Fish!
by John Molloy (1988)
Genres: Espionage
Humor

One nibble and you're hooked. JUST WHEN YOU THOUGHT IT WAS SAFE TO GET OUT OF THE WATER: The tide is turning in the teeming metropolis of Fishworld. The oceans and seas are boiling off into space. The Seven Deadly Fins - an interdimensional group of anarchists - are on the loose. The project has been sabotaged... And you're a goldfish. Tough. But then life's like that. Sometimes you're dealt a real deal. Toast falls buttered-side down. Phones ring when you're in the bath. And there's always chili sauce on your kebab. From rain-soaked forests and London recording studios to the farthest reaches of time and space, Fish! will bemuse, dazzle and thrill you before confusing, razzling and killing you. Fish! is brought to you by Magnetic Scrolls, authors of such classic award-winning adventures as The Pawn and The Guild of Thieves. It's full of what you're least expecting, lacking in all that's rational, and devoid of much that could reasonably be expected... So, dust down your tackle, dress up your flies, reel in a winner and play Fish!

action: %
response: "Well done, Agent 10," said Sir Playfair Panchax, head of Mission HQ. "We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy." You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.

FISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.

Someone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...

Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.
action: You examine the eggs
response: It's a pity that ant eggs are all you've had to eat for the past week, otherwise they might look appetising.
action: Flip
action: About yourself
response: You are a small, scaly fish, with fins and a natty little tail. Tres chic.
action: You examine the castle
response: Colours are sprayed on this tacky castle in a random fashion, as if it had been visited by a medieval graffiti artist with a belly full of mead and a nasty case of clinical depression. A large gateway leads inside.
action: You check your inventory
response: Your mouth is empty.
You get bored of swimming upside-down and turn over, deftly avoiding the first scoring point of the game.
Goldfish Bowl
The ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.
action: You enter the castle
response: Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl.

"Phffft! Phffft! Testing... Hello? Can you hear me? Agent 10?" You groan as Sir Playfair Panchax's voice rattles round your brain. "I'm sorry about this old chap," he continues, "I wouldn't disrupt your vacation unless it was necessary." He coughs. "It's bad news, I'm afraid; the Seven Deadly Fins again. Sabotage this time - on a planet full of fish! Beats me why they should pick on fish, but fish it is. They've stolen something important, a focus wheel I think, and dismantled it. We've got a fix on most places they've visited recently; you'll have to scout around and find the wheel. Your inter-dimensional warps will be ready in a few milliseconds. The back-room boys have some tricks up their sleeves if you get into trouble." The castle jolts and three warps and a glass box appear as Sir Playfair signs off. "Good luck and keep your eyes peeled. Panchax out."
action: You notify on
action: You describe your surroundings
response: Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You look at the smooth warp
response: The smooth warp looks the trendiest of all the warps. It must lead somewhere pretty cool.
action: Examine box
response: The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.
It is closed.
action: Ram box
action: Y.
response: "Well done, Agent 10," said Sir Playfair Panchax, head of Mission HQ. "We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy." You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.

FISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.

Someone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...

Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.
action: You turn over
response: The ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.
action: You enter the castle
response: Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl.

"Phffft! Phffft! Testing... Hello? Can you hear me? Agent 10?" You groan as Sir Playfair Panchax's voice rattles round your brain. "I'm sorry about this old chap," he continues, "I wouldn't disrupt your vacation unless it was necessary." He coughs. "It's bad news, I'm afraid; the Seven Deadly Fins again. Sabotage this time - on a planet full of fish! Beats me why they should pick on fish, but fish it is. They've stolen something important, a focus wheel I think, and dismantled it. We've got a fix on most places they've visited recently; you'll have to scout around and find the wheel. Your inter-dimensional warps will be ready in a few milliseconds. The back-room boys have some tricks up their sleeves if you get into trouble." The castle jolts and three warps and a glass box appear as Sir Playfair signs off. "Good luck and keep your eyes peeled. Panchax out."
action: You look at the warps
response: The small warp is just big enough to swim through.
The jagged warp looks important. It's jagged as well, but definitely important.
The smooth warp looks the trendiest of all the warps. It must lead somewhere pretty cool.
action: You enter smooth warp
response: Inter-dimensional travel hurts. A lot. Especially when you haven't done it for a while. You buck and roll through the journey, feeling very nauseous, then, with a small popping noise, take over a body with the aid of a customised host-parasite interface. Your host has arms and legs. Looks like trouble!

It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: You look at the mw
action: You look at the mickey
action: You examine micky
response: Micky Blowtorch was once Sir Playfair's best operative. Now a sad warp-junkie, he lives alone and has no contact with Mission HQ.
action: About yourself
response: You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all. Look, you weren't really expecting to spend the whole game as a fish were you? Fish don't get to do anything exciting, so we cheated.
action: You talk to Micky
action: You ask Micky about the warp
response: "Let me at 'em," cries Micky enthusiastically. "There's nothing like a good warp to make the day worthwhile!"
action: You ask Micky about the fins
response: Micky Blowtorch says, "A bunch of nutters. I mean, a real collection of fruitcakes. You might think I'm a few chips short of a butty, but these guys are the real thing. You look decent - my advice is never, ever tangle with them; they're more trouble than you can imagine."
action: You ask Micky about the focus wheel
response: Micky Blowtorch says, "I talk to the trees. That's why they put me away."
action: You ask Micky about Micky
response: Micky Blowtorch says, "There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once."
action: You ask Micky about yourself
response: Micky Blowtorch says, "You think I'm mad, don't you? That's what they said at Mission HQ but they're wrong."
action: You ask Micky about the mission hq
response: Micky Blowtorch says, "I'm not going back you know. I don't care what you say, I'm just not going back."
BANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.
action: You ask Micky about the explosion
response: Micky Blowtorch says, "Well. It's sort of a loud banging noise, I think."
action: You tell Micky to explode
response: Micky Blowtorch says, "What would anyone want to go there for? That sounds really odd."
action: You ask Micky about the FISH
response: Micky Blowtorch says, "You think I'm mad, don't you? That's what they said at Mission HQ but they're wrong."
Micky trudges off towards the wet forest.
action: You knock on stump
response: Thud!
action: You look around
response: Clearing (on the tree stump)
It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress.
action: You enter the forest
response: Which one, the wet forest, the dim forest or the dank forest?
action: Examine south
response: What do you want to examine south?
action: You examine the path
action: You get off the stump
response: You are on your feet.
Micky arrives looking worried.
action: You ask Micky about the rain
response: Micky Blowtorch says, "There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once." "Something suspicious is going on," he says. "The only person who'd interfere with the parrot would be someone after the mould. That means Sir Playfair has got someone else on the trail. And that means... " His words become indecipherable.
action: You ask Micky about Playfair
response: Micky Blowtorch says, "What do you know about the boss? Who's side are you on anyway?"
action: You ask Micky about the forest
response: Micky Blowtorch says, "Please don't talk about the trees all the time. It gets so boring."
action: You smack some sense into Micky
action: You ask Micky about the mould
response: Micky Blowtorch says, "There are more important things in life to consider. Did you know there are two simple rules for happiness? One, inherit a great deal of money. Two, don't spend it all at once."
action: You ask Micky about the parrot
response: Micky Blowtorch says, "There's something very fishy about a bird who goes round squawking 'Pieces of seven, pieces of nine.' It doesn't add up if you ask me."
action: Go south
response: This part of the forest is horribly cold and damp, and brambles scratch and pull at you as you pass. To the north and south the undergrowth clears a little. The forest continues freely in all other directions.
action: You go south
response: This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.
action: Go down
response: Experience tells you the mine is probably riddled with lurking nasties. Training tells you there's nothing to worry about. It's dark in there. You haven't got a light. Anyway, who's looking for trouble. You return to the glade.
Charred Glade
action: Go up
response: You can't go that way.
Only north, northeast, east, southeast, south, southwest, west, northwest, down.
action: You go south
response: The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.
Charred Glade
action: You go north
response: The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.
Clearing
action: You look at your surroundings
response: It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: You go east
response: The dense foliage blocks out nearly all the daylight here, with just a few patches peeking through. There are ways through the forest in every direction with the clearing to the west and a cool glade to the east.
action: Go south
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
Micky arrives from the general direction of the clearing, looking extremely angry.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp or a small warp are also clearly the boss's work.
action: You enter the smooth warp
response: You swim through the smooth warp and leave the castle far behind. Travelling through the dimensions doesn't hurt so much this time, but entering the host-parasite interface is a bit tricky - it'll become easier with practice. Your host this time is another human. More hard work!

