the landing there are two prints. The silver one operates
your door and the gold one the apartment opposite which belongs
to Chubb. Don't close your door as you want to be burgled!
to Paddlington, and to the underground; you show your pass
as you go through. Wait, if necessary, till the train arrives
then "get onto train".
are 8 stations on the underground. You can leave at Pickerel,
Bettersea, Opah University, Eelport, Museum and Paddlington
but not at Barbellican or Angel. Leave the underground at
Pickerel and go to the clothing shop. "Buy tie and glasses
with fisa". Go to music shop, "buy plugs with fisa".
Go to secondhand shop. You see a radio case there but when
you try to buy it you're told that Ernest Chubb has already
bought it and it will be delivered to him later in the day.
Also in the shop is the fishton from your apartment! "Buy
fishton with fisa". Steve, the owner, says he will get
Rod to deliver it to your apartment.
to hardware shop. Examine hyperdriver; it's needed to remove
lok screws. "Buy hyperdriver, screwdriver and bag with
to Opah university to the Principal's office by 10. She explains
that a junior member of your staff was taken over by a parasite
and sabotaged the project. You are the only one who can investigate.
She is going to see the government and will be back tomorrow.
Go to the library. Inside is a book and if you open it, it
opens at random to a page showing a colour picture of an item
you have previously seen in the game. If you "open book
at last page" or "open book at page 321", you
see a picture of the glass box. "Tear out page";
you rip it out and are thrown out of the library but the page
isn't taken from you.
to end of corridor and "put tatty card in slot"
to enter your lab. Go to the store room where the wall chart
shows a lot of items are out of stock ie filter, photon bridge,
focus wheel, tuned crystal, suitable case, shelf. The shelf
is a red herring!
the protocopier. There's a slot in one side and a switch on
the other. It's on and uses a lot of power. "Put page
in slot"; the glass box materialises. Turn the protocopier
off. Go to the restaurant and "buy meal with fisa".
The waiter says they're too busy but he will sell you a takeaway
sachet of plankton. "Buy sachet with fisa".
If you try to go north from the foyer, a student says you
need an ID card. Dr Salmon has it and he's probably getting
drunk in town.
to the pub and examine the drunk; it's Salmon. "Buy mask
with fisa". Steve hands you a mask. Don't use it yourself,
give it to the drunk. He inhales, thanks you and says he'd
give a token of his gratitude but he's destitute. "Ask
Salmon for card"; he gives it to you. "Buy mask
with fisa" and give it to someone else. Do it again and
Steve asks if you'd like to buy a cylinder? "Buy cylinder
with fisa"; a drunk with his left arm in a sling lurches
into you and knocks it over. Het says he'll get you another
one and takes that one. Playfair shouts that it's one of the
Fins as he runs off, and that the cylinder must be important.
They have a fix on him and you must follow him. They will
open a warp in Dr Roach's apartment. Go to Paddlington. The
fishton has been delivered to your flat and the radio case
is on the landing, having been delivered for Chubb. Get it,
go in to the apartment; there's now a dark warp there. Drop
everything and "go through warp".
says it's a place where the Fins have twisted the dimensions
into a labyrinth. The cylinder is in a place where the only
exit is up and if you get into a room with no exits, you're
stuck till they get you out which may be too late for Hydropolis.
To find the cylinder, someone said to me to think of the puzzle
as a Rubik's Cube. Get rid of the corners first and then the
start in a room with random exits. There is really only one
room (as you can test by dropping something) but the exits
change each time. Every other location has an up exit. What
you must do is move, removing exits as you do so, until your
last move removes the final exit, and that move must be one
that adds an up. Therefore, if you were in a room with exits
N, W and NW, moving NW would remove N, NW and W and add an
UP, so the final room would be the one with the cylinder in
it. If the room had been N, NW, W and UP, NW would have left
a room with no exits as the up is removed anyway.
easiest way I found is to start by removing all "double"
exits, eg NW, NE. Then remove "single" ones eg N,
S. If you find yourself in the position of eg N, NE, E then
move NE but if it is N, NE, E, UP move any way BUT NE as that
would remove the last exit. This works every time but there
is probably an easier way!
eg N, E, S, SW, NW. Move NW to give E, S, SW, W, U. Move SW
to give E. Move E to give N, NE, SE, S, U. Move NE to give
E, SE, S. Move SE to give UP and the cylinder.
the last location, get the cylinder and go up. You end up
in the lounge. Before leaving, turn off the switch.
to the university and "put new card in slot" . Go
in, drop everything except the new card, bag and cylinder.
