FISH! (Magnetic Scrolls) ------------------------ (You start in 'Goldfish Bowl') TURN UPSIDE DOWN, ENTER CASTLE (here you are given your assignment. The three warps can be solved in any order JAGGED WARP GET JEANS, WEAR IT, S, SEARCH RUBBISH, GET TORCH, OUT, LIGHT TORCH, E, E, E, S, GET PEW, TURN OFF TORCH (to remain unseen), N, N, DROP PEW, D, LIGHT TORCH, S, YES, SEARCH DEBRIS (you find a sarcophagus lid), MOVE LID (there is an opening underneath), D, EXAMINE ALTAR (there is a hole in it, and a cord on it), GET CORD, U, N, U, CLIMB PEW, CLIMB ARCH, TIE CORD TO GARGOYLE, D, PULL CORD (the statue falls down; the hippies discover you), GET GARGOYLE, D, S, PUT LID IN DOORWAY (to slow down your pursuers), D, UNTIE CORD, INSERT GARGOYLE IN HOLE (a column is lowered from the ceiling), EXAMINE COLUMN, LOOK IN CHALICE (you find a grommet), GET CHALICE AND GROMMET. (Note that if you make _one_ wrong move in this last part, you won't be able to get the grommet!) SMALL WARP TELL ROD TO MAKE COFFEE (to get your boss off your back), LOOK IN BIN (ah! a tape), GET OXIDE TAPE, W, W, PRESS SWITCH, OPEN WOODEN DOOR, S, LOOK IN BIN (two more tapes), GET CHROME TAPE AND METAL TAPE, N, OPEN SECONDARY DOOR, N, CLOSE DOOR, PRESS BUTTON (your boss will leave you alone), OPEN CUPBOARD, LOOK IN IT, GET CLEANER, EXAMINE AMPLIFIER, SET FADER TO 4 (or somewhere around that), PLAY CLEANER IN PLAYER, PLAY METAL TAPE IN PLAYER, PLAY OXIDE TAPE IN PLAYER, PLAY CHROME TAPE IN PLAYER (remember the number!), OPEN DOOR, S, E, E, OPEN DOOR, N, EXAMINE CABINET, SET COMBINATION TO tal, OPEN CABINET, LOOK IN IT, GET SPINDLE. SMOOTH WARP SE, SE, E, OPEN CAGE (the bird flies away), W, NW, NW, WAIT, WAIT (BOOM!! The bomb in the cage explodes), LOOK IN STUMP (you see a gold disc), WAIT (Blowtorch leaves - this had better be your last meeting!), GET DISC, E, E, S, S, E, OPEN CUPBOARD, LOOK IN IT (tools), LOOK ON IT (and gloves), LOOK IN CAGE (and a mould!), GET HAMMER; TONGS; MOULD; CRUCIBLE AND GLOVES, WEAR GLOVES, PUT DISC IN CRUCIBLE, HOLD CRUCIBLE WITH TONGS OVER FIRE (it melts), POUR GOLD INTO MOULD, W, W, NW, NE, E, WAIT, WAIT, WAIT (the gold has cooled down), SMASH MOULD WITH HAMMER (you have made a ring!), GET RING. (NOTE! The timing is crucial in this part - avoid wet areas and get to Cool Glade to finish this warp.) Together, ring, grommet, and spindle make the Focus Wheel. LARGE WARP SEARCH FISHTON (you find your train pass), LOOK ON SHELF (here is a Fishofax - with a credit card, Fisa, and an access card, Tatty Card), GET PASS AND FISHOFAX, PUT HAND ON PRINT (the door opens), PRESS SWITCH (the lights dim), S, D, S (your room is robbed), E, D, WAIT (for the train - do this every time you are going on the train), IN, WAIT (3 times. You arrive at Pickerel), OUT, U, SE, N, BUY TIE AND GLASSES WITH FISA, WEAR GLASSES, S, SE, E, S, BUY PLUGS WITH FISA, WEAR IT, N, E, BUY BAG; SCREWDRIVER AND HYPERDRIVER WITH FISA, W, N, BUY FISHTON WITH FISA (it's your own! But it causes the radio case to be delivered to Ernest Chub), S, W, W, BUY SNIFTER WITH FISA, GIVE IT TO DRUNK, ASK DRUNK FOR ID (the man is Dr. Salmon - you are told that he has New Card, if your try to open the door to the research wing), BUY SNIFTER WITH FISA AND GIVE IT TO DRUNK (twice; you can now buy the cylinder), BUY CYLINDER WITH FISA (the drunk steals the cylinder; Dark Warp is opened), N, NW, D, IN, WAIT (3 times. The train stops at the university), OUT, U, E, E, WAIT (till 10.00am), S (you have a meeting with the headmaster), E, S, OPEN BOOK, TURN TO PAGE 321 (on this side is a picture of a glass box, containing the Focus Wheel), TEAR PAGE OUT, E, INSERT TATTY CARD I SLOT (the door opens), E, DROP HYPERDRIVER, SE, EXAMINE