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 Four
taken from Aminet

You have just entered HELL!! and there sits old Lucifer himself, enthroned high above and looking down at you with terrible fiery eyes. Your move: ASK THE DEVIL ABOUT KRONOS. The Devil replies that he would make Kronos the Himmler of Hell. (Wow! This is eerie stuff, yes?) ASK THE DEVIL ABOUT THE WRISTBAND. Now, that was a good question. The Devil tells you he will remove your wristband if you will bring him the soul of no other than the magician, Kronos. To help you in this difficult task, Old Nick gives you a fragile crystal bottle, containing a potion. You are told you may not open the bottle. You are also told it is time for you to leave this land of the dead and return to the land of the living to carry out your task, "Until," the Devil adds evilly, "I call again."

You no sooner type GET THE POTION BOTTLE than a bolt of fire issues from the Devil's eyes and, ZAP, you are back on the high ledge. It takes you a moment to realize you're on the south (caves) side, and you recall there was another entrance into the northern mountain across the rope bridge. Before venturing across again, OPEN THE POUCH and GET THE WHITE. Go north across the rope bridge to the high ledge. This time, take the northwest exit. Oops! You have entered an immense chamber containing a glittering pile of treasure. Atop the treasure sits an extremely ugly (and hungry-looking) dragon. The dragon looks at you and says, "Ah, my lunch at last." (Yep, he's hungry!) You must act quickly, dragon-bait, or it's curtains. Here's what to do. SHINE WHITE AT SHADOWS. This will cause the dragon (who has poor eyesight, by the way) to look around. He says he can't see anything so he'll just have to eat you instead. You quickly type, POINT AT SHAPES. Sorry about this, Bilbo Baggins fans, but the dragon spies what you're pointing at, which turns out to be thirteen cute little hobbits, which he promptly fries and eats. Well, it was them or you, right? And this gives you your chance to get past the winged monster. Go north.
You have entered the magician's workshop. Yes sir, it's old Kronos' hideaway, all right. What's more, Kronos is right here, staring at you. No time (or moves) to lose. Instantly, THROW THE POTION BOTTLE AT THE MAGICIAN. Ha! Kronos, old boy, that slowed you down! Not only does it slow him down, but the bottle breaks and the potion sloshes all over Kronos' face and skin. This causes him to boil and bubble away before your very eyes. True, but how to get his bubbling remains to back to the Devil. What's that? A light bulb over your head? You remember the aerosoul (and now you can deduce why it's spelled that way). GET THE AEROSOUL and PRESS THE NOZZLE.

Good! The aerosoul quickly devours the scarred soul of the evil magician with little resistance. (And your points are up again, too.) Finally, there's nothing left of Kronos but a pile of his clothes on the floor. You LOOK AT THE CLOTHES. Odd, the shirt is black with a green design of a plant which has seven jagged edges. (Haven't we seen this before?) You look in the pocket and there's a metal key and a wooden key. Oh, you dunce, you're looking at your own clothes! Well, be patient. Soon you are told that the cloak is black and adorned with mystical symbols. The pointy hat has silver stars and moons stitched on it. There is also a wand lying there. Obviously, these belonged to Kronos. WEAR THE CLOAK AND THE POINTY HAT. GET THE WAND. Now you look exactly like Kronos. (You will also find a top hat which you can take if you wish. If you look inside, it contains a rabbit. There are some spare wands lying around, too, but you don't really need them. The main thing is to fool the dragon into thinking you're Kronos. (He doesn't see very well, remember?) So leave the magician's workshop and head back south, all dressed up like Kronos.The dragon looks you over and says, "Thanks, oh, great wizard, for giving me those hobbits." He says he wishes he could have had that human (gulp), too: "Hobbits aren't all that filling." Don't dally. You're home free. Go southeast to the ledge.

At this point I should interject that there is an alternate route from Kronos' lab, back to Hell where you must go next. It is via Kronos' flying stone slab, which is found parked outside to the North of the workshop. Using it is a matter of adjusting your weight (by dropping items) and then climbing aboard. Frankly, it was too much bother for me so I chose the way back as described, past the dragon. The adventure is nearly over. You now need only retrace your steps back into the mountain through the northeast entrance, then down the rope in the papered room, and through the cavern where the hideous demons are still feasting. You enter Lucifer's presence once more and SHOW THE AEROSOUL TO THE DEVIL.
"The Devil's eyes turn on you, showing a hint of gratitude mixed with a patronizing condemnation of your weakness of spirit. Imperceptibly, the silver wristband falls to the ground and melts into a blob of useless metal in a matter of seconds. The Devil signals you to leave the chamber, your contract fulfilled." That's it, kid. Don't ask any questions, just leave. (If you don't the Devil will kill you.) First, OPEN THE POUCH AND GET THE WHITE. Then, Go west, then, south and west to the shaft. Go up the shaft to the double doors. No, the porter won't bother you. Go west to the ledge which is about ten feet below the papered room. GET THE ROPE. (Now, this is important: Don't just type UP or you'll die. Enter CLIMB UP THE ROPE and all will be well. You will be back in the newly papered room (one wall of which you have thoughtfully ripped open with your trowel), and you can leave the northern mountain by going south across the rope bridge.

Is that it? Well, you have 345 points and you're supposed to get 350. Odd. Wonder what you didn't do? Well, there is something. Do you remember those perspex doors back in the caves not far from the Alchemist's Laboratory. Perhaps you should go there now. Go back into the cavern and down to the small cave deep down inside the mountain. Once there, go south. This will take you to the narrow corridor that gets brighter and brighter to the south, ending where it meets the two swinging perspex doors. Oh, yes, I nearly forgot. You have one other chore to perform before you tackle those doors. (And this is a real doozy, folks.) You GET THE TROWEL (if you don't already have it in hand). Now you must (and type this exactly as I'm writing it) PLANT THE PLANT IN THE POT WITH THE TROWEL. The plant will seem much happier, and you should, too. Your score just reached the magic 350!

Now for the doors. KNOCK ON THE DOOR. A voice from within will ask if you are wearing a wristband. Say, NO, I AM NOT WEARING THE WRISTBAND. The doors will open and you will find yourself inside a strange room, totally alien to the rest of the adventure. The walls floor are littered with listing paper and a large fan blows cigarette ash onto the many computers and peripherals that inhabit the weird abode. You have entered the Chamber of the Programmers, the very ones who have created THE PAWN. One of them gives you a listing and tells you to fix it. Then, they all troop off to the pub to celebrate your finishing the game. LOOK AT THE LISTING. You discover it is a listing of something called "Debugbits." It looks like it might let you wander around the game without dying.

Type DEBUG, and you will see the ">" prompt change to "]." Congratulations! Now you can go anywhere you want in the game and no one and nothing can hurt you. Waltz past the dragon. He won't care. Let go of the rope. Big deal! Go see the Devil if you want. You are immune. Well, what's the point? You've already finished the adventure. So why bother? Well, it might just be fun to see if there is something you missed or could have done better. Heck, you can go rescue the princess if you want. Maybe King Eric will treat you a bit better if you do. That's THE PAWN. And if you enjoyed it as much as I did, you'll be hoping for more from those weary programmers who so unceremoniously left you in the lurch to hoist one at the pub. Maybe if you hurry, you can even catch them there. But I doubt if they'll buy!

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