365 lines
18 KiB
Solidity
365 lines
18 KiB
Solidity
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FISH!
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(Rainbird/Magnetic Scrolls)
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You start swimming upside down in a goldfish bowl in the body of a
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goldfish, enjoying a month's break between jobs after foiling the Seven
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Deadly Fins who unfortunately got away. Suddenly a tacky plastic castle
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drops into the bowl. You realise there's a message in the castle for
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you.
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"Turn over" , "in" . Sir Playfair Panchax, head of Mission HQ, says
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the Fins are up to their old tricks again. They've stolen a focus wheel
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and dismantled it. You must find the pieces.
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A glass box and three warps appear. The warps are jagged, smooth and
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small. The box is closed.
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The Small Warp
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"Go through small warp". You find yourself in a recording studio. The
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producer tells you to make a cup of coffee. The kitchen is locked and
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you can't enter it. Rod is standing nearby so "Rod, make coffee" ; he
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does so and will do whenever you are asked to make it.
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Examine the bin to find a ferric cassette. Get it. Go to the far west
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end of the corridor, open wooden door and "switch switch" it puts a
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light on in the room to the south so you can enter. Go in and get the
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metal and chrome cassettes.
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Go back to the corridor and open secondary door. Close the door and
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press the button. This switches on the red light outside so when the
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producer comes to get you to make more coffee, he thinks you're working
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and goes away again.
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Open small cupboard, get head cleaner from it. "Play cleaner in player"
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(Note, don't put it in or a bug stops you completing this bit). Examine
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amplifier; it has one fader which is used to set the volume and can be
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set from 0 to 11 and is currently on 0. If you try to play a tape, you
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can't hear it so "set fader to 3".
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"Play ferric cassette in player, play chrome cassette in player, play
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metal cassette in player" (any order). When the third tape is played,
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you hear the producer's voice reminding them of the beat eg no, like
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this, 3,4,2 (random).
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Leave this room and go and open door to the office. Go in and examine
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the filing cabinet. It has a combination lock on it, set to a random
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number. "Set lock to 342" or whatever you heard on the tape. The
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cabinet is now unlocked. Open it, look into it. You see a spindle. Get
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it. The Fins try to stop you but you escape to the goldfish bowl where
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the spindle falls into the glass box.
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The Smooth Warp
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"Go through smooth warp". You are in a human body by a tree stump in a
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forest. Examine the stump; inside is a gold disc and micky Blowtorch,
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an ex-operative who has gone warp-crazy. He won't let you take the disc
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and be careful not to go near him when you are carrying anything you
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find.
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Go to the smithy. Inside is a bird cage containing a parrot and a
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mould. The parrot will explode after a certain number of moves. Open
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the cage; the parrot won't leave and you can't get it out. Leave the
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location, it flies out into the forest where it will explode later.
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Go back in, open the cupboard to see some tongs, a crucible and a
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hammer. On the cupboard is a pair of gloves.
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Go back to the stump and wait till Micky leaves. He goes se to the wet
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forest. Get the disc and go s,s,e,e,e back to the smithy so you don't
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meet him.
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You only have a limited number of moves to complete this bit.
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Get the mould and everything from the cupboard. Wear the gloves. "Put
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disc in crucible, hold crucible with tongs, hold crucible in fire"; the
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disc melts, leaving a puddle of molten gold in the crucible.
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"Pour gold into mould". You now need to cool it and this can only be
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done in the cool glade but in certain areas it is raining and you must
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also not go past Micky! So go to the charred glade, n, ne to the dim
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forest, e to the cool glade.
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Wait three times, the mould cools. "Break mould with hammer". You see a
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crude gold ring. Get ring; one of the Fins appears but you just get the
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ring in time. You arrive back in the goldfish bowl, the ring drops into
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the glass box.
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The Jagged Warp.
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"Go through jagged warp". You are in a human body in the back of a van.
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Get and wear all the clothes. Ignore the blanket. In the front of the
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van is a note from Steve saying he's gone to get some diesel and will
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be back before dawn. "Search rubbish" to find a torch. "Light torch" or
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you can't leave the van. Go east to leave the van.
