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.

Preview from "Happy Computer" magazine 6/1987
written by Boris Schneider and used with kind permission from the author, translated by Peter Verdi

The sequel to the mega-adventure that was "The Pawn" is still in development, but we are proud to be able to give you, even at this early stage, a first look at the game.

One of the first, astonishing pictures taken from the C64 version

At the Magnetic Scrolls offices in London people are currently doing 24-hour-shifts to get the graphic adventure "The Guild of Thieves" out of the door. The programmers are still working on the last details of the game and couldn't be convinced to give us a preview-version we could review. Anita Sinclair, female senior-programmer at Magnetic Scrolls, commented on the matter:

"We would be very flattered by such an early review but there's no use in reviewing an unfinished version of the game. All the goodies that come with the game aren't included yet and the packaging, which will prove important in the game itself, is also not yet done. We're also still working on some details concerning the parser."

Of course we have to agree with Anita and so we hope that we will be able to present a full review of the game in our next issue. In the meantime here's some information on the games' storyline, as well as some astonishing screenshots from the Atari ST and C64 versions.

The Amiga and Atari ST versions of "Guild of Thieves" will be released in a couple of weeks - all the other versions are still going to take some time to finish.

Therefore we are only able to show you one picture from the C64 version (out of a total of 30 pictures) as the rest haven't been implemented into the program-code yet. The graphics from the Amiga version will be identical to the graphics of the Atari ST version.

Now for the plot:
You have decided to become a member of the Guild of Thieves. Only masters of their craft get to be members of this illustruous club - thieves that could steal your telly while you're watching a football match on it. You have impressed the guild so far, but to become a full member of the Guild of Thieves you have to pass the final test that will show how good a thief you really are.

As the "test area" the Guild has chosen a castle bursting with hidden treasures, situated on a small island. You now have 24 hours to completely ransack the castle of everything valuable. The Guild members know exactly how much there is to get from the castle and can therefore judge whether you have done a good job or not. To make it a little easier for you to find the things worth stealing, the Guild has hidden hints all over the place.You will find those hints anywhere on the island or you might find them in the things given to you before you were taken to the island.

The island is of course inhabited. Amongst many weird people you will also have to deal with quite intelligent animals again. Some of these creatures are friendly, but unfortunately not all of them. How you treat the individual personalities you meet is an important part of the many puzzles you will encounter. If you should fail to pass the test, you have to be taken care of by the Guild. Why? Well, just imagine what it would mean if an outsider would know all the members of the guild. Now if that doesn't get you going, nothing will . . .