north. You're back in the foothills again, and you're going back into those ominous caves, sulphur smell and all. By this time you ought to be able to get there without my help. Once you get down into the small cave, GET OFF THE HORSE and go north. Here you will find an amusing political poster, touting the merits of Gringo Baconburger. No great significance; just amusing. You can also go to the entrance (south from the small cave), and you will see two freely swinging perspex doors to the south. Don't bother with them yet. You aren't ready. Instead, go back to the small cave and head north.

You will go through the damp passage where you see the political poster and if you go north one more time you will come to a laboratory. Inside the laboratory you stumble upon three alchemists. The alchemists are hotly debating who should go outside to get their dinner as they are scared whoever leaves will sell the secret of turning lead into gold. Suddenly, they spot you. They offer to make you some gold if you give them something to eat. GIVE THE RICE TO THE ALCHEMISTS. So far, so good. Next, they ask if you have any lead that you wish to have turned into gold. GIVE THE LEAD TO THE ALCHEMISTS. Huh? The alchemists take your lead and skedaddle. No gold. But all is not lost. If you check, your score just went up 30 points, which ain't all bad. Checking out the lab at your leisure, you look in the flasks. These contain some liquid. Go ahead, drink it. It tastes delicious; just like apple juice. Won't help your score or affect the game, but you were thirsty from all this adventuring, weren't you? Better still, go northeast into the alchemist's storeroom. Here, among all the flotsam and jetsam, you find an aerosoul. Yep, that's the way it's spelled and that's the way the authors intended, for reasons to be revealed. GET THE AEROSOUL.

You also find some tomes. You're told these are works of ancient lore which would crumble to dust if you tried to open them without a spell. Okay, CAST A SPELL ON THE TOMES. (Ha! You didn't even know you could do that, did you?) Well, it works, one of the tomes opens. Reading the tome, you learn that Kronos has made a contract with the Devil. In return for his soul, Kronos has been given his special evil powers. Once he expires, however, the soul of Kronos is doomed to horrendous agony for all eternity; however, a sub-clause in the contract reveals that Kronos can avoid this torture by exchanging three good souls for his own.

Once you read this, the tome crumbles to dust. You also begin to feel a little sorry for that corpse you've been toting around on the horse you aquired by handing Kronos' chest to the adventurer (aka, the corpse). Oh, well, how else would you have corralled the horse? And without him, where would you be now? Nowhere, that's where, unless being back at square one is "somewhere." Well, no time for reflection. You're ready to leave the laboratory and get on with the adventure. Go southwest from the storeroom into the lab and exit by going northwest. Move west toward the sunlight you see coming through a gap in the wall. You will come to a high ledge, roughly one-third of the way up the mountain. A rickety old rope bridge, which doesn't look too safe, leads North out over a deep ravine, hundreds of feet down. Nothing for it but to plunge ever onward -- hopefully, not downward. Go north. You're on the rope bridge which creaks and groans alarmingly. But it manages to take your weight (just). Keep going across, north.
Whew! Made it! You're on the other side on another high ledge. You see exits to the northwest and to the northeast. Go northeast. You will be in a tunnel inside the mountain. Go north into a room with freshly papered walls. On the walls is scrawled some graffiti. READ THE GRAFFITI. (Sigh) It says, "Do not lean on this wall." (Actually, you don't have to do this, the graphic will tell you what the graffiti says. It will, that is, if you have enabled the graphics mode.) In the freshly papered room is a cupboard. OPEN THE CUPBOARD and LOOK IN THE CUPBOARD. Inside you see a hook. (Remember the rope you found in the lift? Well, now's your chance to use it.) TIE THE ROPE TO THE HOOK. Good. Now, TEAR THE PAPER WALL WITH THE TROWEL and CLIMB THROUGH THE HOLE.

Now, dear reader, you can go to Hell!

No offense, that's precisely where you are going. Once through the hole you will be on a ledge. Go down. (You're holding onto one end of the rope, remember?) You can only go so far, though, and the rope will hold you back. DROP THE ROPE. No damage done. Go east. You are now in a passage leading to some large double doors. There is a massive brass knocker on the doors. KNOCK WITH THE KNOCKER. You will get an odd reply from the character inside, so KNOCK WITH THE KNOCKER again. Hmmm, another odd reply. KNOCK WITH THE KNOCKER one more time. Still, all you get is gibberish. Well, persistence pays (it says here) so KNOCK WITH THE KNOCKER a fourth time. Voila! The doors finally open and there stands a porter, guarding the entrance. If you LOOK AT THE PORTER, you will soon see he is very drunk. You will also note that his hip flask is almost empty. Now, you may think this guy is cute, but don't be deceived. If you don't tip him, he's going to do you in, literally. He really is quite a nasty little bugger, so GIVE THE WHISKY BOTTLE TO THE PORTER. Well, that did it. Instead of hastening your early departure to a greater/or lesser reward, the porter thanks you and lets you pass. Go east to the shaft where your nose informs you that the stench of sulphur is overpowering and the heat makes you queasy. (Ugh!) Go down.

Once you've gone down the shaft, go north. Here is an annex, and lo and behold! Inside is Jerry Lee Lewis, sitting at the piano and playing his hit song, "Great Balls of Fire." You note that he looks very hot and uncomfortable. GIVE THE BEER BOTTLE TO JERRY LEE LEWIS. My, Jerry Lee is grateful. He thanks you (and you note your score went up again, too). Time for serious business. Leave the annex (south) and go east. As you enter, the light you are carrying (the White) is reflected back from every direction, forcing you back lest you be blinded. Gotta hide the white. PUT THE WHITE IN THE POUCH. Go east. Nope, you're still driven back. Ah, I know, CLOSE THE POUCH. Now you can go east then north into a cavern. Oh, Lord! The cavern is the home of a mob of powerful demons. They are desporting themselves by chewing on rotten carrion coming from headless corpses hanging from hooks on the walls. A fridge is embedded in the south wall near one exit. (DO NOT open the fridge or go south. The fridge contains heads, by the way, and if you open it you will become one of those corpses the demons are chewing so merrily upon.) Instead, go east.

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