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If you aren't wearing all the clothes, your skin catches the light by
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the fire and alerts the hippies. Go to pew, get it. Turn torch off (or
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the beam wavers and alerts the hippies) and go to the ruined transcept
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and archway. Drop the pew here.
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Go down to catacombs, "search debris" to find a sarcophagus lid. Get
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it; you see an exit leading down. Drop lid.
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In the altar room, "examine altar"; one side has a hole where are
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gargoyle should be. There's a ceremonial cord on the altar. Get it.
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Go back to pew and "get on pew", go up to archway. "Tie cord to
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gargoyle", down, "pull cord"; you pull down the gargoyle and the arch
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making a terrible noise and the hippies look your way.
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Get gargoyle, go to catacombs, get lid and "put lid in doorway". The
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hippies arrive outside and talk. They decide you've been killed by the
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collapsing ceiling and leave.
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"Untie cord", go to altar room and "put gargoyle in hole"; the altar
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sinks into the ground as a column descends from the ceiling. "Examine
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column"; there's a chalice in a niche in it. "Look in chalice"; there's
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a grommet in it. "Get chalice".
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Get grommet; the hippies try to stop you and their leader (one of the
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Fins) tells you to hand it over. Suddenly a hole opens in the ceiling
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and you leap through. As you arrive back in the bowl, the grommet drops
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into the box.
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Note that you must look in the chalice to see and thus be able to get
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the grommet and getting the chalice triggers the hippies entering. So
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you must look in the chalice before you get it to be able to do this in
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one bit.
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Panchax says they'll open a warp into Hydropolis, the fish planet's
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capital. The Fins have set up a meterological imbalance on the planet,
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causing water to evaporate. The fish scientists devised a project to
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save the world but the Fins sabotaged it. You must help them complete
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the project in the body of their leader, Dr Roach. You now see a large
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warp.
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Hypropolis
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"Go through large warp". You arrive in Roach's apartment. One move
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after your arrival, the wall behind your fishton glows. It's the
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principal's secretary to confirm that the principal is expecting you at
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10 o'clock.
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Examine watch; it shows the time as 9.02 and you will find out by
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playing that you must save Hydropolis before 4 o'clock.
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Examine fishton; it's a glorified sofa. "Look behind fishton"; you find
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a travel pass. Get it. Examine shelf; there's a fishofax on it. It
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contains a fisa card (use to buy things) and a tatty card (you need it
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for identification to get into the lab).
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Examine switch; Roach rewired it to control the lights in the rest of
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the apartments in the building instead of his own! It's currently on.
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When you go to leave, you find the door is a sliding design operated by
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a silver hand print next to it. "Put hand on print" to open the door.
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On the landing there are two prints. The silver one operates your door
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and the gold one the apartment opposite which belongs to Chubb. Don't
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close your door as you want to be burgled!
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Go to Paddlington, and to the underground; you show your pass as you go
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through. Wait, if necessary, till the train arrives then "get onto
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train".
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There are 8 stations on the underground. You can leave at Pickerel,
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Bettersea, Opah University, Eelport, Museum and Paddlington but not at
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Barbellican or Angel.
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Leave the underground at Pickerel and go to the clothing shop. "Buy tie
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and glasses with fisa". Go to music shop, "buy plugs with fisa".
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Go to secondhand shop. You see a radio case there but when you try to
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buy it you're told that Ernest Chubb has already bought it and it will
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be delivered to him later in the day. Also in the shop is the fishton
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from your apartment! "Buy fishton with fisa". Steve, the owner, says he
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will get Rod to deliver it to your apartment.
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Go to hardware shop. Examine hyperdriver; it's needed to remove lok
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screws. "Buy hyperdriver, screwdriver and bag with fisa".
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Go to Opah university to the Principal's office by 10. She explains
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that a junior member of your staff was taken over by a parasite and
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sabotaged the project. You are the only one who can investigate. She is
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going to see the government and will be back tomorrow.
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Go to the library. Inside is a book and if you open it, it opens at
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random to a page showing a colour picture of an item you have
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previously seen in the game. If you "open book at last page" or "open
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book at page 321", you see a picture of the glass box. "Tear out page";
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you rip it out and are thrown out of the library but the page isn't
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taken from you.
