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.