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- FISH
- Part 1
-
- Good morning, double-0-salmon. Inside your fish bowl, turn over and
- enter the castle. From here, you begin your assignment by recovering
- the focus-wheel taken by the Seven Deadly Fins. You may enter any of
- the three warps, each of which leads to an independent sub-adventure.
- Each of these must be completed in order to proceed to the second half
- of the game. Enter the jagged warp. Inside the back of the van, take
- the jeans and put them on. Take the blanket with you and go south to
- the front seat. Search the rubbish and find the torch (flashlight).
- Turn on the torch and leave the van by going east. Continue east as
- far as you can so that you are inside the abbey. Then go south. Put
- your blanket on the broken pew, take the pew and then turn off the
- torch. Go north twice to reach the ruined transept. Drop the pew, turn
- on the torch, and then take the passage down. Go south through the
- doorway, into the catacombs. Search the debris to find the sarcophagus
- lid. Move the lid (don't try to take it with you) and go down into the
- altar room. Examine the altar and note the gargoyles, the hole, and
- the ceremonial cord. Take the cord and go up, north, and up. Stand on
- the broken pew and then climb up. Tie the cord around the gargoyle and
- then climb down. While standing on the ground pull the cord. The stone
- gargoyle will fall, bringing most of the arch along with it. You need
- to move quickly now. Take the gargoyle and go down and then south.
- Drop the gargoyle and put the lid in the doorway. Pick up the gargoyle
- and go down into the altar room. Untie the cord from the gargoyle and
- put the gargoyle into the hole in the altar. The altar will sink into
- the ground and a column will come down from the ceiling. Examine the
- column and take the chalice. What happens now is unpreventable. The
- hippies have found a way around your lid-in-the-doorway trick. Look
- into the chalice and note the grommet. You will be attacked by the
- hippies and warped against your will back into the fish bowl. The
- warps are still there, and you should re-enter the jagged warp which
- will land you back in the rear of the van. Get dressed, take the torch
- and go south and then east until you are back at the abbey. Go north,
- down and south and then down so you are back in the altar room where
- the hippies and the chalice are still waiting for you. Look into the
- chalice (don't try to take its contents until you've looked!) and get
- the grommet. You will be warped back to the fish bowl, along with your
- prize. The grommet will be stored in the glass case where you will not
- have access to it until the second half of the game.
-
- FISH
- Part 2
-
- Enter the smooth warp. You are now in a forest with the deranged
- agent Micky Blowtorch. Immediately go southeast, southeast, and then
- east. You are inside a smithy where some work has already been
- started. Open the bird cage, but don't worry yet about its contents or
- its occupant. Open the cupboard and wear the asbestos gloves (this
- will save you some precious time shortly). Leave the smithy by going
- west. Outside you'll see that the parrot has left the cage. Forget
- about him -- he's just a piece of exploding scenery. Go back to your
- starting point by heading northwest twice. Now you must wait several
- turns. Micky will get up from his seat in the tree-stump and leave the
- area. You must be careful not to let him see anything you are doing or
- what you are going to take. Inside his tree stump is a gold disc. Take
- the disc and go east, east, south, south, and east back into the
- smithy (any other route will cross Micky's path). Take the hammer, the
- mould (from the now-vacant bird cage), and the tongs. Hold the
- crucible with the tongs and then put the gold disc into the crucible.
- Hold the crucible with the tongs in the fire. The disc will melt and
- you should put the gold into the mould and then hold the mould with
- the tongs. Leave the smithy by going west. Carrying the tongs, go west
- twice to the charred glade. Go north and then northeast to the dim
- forest. Finally, go east to the cool glade. Wait in the cool glade
- three turns and you will get the message that the mould has become
- cool. Hit the mould with the hammer and get the gold ring you have
- casted. You will be warped back to the fish bowl and the ring will be
- stored in the glass case.
-
- FISH
- Part 3
-
- Enter the small warp. You will enter the body of an employee at the
- recording studio in which the Seven-Deadly-you-know-whats produce
- their music. Immediately after you arrive, the boss of the studio
- demands that you make him some coffee. You, of course, have no idea
- where to begin. However, there is a co-worker named Rod sitting next
- to you and he's not doing anything. Tell him "Rod, make coffee."