It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: You go east
response: The constant rainfall here is incredibly depressing. So depressing in fact, that if you weren't an alert inter-dimensional espionage operative with other things to think about, you'd get pretty miserable. The forest is impassable to the northeast, east and southeast, although to the north and south it seems to clear a bit.
action: You go north
response: Drizzle is falling here, to be followed by sunny spells, and a few showers in northern regions later in the day. The outlook for tomorrow is anybody's guess, but if you'd like to leave this place, you can go south, west or southwest.
action: You go to the southwest
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
action: Go south
response: You are in the middle of a dark forest. The dense bracken grabs at your feet as you walk. Brambles hinder your progress except towards a glade to the west.
action: You go east
response: Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
action: Go south
response: The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.
Outside Smithy
Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
action: You go to the east
response: The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage sits on the floor here.
action: You look in it
response: The cupboard contains some tongs, a crucible and a hammer.
B-A-N-G! An explosion triggers a reflex action. Faster than a speeding bullet, you cover your head and dive for the ground. Unfortunately, exploding parrots are much faster than speeding bullets (well, this one is anyway). The shock wave hits you while you're still in mid-air, disintegrating the host-parasite interface instantly. You get blown to kingdom come, or rather that tacky plastic castle in your goldfish bowl.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You look
response: Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You eat the weed
response: Delicious and there is plenty more.
action: You take the weed
response: You pick up the pondweed in your mouth and can't help but eat it. Delicious.
action: You eat eggs
response: Delicious and there are plenty more.
action: You take them
response: You pick up the eggs in your mouth and can't help but eat them. Delicious.
action: You communicate through the colors
action: You enter the smooth warp
response: The dimensions flash past as you swim through the smooth warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: You go to the smithy
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
Outside Smithy
Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
Smithy
The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage sits on the floor here.
OK. I'm here!
action: You look at the cage
response: The bird cage is made of cane or something very similar.
It is closed.
It contains a parrot and a mould.
action: You take all
response: You have now got the bird cage.
The cupboard steadfastly refuses to be moved.
action: You look at the mould
response: The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.
action: You look at the parrot
response: You can't reach the parrot from here.
B-A-N-G! An explosion triggers a reflex action. Faster than a speeding bullet, you cover your head and dive for the ground. Unfortunately, exploding parrots are much faster than speeding bullets (well, this one is anyway). The shock wave hits you while you're still in mid-air, disintegrating the host-parasite interface instantly. You get blown to kingdom come, or rather that tacky plastic castle in your goldfish bowl.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You go to the smithy
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
Outside Smithy
Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
Smithy
The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage here.
OK. I'm here!
action: You open the bird cage
response: The parrot squawks nervously as you open the cage. He stays firmly inside.
action: Go west
response: Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
The parrot, clearly enjoying his new found freedom, emerges from the smithy and heads skyward. It looks unsure where to go next.
The parrot flies off over the trees.
action: You go east
response: The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage here.
action: Inventory
response: You are carrying nothing.
You are wearing some jeans and a herringbone overcoat.
action: You examine mould
response: The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.
action: You examine the fire
response: The fire is burning fiercely in the forge. The heat makes your face glow.
BANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.
action: You examine the crucible
response: The crucible can easily withstand the heat of the fire.
action: You put the crucible on the fire
response: The crucible falls into the heart of the flames and disappears from sight. The fire is obviously deeper than you thought.
action: You examine the forge
response: The fire is burning fiercely in the forge. The heat makes your face glow.
action: You check your inventory
response: You are carrying a crucible and a mould.
You are wearing some jeans and a herringbone overcoat.
action: You get the branch
action: Go west
response: This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.
Some feathers are strewn about (almost enough to make a duvet).
action: Go downwards
response: Experience tells you the mine is probably riddled with lurking nasties. Training tells you there's nothing to worry about. It's dark in there. You haven't got a light. Anyway, who's looking for trouble. You return to the glade.
Charred Glade
This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.
action: You take the feathers
response: But you are already carrying the feathers.
action: You examine the feathers
response: The feathers are the last remains of a bird.
action: Inventory
response: You are carrying a crucible, a mould and some feathers.
You are wearing some jeans and a herringbone overcoat.
action: You examine the overcoat
response: The herringbone overcoat smells slightly fishy, but at least it keeps out the rain.
action: You look in the pocket
action: You look at the jeans
response: The jeans are held together by the dirt they've accumulated. A good wash and they'd fall to pieces.
action: You look in the jeans
response: The jeans are held together by the dirt they've accumulated. A good wash and they'd fall to pieces.
action: Wash jeans
action: You go to the smithy
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
Outside Smithy
Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
Smithy
The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage here.
OK. I'm here!
action: You examine the birdcage
action: You examine the cage
response: The bird cage is made of cane or something very similar.
It is open.
action: Burn cage
response: With what?
action: Burn cage with fire
response: As you hold the bird cage over the fire the intense heat makes you drop it into the flames. The bird cage burns away.
action: You hold the cage with the tongs
response: You are now holding the bird cage with the tongs.
Out of the corner of your eye you see a movement in the doorway. It's Micky and he seems even madder than usual.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You enter the smooth warp
response: The dimensions flash past as you swim through the smooth warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: You hold the cage with the tongs
response: You have now got the bird cage.
You are now holding the bird cage with the tongs.
action: Burn cage with fire
response: The bird cage burns away.
action: Forge
response: Are you talking to yourself again?
action: Inventory
response: You are carrying some tongs and a mould.
You are wearing some jeans and a herringbone overcoat.
action: Go upwards
response: I don't understand /u
action: You look in the tongs
response: The tongs are made from overwrought iron (the blacksmith was a nervous sort of chappie). They are ideal for holding things at a distance.
action: Go east
response: The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard here.
action: You drop all
response: Tongs dropped.
Mould dropped.
action: Go west
response: Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
action: Go north
response: The constant rainfall here is incredibly depressing. So depressing in fact, that if you weren't an alert inter-dimensional espionage operative with other things to think about, you'd get pretty miserable. The forest is impassable to the northeast, east and southeast, although to the north and south it seems to clear a bit.
action: Go west
response: It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
action: Xtump
action: You examine the stump
response: The first thing to catch your eye is the familiar figure sitting upon the stump. The tree stump is all that remains of an oak tree, blown down in a huge gale sometime in late 1987.
action: You ask Micky about the stump
response: Micky Blowtorch says, "It keeps the wind out. Not much use when it's raining though. I'll have to get the roof fixed."
action: You tell Micky about us
action: You tell Micky about agency
action: You tell Micky that i am from the agency
response: Please try re-phrasing that.
action: You wait
response: Time passes.
action: You wait
response: Time passes.
A changed man, Micky gets off the stump. He's muttering to himself - words like 'kill', 'maim' and 'disfigure'. All in all this is an ex-inter-dimensional espionage operative who is less than gruntled with life.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: Go northwest
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
The parrot flies off over the trees.
action: You go northwest
response: It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
The parrot flies off over the trees.
action: You wait
response: Time passes.
BANG! Something explodes in the distance. But, as they say, 'out of sight, out of mind', so it's probably better not to worry about it.
action: You look at the stump
response: The tree stump is all that remains of an oak tree, blown down in a huge gale sometime in late 1987.
Micky trudges off towards the wet forest.
action: You look in the stump
response: Right at the bottom of the stump you spy a gold disc.
Micky arrives looking worried.
action: You get the disc
response: You can't reach the gold disc from here.
"Get off my stump pea-brain" Micky shouts pushing you aside.
"Something suspicious is going on," he says. "The only person who'd interfere with the parrot would be someone after the mould. That means Sir Playfair has got someone else on the trail. And that means... " His words become indecipherable.
action: You ask Micky about Playfair
response: Micky Blowtorch says, "What do you know about the boss? Who's side are you on anyway?"
action: You ask Micky about the brian
action: You get the disc
response: "Hyahhhhhh," shouts Micky, adopting a kung fu position. "You have my disc but not for long." In the time it takes to blink, he whips the disc from your grasp and flings it in the stump. He explains that five years' abstinence from sex, tobacco and alcohol have given him the ability to move with supernatural speed and precision. You decide the techniques aren't worth cultivating.
action: You open the cage
response: But the bird cage is already open.
action: You get the Mould
response: But you are already carrying the mould.
action: Go northwest
response: It's stopped raining here at the moment, but the clouds overhead show that it could start again any minute. If they decide to burst, the tree stump in the centre of the clearing would probably fill up with water. Paths go south, southeast and east. In all other directions the undergrowth is too tangled to make any progress. Micky Blowtorch, your ex-colleague, now a crazed warp junkie, is lounging around the stump, looking suitably bemused.
Micky snatches the mould from you. "You shouldn't have this," he tells you. "Not unless you've been interfering with that parrot."
action: You kick Micky
response: Beating people up isn't the answer.
A changed man, Micky gets off the stump. He's muttering to himself - words like 'kill', 'maim' and 'disfigure'. All in all this is an ex-inter-dimensional espionage operative who is less than gruntled with life.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You wait a while
response: Time passes.
Micky trudges off towards the wet forest.
action: You look in the stump
response: Right at the bottom of the stump you spy a gold disc.
action: You go southeast
response: Don't you hate the rain? Why is it raining much harder in this bit of the forest than anywhere else? Cold, grey and wet. Blurg! You can leave in any direction, but the undergrowth is too dense for you to see which way would be best.
Micky Blowtorch is here.
Micky glances at the disc. "There are some nasty folk around these days," he remarks, retrieving the disc. "That's better," he says as he dusts it down. "All's well now."Micky looks deeply upset. Setting off towards the clearing he starts muttering to himself, but you can't make any sense of what he's saying.
action: You look in the cupboard
response: The cupboard contains some tongs, a crucible and a hammer.
action: GET TONGS, HAMMER, AND CRUCIBLE
response: You have now got the tongs.
Hammer taken.
Crucible taken.
action: Melt disc
response: With what?
action: Melt disc with fire
response: The gold disc melts.
action: You check what you're carrying
response: You are carrying some tongs, a crucible and a hammer.
You are wearing some jeans and a herringbone overcoat.
action: You look at the tongs
response: The tongs are made from overwrought iron (the blacksmith was a nervous sort of chappie). They are ideal for holding things at a distance.
action: You look around
response: The smithy is dark and hot. The cherry-red glow of the fire is proof that someone has been using it quite recently. Curiously, the building has no windows and there is only the one exit, opposite a tool cupboard, to the west.
There is a cupboard and a bird cage here.
action: You look at the Mould
response: The mould is the sort that can be broken open after the molten metal you've poured into it has cooled.
action: GET HAMMER, CRUCIBLE, AND TONGS
response: You have now got the hammer.
Crucible taken.
Tongs taken.
action: You examine disc
response: The gold disc was awarded to the Seven Deadly Fins for their semi-mystical album "Batting Averages From The Test Match Of Oblivion". It has a slight bulge in the middle.
action: You hold crucible over the fire with the tongs
response: At first nothing happens. Eventually, the gold disc crumples then melts, leaving a puddle of molten gold in the crucible.
action: You put the gold in Mould
response: You must have the mould.
action: You put the gold in the Mould
response: The molten gold dribbles through the hole into the mould.
Surprised by the heat of the mould you drop it, splashing molten gold on your feet. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: GET HAMMER, TONGS, CRUCIBLE
response: You have now got the hammer.
Tongs taken.
Crucible taken.
action: You examine the cupboard
response: The cupboard is a fine place to store metallurgical tools.
It is open.
There are some asbestos gloves on it.
action: You wear the gloves
response: You put on the asbestos gloves.
action: You hold the Crucible over the fire with the tongs
response: At first nothing happens. Eventually, the gold disc crumples then melts, leaving a puddle of molten gold in the crucible.
action: You put the gold in Mould
response: You must have the mould.
action: You pour the Crucible in Mould
response: You empty the crucible, but not carefully enough. Some of the molten gold splashes over you. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You pour the gold into the Mould
response: The molten gold dribbles through the hole into the mould.
action: You hit the Mould with the hammer
response: You break the mould. Bad decision. The gold is still molten and splashes over you. Nice effect, if you want golden skin. Otherwise, it rates zero on just about all counts. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: Go northwest
response: The falling rain cools the mould too quickly. It cracks open and molten gold spills over you. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: Look around
response: Soggy leaves hang limply from the trees here, and thick clouds drift slowly overhead. A battered blacksmith's forge lies to the east, shrouded on all sides by the trees of the forest.
action: You go to the north
response: This part of the forest is horribly cold and damp, and brambles scratch and pull at you as you pass. To the north and south the undergrowth clears a little. The forest continues freely in all other directions. You hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You check your inventory
response: You are carrying some tongs, a mould and a hammer.
You are wearing some jeans, a herringbone overcoat and some asbestos gloves.
You hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You go west
response: The forest gets deeper and darker here. The brambles seem to have a life of their own. They snatch at your clothes. Your efforts to get through are futile. You are forced back.
Charred Glade
This unpleasant scene is clear evidence that the hand of man has set foot here. The trees have been damaged by fire, and, on closer inspection, you notice the entrance to a mine leading down.
Some feathers are strewn about (almost enough to make a duvet).
You hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You look at what you're carrying with you
response: You are carrying some tongs, a mould and a hammer.
You are wearing some jeans, a herringbone overcoat and some asbestos gloves.
action: You look in the Mould
response: But the mould is closed.
action: You drop the Mould
response: The mould falls to the ground and breaks. You don't jump out of the way quick enough and the molten gold splashes over your legs. Molten gold is hot. Very hot. Sufficiently hot to vapourise your skin and melt all the way down to the bone. Fortunately, you go into a state of shock before the really gruesome stuff starts, slipping out of the host-parasite interface like an expert. You reel and rock through the dimensions, screaming with pain until you hit a goldfish's body with a wet slap.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: Wait
response: Time passes.
You hear a noise from the forest. Micky emerges from the undergrowth in a daze. His eyes are unfocussed and look straight through you, as if you weren't there.
"You," screams Micky. "You're the one who's destroyed my peace and quiet. I won't have it I tell you!" He slowly stands up and waves his fist at you. He slowly works himself into a rage. He slowly moves toward you. If you hadn't spent so much time worrying over the dreadful grammar, you might have seen him land the karate chop that broke your neck...
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A smooth warp, a jagged warp and a small warp are also clearly the boss's work.
action: You open the cage
response: But the bird cage is already open.
action: Inventory
response: You are carrying a gold disc.
You are wearing some jeans and a herringbone overcoat.
action: You drop it
response: Mould dropped.
action: GET TONGS, HAMMER, CRUCIBLE, MOULD, GLOVES
response: You have now got the tongs.
Hammer taken.
Crucible taken.
Mould taken.
Asbestos gloves taken.
action: You wear the gloves
response: You put on the asbestos gloves.
action: You pour Crucible into the Mould
response: But the crucible is empty.
action: GET HAMMER, TONGS, CRUCIBLE, MOULD, GLOVES
response: You have now got the hammer.
Tongs taken.
Crucible taken.
Mould taken.
Asbestos gloves taken.
action: You wait for a while
response: Time passes.
The mould has now cooled.
action: You hit the Mould with the hammer
response: The mould shatters into a fine dust, leaving you with a crudely cast gold ring.
action: You look at the ring
response: The gold ring is of slightly dodgy craftsmanship.
action: You get the ring
response: As you take the ring, a well-aimed stone knocks it from your grasp. You hear a "Gweek" sound and see one of the Fins emerging from the bushes with an evil grin on his face. You dive for the ring, getting there a split second before him. As your fingers close round it, the world shimmers, sending you spiralling through the dimensions. With that you slap hard into the goldfish's body, leaving the ring to float effortlessly into the glass box. "Brilliant display Agent 10," says Sir Playfair, "I thought they had you that time. I'm sending you back to the bowl. Panchax out"
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp and a small warp are also clearly the boss's work.
action: You enter the jagged portal
action: Enter
response: The dimensions flash past as you swim through the small warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.
A waste bin is standing in the corner. Rod is loafing around, as tape ops are wont to do.
An important-looking beetroot-faced producer enters the room behind you. "You," he shouts charmingly, "make some coffee or you're fired!" He strides out.
action: You turn on the television
response: The screen bursts into life showing the latest Seven Deadly Fins promo. Only one thing wrong - no sound. You twiddle a few knobs and jiggle a few leads, but nothing happens, so you turn it off to avoid being caught making a fool of yourself.
The producer's voice booms from the distance, "Rod! What are you doing? I need a tape changing." "Coming," shouts Rod. "I'd better go," he says, rushing out, "it's best not to upset him."
action: About yourself
response: You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all.
action: You make the coffee
response: How?
action: You look in the bin
response: The waste bin contains a ferric oxide cassette.
action: You go to the west
response: This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.
action: You go to the west
response: This is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.
action: Go east
response: This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.
The producer's menacing voice echoes ominously round the whole studio: "If I haven't got my coffee in five minutes there'll be trouble."
action: Go east
response: Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.
A waste bin is standing in the corner.
action: You go to the east
response: By the prominently displayed gold discs this must be the entrance to an up-market recording studio, possibly somewhere in London. There is a lounge to the west and the exit to the street is east, through a large wooden door.
action: Go east
response: You smash your nose against the door. You must open it before you can go that way. (The door or the nose?- The door, idiot.)
action: You go east
response: It's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. Just before you lose consciousness, you fling the door open and fall back inside the studio. Slamming the door behind you, you take a few deep breaths to recover.
Entrance Hall
By the prominently displayed gold discs this must be the entrance to an up-market recording studio, possibly somewhere in London. There is a lounge to the west and the exit to the street is east, through a large wooden door.
action: You go west
response: Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.
A waste bin is standing in the corner.
The producer storms into the room, his beetroot face twitching with rage. "Where's my coffee?" he screams, pointing at you, "Why haven't you made it?" You try to blurt out an excuse but he just rants on. "Rod makes coffee when he's asked. No questions. It's there in five minutes. He can have your job. You're fired. Now get out." He grabs you with his sweaty hand and leads you out onto the street. "I never want to see you again," he shouts, slamming the wooden door.
Busy Street
It's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. The door won't open and the host-parasite interface collapses, hurling you through the dimensions slap bang into a goldfish's body inside a tacky plastic castle. This looks familiar. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp and a small warp are also clearly the boss's work.
action: You enter the jagged warp
response: The dimensions flash past as you swim through the jagged warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