"Put cylinder in bag". Go to tower. The trapdoor
is above the usual level of the water and too high for you
to get through. "Open cylinder", the bag fills with
gas and you float through the trapdoor. You can see the roof,
a photon bridge and some railings. "Drop bag", so
you don't float off. Get bridge, "climb railings",
you land back by the statue (+11). If you take too long, your
gills dry out. If you just jump, you die by falling into shallow
to Museum. Go to alarm room. If you go north, you trigger
an alarm; do it twice and you get killed. "Open sachet";
it disperses in the water and you can see the beams. North.
You are now in the crystal room. Get crystal and go back south.
to Battersea. You must first go north and go on the tour.
Examine the gauge; it shows the output of the station and
on the tour you learned that Battersea is only a secondary
power station used during peak periods and to power the underground.
The door will only open when the turbines stop ie the power
isn't being used. The switch controls the power output of
the station and is on.
now you must have turned off the photocopier and the switch
in your apartment and you only have a certain number of moves
once the doors open as a guard will come and put the switch
on again. "Pull switch"; the door opens. Go in to
the grille and examine it to see a filter. Examine the filter
to see a screw on it. "Remove screw with screwdriver";
you take the filter.
back to Opah and use the new card to enter the research wing.
Examine the tuna; it is used to adjust the receiving frequency
of a given crystal. It is open."Put crystal in tuna,
close tuna"; there's a ringing sound which dies away
after about 20 seconds. "Open tuna" and get crystal.
to lab. "Sit down" at terminal. When prompted to
log on, "login", it asks for your name "Roach"
and password; this is in the fishofax written backwards as
EM, so use "me". By using the command "project"
and then "store", you are told that you need a stream
regulator as the old one was stolen. This is made up of a
filter, photon bridge, focus wheel, tuned crystal (there's
an untuned one in the museum but they won't let us have it)
and a case. From "read" and "equipment",
you are told the stream regulator = ((a + c) + (b + d)) +
you "read", "note", it's from the principal
saying people are wasting time playing games. From "games"
you learn that Bertie Bream plays a lot of games (as the principal
tells you or Bertie Bream to stop playing games and go back
to work) and also there is a game called Shutdown which can
only be accessed by Bream so it looks as though he is the
saboteur. When you have finished, "logout".
to device. It looks like a large tank filled with multicoloured
gravel. There's a stream accelerator in it which accelerates
particles gathered by the main project machine. There's a
lok screw on it (if you try to remove it with the hyperdriver,
it will explode as it's been booby-trapped. Sir Playfair says
you must identify the saboteur as he'd know how to disarm
wheel to filter" to make a focus filter. "Join crystal
to bridge" to make a crystal bridge. "Join filter
to bridge"; you make the only crystal filter in Fishworld.
"Put filter in case"; they fuse to make a stream
regulator. Get regulator (If necessary, drop it and get it
to get the points!) Go back to the pub and "ask Bream
to go to disco". He says he'll meet you there at 3:30pm
and leaves. Go to disco and wait till 3.30 when he arrives.
Wear the glasses and ear plugs ready so the lights and noise
don't affect you. If you go north, Bream says he can't go
in as he hasn't got a tie. "Give tie to Bertie".
You can now go north. You are protected by the glasses and
plugs but he passes out. You see something leave his body.
He says he's done something to the project, needs a shower
and rushes off.
back to device and "remove lok screw with hyperdriver";
before you can remove it, Bertie bangs on the door and says
to stop. It's booby trapped, linked to the computer game,
Shutdown. You must stop the program counting down. He thinks
his password is gravel. Go and log onto the computer again,
this time as "Bream" using the password "gravel".
Go to "games" and select "shutdown". It
gives a random word eg UACCX and says you have so many minutes
to change it to WATER. The number of minutes is the amount
of time left to 4pm.
must alter one cell at a time. If you add one to cell 1, that
is all that happens but adding 1 to cell 2 adds 2 to cells
1 and 3. Similarly, adding 1 to cell 3 adds 3 to cells 2 and
4 and adding 1 to cell 5 adds 4 to cells 4 and 1. The easy
way is to start from cell 5 and working backwards to 1, change
the word to WASCO. That way, as you alter lower numbered cells,
the higher number ones will be altered to the letter you want!
you succeed, "logout", the lok screw is now safe
to touch. Go to device, "remove lok screw with hyperdriver,
get accelerator, put regulator in device, attach regulator
with lok screw"; it snaps into place.
You return to Mission HQ for debriefing and are awarded with
3 months R&R with the goldfish of your choice!!!