- Before leaving this area, examine the waste bin and take the ferric-
- oxide cassette tape. Now go west, passing the recording studio (don't
- open the door!) and west again to the end of the hallway. Turn on the
- switch next to the wooden door. Open the door and go south into the
- storage room. Examine the tape bin and take the chrome cassette and
- the metal cassette. Go north, open the door to the secondary control
- room, and go north again. Once inside, close the door and press the
- button which is next to the door. Open the cupboard and take the head-
- cleaning cassette. Note the fader control on the amplifier and set it
- to 5 (or any number which is not too soft nor too loud). Put the head
- cleaning tape in the cassette player and play it. Now remove the head
- cleaner and insert any one of the three tapes you are carrying. It is
- necessary for you to play all three tapes. When you reach the third
- tape, you will hear the producer shouting instructions at the
- musicians. Take note of the three numbers he mentions. These numbers
- will change each time the game is played. Now you can open the
- control room door and go south. Go east twice, back to the lobby. Open
- the glass door and go north. Ignore the desk, but set the lock on the
- file cabinet to the three numbers you heard on the last tape. Open the
- cabinet and get the spindle. Immediately you will be warped back to
- the fish bowl and the spindle will be deposited into the glass case.
-
- FISH
- Part 4
-
- Having recovered the three parts of the focus wheel, you are now
- ready to enter the body of Dr. Roach, a very highly-regarded fish.
- Enter the large warp. Here, in Dr. Roach's apartment, examine the
- shelf and take the "fishofax" which contains your FISA card (don't
- leave home without it!), and an ID (tatty) card. Look under the
- fishton and get your travel pass. By now you've been reminded that you
- have an appointment with the principal at the university. You must
- attend this appointment before you do anything else as Dr. Roach. You
- open the apartment door by touching the handprint on the wall with
- your hand. Before you leave, it is important that you turn off the
- light switch. Outside your door is another apartment, that of your
- associate Ernest Chub. At this point, you could close your door by
- touching the handprint -- but don't do it! You need to have the
- apartment burglarized. When you leave the building you'll notice that
- your score has increased. By your apartment being robbed, you will
- accomplish something which you would not be able to do had you closed
- the door. Go down the access tube and leave the building by going
- south. Outside you have many directions to choose from, but only east
- will serve your needs. Go east to the underground station and then
- down to the tracks (if you are unable to do this, it is because you
- did not bring with Roach's travel pass). Wait for a train (there's one
- every three "waits"), and then get in. Do not leave the train until
- you reach Opah University. From the train, go up and then east.
- Continue east to the university foyer where the principal's office is
- to the south. Go south and meet her. When you've heard what she has to
- say, you will be returned to the foyer. Go east twice and insert your
- tatty card in the slot and you will be allowed to enter your
- laboratory. Inside, have a seat at your computer terminal. There is
- much information here regarding what you need to accomplish. Login
- using Roach's name and ID word "ME." Read everything to which you have
- access. When you enter the "games" section, you will note the
- underwater versions of other Magnetic Scrolls games. However, do _not_
- play "Fish!" or the program will fulfil your request by sending you
- back to the beginning of the game. Very important: The computer will
- tell you that one of the games, "Shutdown," can only be played by only
- one member of your team. The identity of this person will change each
- time you play the game. This is the fish who has been taken over by a
- spy from the Seven Deadly Fins (just as you have taken over Dr.
- Roach). At a later point in the game, you will need to identify the
- spy, so take note of his identity now. When finished with the
- computer, logoff and get up. Go northeast to the "project room" and
- study the device, but don't try to manipulate it. Go southwest and
- then southeast to the storage room. Study the wall chart and the
- protocopier. The items on the chart have a letter which corresponds to
- the equation give you by the computer in the section marked
- "equipment." These are the items you need to find to build the stream
- regulator, also as per the information in the computer. Note that one
- object listed on the chart is not part of the equation, and does not
- need to be found. Go northwest and then use your tatty card to go
- west. Go west again and the library will be to your south. Go south
- and examine the one book to which the game calls your attention. The
- book describes many objects in the game which you have already seen.
- Unfortunately, sections describing objects which you now need to find
- have been torn out. The only useful page is the one describing the
- focus wheel. Tear out that page from the book and you will be forced
- to leave the library. Go east, back to your office. Open the door
- with the tatty card, go east, and then go southeast to the storeroom.