Not the best place to sleep. It's very cold and more than slightly damp, but still better than sleeping outside. The icy draught is coming from the front of the van to the south.
An old blanket lies next to you and some jeans have been thrown down on the floor.
action: You enter the small warp
response: The dimensions flash past as you swim through the small warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west. There is a ferric oxide cassette and a waste bin is standing in the corner here. Rod is loafing around, as tape ops are wont to do.
An important-looking beetroot-faced producer enters the room behind you. "You," he shouts charmingly, "make some coffee or you're fired!" He strides out.
action: You ask Rod about the coffee
response: Rod says, "Coffee, strong coffee, keeps the band in the right state of tension to help them capture those special moments."
The producer's voice booms from the distance, "Rod! What are you doing? I need a tape changing." "Coming," shouts Rod. "I'd better go," he says, rushing out, "it's best not to upset him."
action: You make the coffee
response: "Sure thing," says Rod, rushing down the corridor. You hear the kitchen door slam, then a few seconds later it slams again as Rod comes out. "That's the way to do it," he beams as he returns, holding a steaming mug of coffee.
The producer's voice booms from the distance, "Rod! What are you doing? I need a tape changing." "I'm making the coffee," replies Rod. The producer appears and grabs the mug. He looks at you and smiles a sickly smile as Rod leaves. "Well done," he says, taking a slurp, "you'll go far in this business; you've already learnt the golden rule: if in doubt, delegate." Then he stomps out, looking pleased with himself.
action: You go to the west
response: This east-west hallway has a blue door in the north wall which leads to the main studio. The light by the door is red, indicating that someone is playing at the moment. To the south is a locked door marked 'KITCHEN'.
action: You go to the west
response: This is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.
action: You open the door
response: Which one, the wooden door or the secondary control room door?
action: You go south
response: You stride boldly into the store, bravely ignoring the dark, and promptly bang your shin against something hard and metallic, causing a terrible racket. Yelping with pain, you hop back into the corridor. The producer puts his head round the door of studio one. The music stops abruptly. "Whats all that flippin' noise?" he says, "Go and make some coffee you idiot." Shaking his head in bewilderment, he returns to his work.
Corridor
This is as far as the studio goes. On a first date, anyway. A wooden door with a switch by it is to the south and the secondary control room door, with a light by it, is northward. The hallway runs back to the east.
action: You go north
response: This room is used to edit tracks so terrible that the bands who made them had to be sent down the pub. Unfortunately, the bands will probably become very famous as a result of the changes, which is why it's usually better to be a musician than a tape operator. An important button is next to the door to the south.
There is a cassette player, a small cupboard and an amplifier here.
action: You look at the player
response: The cassette player is a very expensive model, with woofers, tweeters, bells, whistles and a cuddly toy. Actually it has none of those things, but you know what salesmen are like.
It contains a ferric oxide cassette.
action: You turn on the player
response: It is already!
action: You turn on the amplifier
response: Hey, I really dig you amplifier.
The producer storms into the room, his beetroot face twitching with rage. "Where's my coffee?" he screams, pointing at you, "Why haven't you made it?" You try to blurt out an excuse but he just rants on. "Rod makes coffee when he's asked. No questions. It's there in five minutes. He can have your job. You're fired. Now get out." He grabs you with his sweaty hand and leads you out onto the street. "I never want to see you again," he shouts, slamming the wooden door.
Busy Street
It's night, dark, and cars are flashing past on this busy road with disturbing regularity. Disturbing because the host-parasite interface is in danger. You start to feel a bit odd, and reach out for the door to support you. Your head is spinning and you're finding it hard to concentrate. The door won't open and the host-parasite interface collapses, hurling you through the dimensions slap bang into a goldfish's body inside a tacky plastic castle. This looks familiar. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp and a small warp are also clearly the boss's work.
action: You look in cupboard
response: The small cupboard contains a head cleaner.
action: You get the tape
response: You have now got the ferric oxide cassette.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: Go east
response: Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.
A waste bin is standing in the corner. Rod is loafing around, as tape ops are wont to do.
action: You make the coffee
response: "Sure thing," says Rod, rushing down the corridor. You hear the kitchen door slam, then a few seconds later it slams again as Rod comes out. "That's the way to do it," he beams as he returns, holding a steaming mug of coffee.
The producer's voice booms from the distance, "Rod! What are you doing? I need a tape changing." "I can't," replies Rod, "I'm making more coffee." "About flippin' time too," shouts the producer, "bring it through and stop wasting time talking to that twit." Rod walks off, opens the kitchen door and goes in, slamming it behind him.
action: Play cleaner
response: The cleaner rumbles its way through the machine, scrubbing the cassette heads until they are as shiny as new pins.
action: You get cleaner
response: You have now got the head cleaner.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: You put the tape in the player
response: Which one, the ferric oxide cassette or the head cleaner?
action: You play cassette
response: The tape has been played. But you didn't hear anything. Perhaps the volume was too low.
action: You examine the volume
response: I'm afraid that volume is an abstract concept used to express the level of sound present in a room and so it can't be seen.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: Examine amplifier
response: This amplifier is the top of the range Scratchenitch. As usual, paying more means you get less, and so there is only one fader on the front, which can be used to set the output volume.
action: You set the volume
response: Please use "set fader to number."
action: You examine the fader
response: The fader covers the range 0 to 11, at least one louder than any other studio. It is currently set to 0.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: You play the cassette
response: A really terrible blues tune starts to play:
"I woke up one morning.
My woman was dead.
Fin rot on her dorsal.
And white spot on her head."
No wonder you found the tape in the bin!
action: Examine button
response: The button looks complicated. It has two positions: "Safe" and "Record" and is currently set to safe.
action: You set the fader to 11
response: The fader is now set to 11.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: You go north
response: This is where the studio paperwork is done. It's also where the producer often complains bitterly that he does everything. In fact, he spends most of his time 'delegating responsibility' or, in ordinary language, bossing people about. The glass door leads back to the lounge.
There is a desk and a filing cabinet here.
action: You examine the desk
response: The desk is incredibly untidy. Perhaps the cleaning woman should be sacked.
action: You examine the cabinet
response: The filing cabinet is made of dull grey metal, obligatory for the modern '80s style office. It has a complex combination lock on it.
It is locked.
action: Go south
response: Lounge areas in recording studios are usually for one purpose only, and that's to lull musicians into a false sense of the value of time. They'll sit in the comfortable sofa, drinking coffee and watching promo videos on the television here, all the while running up huge bills at the standard hourly rate. But they can afford it. Through a glass door to the north is an office. The only other exits are east and west.
A waste bin is standing in the corner.
action: You examine the cupboard
response: The small cupboard is made from chipboard and covered in plastic. It's pretty ugly.
It is open.
action: You look at the player
response: The cassette player is a very expensive model, with woofers, tweeters, bells, whistles and a cuddly toy. Actually it has none of those things, but you know what salesmen are like.
It contains a ferric oxide cassette.
action: You get the cassette
response: You have now got the ferric oxide cassette.
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: You ask Rod about the tapes
response: Rod says, "I wouldn't worry about it; it's the producer's problem."
The producer's voice booms from the distance, "Rod! What are you doing? I need a tape changing." "Coming," shouts Rod. "I'd better go," he says, rushing out, "it's best not to upset him."
action: You look at the discs
response: Several of the gold discs were awarded to the Seven Deadly Fins; one of the biggest was for their infamous album "Batting Averages From The Test Match Of Oblivion". This one has been stolen.
action: You examine the sofa
response: Despite being made from plastic the sofa looks and sounds incredibly comfortable.
action: You sit the sofa
response: You sink right into the sofa and end up with your knees around your chin. "Get off me you fat lump," whispers the sofa. You try to leap out of the sofa, but only succeed in falling sideways onto the floor as your knees give way. Cursing your training, you clamber to your feet.
action: You open the door
response: Which one, the blue door or the kitchen door?
action: Kitchen
response: But the kitchen door is locked.
action: You examine the wooden door
response: The wooden door is large, solid and here to slow you down.
It is open.
action: You turn on the switch
response: A light flickers in the room to the south.
action: Go south
response: This is where everything usually ends up. If you had the time to sift your way through it all you might find some unreleased tracks by bands who have since become famous under other names. A more likely find are tracks that should be taken from this place and, for the general good of the population, burned.
There is a tape bin here.
action: You examine bin
response: The tape bin collects stray bits of tape during editing.
It contains a chrome cassette and a metal cassette.
action: You examine the chrome cassette
response: The chrome cassette looks like it's been used as an ashtray, but it's probably still playable.
action: You look at the metal cassette
response: [x -> examine]
action: Metal cassette
response: You have now got the chrome cassette.
Metal cassette taken.
action: You play metal cassette
response: Please play the cassette IN or WITH something.
action: You play the metal cassette in the player
response: The fader setting is much too high for the host-parasite interface. A massive soundwave hits you like a locomotive. Your psyche is wrenched from its host and flung like so much chaff through the dimensions. You arrive back in the goldfish's body with a wet slap, and notice with a heavy sigh that you are back where you started, in the castle.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp and a small warp are also clearly the boss's work.
action: You play the metal cassette in the player
response: A loud, punk song starts to play:
"Whatever happened to Leon Codsky.
He got a fish hook,
That made his gills burn.
No more cod roes any more
No more cod roes any more."
The tune fades out with the producer shouting, "No more this song any more."
action: You play the chrome cassette in the player
response: The room is briefly filled with a dreadful ditty that goes precisely after this fashion:
"Climb every fountain,
Swim every stream,
Follow every river,
'Til you find your bream."
The singer is so out of time that the producer stops the session. "No, no, no," the producer shouts, clicking his fingers in a strange rhythm, "like this: 2.5.6, 2.5.6, 2.5.6."
The producer stomps in. "What are you doing in here?" he says, "I want more coffee. NOW!" He gives you a menacing stare through bloodshot eyes as he departs.
action: You set combination to 256
response: The lock is now set to 256. A soft click tells you that the cabinet is now unlocked.
action: You look in the cabinet
response: The filing cabinet contains a spindle.
action: You get the spindle
response: You grab the spindle and the whole room starts wobbling; it looks like a wormhole is opening, probably carrying the Fins. Fortunately, you were prepared for this and activate the escape device lodged in the back of your psyche just as the Fins start to warp in. "You'll not escape us this time," one of them says between curved teeth. But it's too late, you already have. Your mind zooms to one side, or is it that the world moves very quickly in the opposite direction. It's hard to tell. A tiny plastic castle is off in the distance, getting bigger and bigger as it speeds towards you. SLAP! Your psyche twists into a goldfish's body and the spindle spins (what else) into the glass box. "We only just got you out," says a quiet voice in your brain, clearly Sir Playfair. "But well done. You're doing a remarkable job. Quite outstanding in fact. Chin up. Panchax out."
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: Examine box
response: The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.
It is closed.
It contains a spindle and a gold ring.
action: You look at the blanket
response: Smelly perhaps, but even a smelly blanket keeps out the draughts.
action: About yourself
response: You are a tall human being with arms and legs. Somewhat surprisingly, you don't have any fishy traits at all.
action: You wear the jeans
response: You put on the jeans.
action: You go south
response: The cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.
A note is close to hand.
action: You examine the note
response: The note is signed with a squiggle that looks like "Steve". There again, it could be "Rufus T. Flywheel". Fortunately, it doesn't matter. If you really hate not knowing, we suggest you take it to a pharmacist; they're used to deciphering illegible squiggles.
action: You leave
response: It's dark out there. Brave and fearless you may be, but totally stupid you're not (at least, that's your estimation; others have been known to disagree). You decide to return to the van and search for a source of light.
Cab
The cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.
action: You read the note
response: The note says:
Gone to get diesel. Back before dawn. Steve.
action: You examine the rubbish
response: The rubbish covers the floor.
action: You get rubbish
response: The rubbish is covered with a thin film of mould. You decide against carrying it with you.
action: You search the rubbish
response: You find a torch.
action: You look at the torch
response: The torch is the rubber type; the sort that looks like a marital aid but isn't.
action: Go outside
response: You're in the middle of a dark field, standing next to the band's van. You can hear music to the east, where a fire silhouettes a ruined building.
action: You go to the east
response: This narrow east-west track is miles from civilisation. There is a fire to the east and some music is coming from the same direction.
action: Go east
response: The ruined abbey stands before you, imposing even in such a state of decay. Through the grand arch to the east, you hear some awful music and see the glow from a large fire. Westward leads back into the gloom. A poster is blowing about in the wind.
action: You look at the poster
response: The poster is a discarded advertisement for a concert by the Seven Deadly Fins.
action: You read the poster
response: The poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, "No rules. No war. No profit." Underneath is scrawled, "The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok."
action: You listen
response: You hear some music. These people are serious anarchists; they don't even want to be bound by musical rules. Some people might say it's free jazz, but they'd be wrong - it's just rubbish.
action: You go east
response: Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.
Some hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.
action: Go south
response: As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
A broken pew catches your attention.
action: You look at the pew
response: The broken pew is an old piece of church furniture, sadly discarded in these ungodly times. It's about four feet high, three feet wide and could just about support your weight.
action: You go south
response: It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.
Ruined Nave
As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
A broken pew catches your attention.
action: Go north
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway here.
action: Go downwards
response: The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.
action: Go south
response: Even for inter-dimensional espionage operatives, the catacombs are a trifle iffy. Bearing in mind that you have no life assurance, do you still want to enter?
Yes or No?
action: Yes
response: The wind whistles around the antechamber as you tip toe towards the catacombs. Expecting something to happen at any moment you stay alert, watching and listening for anything untoward. But nothing does happen. What a let down!
Catacombs
The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber.
action: You examine the debris
response: The debris is swathed in many doom laden cliches.
action: You search debris
response: You find a sarcophagus lid.
action: You get the lid
response: Moving the lid uncovers an exciting exit leading down.
You have now got the sarcophagus lid.
action: Go downward
response: As you enter the room you have a sudden vision:
A girl dressed in white. A raised dagger. A scream.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar here.
action: You look at Altar
response: Hideous faces carved from stone are positioned halfway along three of the four sides. Intriguingly, one side has a hole, surrounded by custard stains, where a gargoyle should be.
There is a ceremonial cord on it.
action: You examine the cord
response: The ceremonial cord is about thirty feet long and half an inch in diameter. Really good for strangling virgins after a bout of ceremonial custard-wrestling.
action: You get the cord
response: You are carrying too much already to get the ceremonial cord.
action: Inventory
response: You are carrying an old blanket, a torch, a note, a poster and a sarcophagus lid.
You are wearing some jeans, some socks and a tee-shirt.
action: You drop the lid
response: Sarcophagus lid dropped.
action: Up
response: The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
action: Up
response: You can't go that way.
Only north, down.
action: You go to the north
response: The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.
action: Up
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway here.
action: F north
response: No can do!
Off The Beaten Track
It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.
Ruined Transept
The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway here.
action: You loo up
action: You look at the nave
response: As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
action: You go south
response: You get off.
Off The Beaten Track
It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.
Ruined Nave
As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
A broken pew catches your attention.
action: You get pew
response: You are carrying too much already to get the broken pew.
action: You examine the hippies
response: The hippies all have greasy hair and dirty denims. The bad news is that they are the band you're travelling with. The worse news is that they're blind drunk. They are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.
action: You ask hippies about the fin
response: The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. "Get him boys," he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. "Thought you'd get your hands on my grommet didn't you?" says the leader, standing over you, "well think again." The guitar hits you with a twang like the opening of "A Hard Day's Night" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You examine the guitar
response: The guitars could certainly do with being properly tuned. Come to think of it, tuned at all would be better than nothing.
action: You examine leader
action: Look around
response: Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.
Some hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.
action: You look at fire
response: The fire is a real blazer, but you can't wear it. You can really feel the heat.
action: You look at what you're carrying with you
response: You are carrying an old blanket, a torch, a note, a poster and a ceremonial cord.
You are wearing some jeans, some socks and a tee-shirt.
action: You look athe tee-shirt
response: The tee-shirt is old and white. It keeps your chest warm.
action: You put the note in the fire
response: Didn't your mother ever warn you about playing with fire? Well, if she didn't, Sir Playfair certainly did. Apart from putting the host-parasite interface in danger, there is the more immediate problem of the hippies noticing you. You wisely refrain.
action: You examine the archway
response: The crumbling archway looks dangerous. A gargoyle peers balefully from the top of the arch.
action: You drop all except the torch
response: Old blanket dropped.
Note dropped.
Poster dropped.
Ceremonial cord dropped.
action: You go to the south
response: As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
There is a broken pew here.
action: Go north
response: The torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. "Get him boys," he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. "Thought you'd get your hands on my grommet didn't you?" says the leader, standing over you, "well think again." The guitar hits you with a twang like the opening of "A Hard Day's Night" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You drop pew
response: Broken pew dropped.
action: You go to the north
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a ceremonial cord, a crumbling archway, a poster, a note and an old blanket here.
action: Go north
response: Something you are carrying seems to hold you back.
action: You pull the cord
response: The room screeches to a halt and the guard rushes in. "Fifty Pounds, please!" he demands belligerently. Then he suddenly notices his surroundings and looks embarrassed. He departs with a red face.
action: Look around
response: Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.
Some hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.
action: Inventory
response: You are carrying a torch and a ceremonial cord.
You are wearing some jeans, some socks and a tee-shirt.
action: You pull the cord
response: You succeed in moving the ceremonial cord, but nothing happens.
The ceremonial cord is connected to the broken pew you succeed in moving the broken pew, but nothing happens.
action: You get the cord
response: But you are already carrying the ceremonial cord.
action: Sd
action: You go to the south
response: As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
There is a broken pew here.
action: Go south
response: It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.
Ruined Nave
As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
There is a broken pew here.
action: You examine the pew
response: The broken pew is an old piece of church furniture, sadly discarded in these ungodly times. It's about four feet high, three feet wide and could just about support your weight.
There is a ceremonial cord fixed to it.
action: Go north
response: The torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn. The leader peers into the gloom, fondling the neck of his guitar. Then he spots you. "Get him boys," he shouts. Your cover blown, you try plan C2-A, colloquially known as 'running for it'. However, C2-A requires that the host be attired in combat gear, not ridiculously flared jeans. Your legs get tangled and you fall. "Thought you'd get your hands on my grommet didn't you?" says the leader, standing over you, "well think again." The guitar hits you with a twang like the opening of "A Hard Day's Night" and your host passes out. The interface between you relaxes, warping you out through the dimensions, spinning and whirling and feeling sick. Then a goldfish approaches you at great speed. WHAP! That hurt.
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You remove the jeans
response: You take off your jeans and discover you are completely naked underneath. Not wishing to draw attention to yourself (you are supposed to be on a covert mission remember), you put them back on. Besides, it's bloody cold.
action: Go south
response: It's really dark here, torch or no torch. What was that noise? It sounded pretty fierce. There it is again. It came from the east. No, the west. This could well be dangerous so you go back before whatever it is makes itself known.
Ruined Nave
As you survey this place, you wonder how such beauty could have been left to just rot. Depression hangs heavy on your heart, but not for long! Inter-dimensional espionage operatives aren't renowned for their sentimentality with regard to ruined naves, and, besides, you have jobs to meet, people to be and places to do. Southward from here, it's as dark as pitch, but northward the fire is burning fiercely.
action: Inventory
response: You are carrying a torch, a broken pew and a ceremonial cord.
You are wearing some jeans, some socks and a tee-shirt.
action: You turn off the torch
response: With a sigh of relief, the torch batteries take a well earned rest.
action: Go north
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
action: You drop the pew
response: Ceremonial cord dropped.
Broken pew dropped.
action: You stand on the pew
response: The pew's a bit wobbly, but you can reach a little higher now. Looks like you could climb the arch if you wanted to.
action: Go downwards
response: You get off.
Antechamber
The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.
action: Go north
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a ceremonial cord, a crumbling archway, a broken pew, a poster, a note and an old blanket here.
action: You untie the cord
response: (From the broken pew)
Ok.
action: Climb arch
response: You're about thirty feet above ground. It feels as if the world is swaying which you put down to vertigo. Only when you realise that you don't suffer from vertigo do you realise that the world really IS swaying. This place isn't safe.
A gargoyle stares at you with sightless eyes.

The torch beam waves in the air as you drag the pew. Not exactly the most stealthy way to travel. The music stops and the hippies turn.
action: You examine the gargoyle
response: The gargoyle is about one foot square. Its pointed tongue is sticking out in a centuries old expression of disgust. You know just how he feels.
There is a ceremonial cord fixed to it.
action: Go downward
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway, a broken pew, a poster, a note and an old blanket here.
action: You pull the cord
response: The cord tightens and the gargoyle takes the strain. As you pull harder, it comes free. That was the good news. The bad news is that you've brought down the rest of the arch as well, making a tremendous din. Looking towards the fire, you see several heads looking in your direction. The gargoyle lies at your feet.
action: Go downward
response: You can't go that way.
Only north, south, up.
action: You go downwards
response: A sudden vision flashes before your eyes:
Chanting voices. Ancient demons. Flashing flames.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar and a sarcophagus lid here.
action: You put the gargoyle in hole
response: With the ceremonial cord tied to it, the gargoyle won't fit in the hole.
A number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You enter the jagged warp
response: The dimensions flash past as you swim through the jagged warp and slide into the host-parasite interface with consumate ease. Another human. Work, work, work!