PROTOCOPIER, INSERT PAGE IN SLOT (the machine produces the box), PRESS SWITCH (you turn it off), NW, SIT DOWN (by the computer), LOGIN, ROACH, ME (password), GAMES, SHUTDOWN (the person who owns this game is the traitor), QUIT, QUIT, STAND UP, INSERT TATTY CARD IN SLOT, W, W, W, W, S, BUY PLANKTON WITH FISA, N, W, D, IN, WAIT (to Museum), OUT, U, N, N, OPEN SACHET (the plankton reveals the security system), DROP SACHET, N, GET CRYSTAL, S, S, S, D, IN, WAIT (to Paddlington), U, W, N, U, N, ENTER WARP... DARK WARP: The idea is for you to close all the exits, except up. The best way is to draw a 3x3 cube and mark all exits with an 'X'. Now, whenever you go in a given direction, all surrounding directions will be closed, if they were open before you moved, and vice versa. I.e. if you move west, the directions up,w,nw,sw,n,s will be affected. Make sure that you don't close _all_ the exits, though! When you have completed this, do GET CYLINDER, UP. S, D, S, E, D, IN, WAIT (3 times - to Pickerel), OUT, U, SE, S, ASK person (whoever owned the 'Shutdown'-game) TO GO TO DISCO (if he isn't around, walk around for a while till he shows up. Afterwards, you agree on a time to meet), N, NW, D, IN, WAIT (3 times - to Opah), OUT, U, E, E, INSERT NEW CARD IN SLOT, N, PUT CRYSTAL IN TUNA, CLOSE TUNA, TURN IT ON (the crystal is tuned), OPEN IT, GET CRYSTAL, U, PUT CYLINDER IN BAG, OPEN CYLINDER (you float through the opening), DROP BAG, GET PHOTON BRIDGE, CLIMB RAILING (down to Opah), WAIT (till the person you're going to the disco with arrives), GIVE TIE TO person, N (you are protected by shades and ear plugs. The person, who is possessed by a Fin, is not! The Fin has to leave the person), E, E, E, INSERT TATTY CARD IN SLOT, E, FIX BRIDGE TO CRYSTAL (makes 'Crystal Bridge'), DROP BRIDGE, INSERT TATTY CARD IN SLOT, W, W, W, W, W, D, IN, WAIT (7 times - to Paddlington), OUT, U, W, N, U, GET CASE, D, S, E, D, IN, WAIT (5 times - to Battersea), OUT, U, N, PRESS SWITCH (the door opens if you've turned off the protocopier and the light in your apartment), W, W, EXAMINE GRILLES (you notice a filter), REMOVE SCREW WITH SCREWDRIVER (you pick up the filter), E, E, S, D, IN, WAIT, OUT, U, E, E, E, E, INSERT TATTY CARD IN SLOT, E, SE, SMASH BOX WITH SCREWDRIVER (the Focus Wheel is inside), DROP SCREWDRIVER, GET WHEEL, FIX WHEEL TO FILTER (makes 'Focus Filter'), NW, GET BRIDGE AND HYPERDRIVER, FIX BRIDGE TO FILTER (makes 'Crystal Filter), PUT FILTER IN CASE (you have now made a Stream Regulator), NE, EXAMINE DEVICE, EXAMINE ACCELERATOR (there's a Lok screw on it), REMOVE LOK SCREW WITH HYPERDRIVER (the guy from the disco warns you about a trap on the accelerator. He gives you his password), SW, SIT DOWN, LOGIN, last name, password (the one you just got), GAMES, SHUTDOWN. SHUTDOWN: In order to make the letters spell WATER, you must know the rules - this is fairly easy. X added to cell 1: nothing else happens X added to cell 2: also adds 1 to cell 1 and 3 X added to cell 3: also adds 2 to cell 2 and 4 X added to cell 4: also adds 3 to cell 3 and 5 X added to cell 5: also adds 4 to cell 4 and 1 Regard all letters as a value between 1 and 26, where a=1, b=2 etc. HINT: write down all the start letters as numbers and do the same with WATER. Now, just add to cells 2 and 4, cell 4 first, so many times that cell 5 is right. Next, add to cell 2 until cell 3 is right, too. QUIT, LOGOUT, NE, REMOVE LOK SCREW WITH HYPERDRIVER (if you have completed 'Shutdown', nothing will happen), GET ACCELERATOR, INSERT REGULATOR IN DEVICE, FIX REGULATOR WITH LOK SCREW (the planet has been saved. Way to go! Score: 501/501) Jacob Gunness - 13/6-1990. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com