- Put the torn page into the protocopier and wait. The focus wheel which
- you fought for and won in the games's first part is finally in your
- hands. Make sure you now turn off the protocopier (it was left on when
- you found it), and leave the focus wheel in the laboratory after you
- go northwest.
-
- FISH
- Part 5
-
- Again, use the tatty card to leave the lab. Go west, past the library
- where you are unwelcome, to the foyer. There is another metal door
- here to the north with a slot for an ID card. Try yours, but it won't
- work. You will be informed that only Dr. Salmon, who's office this
- was, has the proper ID card. Dr. Salmon has been dismissed from the
- project for several reasons, soon to become obvious. Continue west
- until you are outside the gates of the campus. To the north is a
- disco -- don't enter it yet. The bright lights and loud noises will
- break your host/parasite bond. There is a restaurant to the south. You
- don't have a reservation, but stop in anyway. They are willing to sell
- you plankton in a sachet and you should but it with the FISA card.
- Then go north to the university and west to the underground. Go down
- and enter the first passing train. Stay on the train until you are at
- Eelpout. Leave the train, go up, northwest, and east into a hardware
- store. In the hardware store, buy the bag, the hyperdriver, and the
- screwdriver; all with the FISA card. Go west and then north to the 2nd
- Hand Shop. Inside you'll find a radio case, but it's already been
- purchased by your neighbour Ernest Chub. But also there is your
- fishton! You let your apartment door remain open and you were robbed!
- Buy back the fishton (with the FISA card) and it will be delivered to
- your apartment. And this way, Chub's radio case, which is on the list
- of things you need, will be left outside Chub's door by Rod the
- delivery boy. Wasn't that smart of you to leave your door open? Go
- south, west, and west to enter the pub. The poor drunk sitting there
- is Dr. Salmon, the fish who's office you'd like to enter as well as
- the fish who was dismissed from the project. Buy Salmon a drink (not
- really a drink -- fish inhale alcohol from gas masks called "snifters"
- -- buy a snifter with your FISA card and then give it to Salmon).
- Salmon is grateful, but has nothing to repay you with. So ask him,
- "Salmon, where is the identity card?" He is thrilled to give you the
- new identity card. Leave the pub by going north. Enter the
- underground to the northwest and go down to the train. Get off the
- train at the Battersea power station and go up. By going north you'll
- take a 1/2 hour tour. Afterwards, you'll see a switch which controls
- power to the entire underground system. You've just learned, by taking
- the tour, that Battersea supplies power to the underground, as well as
- secondary power to Hydropolis. If you have remembered to turn off the
- protocopier (which uses up a whopping 38 unspecified fish-power units)
- and if you have turned off the lights in Roach's apartment (which only
- uses 1), then switching off the underground will allow Battersea to
- switch off. Only when the important gauge shows "0" will the door to
- the turbines open. But you must move quickly now because the
- underground won't remain inoperative for long. Go west, past the
- turbines, to the intake grilles. Examine the grills and the filter.
- Remove the screw with the screwdriver and you will have the filter. Go
- back east, fast. Once you are passed the turbines, you can drop the
- screw and the screwdriver. Go south to the underground and then down.
- Take the train to the museum. Go up and then north. There is only one
- direction with anything of interest to you. Continue north until you
- are in the alarm room. To your north is the untuned crystal you read
- about in Dr. Roach's computer notes. If you try to go that way, you
- will set off alarms which will cause you to be arrested by the guards.
- Apparently there are alarm beams through which you are stepping. You
- might be able to sneak through if you could see the beams. Open your
- sachet of plankton and then drop the sachet. The beams reflect off the
- plankton so you can now sneak north and get the crystal. Return to the
- underground by going south and then down. Your next stop should be
- the university again. Get off the train, go up and then east. Continue
- east until you are at the foyer. Put the new card in the slot and then
- go north. Inside is Dr. Salmon's "crystal tuna." Put the crystal from
- the museum inside the crystal tuna, close it and turn it on. Open the
- crystal tuna and take out the (now tuned) crystal. There are other
- things of interest in this lab, but we're not quite ready for them.
- Again put the new card in the slot and go south. Go east until you're
- in the corridor outside Roach's lab. Put the tatty card in the slot
- and go east. Here you should deposit the filter, the tuned crystal,
- and the hyperdriver.