Not the best place to sleep. It's very cold and more than slightly damp, but still better than sleeping outside. The icy draught is coming from the front of the van to the south.
An old blanket lies next to you and some jeans have been thrown down on the floor.
action: You wear the jeans
response: You put on the jeans.
action: You go south
response: The cab is Steve's province. Like most roadies, his ability to create chaos out of order is legendary and the rubbish all over the cab is definitely his work. Major slobs themselves, the band prefer to ride in the back in their own squalor. The passenger door has been jammed open, revealing a dark field.
A note is close to hand.
action: Leave
response: It's too dark to see.
action: Go outside
response: This narrow east-west track is miles from civilisation. There is a fire to the east and some music is coming from the same direction.
action: Go east
response: The ruined abbey stands before you, imposing even in such a state of decay. Through the grand arch to the east, you hear some awful music and see the glow from a large fire. Westward leads back into the gloom. A poster is blowing about in the wind.
action: You look at the poster
response: The poster is a discarded advertisement for a concert by the Seven Deadly Fins.
action: You read the poster
response: The poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, "No rules. No war. No profit." Underneath is scrawled, "The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok."
action: You go east
response: Neglected over the centuries, only the shell of this abbey remains and even that is in a poor state of repair. Rubble is everywhere, except for a gap cleared in the middle, in which a fire is burning. You can go north and south, although the obvious exit is west, towards the grand arch.
Some hippies are sitting around the fire in squalor, twanging out some terrible guitar and drinking heavily.
action: You look around
response: It's too dark to see.
action: Up
response: The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
There is a sarcophagus lid here.
action: Up
response: You can't go that way.
Only north, down.
action: Up
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway and a broken pew here.
action: Climb arch
response: You're about thirty feet above ground. It feels as if the world is swaying which you put down to vertigo. Only when you realise that you don't suffer from vertigo do you realise that the world really IS swaying. This place isn't safe.
A gargoyle stares at you with sightless eyes.
action: You untie gargoyle
response: (From the ceremonial cord)
Ok.
action: Go downward
response: A sudden vision flashes before your eyes:
Chanting voices. Ancient demons. Flashing flames.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar here.
action: You put the gargoyle in the hole
response: The gargoyle is now inside the hole. There is a click and you stand back swiftly. The altar sinks into the ground as a column descends from the ceiling.
action: Examine column
response: The column has a niche in it, surrounded by an ornate carving. You wonder where it came from, and whether you could get one for your front garden. A chalice rests in the niche.
A number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You get the chalice
response: You grab the chalice. Intent on examining it, you don't pay proper attention to the sounds behind you. This is not a good idea. The hippies have found a way in and are peering into the chamber. They do not look happy.
A number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: You turn off the torch
response: With a sigh of relief, the torch batteries take a well earned rest.
A number of unpleasant looking hippies emerge from who knows where. Seven of them to be precise. They are not happy. Truth to tell, they're extremely unhappy. A bottle of vodka sails through the air. It's not an offer of a drink, since it was aimed at your head. It connects. You disconnect from your host and spin through the dimensions towards your new host. Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
A jagged warp is also clearly the boss's work.
action: Go downward
response: The transept, at right angles to the nave, is in ruins. The fire to the south gives the only light in here, allowing you to see an exit leading down.
There is a crumbling archway and a broken pew here.
action: You hide
response: You are unable to do that.
action: Up
response: The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
action: You examine the doorway
response: The doorway is between the antechamber and the catacombs.
action: Exit
response: Never mind the size of your muscles, you're not going anywhere with a sarcophagus lid tucked under your arm.
Catacombs
The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
action: You drop the lid
response: Sarcophagus lid dropped.
action: You examine the debris
response: The debris is swathed in many doom laden cliches.
action: You put lid on the exit
response: You can't do that to the sarcophagus lid at the moment.
Antechamber
The antechamber connects the ruins to the catacombs. Upwards is the transept and you can enter the catacombs through a doorway to the south.
action: You put the lid over the eist
action: You put the lid over the exit
response: I don't follow you.
Never mind the size of your muscles, you're not going anywhere with a sarcophagus lid tucked under your arm.
Catacombs
The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
action: You go north
response: But the sarcophagus lid's in the way. It's your own fault - you put it there.
Catacombs
The ceiling's collapse has disturbed the sepulchral debris in this sacred place, throwing it all over the floor. A doorway leads north to the antechamber and there is an exit leading down.
action: You get the lid
response: You take the lid from the doorway and drop it on the floor.
action: You get the lid
response: You are carrying too much already to get the sarcophagus lid.
action: You drop Gargoyle
response: Ceremonial cord dropped.
Gargoyle dropped.
action: You untie the cord
response: (From the gargoyle)
Ok.
You hear voices in the room outside. After a short discussion they decide that you must have been crushed by the collapsing ceiling. The voices fade away, sounding heartlessly cheerful in the face of your death. Callous brutes.
action: Go downward
response: A sudden vision flashes before your eyes:
Chanting voices. Ancient demons. Flashing flames.
Altar Room
This icy room has been sealed for a long time. Cold air slices through you; a chill foreshadow of your doom. Terrifying images flash into your mind. You feel that you have violated this place somehow.
There is an ancient altar here.
action: You put Gargoyle in the hole
response: The gargoyle is now inside the hole. There is a click and you stand back swiftly. The altar sinks into the ground as a column descends from the ceiling.
action: You examine the chalice
response: The glass chalice is a beautifully fluted and delicate example of the glassmaker's art.
It contains a grommet.
action: You look at the grommet
response: The grommet looks like it should be fixed to a gold ring with a spindle to form a focus wheel.
action: You get the grommet
response: The glass chalice lies flush with the opening in the column. You will have to take the chalice before you can get the grommet.
action: You get the chalice
response: You grab the chalice. Intent on examining it, you don't pay proper attention to the sounds behind you. This is not a good idea. The hippies have found a way in and are peering into the chamber. They do not look happy.
action: You get the grommet
response: "Not so fast," says one of the hippies, obviously the leader and probably one of the Fins, "Hand over the grommet." You try to lodge an SOS with HQ. The leader holds out his hand and stares you in the eye. "Right," he yells, "hold him down boys." The hippies close in. The smell is terrible. Just when you wanted a hole to open up in the ground and swallow you, one does. Well almost. It's actually in the ceiling but it'll definitely do. The hippies stop in their tracks and stare at the hole. "Cor baby," says one, taking a puff, "that's really free." You dive for it. Out of the corner of your eye you spot a goldfish approaching at phenomenal speed. Too late to avoid it now. BLAM! The grommet falls from your grasp and into the glass box. "Sorry about the timing," says Sir Playfair's distorted voice, rolling and tumbling through the dimensions with you. "Excellent job. Well done. Keep up the good work. Panchax out."
"Oh, sorry old sport," Sir Playfair's voice returns, "I forgot that you now had the focus wheel. Jolly well done. The back room boys have worked out what the Fins are up to. I'll tell you what it is after we open a warp into Hydropolis, the fish planet's capital. Intriguing eh?" The castle jolts and a large warp appears in the wall.
"Well, this is the story: the Fins have set up a meteorological imbalance on the fish planet, causing water to evaporate. The fish scientists have devised a project to save their world but the Fins have sabotaged that too! You are to help them complete their project in the body of its leader, Dr. Roach. Good luck. Panchax out."
Castle
Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
There is a large warp here.
action: Leave
response: The ant eggs have stopped swirling around and are now floating on the surface. Gravel fills the bottom of the bowl and some tasty looking pondweed you've been wanting to nibble for days is lying on it. You get a nasty feeling in your swim bladder about the castle, probably because Sir Playfair has so rudely interrupted your vacation.
action: Leave
response: Which way: north, northeast, east, southeast, south, southwest, west, northwest, up, down.
action: Up
response: You can't get enough speed up to leap out of the bowl. You only just manage to break the surface before flopping back in.
action: You enter the Castle
response: Inside, the castle is exactly what you expected - tacky and featureless with ant eggs near the top and gravel at the bottom. To anyone else, the colours sprayed randomly on the wall would just be colours sprayed randomly on the wall. To a daring inter-dimensional espionage operative like yourself, however, they are obviously used to focus communications across the dimensions. The only exit is out, back to the goldfish bowl. Your attention is drawn to a glass box resting in the middle of the room here, this looks like Panchax's work.
There is a large warp here.
action: You enter the large warp
response: You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.
Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: You examine the fishton
response: Fishtons are really popular in Hydropolis at the moment. Most fish can only afford small apartments so these space saving beds are essential. You didn't get any instructions with it so it's really just a glorified sofa.
The wall behind your fishton glows, revealing the face of the principal's secretary. "Good morning Dr. Roach," she says, "I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye." Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: "HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN". Not the most auspicious start to a morning.
action: You lie on the fishton
response: You lie down on the fishton.
action: Sleep
response: Look, you're a trained inter-dimensional espionage operative. You, more than anyone else, should know that sleeping will destroy the host-parasite interface. You've got an important job to do, now get on with it.
action: You stand
response: You are on your feet.
action: Look around
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: You examine shelf
response: Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.
There is a fishofax on it.
action: You examine the painting
response: The painting is called 'Waves in Black'. One of Finn's more solid works.
action: You look at the fishofax
response: The fishofax is a really useful item. Honest. It combines all the features of a diary and a wallet, for about four or five times the price.
It is open.
It contains a Fisa card and a tatty card.
action: You examine the fisa
response: The Fisa card saves you carrying cash around. For this pleasure, you have to pay extortionate interest rates on your outstanding balance.
action: You examine the tatty card
response: The tatty card is in a sorry state, probably because you have to carry it around all the time to keep proving your identity.
action: Time
response: The time is 09:12
action: You examine the switch
response: For a joke, when Roach was bored one evening last week, he re-wired the switch so that it controls the lights for all of the other apartments in the whole block. For the time being it is on.
action: You go outside
response: Which way: there aren't any obvious exits!
action: You open the door
response: You'll have to put your hand on the print next to the door.
action: You examine the door
response: The apartment door is the latest sliding design, operated by a silver hand print next to it.
It is closed.
action: You put the hand on print
response: With a loud whoosh, the door flies up into the ceiling.
action: You leave
response: There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
As you arrive Ernest Chub greets you cheerfully. Your colleague Ernest Chub goes north.
action: Go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
As you arrive Ernest Chub greets you cheerfully.
action: You look at Chub
response: Ernest Chub wants to be like you in every way. You're his hero and this leads to plenty of grovelling on his part. He really needs to get a life - of his own preferably, especially since he rented the apartment next door to you.
action: You leave
response: There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
action: You put the hand on the print
response: Which one, the silver hand print or the gold hand print?
action: Gold
response: After a few moments, nothing happens. The gold print probably responds only to Ernest Chub. You remove your hand before anyone notices you looking foolish.
action: Go downward
response: You swim into the access shaft and down to the ground floor.
Lobby
With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
action: Go south
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
action: You go east
response: A high speed police fish pulls up outside your apartment block. His flashing blue light and wailing siren make you feel decidedly uneasy. The host-parasite interface weakens momentarily and you catch a glimpse of the goldfish bowl. Then you regain control of Roach's body as the police fish zooms off.
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: You examine clerk
response: The ticket clerk sits behind the ticket counter selling tickets.
Steve swims by at top speed.
action: You ask the clerk about the ticket
response: The ticket clerk says, "Yes, I've got tickets. Lots of lovely tickets and they're all for sale chief. You need one to get on a train. But you knew that didn't you? I mean, you're a clever sort, I can tell."
action: You buy the ticket
response: With what?
action: Visa
action: You buy the ticket with the fisa
response: The ticket clerk sneers, "I'm sorry chief, that won't do nicely; we don't accept Fisa here, only cash or Mastercarp."
action: Up
response: You can't go that way.
Only west, down.
action: You go to the west
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
action: Go east
response: This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: Go downwards
response: "I'm sorry," says the guard, stopping you, "you can't go into the funnel without a travel pass or a ticket."
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: You check what you're carrying
response: You are carrying a fishofax.
You are wearing a watch.
action: You go to the southwest
response: The roads in Hydropolis, especially here in Paddlington, look remarkably similar. After a short jaunt you get lost. Panic takes a tight grip on your arms and leads you at a rush through the streets, desperately trying to find somewhere familiar. More by luck than judgement, you eventually reach the underground station.
Paddlington
This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
action: You go north
response: With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
action: Up
response: You swim into the access shaft and up to the level of your apartment Landing
There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
As you arrive Ernest Chub greets you cheerfully. Your colleague Ernest Chub goes east.
action: Go east
response: You swim into the access shaft and down to the ground floor.
Lobby
With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
As you arrive Ernest Chub greets you cheerfully.
action: Up
response: You swim into the access shaft and up to the level of your apartment Landing
There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
action: Go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
Oh, no! You've been burgled! I hope Dr. Roach was insured.
There is a travel pass here.
action: You look
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a travel pass here.
action: You look at pass
response: The travel pass gives you unlimited use of the Hydropolis Underground Omnibus system, until it expires of course.
action: You go to the south
response: There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
action: Go downward
response: You swim into the access shaft and down to the ground floor.
Lobby
With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
action: You go south
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
As you arrive Ernest Chub greets you cheerfully.
action: You ask Chub about the pass
response: Ernest Chub says, "Oh really sir. You flatter me with such a question. I'm not fit to provide an answer."
"Oh well," says Ernest Chub suddenly. "I've got to go now. Bye!"
Your colleague Ernest Chub goes east.
action: Go east
response: This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
As you arrive Ernest Chub greets you cheerfully.
action: You descend
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
action: You go north
response: You wisely decide not to walk onto the tracks.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: You go to the north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Time
response: The time is 10:00
The train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.
action: Wait
response: Time passes.
The train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.
action: You go to the south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
An underground train is here but looks likely to leave at any moment.
A group of students swim by with what looks like the principal.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Pickerel Underground Station
This station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.
action: You go southeast
response: Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go west
response: It's a good job you have your Fisa card with you. A happy ticket clerk sells you a cinema ticket and you are shown to a seat. The film begins. It's Starfish Wars, the first part of the infamous Starfish Wars trilogy. You spend an entertaining hour watching various fish blaze their way across the galaxy, blasting things and generally having a whale of a time. You are most uplifted but disappointed when the closing credits run. The film ends, the curtains close and the lights come up. You rise from your seat and carefully throwing your ticket into a bin you return to the plaza.
Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Simon Tench greets you cheerfully.
action: You look at Simon
response: Simon Tench is a brilliant scientist with a searing intuition for the right answer. Unfortunately, he'd much rather have fun than work on The Project.
action: You ask Simon about meeting
action: You ask Simon about Project
response: Simon Tench says, "Daddio, the project is real cool. Probably the coolest thing I've been around. I'm just a prawn, you're the main fish, Roachie."
action: SK simon to define cool
action: Oops ask
action: Inventory
response: You are carrying a fishofax and a travel pass.
You are wearing a watch.
action: You show the time to Simon
response: Simon Tench says, "How nice."
action: You buy the drink for Simon
response: What do you want to buy?
action: Beer
action: You tell Simon he is important
action: Look around
response: Pub (on the stool)
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
action: Go east
response: You get off.
My, Plaice Street is busy! In the end you succeed in crossing.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go south
response: The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.
action: You look at the dogfish
response: The police officer is a dogfish, with large whiskers and a semi-alert expression.
action: Go north
response: You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: You go east
response: This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: Go south
response: The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit "Smoke Underwater", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north. The assistant is fondling some ear plugs.
action: You buy the plugs with the fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.
action: Go north
response: You dart across Dace Road while nobody's looking.
Second Hand Shop
This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells "fins what have fallen off the back of a submarine" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a "somewhat fruity" film that came in yesterday. You recognise the fishton.
There is a radio case here.
action: You ask the steve abotu radio
action: You ask Steve about the film
response: Steve says, "No, no, the market won't take that sort of talk much longer. The service industries are where the clams are these days."
action: You look around
response: This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells "fins what have fallen off the back of a submarine" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a "somewhat fruity" film that came in yesterday. You recognise the fishton.
There is a radio case here.
action: You look at the fishton
response: Fishtons are really popular in Hydropolis at the moment. Most fish can only afford small apartments so these space saving beds are essential. You didn't get any instructions with it so it's really just a glorified sofa.
action: You look at the radio case
response: The radio case is the outer casing of an antique radio. There is a lot of space inside where the radio bits used to be.
action: You buy the radio case with the fisa
response: "Sorry," says Steve, "but I've already sold the radio case to a fish named Chub who lives in Paddlington. I'll get Rod to deliver it later on, if the van's going that way. Otherwise, he'll have to wait!"
action: You buy fishton with the fisa
response: "Rod," calls Steve, "come here and put the fishton in the van for delivery later on." Rod appears from a back room, gives you a knowing wink, and leaves with the goods safely in his charge.
"It's all right I know your address," Steve says as you offer the information. He takes your credit card and partly fills in a sales slip which he informs you will be duly completed "Later" and returns the card to you with a supercilious "Thank you sir."
action: Look around
response: [l -> look]
action: You buy the film with the fisa
response: Steve charges the sum of 75 Clams to your Fisa account and passes the film to you.
"I hope you enjoy it, sir," he smirks.
action: You go south
response: You dart across Dace Road while nobody's looking.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
Your colleague Bertie Bream swims into view.
Bertie Bream greets you with a friendly wave of his fin.
You notice a guppy flounder around for a bit and then swim off.
action: You look at what you're carrying with you
response: You are carrying a fishofax, a travel pass, some ear-plugs and a film. You are wearing a watch.
action: You examine the film
response: The film is an original copy of "Attack of the Killer Tomatoes". It's more of a vegetable video than a fruity film now you think about it.
action: Go east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Hardware Shop
This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.
A hyperdriver and a screwdriver are for sale.
action: You examine the hyperdriver
response: The hyperdriver is a variant on the standard screwdriver, designed for removing lok screws.
action: You buy the hyperdriver with the fisa
response: "That will be 99 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the hyperdriver.
action: You buy the screwdriver with the fisa
response: "That will be 8 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the screwdriver.
action: You look around
response: This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.
action: You buy bag with the fisa
response: "That will be 2 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.
action: You go to the west
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: You go to the south-east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Eelpout Underground Station
In the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.
action: You go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Simon Tench greets you cheerfully.
action: Go north
response: You dart across Dace Road while nobody's looking.
Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Simon Tench greets you cheerfully.
action: You look at the stool
response: The stool is the only stool at the bar available for your use.
action: You go north
response: Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south. A trendy pair of sun glasses are on sale.
A tie is for sale.
action: You buy the glasses with the fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the dark glasses.
action: You buy the tie with the fisa
response: "That will be 25 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the tie.
action: You examine the tie
response: The tie is to be worn on special occasions: births, deaths, marriages, visits to the disco and so on. It's made from finest kipper.
action: You examine the glasses
response: The dark glasses are incredibly cool and trendy, highly unsuitable for Dr. Roach.
action: Go south
response: Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
action: Go northwest
response: This station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
action: You wait
response: Time passes.
A rumbling comes from the tunnel and a train pulls into the station. As it comes to a halt, someone pushes you in the back sending you onto the tracks. Brakes screech but the train can't stop in time. It pulverises your pathetic little body, sending you reeling through the dimensions. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: Look around
response: A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: Up
response: You can't go that way.
There's no way out.
action: You enter the large warp
response: You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.
Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: You examine the shelf
response: Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.
There is a fishofax on it.
The wall behind your fishton glows, revealing the face of the principal's secretary. "Good morning Dr. Roach," she says, "I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye." Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: "HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN". Not the most auspicious start to a morning.
action: You put the hand on print
response: With a loud whoosh, the door flies up into the ceiling.
action: You go to the south
response: There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
action: Go downwards
response: You swim into the access shaft and down to the ground floor.
Lobby
With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
As you arrive Simon Tench greets you cheerfully.
action: Go south
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
action: Up
response: You swim into the access shaft and up to the level of your apartment Landing
There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
As you arrive Simon Tench greets you cheerfully.
action: You go south
response: There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
As you arrive Simon Tench greets you cheerfully.
action: Go downward
response: You swim into the access shaft and down to the ground floor.
Lobby
With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
action: You go south
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Wait
response: Time passes.
The train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.
action: You wait awhile
response: Time passes.
"Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Wait
response: Time passes.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: You wait
response: Time passes.
The train speeds through the tunnel then clatters into Battersea. The doors slide open and the commuters swim in and out.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.
An underground train is here but looks likely to leave at any moment. "All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Up
response: You show your pass to the guard and go through.
Battersea
Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
action: You go north
response: "Welcome to Battersea Power Station." You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.
Power Station
action: Examine gauge
response: The important gauge shows the total electricity output of the Battersea sub-station. It is currently displaying a value of 100.
action: You examine the switch
response: The switch is just like those seen in fifties science-fiction movies, requiring both hands to turn it on or off. It controls the power supply to the whole of the tube system. At the moment it is on.
action: You turn off the switch
response: With great effort you manage to pull the switch. The light dims momentarily and the guppies on the guided tour scream until everything returns to normal. The important gauge shows a considerable drop in current.
action: You look at gauge
response: The important gauge shows the total electricity output of the Battersea sub-station. It is currently displaying a value of 39.
action: You examine the door
response: The steel door opens automatically when the pressure from the turbines in the area to the west falls below danger levels. For safety reasons, it cannot be opened by hand.
It is closed.
action: Go west
response: The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted.
action: Go south
response: Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
action: You go east
response: You can't go that way.
Only north, down.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.
action: You wait
response: Time passes.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Wait
response: Time passes.
The train speeds through the tunnel then clatters into Opah University. The doors slide open and the commuters swim in and out.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Opah Station
Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
action: You go to the east
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
action: You examine the statue
response: The statue has the University motto, 'Scientia est bona' engraved underneath.
A student sidles up to you. "We've got the principal," he whispers, "if you don't donate to rag week we'll let her go." You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.
action: You go east
response: The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: You go south
response: The Principal's secretary glances up at you. "Oh dear. I'm sorry Dr. Roach but you're too late. The principal seemed most concerned by your absence and has taken you off The Project. Take a holiday, we'll contact you tomorrow." You are shown out.
University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: Time
response: The time is 10:14
action: You enter the large warp
response: You swim into the large warp and your body changes into a strange hybrid creature, half-man half-fish. This must be Dr. Roach.
Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: You examine the shelf
response: Dr. Roach bought the trendy black shelf from his favourite trendy black shelf shop.
There is a fishofax on it.
The wall behind your fishton glows, revealing the face of the principal's secretary. "Good morning Dr. Roach," she says, "I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye." Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: "HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN". Not the most auspicious start to a morning.
action: Go north
response: You wisely decide not to walk onto the tracks.
An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
action: You wait
response: Time passes.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: You go to the north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Wait
response: Time passes.
The train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.
action: You wait awhile
response: Time passes.
"Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: You go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Time
response: The time is 09:30
action: You go south
response: Bursting to the gills, this restaurant serves the finest plankton meals in Hydropolis. For the fabulously wealthy, gas-impregnated oils are on sale. They may not be as efficient as snifters, but they certainly put everyone else in their place! A waiter floats around near the exit to the north.
action: You examine waiter
response: The waiter bows and scrapes to every customer in the restaurant.
action: You go east
response: The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
Your colleague Simon Tench swims into view.
"Heeyy, Roachie baby," yells Tench, slapping you on the back. "How's my main fish? Hanging loose? I'm gonna sniff with Salmon at the Sinker today. Fish, this job is a doddle."
action: You examine the metal door
response: The metal door remains closed to all except those who are authorised. There is a slot next to it.
It is closed.
action: Go south
response: "Good morning Dr. Roach," says the principal's secretary, "have a seat. She won't be long." She finally arrives at ten minutes to ten. "Good morning Doctor," says the principal as she closes the door and takes a seat, "I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow." She gets up. "Now please hurry doctor. There's not a second to lose." You walk back to the foyer together then go your separate ways.
University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
Simon Tench is here.
action: Inventory
response: You are carrying a fishofax and a travel pass.
You are wearing a watch.
action: Go east
response: Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
action: You go to the south
response: Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.
action: You look at the book
response: The book is illustrated with many wondrous things from ages gone by. Perhaps you should look some of them up.
It is closed.
action: You open the book
response: You open the book at random, revealing a full colour picture of a mould on page 336.
action: You look at the book
response: The book is illustrated with many wondrous things from ages gone by. Perhaps you should look some of them up.
It is open.
action: You open the book
response: But the book is already open.
action: You read the book
response: There is a full colour picture of a mould on page 336.
action: You look up the Mould in book
response: You turn to page 336, revealing a full colour picture of a mould.
action: You look up ring in the book
response: You turn to page 331, revealing a full colour picture of a gold ring.
action: You look up yourself in the book
response: You search through the book but the page you want has been torn out.
action: You look up case in the book
response: You search through the book but the page you want has been torn out. "On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: Go east
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
action: You look at the metal door
response: The metal door will not open to unauthorised persons. There is a slot next to it.
It is closed.
action: You look at the slot
response: The slot is beside the door. It's about the same size as your identity card.
action: You put the identity card in the slot
response: The card fits neatly into the slot. After a few reassuring buzzes the door slides open smoothly and the card is returned to your waiting hand.
action: Go east
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
After allowing time for someone to pass the door closes.
action: You go to the northeast
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You examine the device
response: Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.
It contains a stream accelerator.
action: You look at the accelerator
response: The stream accelerator accelerates particles gathered by the main Project machine.
There is a lok screw on it.
action: You examine the lok screw
response: The lok screw (TM) is a small item for fixing items semi-permanently; without the right tool it cannot be removed.
It is locked.
action: You look at your surroundings
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You look in the aquarium
action: Go southwest
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
action: You go to the southeast
response: Even though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.
There is a protocopier here.
action: You look at the protocopier
response: The protocopier is a large box with a slot on one side and a simple on-off switch where you would expect one, built by Dr. Salmon as a prototype Device. While it is indeed remarkable, the University authorities took a different view for two reasons: the protocopier used so much power that fuel bills reached record levels and secondly, it could only teleport in very small amounts of water. It was the downfall of Dr. Salmon; he was fired by the principal.
action: You examine the wallchart
response: The wallchart is an informal record of the equipment held in store for The Project.
action: You read the wallchart
response: A: filter (out of stock)
B: photon bridge (out of stock)
C: focus wheel (out of stock)
D: tuned crystal (out of stock)
E: a suitable case (out of stock)
F: shelf (out of stock)
G: wallplan (1 in stock)
action: You fix the accelerator
response: To what?
action: You look at the door
response: Which one, the metal door or the store room door?
action: Metal
response: The metal door will not open to unauthorised persons. There is a slot next to it.
It is closed.
action: You put the card in the slot
response: Which one, the Fisa card, the tatty card or the travel pass?
action: You go west
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
After allowing time for someone to pass the door closes.
action: You go west
response: Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
As you arrive Simon Tench greets you cheerfully.
You notice several students loitering with intent. One of them produces a guitar and starts singing: "Come on feel my nose. The girls grab my clothes. Go why, why why any more." Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.
action: Go west
response: The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: You put the tatty card in the slot
response: A student notices you trying to open the door and beckons you. "Dr. Salmon's the only one who's got an id card for the research wing," she says helpfully. "He's probably in town getting drunk as usual." She trudges off, muttering, "they should never have taken him off The Project."
action: You ask the waiter about Salmon
response: The waiter says, "I'm sorry sir. I'm far too busy to chat right now. I've customers to attend to."
action: Go west
response: Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
action: Go downwards
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Wait
response: Time passes.
The train speeds through the tunnel then clatters into Angel. The doors slide open and the commuters swim in and out.
action: You wait a while
response: Time passes.
The train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
An underground train is here but looks likely to leave at any moment. "All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Up
response: You show your pass to the guard and go through.
Eelpout Underground Station
In the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.
action: You go northwest
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: Go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Ernest Chub greets you cheerfully.
action: You look at Chub
response: Ernest Chub wants to be like you in every way. You're his hero and this leads to plenty of grovelling on his part. He really needs to get a life - of his own preferably, especially since he rented the apartment next door to you.
action: You ask Chub about Salmon
response: Ernest Chub says, "The only good thing about Dr. Salmon's departure was that we now have a morally stable leader for the Project." He grins an obsequious grin. "He he was a brilliant man. It's a shame to see him wasting himself on snifters."
action: You ask Chub about Project
response: Ernest Chub says, "You're the Project leader, Roach. You tell me."
action: You sniff the gas
response: Which one, the pink gas or the clear gas?
action: Pink
response: As you inhale, someone kicks you in the gills. At least, that's what it feels like. Actually, you keel over backwards and swim upside down out of the pub, but you can't remember that. The drunk thought it was funny though. You do remember going round and round the tube network before you could get off at Paddlington. Coming up the access funnel was difficult, but, now that you're back in your apartment, the snifter has thankfully worn off, leaving you with a sore head. Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
Oh, no! You've been burgled! I hope Dr. Roach was insured.
There is a travel pass and a tatty card here.
action: You go east
response: My, Plaice Street is busy! In the end you succeed in crossing.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Inventory
response: You are carrying a fishofax, a tatty card, a travel pass and a hyperdriver.
You are wearing a watch.
action: Go east
response: This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
As you arrive Bertie Bream greets you cheerfully.
action: You look at Bertie
response: Though extremely pedantic, Bertie Bream is a capable and valuable member of the team, able to spot tiny mistakes that most would consider irrelevant. He's also after your job.
You notice a guppy flounder around for a bit and then swim off.
action: You go to the south-east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Eelpout Underground Station
In the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.
action: You descend
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
action: You wait a while
response: Time passes.
The train speeds through the tunnel then clatters into Museum. The doors slide open and the commuters swim in and out.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: Go north
response: Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.
action: You look at the skeleton
response: The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.
action: Go north
response: White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
action: Go north
response: Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. Amazingly, the guards believe your story though they do look a bit suspicious as they deposit you back at the station and go back to their various posts.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: You go east
response: You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.
Alarm Room
White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
action: You go west
response: You swim lazily into an exhibition of historic gravel, showing many pieces of gravel around which great and important events have centred. It doesn't interest you in the slightest so you swim back east.
Alarm Room
White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
action: You go to the south
response: Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.
action: Go west
response: You swim lazily into an exhibition of historic gravel, showing many pieces of gravel around which great and important events have centred. It doesn't interest you in the slightest so you swim back east.
Museum
Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.
action: You go to the south
response: This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.
action: You wait
response: Time passes.
The train speeds through the tunnel then clatters into Paddlington. The doors slide open and the commuters swim in and out.
action: You wait for a while
response: Time passes.
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Wait
response: Time passes.
Steve swims by at top speed.
The train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.
action: You go up
response: You show your pass to the guard and go through.
Opah Station
Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
As you arrive Simon Tench greets you cheerfully.
action: Unscew lok screw with hyperdriver
action: You unscrew the lok screw with hyperdriver
response: Frack, The Lokscrew(TM) was booby trapped! Bang it goes. Well "BANG!" really. Well, to be honest, it's even louder but you get the idea. Then, there's silence and blackness. Lots of it. Next, Sir Playfair says something. "I think you blew it. You must identify the saboteur. He'd know how to disarm the booby trap he set." The voice fades and you experience a new sensation, that of falling. There is a sudden woosh and you land, somewhat winded, back in the goldfish bowl. The castle has gone and someone has cleaned the bowl so you can see further than before.
Project Room
Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: You look up lok in the book
response: You search through the book but the page you want has been torn out.
A student sidles up to you. "We've got the principal," he whispers, "if you don't donate to rag week we'll let her go." You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.
action: You go to the west
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
As you arrive Bertie Bream greets you cheerfully.
action: You ask Bream about the sabotage
action: You ask Bream about the parasite
action: You describe your surroundings
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
action: Go south
response: You try to push your way through to the doors, but can't quite make it in time.
"Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Go south
response: You smash your nose against the door.
The train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.
action: You go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Eelpout Underground Station
In the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.
action: You go northwest
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: Go north
response: You dart across Dace Road while nobody's looking.
Second Hand Shop
This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells "fins what have fallen off the back of a submarine" if you get my drift. The exit from this den of low morals and high prices is to the south. Steve catches your eye, and with a knowing wink suggests that you might like to buy a "somewhat fruity" film that came in yesterday. You recognise the fishton.
There is a radio case here.
action: Go south
response: You dart across Dace Road while nobody's looking.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: Go south
response: The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit "Smoke Underwater", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north. The assistant is fondling some ear plugs.
action: You buy the ear plugs with the fis
action: You buy the ear plugs with the fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.
action: Go north
response: This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: You go to the east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Hardware Shop
This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.
A screwdriver is for sale.
action: You go west
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
A group of students swim by with what looks like the principal.
action: Go west
response: You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Ernest Chub greets you cheerfully.
action: Go north
response: You dart across Dace Road while nobody's looking.
Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: You go north
response: Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south. A trendy pair of sun glasses are on sale.
A tie is for sale.
action: You buy the glasses with the fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the dark glasses.
action: You go south
response: Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go southeast
response: As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go south
response: The police station is fished day and night by a stalwart dogfish who is ready to solve the troutiest of crimes, especially the really simple ones where the villains just confess. You can escape without much danger of pursuit to the north.
action: Go north
response: You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Ernest Chub greets you cheerfully.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.
action: Go upwards
response: You show your pass to the guard and go through.
Battersea
Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
action: You go to the north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
action: Time
response: The time is 14:15
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: You look at the wand
action: You wait a while
response: Time passes.
The train speeds through the tunnel then clatters into Eelpout. The doors slide open and the commuters swim in and out.
action: You go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: Go north
response: Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.
action: You look at the skeleton
response: The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.
action: Go east
response: You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.
Museum
Visited by many fish over the course of a year, the museum is a great attraction. Maybe this is due to its unique collection of piscean relics, the greatest of which is the skeleton of the 'Bloodyenormasaurus' which has pride of place in the centre of this room. You can explore the museum in your own time by going north, east or west. You can return to the station by swimming south.
action: You look at Room
response: White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
action: You go east
response: You swim through an exhibition of the use of gravel in modern science. The ingenious fish scientists have managed to produce materials so cunning that, even though they aren't really gravel, they behave in almost exactly the same way. Not entirely impressed, you swim back west.
Alarm Room
White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
action: Go north
response: Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. Amazingly, the guards believe your story though they do look a bit suspicious as they deposit you back at the station and go back to their various posts.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: You look in the skeleton
response: The bloodyenormasaurus roamed the seas of Hydropolis until fish became civilised. Then they killed every single Bloodyenormasaurus they could lay their grubby little fins on, simply because they made such great museum exhibits.
action: Go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: You wait
response: Time passes.
The train speeds through the tunnel then clatters into Paddlington. The doors slide open and the commuters swim in and out.
action: You go to the south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Pickerel Underground Station
This station is teeming with guppies, nipping in and out of the access funnel which leads to the platform. A guard, looking rather bored with life, checks all their tickets. You can buy tickets from the ticket clerk, behind his counter close to the exit southeast.
action: You go southeast
response: Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: You go to the east
response: You wait for a break in the traffic but it's far too busy so you give up.
Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go southeast
response: As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go north
response: You wait for a break in the traffic but it's far too busy so you give up.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: You go northwest
response: As you step on the road, the cars all accelerate towards you, their drivers leaning over the steering wheels with fangs bared. You just avoid them by swimming as quick as you can to the safety of Dace Road. Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
action: Go south
response: The music shop is cluttered with amateur musicians, most of whom are playing versions of the ancient heavy metal hit "Smoke Underwater", very badly, on expensive instruments that they have no intention of buying. An assistant is attempting to hide behind the counter. The hasty exit from this noisy place is north.
action: You look at the music
response: Don't be foolish! You can't examine music, it's ethereal.
action: You get in the radio case
response: "Watch it," shouts Steve, "that's sold."
action: You look at what you're carrying with you
response: You are carrying a fishofax, a tatty card, a travel pass, some dark glasses, some ear-plugs, a hyperdriver, a film and a bag.
You are wearing a watch.
action: Fishofax
response: Are you talking to yourself again?
action: You look at the fishofax
response: The fishofax is a really useful item. Honest. It combines all the features of a diary and a wallet, for about four or five times the price.
It is open.
It contains a Fisa card.
action: You read the fishofax
response: "Principal, 10 o'clock. Don't be late" is written on today's diary page of your fishofax. You've also written your computer password with the letters jumbled up to confuse anyone who reads it. It says "EM".
action: Yell
response: Nobody hears you.
action: Go south
response: You dart across Dace Road while nobody's looking.
Shark Street
This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
action: Go east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Hardware Shop
This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west.
A screwdriver is for sale.
action: Go northeast
response: You can't go that way.
Only north, east, south, west.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
action: Go upward
response: You show your pass to the guard and go through.
Opah Station
Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
action: You go north
response: That was not the right thing to do. The flashing lights blaze into the host-parasite interface, stunning you for a moment. You just manage to stagger outside before the interface disintegrates completely. That was close!
action: You wear the glasses
response: You put on the dark glasses.
action: Go north
response: Not entirely the right thing to do, I'm afraid. The thump-thump-thump of the bass gnaws steadily away at the host-parasite interface, making you feel decidedly uneasy. You lurch outside before it disintegrates completely.
action: Wear plugs
response: You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
action: You go to the north
response: The dark glasses and ear plugs provide just enough protection for the host-parasite interface from the flashing lights and heavy bass. You are completely safe. As long as you keep them on of course.
Disco
The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.
action: You examine the dancers
response: [x -> examine]
action: Dance
response: You boogie on down to the rhythm, strutting your funky groove in an alarming fashion. Still, it gets you noticed. When the record finishes, the students congratulate you on your 'uninhibited' style.
Glancing towards the toilet you see a trout emerge, adjusting his flies.
action: You look at the trout
action: You describe your surroundings
response: The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.
action: Inventory
response: You are carrying a fishofax, a tatty card, a travel pass, a hyperdriver, a film and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Go south
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
action: You examine the statue
response: The statue has the University motto, 'Scientia est bona' engraved underneath.
action: Go east
response: Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
As you arrive Bertie Bream greets you cheerfully.
action: You go south
response: "The principal's not available at the moment, Dr. Roach," her secretary informs you, "I'll tell her you called." She shows you out to the foyer.
University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: You put tatty card in the slot
response: The card fits neatly into the slot. After a few reassuring buzzes the door slides open smoothly and the card is returned to your waiting hand.
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: Go north
response: With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
As you arrive Simon Tench greets you cheerfully.
action: Go south
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
A group of students swim by with what looks like the principal.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
An underground train is here but looks likely to leave at any moment. "All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: Go south
response: "Good morning Dr. Roach," says the principal's secretary, "have a seat. She won't be long." She finally arrives at ten minutes to ten. "Good morning Doctor," says the principal as she closes the door and takes a seat, "I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow." She gets up. "Now please hurry doctor. There's not a second to lose." You walk back to the foyer together then go your separate ways.
University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: You put the tatty card in lsot
action: You go to the west
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
As you arrive Ernest Chub greets you cheerfully.
action: Go downwards
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
action: Go west
response: You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
As you arrive Bertie Bream greets you cheerfully.
action: You go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
Your colleague Bertie Bream swims into view.
Bertie Bream greets you with a friendly wave of his fin.
action: You examine drunk
response: All washed up, Doctor Salmon is a no-good drunk. He hasn't been the same since he was taken off The Project.
action: You ask Salmon about card
response: "If you give me something I might let you have it," he says slyly.
action: You buy the drink for Salmon
response: What do you want to buy?
action: Inventory
response: You are carrying a fishofax, a tatty card and a travel pass.
You are wearing a watch.
action: You buy the snifter with the Fisa
response: "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.

