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 "Fish!". Here you will find things like walkthroughs, newspaper ads and other special things concerning "Fish!".

Walkthrough for "Fish!" - Part One
taken from Aminet

START

You start swimming upside down in a goldfish bowl in the body of a goldfish, enjoying a month's break between jobs after foiling the Seven Deadly Fins who unfortunately got away. Suddenly a tacky plastic castle drops into the bowl. You realise there's a message in the castle for you.

"Turn over", "in". Sir Playfair Panchax, head of Mission HQ, says the Fins are up to their old tricks again. They've stolen a focus wheel and dismantled it. You must find the pieces. A glass box and three warps appear. The warps are jagged, smooth and small. The box is closed.

THE SMALL WARP

"Go through small warp". You find yourself in a recording studio. The producer tells you to make a cup of coffee. The kitchen is locked and you can't enter it. Rod is standing nearby so "Rod, make coffee"; he does so and will do whenever you are asked to make it.

Examine the bin to find a ferric cassette. Get it. Go to the far west end of the corridor, open wooden door and "switch switch" it puts a light on in the room to the south so you can enter. Go in and get the metal and chrome cassettes.

Go back to the corridor and open secondary door. Close the door and press the button. This switches on the red light outside so when the producer comes to get you to make more coffee, he thinks you're working and goes away again.

Open small cupboard, get head cleaner from it. "Play cleaner in player" (Note, don't put it in or a bug stops you completing this bit). Examine amplifier; it has one fader which is used to set the volume and can be set from 0 to 11 and is currently on 0. If you try to play a tape, you can't hear it so "set fader to 3".

"Play ferric cassette in player, play chrome cassette in player, play metal cassette in player" (any order). When the third tape is played, you hear the producer's voice reminding them of the beat eg no, like this, 3,4,2 (random).

Leave this room and go and open door to the office. Go in and examine the filing cabinet. It has a combination lock on it, set to a random number. "Set lock to 342" or whatever you heard on the tape. The cabinet is now unlocked. Open it, look into it. You see a spindle. Get it. The Fins try to stop you but you escape to the goldfish bowl where the spindle falls into the glass box.

THE SMOOTH WARP

"Go through smooth warp". You are in a human body by a tree stump in a forest. Examine the stump; inside is a gold disc and micky Blowtorch, an ex-operative who has gone warp-crazy. He won't let you take the disc and be careful not to go near him when you are carrying anything you find.

Go to the smithy. Inside is a bird cage containing a parrot and a mould. The parrot will explode after a certain number of moves. Open the cage; the parrot won't leave and you can't get it out. Leave the location, it flies out into the forest where it will explode later. Go back in, open the cupboard to see some tongs, a crucible and a hammer. On the cupboard is a pair of gloves.

Go back to the stump and wait till Micky leaves. He goes se to the wet forest. Get the disc and go s,s,e,e,e back to the smithy so you don't meet him. You only have a limited number of moves to complete this bit.

Get the mould and everything from the cupboard. Wear the gloves. "Put disc in crucible, hold crucible with tongs, hold crucible in fire"; the disc melts, leaving a puddle of molten gold in the crucible.

"Pour gold into mould". You now need to cool it and this can only be done in the cool glade but in certain areas it is raining and you must also not go past Micky! So go to the charred glade, n, ne to the dim forest, e to the cool glade.

Wait three times, the mould cools. "Break mould with hammer". You see a crude gold ring. Get ring; one of the Fins appears but you just get the ring in time. You arrive back in the goldfish bowl, the ring drops into the glass box.

THE JAGGED WARP

"Go through jagged warp". You are in a human body in the back of a van. Get and wear all the clothes. Ignore the blanket. In the front of the van is a note from Steve saying he's gone to get some diesel and will be back before dawn. "Search rubbish" to find a torch. "Light torch" or you can't leave the van. Go east to leave the van.

If you aren't wearing all the clothes, your skin catches the light by the fire and alerts the hippies. Go to pew, get it. Turn torch off (or the beam wavers and alerts the hippies) and go to the ruined transcept and archway. Drop the pew here.

Go down to catacombs, "search debris" to find a sarcophagus lid. Get it; you see an exit leading down. Drop lid.

In the altar room, "examine altar"; one side has a hole where are gargoyle should be. There's a ceremonial cord on the altar. Get it. Go back to pew and "get on pew", go up to archway. "Tie cord to gargoyle", down, "pull cord"; you pull down the gargoyle and the arch making a terrible noise and the hippies look your way.

Get gargoyle, go to catacombs, get lid and "put lid in doorway". The hippies arrive outside and talk. They decide you've been killed by the collapsing ceiling and leave.

"Untie cord", go to altar room and "put gargoyle in hole"; the altar sinks into the ground as a column descends from the ceiling. "Examine column"; there's a chalice in a niche in it. "Look in chalice"; there's a grommet in it. "Get chalice". Get grommet; the hippies try to stop you and their leader (one of the Fins) tells you to hand it over. Suddenly a hole opens in the ceiling and you leap through. As you arrive back in the bowl, the grommet drops into the box.

Note that you must look in the chalice to see and thus be able to get the grommet and getting the chalice triggers the hippies entering. So you must look in the chalice before you get it to be able to do this in one bit.

Panchax says they'll open a warp into Hydropolis, the fish planet's capital. The Fins have set up a meterological imbalance on the planet, causing water to evaporate. The fish scientists devised a project to save the world but the Fins sabotaged it. You must help them complete the project in the body of their leader, Dr Roach. You now see a large warp.

HYPROPOLIS

"Go through large warp". You arrive in Roach's apartment. One move after your arrival, the wall behind your fishton glows. It's the principal's secretary to confirm that the principal is expecting you at 10 o'clock.

Examine watch; it shows the time as 9.02 and you will find out by playing that you must save Hydropolis before 4 o'clock.

Examine fishton; it's a glorified sofa. "Look behind fishton"; you find a travel pass. Get it. Examine shelf; there's a fishofax on it. It contains a fisa card (use to buy things) and a tatty card (you need it for identification to get into the lab). Examine switch; Roach rewired it to control the lights in the rest of the apartments in the building instead of his own! It's currently on.

When you go to leave, you find the door is a sliding design operated by a silver hand print next to it. "Put hand on print" to open the door.

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