-
- FISH
- Part 6
- Put the tatty card in the slot and go west. Continue west 4 times,
- which takes you to the underground. Go down and enter the train. Get
- off the train at Eelpout, go up, and northwest. From here go south to
- the music shop. Buy the ear plugs with your FISA card, wear the ear
- plugs, and then leave by going north. Go west twice to enter the pub.
- You need to buy a few drinks from the bartender. Don't sniff any
- yourself -- Dr. Roach doesn't handle alcohol too well. Give them to
- anyone else in the bar. After you've purchased 2 or 3 snifters, Steve
- will offer to sell you the giant cylinder for "only" 99 clams. Buy it
- with your FISA card. You won't be able to get your hands it because
- one of the Deadly Fins will appear and grab it away from you.
- Immediately you'll get a message from headquarters -- the cylinder has
- been hidden somewhere between dimensions. A warp has just opened up in
- Roach's apartment and it is to there you need to return. Leave the
- pub by going east twice, then southeast and down to the underground.
- Get on the train and get off at Paddlington. Once there go up, west,
- north to the lobby, and then up to your apartment. Here you will find
- the radio case, which was purchased by your neighbour Ernest Chub. It
- was brought here by Rod from the "2nd Hand Store" when your fishton
- was returned to you. If the radio case is not here, then you either
- did not "accidentally" leave your apartment door open or you did not
- purchase your stolen fishton back from the 2nd Hand Store. Take the
- case and enter your apartment to the north. Drop the radio case. You
- will be alerted that the apartment has been robbed, but you already
- know that. The fishton was the only object taken, and you've just had
- it redelivered. Save the game here! The dark warp which you are
- about to enter is unmappable! You will very likely have to restart
- this maze several times before you get the desired result. Please
- don't say you weren't warned. There are two ways of navigating the
- dark warp. The first solution given here is the o-fish-al one given by
- Rainbird Customer Support. 1. After entering the dark warp, count the
- number of exits available. If the number is odd, proceed to step 3. 2.
- Swim "up." If "up" is not available, then swim in any other direction.
- Then swim up. 3. Swim through all "corners" in order, i.e., NE, SE,
- SW, NW. If a corner is not available, swim through an "edge" (N, E, S
- ,W), which will open up corners. 4. Swim through all edges (N, E, S,
- W). 5. Take the cylinder and swim up. Other solution to the maze
- (you've saved your game, right?): The maze is extremely random. Simply
- go through different exits until you find the cylinder. It is possible
- that you will come across it in only one or two moves. In any case, if
- you haven't found it within about 7 moves, restore the game back to
- the maze entrance. Start again. Honest, it works. Take the case and
- the cylinder with you. Leave the apartment to the south and go down to
- the lobby. Go south, east, and down to the train. Enter the train and
- get off at Pickerel. Go up and north to the clothing store. Purchase
- the tie and glasses with the FISA card but wear only the glasses.
- Leave the store to the south. It is now necessary for you to have
- seen on the university computer who is the Fin spy. It changes each
- time the game is played. It will be Ernest Chub, Bertie Bream, or
- Simon Tench. Enter the pub to the south. Is the spy here? If he is,
- tell him "(name), go to the disco." He'll give you a time to meet him
- there. If the spy is not here, don't panic. Go north, northwest, and
- down to the underground. Get on the train and get off at the
- university. Go up and east. If you still haven't found your spy, then
- wait around here for a while. He will show up and you can tell him to
- go to the disco. You have some time now, so enter the university to
- the east. In the foyer, put the new card in the slot and go north.
- Drop everything here except the new card, the cylinder, and the bag.
- (The bag was purchased at the hardware store along with the
- hyperdriver and screwdriver). Go up. This is a water storage tower
- which is running low on water, thanks to the Fins. At the top of the
- tower is a trap door. It is far too high for you to reach (remember
- you are a fish, not a bird). Put the cylinder in the bag. Open the
- cylinder. You will float up to and through the trap door. Here is the
- photon bridge -- don't touch it yet! First drop the bag, then take the
- photon bridge. Climb (down) the railing. It is an amazing stunt
- you've performed, so accept your applause and re-enter the University
- to the east. At the foyer, put the new card in the slot (you did
- remember to take it, didn't you?), and go north. Take all of your
- things which you left here, put the new card in the slot, and then go
- west. Whoever you have directed to go to the disco will show up at
- the time they indicated when you spoke to them. You only have one
- chance to flush out the spy, so be careful. When your suspect shows up
- here, go north. Your guest will refuse because he doesn't have a tie.