"Only one snifter at a time please," says Steve, "you know the law."
action: You ask Salmon about the card
response: Dr. Salmon lurches slightly. He reaches into his pocket and removes an id card a little like your own but in much better condition. Surprised at his find he hands it to you saying "fangs very very much".
action: You check your inventory
response: You are carrying a fishofax, a tatty card, a new card and a travel pass.
You are wearing a watch.
action: You go east
response: You wait for a break in the traffic but it's far too busy so you give up.
Plaza
Noisy, dirty, fishy and grimy. Well, what did you expect a downtown Hydropolis shopping precinct to be like? You expected shops? OK, I'll give you some shops. To the north is a clothing shop, to the south is a pub and to the west is a cinema. Is that enough? No? Well, you'll have to go across Dace Road to the southeast if you want some more or northwest to Pickerel Underground Station if you want to go somewhere else.
You notice a guppy flounder around for a bit and then swim off.
action: You go to the south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Bertie Bream greets you cheerfully.
action: You go east
response: My, Plaice Street is busy! In the end you succeed in crossing.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: You go down
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go east
response: This fish has not been modified to swim through walls.
Steve swims by at top speed.
action: You go north
response: This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.
There is a crystal tuna here.
After allowing time for someone to pass the door closes.
action: You examine the tuna
response: The crystal tuna is a box which lets you adjust the receiving frequency of a given crystal.
It is open.
action: You get the tuna
response: The crystal tuna is too heavy to lift.
action: You go north
response: You can't go that way.
Only up.
action: Up
response: Water must be evaporating fast; the tower is only half full! You swim up and break the surface to take a look around. In the ceiling, high above through the air, is a trapdoor, but there seems no way of getting there. You dive quickly back underwater before your gills dry out.
action: Go downwards
response: You can't go that way.
Only south.
action: You go to the south
response: This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.
There is a crystal tuna here.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver and a film.
You are wearing a watch.
action: You go to the south
response: The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
After allowing time for someone to pass the door closes.
action: You order the meal with the fisa
response: The waiter waves you away. "I'm afraid our facilities are all fully booked today. I can sell you a take-away sachet of plankton, if you're hungry sir."
action: You buy the sachet with the Fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the sachet.
action: You look at the sachet
response: The sachet is used by customers who wish to take their food away to eat at home.
It is closed.
action: You open the sachet
response: You tear open the sachet. The plankton escapes and starts to slowly disperse in the water around you. You notice how the plankton deflects the light as it spreads. If you act quickly you should be able to eat it before it disperses completely.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Museum.
action: You open sachet
response: You tear open the sachet. The plankton escapes and starts to slowly disperse in the water around you. You notice how the plankton deflects the light as it spreads. If you act quickly you should be able to eat it before it disperses completely. Your mouth drops open in amazement. In the spreading cloud of plankton is the glimmering of myriad light beams - clearly the museum alarm system. Ahem!
action: Go north
response: You step past the now visible beams.
Crystal Room
This is the most beautiful room you've ever seen. There are no decorations, no features, no flaws, and yet the colours shift and swirl on every surface creating a hypnotic, soothing ambience. If you ever get the urge to leave, the exit is south.
A crystal is the museum's star exhibit.
action: You examine Crystal
response: Light catches this crystal in a beautifully irregular manner.
action: Go south
response: You step past the now visible beams.
Alarm Room
White rooms always have a bad effect on you. If the authorities had had their way, your laboratory would have been white. But you were firm. You put your tail down and refused. This room is white, and you don't like it. It leads north to the museum's finest exhibit and south back to the museum.
There are some beams and some plankton here.
action: You eat the plankton
response: The plankton is delicious, and soon gone. Bells, hooters and whistles sing out from all over the museum bringing guards rushing to the crystal room. You try to explain that it was an accident; that you just stumbled. On your way out you are interviewed by a guard. "You've stolen our crystal haven't you, you thief!" In a moment of weakness, which ruins any chance you had of completing the game, you confess and tearfully hand the crystal back to him, promising never to do anything so naughty again.
Museum Station
This station is the oldest in Hydropolis. The decoration reflects more decadent times, when men were men, fish were fish and they got together to build underground stations. An exit leads north to the museum while a funnel leads down to the platform.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: You go up
response: You show your pass to the guard and go through.
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: You go to the west
response: This is the up and coming place to live in Hydropolis. It's also one of the busiest, teaming with guppies. Your apartment block is to the north and the entrance to the underground station bearing the logo of the Hydropolis Underground Omnibus Company stands to the east.
action: You go north
response: With no security guard, no intercom and no doors, any old eel could slip in here and break into every apartment in the block. It's a wonder it hasn't happened yet! Mind you, it wouldn't be all bad. At least Dr. Roach could get some new furniture with the insurance money. The exit out to Paddlington is to the south and the access shaft leads up to the landing.
action: Go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
Oh, no! You've been burgled! I hope Dr. Roach was insured.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: You go to the south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Bertie Bream and Ernest Chub greet you cheerfully.
action: You ask Bream about the disco
response: "Yes I've often wondered about those places," says Bertie, "so many possibilities for studies of fish behaviour. Seeing how far we've evolved, that sort of thing. I'll have to get my equipment sorted out first. I'll meet you there at 14:00?" Without waiting for a reply Bertie Bream rushes off on his errands.
action: Time
response: The time is 13:02
action: You ask Chub about the disco
response: Ernest Chub says, "Sorry, I've already made plans for tonight. Anyway, Bertie Bream told me you were going with him."
action: You go east
response: My, Plaice Street is busy! In the end you succeed in crossing.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go east
response: This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
As you arrive Simon Tench greets you cheerfully.
action: You go to the south-east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Eelpout Underground Station
In the ticket hall, commuters are busily swimming up and down the access funnel which leads to the platform. The ticket counter stands in the centre with a clerk behind it. Northwest an exit leads out onto Shark Street.
action: Time
response: The time is 13:24
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver, a crystal, a film and a sachet.
You are wearing a watch.
action: Wear plugs
response: You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: Time
response: The time is 13:29
action: You wait for Chub
response: Ernest Chub is not here. Try the pub.
action: You wait for Bream
response: Bertie Bream is not here. Try the pub.
action: You wait
response: Time passes.
Glancing towards the toilet you see a trout emerge, adjusting his flies.
action: Wait
response: Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
action: Time
response: The time is 13:46
action: You wait
response: Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
Time passes.
action: Time
response: The time is 13:56
action: You look
response: The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.
You notice several students loitering with intent. One of them produces a guitar and starts singing: "Come on feel my nose. The girls grab my clothes. Go why, why why any more." Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.
action: You look
response: The university disco is open all day and every day during rag week. The students are having a wild and wacky sponsored bop-til-you-drop competition. They're having a whale of a time, pretending they're robots when the stroboscopic light is on and performing mindless synchronised dances to songs they'd normally only dance to if they were on holiday where no-one would remember them. You know it's all done for charity, but they look suspiciously like they're enjoying themselves. Some disco dancers are here.
action: Time
response: The time is 14:01
action: You go south
response: "I've been standing here for ages," says Bertie Bream , "come on, let's go in."
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: Go north
response: Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. "I can't go in without a tie," he says, "what will everyone think of me?" He starts shaking uncontrollably. "You'll have to get me one," he quivers, "I can't swim anywhere right now."
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: You look at what you're carrying with you
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a film and a sachet.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Time
response: The time is 13:26
action: You go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Ernest Chub and Simon Tench greet you cheerfully.
action: Go north
response: Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south.
A tie is for sale.
action: Time
response: The time is 13:54
action: You wear the glasses
response: You put on the dark glasses.
action: Wear plugs
response: You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
action: Look around
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
You notice several students loitering with intent. One of them produces a guitar and starts singing: "Come on feel my nose. The girls grab my clothes. Go why, why why any more." Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.
action: You look
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
Here comes Bertie Bream , clearly ready to shake his booty.
action: Go north
response: Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. "I can't go in without a tie," he says, "what will everyone think of me?" He starts shaking uncontrollably. "You'll have to get me one," he quivers, "I can't swim anywhere right now."
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: You give the tie to Bertie
response: "Thanks," says Bertie Bream , putting on the tie, "I feel quite presentable now. Let's go in."
action: Go north
response: The dark glasses and ear plugs provide just enough protection for the host-parasite interface from the flashing lights and heavy bass. You are completely safe. As long as you keep them on of course. Bertie Bream follows you in."Aghhh!" Bertie Bream screams and rushes from the disco. You quickly follow, just in time to see his body convulsing. There is a popping noise as something escapes through a warp hole then Bertie Bream collapses. You slap his gills to bring him round. "What happened?" he says, standing up, "I can hardly remember anything. But I did something bad to The Project. Something about stream regulators, stream accelerators, stream regimentors." "Go on," you say, "It's terribly important." "I can't remember," he pleads, getting delirious, "it's not my fault, I really can't. I need a shower. I feel dirty." He rushes off before you can stop him.
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
action: You examine the aquarium
action: You unscrew the lok screw with the hyperdriver
response: Bertie Bream bangs on the door shouting, "Stop! Stop! Don't touch the Device - it's booby trapped." You rush over into the lab and over to the door, expecting some kind of trap. "Can you hear me Dr. Roach?" he asks desperately, "the Device is booby trapped. It's connected up to a computer game called Shutdown which is keeping the Lokscrew locked in place. The only way to free it is to stop Shutdown counting down, but I don't know how to; the parasite wrote the program. You'll have to log in as me; I can't quite remember my password though, I think it's 'pondweed' but I'm not sure. The parasite could have deceived me. Did you get all that?" "Yes, thank you," you shout and he swims away saying, "Good luck Dr. Roach." You return to the project room and look with dismay upon the lok screw. Another booby trap! This is getting dangerous.
action: You look at your surroundings
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You examine terminal
response: The Project terminal gives team members access to the university computer.
action: You log in
action: You turn on the terminal
response: It's already turned on. What you really need to do is to sit down and log in.
action: You sit down
response: The login message is on the screen.

