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Text File
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1992-03-06
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25KB
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399 lines
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!