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Go to end of corridor and "put tatty card in slot" to enter your lab.
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Go to the store room where the wall chart shows a lot of items are out
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of stock ie filter, photon bridge, focus wheel, tuned crystal, suitable
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case, shelf. The shelf is a red herring!
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Examine the protocopier. There's a slot in one side and a switch on the
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other. It's on and uses a lot of power. "Put page in slot"; the glass
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box materialises. Turn the protocopier off.
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Go to the restaurant and "buy meal with fisa". The waiter says they're
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too busy but he will sell you a takeaway sachet of plankton. "Buy
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sachet with fisa".
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If you try to go north from the foyer, a student says you need an ID
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card. Dr Salmon has it and he's probably getting drunk in town.
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Go to the pub and examine the drunk; it's Salmon. "Buy mask with fisa".
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Steve hands you a mask. Don't use it yourself, give it to the drunk. He
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inhales, thanks you and says he'd give a token of his gratitude but
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he's destitute. "Ask Salmon for card"; he gives it to you.
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"Buy mask with fisa" and give it to someone else. Do it again and Steve
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asks if you'd like to buy a cylinder? "Buy cylinder with fisa"; a drunk
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with his left arm in a sling lurches into you and knocks it over. Het
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says he'll get you another one and takes that one. Playfair shouts that
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it's one of the Fins as he runs off, and that the cylinder must be
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important. They have a fix on him and you must follow him. They will
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open a warp in Dr Roach's apartment.
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Go to Paddlington. The fishton has been delivered to your flat and the
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radio case is on the landing, having been delivered for Chubb. Get it,
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go in to the apartment; there's now a dark warp there. Drop everything
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and "go through warp".
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Panchax says it's a place where the Fins have twisted the dimensions
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into a labyrinth. The cylinder is in a place where the only exit is up
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and if you get into a room with no exits, you're stuck till they get
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you out which may be too late for Hydropolis.
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To find the cylinder, someone said to me to think of the puzzle as a
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Rubik's Cube. Get rid of the corners first and then the sides........
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You start in a room with random exits. There is really only one room
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(as you can test by dropping something) but the exits change each time.
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Every other location has an up exit.
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What you must do is move, removing exits as you do so, until your last
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move removes the final exit, and that move must be one that adds an up.
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Therefore, if you were in a room with exits N, W and NW, moving NW
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would remove N, NW and W and add an UP, so the final room would be the
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one with the cylinder in it. If the room had been N, NW, W and UP, NW
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would have left a room with no exits as the up is removed anyway.
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The easiest way I found is to start by removing all "double" exits, eg
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NW, NE. Then remove "single" ones eg N, S. If you find yourself in the
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position of eg N, NE, E then move NE but if it is N, NE, E, UP move any
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way BUT NE as that would remove the last exit. This works every time
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but there is probably an easier way!
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eg N, E, S, SW, NW. Move NW to give
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E, S, SW, W, U. Move SW to give
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E. Move E to give
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N, NE, SE, S, U. Move NE to give
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E, SE, S. Move SE to give
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UP and the cylinder.
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At the last location, get the cylinder and go up. You end up in the
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lounge. Before leaving, turn off the switch.
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Go to the university and "put new card in slot" . Go in, drop
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everything except the new card, bag and cylinder. "Put cylinder in
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bag". Go to tower. The trapdoor is above the usual level of the water
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and too high for you to get through.
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"Open cylinder", the bag fills with gas and you float through the
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trapdoor. You can see the roof, a photon bridge and some railings.
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"Drop bag", so you don't float off. Get bridge, "climb railings", you
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land back by the statue (+11). If you take too long, your gills dry
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out. If you just jump, you die by falling into shallow water.
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Go to Museum. Go to alarm room. If you go north, you trigger an alarm;
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do it twice and you get killed. "Open sachet"; it disperses in the
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water and you can see the beams. North. You are now in the crystal
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room. Get crystal and go back south.