"Type LOGIN to enter system".

You are now sitting at the Project terminal.
action: Login
response: Lax 1803 V1.19 (University of Hydropolis)
Login (surname)-
action: Yourself
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 14:26: %
action: Ls
response: Time 14:26: %
action: Project
response: Opah University 660/55/4
Project notes
For Project Members Eyes only:
From - A. Roach
Project Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.
Time 14:27: #
action: You read the note
response: Which file do you want to read.
PROJECT - NOTE - STORE - EQUIPMENT
Or QUIT to exit to COMMAND level
Time 14:27: #
action: Note
response: Opah university 660/55/6
Project notes
For Project Members Eyes only:
From - Principal
Some serious anomalies have arisen in the last batch of data. Someone is tampering with the figures and The Project! All staff are advised to remain vigilant regarding all suspicious data and misuse of computer time. Let's nip this problem in the bud, boys.
Time 14:27: #
action: Store
response: Opah university 660/55/3
Project notes
For Project Members Eyes only:
From - A. Roach
Store notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:
Filter.
Photon bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.
Tuned Crystal - There's an untuned one in the museum but they won't let us near it.
We also need a case to keep everything stable.
Time 14:28: #
action: You read the note
response: Which file do you want to read.
PROJECT - NOTE - STORE - EQUIPMENT
Or QUIT to exit to COMMAND level
Time 14:29: #
action: Equipment
response: Stream Regulator = ((a+c)+(b+d))+e
Time 14:29: #
action: Mail
response: No mail in /usr/spool/mail
Time 14:29: %
action: B.
response: Time 14:29: %
action: F who b.
response: Time 14:31: %
action: Pondweed
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 14:37: %
action: Store
response: Opah university 660/55/3
Project notes
For Project Members Eyes only:
From - A. Roach
Store notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:
Filter.
Photon bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.
Tuned Crystal - There's an untuned one in the museum but they won't let us near it.
We also need a case to keep everything stable.
Time 14:37: #
action: Pondweed
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 14:42: %
action: Games
response: Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.
Time 14:43: +
action: Shutdown
response: You know the rules.
The goal is "WATER". Starting position - YZWRA
You have 19 minute(s) until The Project is activated.
action: 2
response: You have 18 minute(s) until The Project is activated.
action: 23
response: You have 17 minute(s) until The Project is activated.
action: 25
response: You have 16 minute(s) until The Project is activated.
action: 1
response: You have 15 minute(s) until The Project is activated.
action: 19
response: You have 14 minute(s) until The Project is activated.
action: 24
response: You have 13 minute(s) until The Project is activated.
action: 5
response: You have 12 minute(s) until The Project is activated.
action: 1
response: You have 11 minute(s) until The Project is activated.
action: 1
response: You have 10 minute(s) until The Project is activated.
action: 1
response: You have 9 minute(s) until The Project is activated.
action: 1
response: You have 8 minute(s) until The Project is activated.
action: 1
response: You have 7 minute(s) until The Project is activated.
action: 15
response: You have 6 minute(s) until The Project is activated.
action: 12
response: You have 5 minute(s) until The Project is activated.
action: 23
response: You have 4 minute(s) until The Project is activated.
action: 1
response: You have 3 minute(s) until The Project is activated.
action: 11
response: You have 2 minute(s) until The Project is activated.
action: 16
response: You have 1 minute(s) until The Project is activated.
action: 3
response: Shutdown failed. The Project activated.
Sensors detect Stream Regulator sabotaged. This will cause rapid water evaporation. Hydropolis in immediate danger. Red alert. Evacuate! Evacuate!

All the water gets sucked towards the Device. You try swimming for it, but, with no water, that's more than a little difficult. Suddenly, the door caves in under pressure from water outside and a huge wave slams your puny body against the far wall. Laboratory (at the Project terminal)
This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: Shutdown
response: You know the rules.
The goal is "WATER". Starting position - HAPUR
You have 21 minute(s) until The Project is activated.
action: 23
response: You have 20 minute(s) until The Project is activated.
action: 4
response: You have 19 minute(s) until The Project is activated.
action: 10
response: Congratulations Bertie Bream you've won again.
We must play shutdown again sometime. Project initialisation reset to original start time.

Returning to GAMES menu.
Select game -
Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.
Time 14:42: +
action: You go northeast
response: You get off.
Project Room
Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You unscrew the lok screw with the hyperdriver
response: The hyperdriver grips and turns the Lokscrew(TM) in that cunning way that only hyperdrivers can. The Lokscrew(TM) is easily removed.
action: You examine the accelerator
response: The stream accelerator accelerates particles gathered by the main Project machine.
action: Go west
response: Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: You check your inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a lok screw, a stream accelerator, a crystal, a film and a sachet.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You turn on the tuna
response: There is a ringing sound which dies away after about twenty seconds.
action: You ask Chub about the case
response: Ernest Chub says, "It's a lovely antique I found at the second hand shop. Buried under a pile of rubbish it was. The proprietor has no sense of value."
action: You ask Chub about the Filter
response: Ernest Chub says, "Your mind works in such an amazing way sir. I really don't know how you think of such things."
action: You ask Tench about the Filter
response: Simon Tench says, "Roachie baby, you're really on form. What a concept!"
action: You ask Tench about the photon bridge
response: Simon Tench says, "The photon bridge? Too far out for me fish."
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a lok screw, a stream accelerator, a tuned crystal, a film and a sachet.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You examine the film
response: The film is an original copy of "Attack of the Killer Tomatoes". It's more of a vegetable video than a fruity film now you think about it.
action: You look at the accelerator
response: The stream accelerator accelerates particles gathered by the main Project machine.
action: Go north
response: Behind a counter stands an assistant, ready to sell you anything in the shop. Many racks are filled with exciting jackets, a fashionable accessory in Hydropolis at the moment. You can leave the shop by going south.
action: Go north
response: You dart across Dace Road while nobody's looking.
Second Hand Shop
This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells "fins what have fallen off the back of a submarine" if you get my drift. The exit from this den of low morals and high prices is to the south.
You recognise the fishton.
There is a radio case here.
action: You put Crystal in the case
response: "Watch it," shouts Steve, "that's sold."
action: Look around
response: This shop is run by a cool catfish of many talents, most of them illegal, who goes by the name of Steve. Steve is a fish who could sell stripes to tiger sharks, but would rather sell them his grandmother - if he hasn't already. The shop has a bad reputation. It normally sells "fins what have fallen off the back of a submarine" if you get my drift. The exit from this den of low morals and high prices is to the south.
action: Go east
response: This is the seedier part of town with shops to match, so watch who you're dealing with. South is a music shop, north is a second hand shop, across the road to the east is the hardware shop and southeast is the nearest underground station, Eelpout. Dace Road, a much safer place to be, is to the west.
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You wait
response: Time passes.
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: Y.
response: [y -> yes]
action: %
response: Magnetic Scrolls Interpreter, version 2.3
Written by Niclas Karlsson
Glk interface by Simon Baldwin

"Well done, Agent 10," said Sir Playfair Panchax, head of Mission HQ. "We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy." You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.

FISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.

Someone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...

Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.
action: You look
response: Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.
action: You read
response: Which file do you want to read.
PROJECT - NOTE - STORE - EQUIPMENT
Or QUIT to exit to COMMAND level
Time 14:43: #
action: Note
response: Opah university 660/55/6
Project notes
For Project Members Eyes only:
From - Principal
Some serious anomalies have arisen in the last batch of data. Someone is tampering with the figures and The Project! All staff are advised to remain vigilant regarding all suspicious data and misuse of computer time. Let's nip this problem in the bud, boys.
Time 14:44: #
action: Project
response: Opah University 660/55/4
Project notes
For Project Members Eyes only:
From - A. Roach
Project Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.
Time 14:45: #
action: Equipment
response: Stream Regulator = ((a+c)+(b+d))+e
Time 14:46: #
action: Store
response: Opah university 660/55/3
Project notes
For Project Members Eyes only:
From - A. Roach
Store notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:
Filter.
Photon bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.
Tuned Crystal - There's an untuned one in the museum but they won't let us near it.
We also need a case to keep everything stable.
Time 14:47: #
action: Go west
response: You get off.
You smash your nose against the door.
action: You unlock the door with the card
response: Which one, the metal door or the store room door?
action: Metal
response: Which one, the Fisa card, the tatty card, the new card or the travel pass?
action: Tatty
response: But the metal door is already unlocked.
action: You put the film in the slot
response: The film won't fit.
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: Look around
response: A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: Go west
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: You ask Salmon about the phase bridge
action: You ask Salmon about the phaze bridge
action: You ask Salmon about the photon bridge
response: The drunk says, "I don't know anything about that."
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You ask Chub about the Filter
response: Ernest Chub says, "Oh really sir. You flatter me with such a question. I'm not fit to provide an answer."
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You ask Chub about the photon bridge
response: Ernest Chub says, "The bridge is of so complex a design that I feel sure only you truly understand its workings."
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You examine Salmon
response: All washed up, Doctor Salmon is a no-good drunk. He hasn't been the same since he was taken off The Project.
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You look at the sachet
response: The sachet is used by customers who wish to take their food away to eat at home.
It is open.
action: You look around
response: Laboratory (at the Project terminal)
This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
action: Go west
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
After allowing time for someone to pass the door closes.
Three students swim by with a rolled-up hang glider under their fins.
action: Go downwards
response: You can't go that way.
Only south.
action: You go to the south
response: This is where a lot of the groundwork for The Project was done by the famous Dr. Salmon. Unfortunately his work was shelved to make room for your endeavours, and anyway he sniffed far too much. You can swim up into the tower from here or pass through the metal door with a slot beside it to the south.
There is a crystal tuna here.
action: Turns
action: You go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: You go up
response: You show your pass to the guard and go through.
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: You go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
action: You ask Steve about the case
response: Steve says, "It's sold mate, sorry. Rod is going to deliver it to a customer later on."
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
action: You go up
response: You show your pass to the guard and go through.
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: Go upwards
response: You swim into the access shaft and up to the level of your apartment Landing
There are two doors on this level of the apartment block - one to your apartment and one to your new neighbour, Ernest Chub's. Beside each door is a handprint and an access shaft leads down to the lobby.
There is a radio case here.
action: You look at the case
response: The radio case is the outer casing of an antique radio. There is a lot of space inside where the radio bits used to be.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a radio case, a film and a sachet.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You examine the film
response: The film is an original copy of "Attack of the Killer Tomatoes". It's more of a vegetable video than a fruity film now you think about it.
action: You go northeast
response: You get off.
Project Room
Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
The device almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You get the lok screw
response: You just can't seem to get a grip on the Lokscrew(TM). You need a hyperdriver.
action: You unscrew the lok screw with hyperdriver
response: One of the special features of Lokscrews(TM) that make them popular with games programmers is their ability to lock tight just when things are getting critical. This is one such occasion. The computer is counting down the destruction of Hydropolis and time is running out. The Lokscrew(TM) won't move when locked.
action: You remove the lok screw with the hyperdiver
action: You buy the mask with the fisa
response: "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.
action: You buy the mask with fisa
response: "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.
"You're getting through the snifters quickly." adds Steve, "If you like, I can sell you a cylinder for only 99 clams."
action: You buy cylinder with the Fisa
response: "That will be 99 clams, me old mate." says Steve. He gives you the cylinder and charges the purchase to your Fisa account. A drunk with his left arm in a sling lurches into you as you turn round from the bar, knocking the cylinder to the floor. "Sorry guv," he slurs, picking it up, "I'll get you another one."
"It's one of the Fins! Stop him Agent 10," screams Sir Playfair in your brain as the drunk runs off with the cylinder. You swim frantically after him but he disappears. "Well, you really messed that up," Sir Playfair scolds. "The cylinder must be important otherwise they wouldn't have stolen it. Fortunately, the back room boys got a fix on him. He's somewhere in the dimensions. You'll have to go after him, Agent 10, and be careful this time." You hear him mumbling in the background then he curtly says, "A warp will open up in Dr. Roach's apartment. Use that. Panchax out." You should be more careful if you want to keep your job.
action: Go east
response: "Finished already?" asks Steve as he takes the snifter. My, Plaice Street is busy! In the end you succeed in crossing.
Dace Road
You are swimming along the south side of Dace Road. The police station is to the south, west across Plaice Street is a pub, and east lies Shark Street.
action: Go downward
response: You can't go that way.
Only north, northeast, east, southeast, south, west, northwest.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Paddlington.
An underground train is here but looks likely to leave at any moment. "All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: You go up
response: You show your pass to the guard and go through.
Paddlington Station
This station is busy. Commuters are flooding down the access funnel to the platform, almost overwhelming the guard checking their tickets. The ticket clerk, sitting behind a counter, looks quite scared by the mad rush too. You can get back to the street westward, but you'd be swimming against the tide of commuters.
action: Go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a dark warp here.
action: You enter the dark warp
response: You slip through the dark warp into the whirling dimensions. "It's a strange place Agent 10," says Sir Playfair's voice in the back of your brain. "Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out."

A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, southwest, northwest, up.
action: You go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, southwest, northwest.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, southwest, west, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast, south, northwest.
action: You go to the southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, northwest, up.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, south, southwest, west.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, northwest, up.
action: You go to the north-west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, west.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, southwest, northwest, up.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, west.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, west, up.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, southwest, northwest.
action: You drop the pass
response: Travel pass dropped.
action: You go to the east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, southeast, south, southwest, northwest, up.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east, west, northwest.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead northeast, up.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead northeast, southeast, south, up.
action: Go upwards
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east, southwest, west, northwest.
action: You go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east, south, northwest, up.
action: You go to the east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead northeast, southeast, northwest.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east, southeast, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead east, southeast, west.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, east, southeast, south, southwest, northwest, up.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a travel pass here.
Exits lead north, west, northwest.
action: You go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a cylinder and a travel pass here.
Exits lead up.
action: Cylinder
response: You have now got the travel pass.
You are carrying too much already to get the cylinder.
action: You drop the film
response: Film dropped.
action: Go upward
response: "Well done old boy," says Sir Playfair as you slip back into the lounge, "I didn't think you'd make it. That should keep the Fins at bay for a while. Top hole. Panchax out." The dark warp swiftly fades. Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
action: You look at what you're carrying with you
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a sachet and a cylinder.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You sniff the cylinder
response: The cylinder smells like a cylinder.
action: Go south
response: You smash your nose against the door.
The train speeds through the tunnel then clatters into Barbellican. The doors slide open and the commuters swim in and out.
action: You go south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east.
There is a stool here.
As you arrive Ernest Chub and Simon Tench greet you cheerfully.
action: You give the cylinder to Salmon
response: "Thank you," slurs the drunk as he takes the cylinder . The drunk plays with your thoughtful present. He unfortunately finds how to empty the cylinder. The gas escapes, all in one go. What a waste.
action: You buy the mask with the fisa
response: "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.
You are carrying too much and the fishofax annoyingly falls to the ground.
action: You wear the mask
response: You put on the snifter. As you inhale, someone kicks you in the gills. At least, that's what it feels like. Actually, you keel over backwards and swim upside down out of the pub, but you can't remember that. The drunk thought it was funny though. You do remember going round and round the tube network before you could get off at Paddlington. Coming up the access funnel was difficult, but, now that you're back in your apartment, the snifter has thankfully worn off, leaving you with a sore head. Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a travel pass and a tatty card here.
action: You check your inventory
response: You are carrying a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a snifter, a sachet and a cylinder.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You drop the mask
response: Just as the snifter is about to leave your hand Steve takes it away. "I'll look after this," he says shortly.
action: Look around
response: The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east.
There is a stool and a fishofax here. Simon Tench and Ernest Chub are here.
action: Open cylinder
response: You open the cylinder and the gas bubbles away around you.
action: You go to the south
response: You can't get out that way!
In The Dimensions
A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
action: You look
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
action: You drop the Fishofax
response: Fishofax dropped.
action: You look around
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a fishofax here.
action: You go north
response: You can't get out that way!
In The Dimensions
A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a fishofax here.
action: You get the fishofa
action: You look around
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, south, west.
action: You go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, southwest, up.
action: You go to the south
response: You can't get out that way!
In The Dimensions
A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
action: You go to the southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, south, southwest.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, west, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, southwest, northwest.
action: You go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, south, west, northwest.
action: You go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, southwest, northwest, up.
action: You go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southwest, northwest.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southwest, west, up.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south.
action: You go to the south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest, west, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south, northwest.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northwest, up.
action: You go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead west.
action: You go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, south, southwest, northwest, up.
action: Go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, south, southwest, west.
action: You go to the south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, up.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, south, up.
action: You go to the south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, southeast, southwest, west.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, south, southwest, west, up.
action: You go to the southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, west, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a cylinder here.
Exits lead up.
action: You get the cylinder
response: You are carrying too much already to get the cylinder.
action: You drop the screwdriver
response: Screwdriver dropped.
action: You put satchel on the cylinder
action: You put the satchet on the cylinder
action: You drop the Sachet
response: Sachet dropped.
action: You look around
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a sachet here.
action: Go east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Hardware Shop
This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west. The assistant offers to sell you a black plastic bag.
action: You buy bag with the fisa
response: "That will be 2 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.
action: Go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east.
There is a stool here.
As you arrive Ernest Chub and Simon Tench greet you cheerfully.
action: You look
response: A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: You examine the eggs
response: It's a pity that ant eggs are all you've had to eat for the past week, otherwise they might look appetising.
action: You wait
response: Time passes.
The bowl rattles as someone strides over. "It's time for this little fish's last meal," says an ominous voice. Then the voice lowers and recites menacingly
"And I am become death, destroyer of worlds."
Suddenly, some ant eggs are dropped in.
action: You examine the person
action: You eat the eggs
response: Delicious and there are plenty more.
Suddenly, the ant eggs start dissipating a pale pink solution. Oh no! It's an inter-dimensional espionage operative's worst nightmare - the dreaded pink anti inter-dimensional espionage operative poison, guaranteed to kill not only an inter-dimensional espionage operative's host, but to trap him there for ever. To put it bluntly, the guarantee hasn't run out. The poison gags your gills. You'll never see Sir Playfair or Mission HQ again.

Your score is 349 out of 501.
You have died.
Do you want to quit or restart (q/r)?
action: Y.
response: "Well done, Agent 10," said Sir Playfair Panchax, head of Mission HQ. "We knew you'd stop the Seven Deadly Fins. Good show! It's a shame they got away again. But now I suggest you take a vacation. You've earned it, old boy." You agreed with him, the last few months had been a real chore. Being an inter-dimensional espionage operative isn't a bad life apart from the pain of warping and the inconvenience of host-parasite relationships, but you need a spot of R and R every now and then, just to stay sane. So you went for the big one - warping into a goldfish for a whole month! The peace. The tranquility. And you're still on the payroll.

FISH! - Version 1.10 - Copyright (C) 1988, 1990 Magnetic Scrolls Ltd.

Someone's coming. Good, it must be time for food. SPLATTO. A hand as big as a bus drops something hard right on your head. Understandably dazed, you flip over and, through a swirl of ant eggs, spot what hit you: a tacky plastic castle. It looks like a rush job. Sir Playfair must be in trouble. And you thought you were on vacation...

Swimming upside down is good fun, but difficult, even for someone as highly trained as yourself. It looks like the pondweed is dangling from the gravel above your head. And the ant eggs, wow! Upside down they look, so, so much like, well, like exactly the same as if you were the right way up actually. Anyway, there's no need to get carried away. Sir Playfair has a message for you in the castle if you're not mistaken and he hates agents who are late.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver, a crystal, a film and a sachet.
You are wearing a watch.
action: You wear the glasses anthe ear-plugs
response: You put on the dark glasses.
You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
action: You enter the dark warp
response: You slip through the dark warp into the whirling dimensions. "It's a strange place Agent 10," says Sir Playfair's voice in the back of your brain. "Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out."

