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 "Files" section of "Jinxter". Here you will find all the hard facts about the game, like general information, a plot synopsis and trivia - in other words, these are "Jinxter Files".

Plot Summary

Hundreds of years ago the evil "Green Witches" were menacing the land of Aquitania, neighbouring country to the kingdom of Kerovnia. In a desperate attempt to rid the land from the menace of the witches the magician Turani created an enchanted bracelet with five magical charms attached to it. Not only acted the bracelet as a powerful antidote against the notorious "Green Witches of Aquitania", rendering them relatively harmless, it also considerably increased good fortune in the country, meaning that no harm would ever come to any citizen of Aquitania. Towards the end of his life Turani handed over the task of direction of luck to the "Guardians", immortal, demi-god-like beings with an affection for moustaches, herringbone overcoats and cheese sandwiches.

With their magic powers greatly reduced, the witches had accepted their fate and confined themselves to practical jokes, meetings and charitable works. But recently a witch named Jannedor Nasty has been using her influence to overthrow the powers of the bracelet. To weaken its powers Jannedor persuaded five aquitanian citizens to each remove and conceal a charm from the bracelet. With the bracelet completely stripped of its charms, its powers are running out fast - in other words: Aquitania is running out of luck and the witches are gaining back their powers.

And this is where you jump in. Thinking that, after a nasty incident involving your car, a little old lady and a trolley-load of budget dog food, your day couldn't get any worse, you're just about to get run over by a tremendously big bus. Right in front of your own garden gate. As you're busy saying your final prayers, trying to come to terms with imminent death, you feel somebody grabbing you by the collar and throwing you on the side of the road, thus saving you from certain death.

As you recover from your experience you see a Guardian, complete with moustache, herringbone-overcoat and a cheese sandwich, hovering gracefully before you. The Guardian explains that you have been appointed to find the missing charms, gain access to and re-assemble the "Bracelet of Turani", destroy the evil witch Jannedor and restore luck to the country. Before you can object or ask any questions the Guardian hands you a document and vanishes into thin air, leaving you completely confused and bewildered behind.

Looks like you are left with no choice but to save the whole country of Aquitania from impending doom ... how exactly? Well, you have to figure that out all by yourself. But with a little imagination and all the remaining luck in the country this shouldn't be an impossible task. 'Narmean?