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 Two
taken from Aminet

EXIT the hut and get on your horse. Go south through rolling hills, south through the rank forest, and south again until you come to a forest clearing. Here you find a tree stump. LOOK AT THE STUMP. The stump is gnarled and rotten. It contains a pouch. GET THE POUCH. (Note: If you had found this place before satisfying the Guru, you would not have found the pouch. Just an empty and not terribly useful old stump.) OPEN THE POUCH. LOOK IN THE POUCH. You are told the pouch contains a blue, a green and a red. (Presumably, these are either jewels or stones, we are not told. The main thing they are is your new handy-dandy transportable source of light. Also, as you will see, the red has still another use, as does the pouch.) But we dally. It's time to GET ON THE HORSE.

At this point you may want to retrace your steps and go back to where you saw the ice tower. The exact sequence doesn't matter in THE PAWN, but it's where I chose to do it. So go all the way back north and up to the plateau where you filled the bowl with snow. From the plateau, go south and west (still on the plateau). Here you will find an entrance to the ice tower. Trouble is, there's a big, fat doleful looking snowman blocking your way. He won't let you pass, so GET OFF THE HORSE.

MELT THE SNOWMAN WITH THE RED. That did it! Now you can go northeast into the ice tower. Once inside, go west into the storeroom and get the spiky boots you find there. PUT ON THE SPIKY BOOTS. Oh, yes, look at the table. You see a prism so GET THE PRISM. (I never did figure what the prism was for, but I decided it might come in handy. Never did as I recall, but maybe you will find a use for it. Remember, THE PAWN has lots of twists and I know I didn't discover all of them. The only thing I can guarantee is that you will get all 350 points possible if you follow this walkthru, prism or no prism.) Leave the storeroom by going east. You will see an opening in the west wall and a slope made of ice spiralling in a helical path up the inside wall of the ice tower. (That's why you need the spiky boots. If you try that slope without them, you'll die from the fall.) Go up to the landing. To the north is a heavy wooden door which, of course, is locked. What to do?

Well, you can unlock it. BUT, I don't recommend it. To do so you must use the blue key. And if you do, the blue key will disappear, never to be used again. Worst of all, you need to use it elsewhere. The solution is to SAVE your game at this point; then unlock the door with the blue key. (Obviously, you will find out what's behind the door and you can later RESTORE, getting your blue key back nice and safe and sound.) Inside you will find sweet Princess Lacey, greasy hair and all. She has been imprisoned here by Kronos, which is what that note to Eric was all about. Seems Kronos was looking for a tad of ransom. You may rescue her and take her back to King Eric for whatever reward he may have in store. (Recall he wasn't too generous when you brought him that note!) If you do this, you will give up the 40 points you would have earned if you had chosen to forget the princess and used your blue key elsewhere. Aren't you glad you read this walkthru now? Anyway, I chose to abandon the princess and restored my game outside her door. I recommend it. So much for the diversion of the ice tower. Leave it, get back on your horse and head for the forest. Oh, all right, I'll help. First, you will find the snowman is rebuilt. That's all right. Melt him again with the red. Go north, then east and down four times. Now go south five times and west twice. You come to a very tall tree. Better get off the horse and climb the tree. Be sure to get the stuff you've left on the horse (except for the adventurer). You may need it. Now go up.

Oh, dear, another locked door confronts you at the top of the ancient tree. UNLOCK THE DOOR WITH THE WOODEN KEY. Open the door and go east into the tree. Hmmm, there are some loose floorboards here. The trouble is it's too dark to move them. First, close the door. Then, MIX RED, BLUE AND GREEN. Ah! Let there be light! And so there is. You wind up with a WHITE, and it will be your light source whenever you're away from your horse. That old Guru wasn't such a bad chap after all. Now you can MOVE THE FLOORBOARDS and go down into the tree. Go down again and you will be in a low ceiling room. Go east into the White Room. (If you look at the walls, you will be told the stone wall is a "standard issue Kerovnian dungeon wall, to be found throughout Kerovnia, keeping adventurers within the substance of the universe.") Go back west.

From the Low Ceiling Room go west to the crossroads and southwest to the door of what appears to be a small abode. OPEN THE DOOR. Go west into the lounge. You see a hard hat. WEAR THE HARD HAT. You also see a settee. LOOK AT THE SETTEE. There are some cushions on it. MOVE THE CUSHIONS. You find a coin. GET THE COIN. Go west into the kitchen. LOOK AT THE STOVE. There's a teapot here. GET THE TEAPOT. You should also LOOK AT THE WORKTOP and GET THE CARROT. (These two items, like the prism, proved to be utterly useless, but I got them anyway. Do as you please. But don't overlook the coin or the hard hat. They're why you're here.) All finished in the abode (which obviously belongs to one or more gnomes who happen to be away at the time). Maybe they've gone fishing, who knows? Go east twice to the crossroads. Now take the northwest exit which leads to a mine. After you go northwest, you will come to a lift (which the British insist is the correct word for an elevator). This is a little tricky, so pay attention. A sign asks, "Are you wearing your had hat?" "Yes," you say to no one in particular. You see a button. PUSH THE BUTTON. You hear a click. Now you must use the time-tested command, WAIT. In fact, you must use it several times. After about the third WAIT, the lift will arrive. LOOK AT THE DOOR. Yes, as you figured, the door is closed.

Well, what do you do with a lift door? You SLIDE THE DOOR OPEN, that's what. Now you can enter the lift by going north. Inside you find a rope. GET THE ROPE. You also find two buttons. LOOK AT THE BUTTONS. You learn that the first button makes the lift go up if pressed. The second makes it go down. First, SLIDE THE DOOR CLOSED; then PRESS THE SECOND BUTTON. Click. Slowly the lift descends. SLIDE THE DOOR OPEN and go south. Whew! As you step from the lift, part of the roof collapses. Fortunately, your hard hat protects you and you escape an untimely demise. You are at a rockface, deep in a mine. There are some lumps (of lead) here. GET THE LUMPS. The lumps steadfastly refuse to budge. Good thing you brought your trowel, eh? GET THE LUMPS WITH THE TROWEL. You now have the lumps and you can leave the mine the way you came, pressing the first button in the lift to go up, sliding the door, etc. -- boring when you know how.

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