Jinxter - Magnetic Scrolls/Rainbird You start on a bus carrying a keyring and a ticket and wearing trousers and a shirt. The ticket says your destination is Neverending Lane. A bus inspector boards the bus. When he comes up to you, give him the ticket. He tells you you want the second stop so after the bus goes past one stop, press the button. Leave the bus. The inspector throws your keys after you. As you bend to pick them up, a roaring fills the air as a bus bears down on you. You can't do anything but don't worry because after 2 moves, the guardian saves you and gives you the document. Read it. Go into your house using the iron key. Collect the harmonica from the case in your bedroom, look under the bed and get the sock and open the wardrobe and get the tap-dancing shoes from inside. In the kitchen, examine the table and get the tin opener. As you go to the conservatory, the phone rings in the library. Go and answer it - it's your friend Xam and it sounds as though he's in trouble. Go back to the conservatory, examine the table and get the tablecloth. Use the iron key to unlock the back door and outside, collect the gloves and secateurs. When you see the bull, wave the tablecloth at him, then throw it. It wraps round his horns so he can't see. Go to Xam's house and let yourself in using the rusty key. In the dining room, examine the table and get the candle and matches. As you go into the herb garden, you hear a noise which is the postman trying to deliver something. In the mailbox, you find a postal note. Read it, it tells you to dial 300 to arrange for redelivery. Go to the study and use the telephone to arrange this. The postman locks the parcel in the mailbox. To open it, go into the house and melt the plastic key with the lit candle until you're told it doesn't look like the same key (2 moves). Then unlock the mailbox with the key. Inside is a parcel. Open it to find a letter and the walrus charm. Go back to the herb garden and under the holly bush. Listen to the magpie there. It gives you a pair of spectacles. Wear these to see in the dark. Get the trap from the boathouse. Open the trapdoor in Xam's kitchen and go down into the cellar to get the cheese. Go up. Put cheese on trap, set trap, drop it. Go out of the room and wait. Eventually, you'll catch a mouse. Get the plastic bottle (which contains water and oil) from the spring, open the fridge and put it in there. After a while, the ice freezes so empty the milkbottle and get oil. The oil is now in the milkbottle. Go to the sliding door. Oil the runner with the oil. Open the door and go south. The gardener runs off but leaves his sack. In it is the amethyst charm. Examine the boat to find a a bung. Put the bung in the sock and put the sock in the hole. Push the canoe into the water. Go to the pagoda. Climb onto the pile of dirt there, open the can of worms with the tin opener, drop the worms. They burrow into the earth. Dig dirt to dig a passage east. Get the aqualung, suit, flippers and mask. Go to the lagoon, drop shirt and trousers and wear the other items. Go north, down, northwest, north. Open the hatch, go down and close the hatch. There is only a certain amount of air in the aqualung. Press the left button to flush the chamber. Turn the wheel and open the airlock door. Go and open the red door. Go back, and press the right button to flood the room. Wait in the Green Lodge till the room is full of water. Go up and examine the chandelier. Get the charm. On the way back, get the notecase, there's a one ferg coin in it. Go back and open the hatch and reverse your directions to get back. Change your clothes back. In the bakery, ask the baker about the job. Go down, open the sack, sieve the flour with the sieve. You find the pelican charm. Put it in the baking tin. Open oven, put tin in oven. Press button, the bread cooks. Press button to cook the bread a second time. Open oven, get tin. Go up, give bread to baker. He bites into it but it's burnt. He throws you and the bread out. Break bread to find the charm. Go to the watchmakers shop. Knock on the door, he goes to answer it. You have one move. Throw the secateurs at the lamp; he opens the door and runs off to escape the fire. At the carousel, doofer the unicorn, it drops a saddle. Doofer the fire engine, it leaves its ladder behind. Go to the pub. Get the two ferg coin from the well. Go to the post office and post the saddle, pay the charge with the coin from the well. Show the postmistress the dead mouse to scare her off. Open the safe; all the handles point up, you want them all to point down. Turn top right handle, turn bottom right handle three times, turn top left handle. You hear a click from within the safe. Open safe, get dragon charm. Then go back into the pub and oojimy the fire to get some ash. Then go to the watchmakers and oojimy the stool. Go to the clock tower. If you examine the ladder, you'll see it has some rungs missing at one end. Lean ladder against girder; the space is at the bottom. Drop stool, get on it, climb the ladder (it falls) and jump north. You're on the platform in the weather clock. What to do in the clock - if it's sunny, the rain weatherman will be on your end of the beam. If not, cast thingy to make the sun come out. Get on the beam, get the umbrella. Then cast doodah and the beam swings out. Get the hat. A friendly cloud is here. Jump onto cloud. It says if it felt more animated, it'd take you for a spin so doofer it. It gradually loses water so you eventually end up in a puddle outside the station. A ticket costs 2 fergs and you only have one. Before you enter the station (as this section is too closely timed) wear the shoes and put the one ferg coin in the hat. Go to the postal depot and get the saddle, then back to the ticket office. Drop hat, doofer shoes, play harmonica. A tourist drops a silver coin into your hat. Get hat, buy ticket with one ferg coin. The station master won't sell it. Play harmonica till he gives in and says he'll sell you one for half-price. Buy ticket with one ferg coin. It blows onto the platform. Follow it as far as the tracks. The train starts to leave so chase train, twice if necessary. On the train, show your ticket to the guard when he asks. When you find the unicorn, put saddle on unicorn, it turns back to wood. Get on unicorn, doofer it. It flies you to the castle. Go past the gaoler into Xam's cell. Then wake Xam. He shouts and wakes the gaoler, Xam is carted off to Jannedor and you're locked in. To escape from the dungeon, tie the rope to the manacles (this opens the hatch), put candle in hat, put hat under rope and light candle with match. Then climb through the hatch and wait. The candle burns through the rope, the inner hatch slams down and the outer one opens. To get the bracelet from under the dome, examine the blocks, then slide them so the pattern goes from 1 8 5 6 1 8 6 9 to 7 5 3 7 2 3 4 2 9 4 ie slide 5, slide 8, slide 1, slide 6, slide 7, slide 2, slide 9, slide 5, slide 3, slide 4. The dome shatters. Wear the gloves so you don't get cut and get the bracelet. Put charms on bracelet. Go up to outside Jannedor's room. If you listen, you hear Jannedor and Xam arguing. Open either right or left door and go north. Get the ball from the table, go to the hall. Put ash on hearth, up. You're now in the chimney. Examine ball and you see Jannedor searching the hall for the ball, looking at the chairs, table, painting and finally the fireplace. Keep examining the ball till she looks at the fireplace, then doofer ball, you get a feeling of foreknowledge. Wait and after a few moves, Jannedor's claw gropes up the chimney. Put bracelet on claw. The castle seems to collapse and you find yourself, as the guardian, about to be struck by a bus. You can't do anything, you get killed, and that's the end!!!!!