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Go to Battersea. You must first go north and go on the tour. Examine
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the gauge; it shows the output of the station and on the tour you
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learned that Battersea is only a secondary power station used during
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peak periods and to power the underground. The door will only open when
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the turbines stop ie the power isn't being used. The switch controls
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the power output of the station and is on.
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By now you must have turned off the photocopier and the switch in your
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apartment and you only have a certain number of moves once the doors
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open as a guard will come and put the switch on again. "Pull switch";
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the door opens. Go in to the grille and examine it to see a filter.
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Examine the filter to see a screw on it. "Remove screw with
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screwdriver"; you take the filter.
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Go back to Opah and use the new card to enter the research wing.
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Examine the tuna; it is used to adjust the receiving frequency of a
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given crystal. It is open."Put crystal in tuna, close tuna"; there's a
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ringing sound which dies away after about 20 seconds. "Open tuna" and
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get crystal.
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Go to lab. "Sit down" at terminal. When prompted to log on, "login", it
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asks for your name "Roach" and password; this is in the fishofax
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written backwards as EM, so use "me".
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By using the command "project" and then "store", you are told that you
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need a stream regulator as the old one was stolen. This is made up of a
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filter, photon bridge, focus wheel, tuned crystal (there's an untuned
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one in the museum but they won't let us have it) and a case. From
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"read" and "equipment", you are told the stream regulator = ((a + c) +
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(b + d)) + e.
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If you "read", "note", it's from the principal saying people are
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wasting time playing games. From "games" you learn that Bertie Bream
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plays a lot of games (as the principal tells you or Bertie Bream to
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stop playing games and go back to work) and also there is a game called
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Shutdown which can only be accessed by Bream so it looks as though he
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is the saboteur.
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When you have finished, "logout".
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Go to device. It looks like a large tank filled with multicoloured
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gravel. There's a stream accelerator in it which accelerates particles
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gathered by the main project machine. There's a lok screw on it (if you
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try to remove it with the hyperdriver, it will explode as it's been
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booby-trapped. Sir Playfair says you must identify the saboteur as he'd
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know how to disarm it.)
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"Join wheel to filter" to make a focus filter. "Join crystal to bridge"
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to make a crystal bridge. "Join filter to bridge"; you make the only
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crystal filter in Fishworld. "Put filter in case"; they fuse to make a
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stream regulator. Get regulator (If necessary, drop it and get it to
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get the points!)
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Go back to the pub and "ask Bream to go to disco". He says he'll meet
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you there at 3.30pm and leaves.
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Go to disco and wait till 3.30 when he arrives. Wear the glasses and
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ear plugs ready so the lights and noise don't affect you. If you go
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north, Bream says he can't go in as he hasn't got a tie. "Give tie to
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Bertie". You can now go north. You are protected by the glasses and
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plugs but he passes out. You see something leave his body. He says he's
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done something to the project, needs a shower and rushes off.
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Go back to device and "remove lok screw with hyperdriver"; before you
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can remove it, Bertie bangs on the door and says to stop. It's booby
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trapped, linked to the computer game, Shutdown. You must stop the
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program counting down. He thinks his password is gravel.
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Go and log onto the computer again, this time as "Bream" using the
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password "gravel". Go to "games" and select "shutdown". It gives a
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random word eg UACCX and says you have so many minutes to change it to
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WATER. The number of minutes is the amount of time left to 4pm.
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You must alter one cell at a time. If you add one to cell 1, that is
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all that happens but adding 1 to cell 2 adds 2 to cells 1 and 3.
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Similarly, adding 1 to cell 3 adds 3 to cells 2 and 4 and adding 1 to
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cell 5 adds 4 to cells 4 and 1.
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The easy way is to start from cell 5 and working backwards to 1, change
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the word to WASCO. That way, as you alter lower numbered cells, the
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higher number ones will be altered to the letter you want!
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When you succeed, "logout", the lok screw is now safe to touch.
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Go to device, "remove lok screw with hyperdriver, get accelerator,
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put regulator in device, attach regulator with lok screw"; it snaps
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into place.
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Success! You return to Mission HQ for debriefing and are awarded with 3
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months R&R with the goldfish of your choice!!
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
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