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.