- Give him the tie you purchased at the clothing store. Make sure you
- are wearing the glasses from the clothing store and the ear plugs from
- the music store. Go north. If you have correctly identified the
- infiltrator, the bright lights and loud music will force him to
- evacuate his host body. You, of course, would be forced out of Roach's
- body if you were not protected. If your guest enters the disco and
- does nothing but boogie, then you've blown it. There are no more ties
- and no more guests will accept your invitation.
-
- FISH
- Part 7
-
- Outside the disco, return to your lab by going east. Put the tatty
- card in the slot and enter. You now have all material necessary to
- build the stream regulator. First, fit the filter to the focus wheel.
- Next, fit the photon bridge to the tuned crystal. Fit the resulting
- "focus filter" to the "crystal bridge." Finally, put the newly
- constructed "crystal filter" in the radio case. You now have the
- regulator. Go northeast to the device. If you examine the device, you
- will see a stream accelerator. It must be removed and replaced with
- the regulator. The accelerator is bound to the device with a loc-
- screw. Remove the screw with the hyperdriver. Stop! You've just been
- warned by the recovered Fin-victim that the device has been double
- booby-trapped. If you continue, the device will explode. You must now
- go southwest to the university computer. Login following the
- instructions of the victim. Use his name and his password which he has
- revealed to you. Go to the games section and play Shutdown. The word
- which you are given to change to water is randomly generated each time
- Shutdown is played. Of course you don't know the rules to Shutdown, so
- here they are.
-
- 1. Write down the alphabet, A to Z. Under A put the number 0, under B
- put the number 1, until you have reached Z and numbered it 25.
-
- 2. Translate the 5-letter beginning word the computer has given you to
- 5 numbers. The word "water," which is your goal, translates to 22 0 19
- 4 17.
-
- 3. A "cell" refers to one of those five numbers. Cells are numbered
- from 1 to 5. The "value" of the cell refers to a number which will be
- added to the number already in the cell. The values range from 0 to
- 25. You wish to add the appropriate number to each cell so that the
- result is "22 0 19 4 17." Remember that when adding, 25 is the limit.
- Instead of counting 26, you go back to 0, which is the letter A.
-
- 4. Here's the trick: when you add anything to cell 5, the numbers in
- cells 4 and 1 are increased by 4. When adding to cell 4, the numbers
- in 3 and 5 are increased by 3. To put it another way:
-
- When you add to cell: Cells: Are increased by:
- 5 1,4 4
- 4 5,3 3
- 3 4,2 2
- 2 3,1 1
- 1 2,5 0
-
- 5. Start with cell 5. What number, when added to that number, will
- equal 17? Write down the answer, but don't enter it yet. It's going to
- change. Add 4 to the numbers in cells 1 and 4. Go to cell 4. What
- value will change the number in it to 4? Again, write it down. Go back
- to cell 5. Subtract 4 from your "temporary" value. This number will
- not change; it will be your value for cell 5 and it should be entered
- first. Move to cell 3 and add 3 to that number. Then, what value will
- change that number to 22? Write down a temporary answer. Then subtract
- 3 from the temporary value in cell 4. That number becomes the value
- for cell 4 and should be entered next.
-
- 6. Add 2 to the number in cell 2. What value, when added to the new
- number in cell 2, will make it 0? Jot that one down and subtract 1
- from the temporary value in cell 3. Enter it as the value for cell 3.
- You can now enter the value for cell 2; it won't change. Go to the
- number in cell 1 and add 1 to it (remember cell 1 was already
- increased by 4 in the first step). What value will make cell 1 equal
- 22? Enter it as the value for cell 1.
-
- 7. You should receive a congratulatory message from the computer, and
- a notice that the destruction of Hydropolis has been set back to its
- original time. If you don't get the desired answer, try again. If
- you're still having problems, well...this isn't a maths class. Stand
- up and go northeast to the device. Remove the screw with the
- hyperdriver. Take the accelerator and put the regulator in the device.
- Screw the regulator to the device with the hyperdriver. If Hydropolis
- is still here, you deserve a vacation. Turn over and enjoy the water!
-