A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, southwest.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast, southwest, up.
action: You go to the north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest, west, northwest.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south, southwest, west, northwest, up.
action: You go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast.
action: You go to the northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, up.
action: Go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, west, northwest.
action: You go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, west, northwest, up.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, south, southwest.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south, southwest, up.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, west.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south, west, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southwest, northwest.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southwest, west, up.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south.
action: You go to the south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest, west, up.
action: Go upwards
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south, northwest.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, southeast, southwest, west, northwest, up.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, southwest.
action: You go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, southwest, up.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast, southwest.
action: You go to the north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest, west, northwest, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southwest, west, up.
action: Exits
response: East, south, southwest.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, west, up.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, south, southwest, northwest.
action: You go to the northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south, southwest, northwest, up.
action: You go to the south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, west, northwest.
action: F west
response: No can do!
In The Dimensions
A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south, southwest, up.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, west.
action: Go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, west.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead west, up.
action: Up
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, southeast, south, southwest, northwest.
action: You go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, west, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, south.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, southwest, west, up.
action: You go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, southwest, west.
action: You go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southwest, west, up.
action: Go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southwest, northwest.
action: You go to the north-east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southwest, northwest, up.
action: Go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, southwest.
action: Ascend
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south, up.
action: You look at the watch
response: The time is 14:13
action: You look at the watch
response: The time is 14:14
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south, up.
action: You go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, west, northwest, up.
action: You go upwards
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, southwest.
action: You go to the north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, southeast, south, southwest, west, northwest, up.
action: Go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, east, southeast.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead south, up.
action: Exits
response: East, south, southwest.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, west, up.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, west.
action: You go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, southwest, up.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, west, up.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast, south, west.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, south, northwest, up.
action: You go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south, west.
action: Examine watch
response: The time is 14:04
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast, west, up.
action: You go west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, southwest, northwest.
action: You go to the southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, west, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead southeast.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, up.
action: You go to the east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, up.
action: Go upward
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south, southwest, west, northwest.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, northwest, up.
action: You go north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, west.
action: Go upwards
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, south, southwest, west.
action: You go to the east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south.
action: You go to the southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, south, west, northwest.
action: You go to the north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, west, northwest, up.
action: Go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast.
action: You go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, south, up.
action: You go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, southwest, west.
action: You go to the west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northwest.
action: You go to the northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, west, up.
action: You go to the north
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, southeast, south, northwest, up.
action: You go to the south-east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead northeast, east, northwest.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, southeast, south, northwest, up.
action: Go south
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southwest, west, northwest.
action: You go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest.
action: You go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, south, west, up.
action: You go to the west
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, southwest, northwest.
action: Go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, east, southeast, south, west, northwest, up.
action: Go southeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, west, northwest.
action: You go northwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
There is a cylinder here.
Exits lead up.
action: You get the cylinder
response: You are carrying too much already to get the cylinder.
action: You drop the film
response: Film dropped.
action: You buy the bag with the fisa
response: "That will be 2 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the bag.
You are carrying too much and the fishofax annoyingly falls to the ground.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal and a cylinder.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You drop the screwdriver
response: Screwdriver dropped.
action: You go to the east
response: "Come on. Let's go in," moans Bertie Bream.
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: You wear the glasses
response: But you are wearing the dark glasses.
action: Go north
response: Suddenly, Bertie Bream gets very nervous and drags you away from the entrance. "I can't go in without a tie," he says, "what will everyone think of me?" He starts shaking uncontrollably. "You'll have to get me one," he quivers, "I can't swim anywhere right now."
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: You go east
response: "Please get me a tie. I'll wait here for you," says Bertie Bream . University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: Open cylinder
response: The bag inflates and you hold it tightly closed to prevent the gas escaping. You rise up through the tower. There is a loud bang as you pass through the trap door, opening it. The roof of the tower lies inches below you but you are drifting slowly upwards.
Roof
When there was a lot of water around, students came up here to watch the teeming city of Hydropolis. A railing around the edge of the roof was put here to prevent them being washed away by the deceptively strong overcurrent. Now the water has gone that has ceased to be a problem. The obvious exit is the trapdoor.
There is a photon bridge and some railings here.
action: You examine the railings
response: When there was more water in Hydropolis, students used to come up here to admire Hydropolis. Lots of them were swept over the edge by the overcurrent so some railings were kindly put up.
This is fun isn't it? You've drifted even higher now. You are finding breathing a little difficult, however, but Hydropolis is stunning from this height.
action: You drop the bag
response: You let go of the bag and fall at an alarming pace. Roach is clearly disturbed, falling is not one of his greatest skills. With a sickening SPLAT you strike the surface, bursting like a balloon full of water hitting a concrete floor. That was fun.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: You drop the bag
response: You release the bag, and it floats gently up into the sky.
action: You go downward
response: You squeeze through the trap door. Not a particularly good move, as there's nothing on the other side to support you. Oh well, falling is quite good fun. Until you hit the shallow water and slam into the floor that is. The host-parasite interface doesn't take too kindly to your scant regard for its delicacy and promptly disintegrates, sending you hurtling into the dimensions.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
action: Climb railings
response: You slide through the railings with your gills about to burst. Roach has never practiced falling before, it's a good job your training as an inter-dimensional espionage operative has given you the experience to be able to survive under such difficult circumstances. You hit the water below the tower making a dramatic entrance to Opah. Several of the students applaud your efforts.
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: You go east
response: "Please get me a tie. I'll wait here for you," says Bertie Bream . University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a hyperdriver, a crystal and a photon bridge.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Examine slot
response: The slot is about as thick as a piece of paper.
action: Go west
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
After allowing time for someone to pass the door closes.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: You go west
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad. Bertie Bream is here.
action: Go west
response: "Please get me a tie. I'll wait here for you," says Bertie Bream .
Opah Station
Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
action: You ask Salmon about the trench
action: You ask Chub about the protocopier
response: Ernest Chub says, "Oh really sir. You flatter me with such a question. I'm not fit to provide an answer."
action: You ask Tench about the protocopier
response: Simon Tench says, "Roachie baby, you're really on form. What a concept!"
action: You ask Tench about Device
response: Simon Tench says, "Roachie, I don't like it. Too many things could go wrong, it could be a real downer."
action: You show bridge to Tench
response: Simon Tench says, "How nice."
action: You show the bridge to Salmon
response: The drunk leans forward to examine the the photon bridge and snatches it from you with a mumbled "Thanks."
action: You show new card to Salmon
response: The drunk leans forward to examine the the new card and snatches it from you with a mumbled "Thanks."
action: You get the fax
response: But you are already carrying the fishofax.
action: You go downward
response: You show your pass to the guard and go through.
Platform
The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Opah University.
An underground train is here but looks likely to leave at any moment. Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You get the bridge
response: You have now got the photon bridge.
This is fun isn't it? You've drifted even higher now. You are finding breathing a little difficult, however, but Hydropolis is stunning from this height.
action: You open the book
response: You open the book at random, revealing a full colour picture of a bird cage on page 332.
action: Turn page
response: You turn to the next page, number 333, revealing a full colour picture of a parrot.
action: Turn page
response: You turn to the next page, number 334, revealing a full colour picture of Micky Blowtorch.
action: Turn page
response: You turn to the next page, number 335, revealing a full colour picture of a gold disc.
action: Turn page
response: You turn to the next page, number 336, revealing a full colour picture of a mould.
action: Turn page
response: You turn to the next page, number 337, revealing a full colour picture of a hammer.
action: Turn page
response: You turn to the next page, number 339, (the intervening pages have been torn out), revealing a full colour picture of some feathers.
action: Turn page
response: You turn to the next page, number 340, revealing a full colour picture of some asbestos gloves.
action: Turn page
response: You turn to the next page, number 345, (the intervening pages have been torn out), revealing a full colour picture of a glass box.
action: Turn page
response: You turn the last page in the book and close it.
action: You open the book
response: You open the book at random, revealing a full colour picture of a head cleaner on page 274.
action: Turn page
response: You turn to the next page, number 286, (the intervening pages have been torn out), revealing a full colour picture of an old blanket.
action: Turn page
response: You turn to the next page, number 287, revealing a full colour picture of a torch.
action: Turn page
response: You turn to the next page, number 288, revealing a full colour picture of some jeans.
action: Turn page
response: You turn to the next page, number 289, revealing a full colour picture of some socks.
action: Turn page
response: You turn to the next page, number 290, revealing a full colour picture of a tee-shirt.
action: Turn page
response: You turn to the next page, number 294, revealing a full colour picture of an interior light.
action: Turn page
response: You turn to the next page, number 299, (the intervening pages have been torn out), revealing a full colour picture of a poster.
action: Turn page
response: You turn to the next page, number 304, (the intervening pages have been torn out), revealing a full colour picture of a gargoyle.
action: Turn page
response: You turn to the next page, number 309, (the intervening pages have been torn out), revealing a full colour picture of a ceremonial cord.
action: Turn page
response: You turn to the next page, number 310, revealing a full colour picture of some debris.
action: Turn page
response: You turn to the next page, number 312, (the intervening pages have been torn out), revealing a full colour picture of a sarcophagus lid.
action: Turn page
response: You turn to the next page, number 313, revealing a full colour picture of an ancient altar.
action: Turn page
response: You turn to the next page, number 323, (the intervening pages have been torn out), revealing a full colour picture of a shirt.
action: Turn page
response: You turn to the next page, number 327, (the intervening pages have been torn out), revealing a full colour picture of a herringbone overcoat.
action: Turn page
response: You turn to the next page, number 330, (the intervening pages have been torn out), revealing a full colour picture of a crucible.
action: Turn page
response: You turn to the next page, number 331, revealing a full colour picture of a gold ring.
Three students swim by with a rolled-up hang glider under their fins.
action: Turn page
response: You turn to the next page, number 332, revealing a full colour picture of a bird cage.

The poster has a psychedelic picture of purple and green goldfish swimming around the Seven Deadly Fins logo. The fish form the words, "No rules. No war. No profit." Underneath is scrawled, "The Fins are in town. Place: just listen. Price: what can you afford? Anarchy: only if my mum says it's ok."
action: You look around
response: Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.
action: You get railings
response: The railings steadfastly refuse to be moved.
Fish cannot survive without water. Roach's gills dry out and are rendered useless. The effect is fatal. These things happen, don't blame yourself.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: You go south
response: You try to push your way through to the doors, but can't quite make it in time.
"All aboard," shouts the guard. Some dolphins rush in where angelfish fear to tread. The doors close and the train accelerates out of the station.
action: You go to the south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Up
response: You show your pass to the guard and go through.
Battersea
Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
action: You go west
response: The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted. Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: Time
response: The time is 13:27
action: Go south
response: Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: You open the book
response: You open the book at random, revealing a full colour picture of some socks on page 289.
action: Ook up box in the book
action: You look up box in the book
response: You turn to page 345, revealing a full colour picture of a glass box.
action: You get the page
response: You will have to tear the page out first.
action: Tear page
response: There is a loud ripping noise as you tear the page from the book. Several of the students look your way. One of them wanders over. "What's going on here?" he demands, noticing your vandalism. "Destroying library property, eh?" he continues, pushing you out into the corridor. "Sod off and don't come back."
For some reason he doesn't take the page from you.
Corridor
Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
action: You put the page in the slot
response: The page is drawn quietly into the slot on the side of the protocopier. There is a humming noise followed by a whirring. The protocopier starts to vibrate. Then there is a loud bang and suddenly, on the protocopier there appears a glass box.
action: You get box
response: Which one, the glass box or the protocopier?
action: Glass
response: You are carrying too much already to get the glass box.
action: You drop the film and the Sachet
response: Film dropped.
Sachet dropped.
action: Where is Bertie
response: Ernest Chub says, "Bertie's an absolute genius. I know because he told me himself."
action: Go south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Ernest Chub and Simon Tench greet you cheerfully.
action: You buy the cylinder with the Fisa
response: "Sorry guv," says Steve "The cylinder can only be sold to dedicated sniffers. I don't know if you can hold your sniffs, do I?"
action: You look at what you're carrying with you
response: You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Battersea.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: Go upwards
response: You show your pass to the guard and go through.
Battersea
Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
action: You go north
response: "Welcome to Battersea Power Station." You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.
Power Station
action: You turn off switch
response: With great effort you manage to pull the switch. The light dims momentarily and the guppies on the guided tour scream until everything returns to normal. The important gauge shows a considerable drop in current. Whoom! The pressure door opens.
action: Go west
response: You'll have to be very careful in this tunnel; the sharp blades of a giant turbine are all around you. They aren't spinning but the turbine could start up again at any moment so it's important not to panic. Just make up your mind quickly whether you're going to swim east back to the power station or further along the tunnel to the west.
There is a turbine here.
action: You go west
response: The tunnel curves upwards here through still, calm water, coming to a halt at a series of grilles. The turbine's sharp blades lie to the east.
action: You examine the grilles
response: The grilles are an intricate criss-cross of filters, screwed together, designed to stop bits of rubbish getting into the turbine.
There is a filter on them.
action: You unscrew the Filter with the screwdriver
response: The screw is a little sticky to begin with but after a good twist it loosens up. The screw drops into your hands and with a little extra pressure you remove the filter.
action: You turn on the switch
response: The switch is now on. The automatic door shuts with a woosh.
action: You look at what you're carrying with you
response: You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a radio case, a filter, a screw and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Undoi
action: You go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
action: Inventory
response: You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a hyperdriver, a radio case, a screw and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You go east
response: The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
Hardware Shop
This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west.
action: You examine the Time
response: The time is 16:00
Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
"You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
action: Examine watch
response: The time is 09:01
The wall behind your fishton glows, revealing the face of the principal's secretary. "Good morning Dr. Roach," she says, "I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye." Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: "HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN". Not the most auspicious start to a morning.
action: You go north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
Steve swims by at top speed.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Time
response: The time is 09:20
The train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Pickerel.
An underground train is here but looks likely to leave at any moment. The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: You go to the south
response: You dart across Dace Road while nobody's looking.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
action: You buy the mask with the fisa
response: "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.
action: Time
response: The time is 09:37
action: You buy the ear plugs with the fisa
response: "That will be 5 clams exactly sir." You type in your Fish Identity Number to authorise the debit. The assistant waits for authorisation then returns your card, together with the ear-plugs.
You notice several students loitering with intent. One of them produces a guitar and starts singing: "Come on feel my nose. The girls grab my clothes. Go why, why why any more." Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.
action: Go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
action: Go south
response: "Good morning Doctor," says the principal as she closes the door and takes a seat, "I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow." She gets up. "Now please hurry doctor. There's not a second to lose." You walk back to the foyer together then go your separate ways.
University Foyer
The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
action: Time
response: The time is 10:34
action: You go east
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
Three students swim by with a rolled-up hang glider under their fins.
action: You open the Fishofax
response: But the fishofax is already open.
action: You check your inventory
response: You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver and a bag.
You are wearing a watch.
action: You drop the Hyperdriver
response: Hyperdriver dropped.
action: You go west
response: Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
As you arrive Ernest Chub greets you cheerfully.
action: Wait
response: Time passes.
Your colleague Ernest Chub swims into view.
"Hello," shouts Ernest, "I'm going to spend the day in the pub. Awful place but there's no work to do."
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Time
response: The time is 11:19
A group of students swim by with what looks like the principal.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: Go north
response: "Welcome to Battersea Power Station." You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.
Power Station
The power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.
action: Go west
response: The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted.
action: Go east
response: The power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.
action: Go south
response: The tracks, leading off into the dark tunnel, lie beyond the northern edge of the platform. Trains arrive quite frequently, once every three minutes on average, a fact not unnoticed by the section of the Hydropolis Underground Omnibus Company responsible for advertising. You can go up to ground level via the access funnel to Eelpout.
An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
action: You go west
response: My, Plaice Street is busy! In the end you succeed in crossing.
Pub
The Hook, Line and Sinker is a good old-fashioned boozer, with a clean bar and filthy customers. One of them, a sorry drunk leaning unsteadily against the bar, seems familiar to your host. Steve, the cool catfish from the second hand shop, is serving behind the bar. Or is it his twin brother? He sells masks, filled with gas from behind the bar, for the customers to sniff. Hence, the masks are known to the locals as "snifters" and the state of drunkeness as being "sniffed to the gills" or "completely finless". Exits lead north and east. An interesting looking cylinder is behind the bar.
There is a stool here.
As you arrive Bertie Bream and Simon Tench greet you cheerfully.
action: You ask Bream about the disco
response: "Yes I've often wondered about those places," says Bertie, "so many possibilities for studies of fish behaviour. Seeing how far we've evolved, that sort of thing. I'll have to get my equipment sorted out first. I'll meet you there at 13:00?" Without waiting for a reply Bertie Bream rushes off on his errands.
action: Time
response: The time is 12:25
action: You wear the glasses
response: You put on the dark glasses.
An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
action: You wear the earplugs
response: You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
The train speeds through the tunnel then clatters into Battersea. The doors slide open and the commuters swim in and out.
action: Time
response: The time is 12:36
action: You drop the Filter
response: Filter dropped.
action: You check what you're carrying
response: You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a crystal, a screw and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Time
response: The time is 12:44
action: You open tuna
response: But the crystal tuna is already open.
action: You close the tuna then turn on the tuna
response: The crystal tuna is now closed.
There is a ringing sound which dies away after about twenty seconds.
action: You open the tuna then get Crystal
response: The crystal tuna is now open.
You have now got the tuned crystal.
action: Time
response: The time is 12:57
action: Wait
response: Time passes.
"On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
action: Look around
response: If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
Here comes Bertie Bream , clearly ready to shake his booty.
action: Go east
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a filter here.
After allowing time for someone to pass the door closes.
action: You drop Crystal
response: Tuned crystal dropped.
action: Go northeast
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
There is a hyperdriver and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.
action: You go southwest
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a tuned crystal and a filter here.
action: Login
response: You have to sit at a terminal before you can login.
action: Pondweed
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 13:15: %
action: Games
response: Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.
Time 13:16: +
action: Shutdown
response: You know the rules.
The goal is "WATER". Starting position - GBWBG
You have 40 minute(s) until The Project is activated.
action: 7
response: You have 39 minute(s) until The Project is activated.
action: 0
response: You have 38 minute(s) until The Project is activated.
action: 24
response: You have 37 minute(s) until The Project is activated.
action: 23
response: You have 36 minute(s) until The Project is activated.
action: 19
response: You have 35 minute(s) until The Project is activated.
action: Look around
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a tuned crystal and a filter here.
action: Pondweed
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 13:16: %
action: Shutdown
response: You know the rules.
The goal is "WATER". Starting position - ZCZAP
You have 41 minute(s) until The Project is activated.
action: 25
response: You have 40 minute(s) until The Project is activated.
action: Shutdown
response: You know the rules.
The goal is "WATER". Starting position - NOPUX
You have 41 minute(s) until The Project is activated.
action: 25
response: Congratulations Bertie Bream you've won again.
We must play shutdown again sometime. Project initialisation reset to original start time.

Returning to GAMES menu.
Select game -
Chess, Hack, Prawn, Gilled of Thieves, Fish, Shutdown. QUIT to return to command mode.
Time 13:16: +
action: You examine the Time
response: The time is 13:19
action: You stand
response: You are on your feet.
action: You drop accelerator
response: Stream accelerator dropped.
action: You look at the Time
response: The time is 13:27
action: You go southeast
response: Even though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.
There is a glass box and a protocopier here.
action: You get box
response: Which one, the glass box or the protocopier?
action: Go northwest
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a tuned crystal, a filter and a stream accelerator here.
action: You drop the glass box
response: Glass box dropped.
action: You check what you're carrying
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a lok screw, a brass screw and a bag.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You drop lok screw and brass screw
response: Lok screw dropped.
Brass screw dropped.
action: You go to the north
response: You squeeze your way, sardine like, onto the train with the other commuters.
Tube
Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
You notice a guppy flounder around for a bit and then swim off.
The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
action: Go north
response: Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
Oh, no! You've been burgled! I hope Dr. Roach was insured.
There is a dark warp and a fishton here.
action: You enter dark warp
response: You slip through the dark warp into the whirling dimensions. "It's a strange place Agent 10," says Sir Playfair's voice in the back of your brain. "Those Fins have twisted the dimensions into some kind of labyrinth, but it isn't normal. The back room boys are busy trying to figure it out. All they can tell me is that the Fins have hidden the cylinder in a place where the only way out is up and that if you're left in a room with no exits you'll be stuck there until we can get you out, which may well be too late to save Hydropolis. You'll have to watch your step, Agent 10; we don't want to lose you, old boy. Good luck. Panchax out."

A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, northwest, up.
action: Go east
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, south, northwest.
action: Go northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, south, northwest, up.
action: Go upward
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead north, northeast, southeast, southwest, west.
action: You go to the northeast
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, southwest, west, up.
action: You go southwest
response: A lesser being would have no idea what's going on here. Their brains would probably get lightly scrambled if not completely fizzled out. But, for a highly trained inter-dimensional espionage operative, who has spent half his life travelling through the dimensions, exits are easy to spot.
Exits lead east, southeast, south.
action: Up
response: "Well done old boy," says Sir Playfair as you slip back into the lounge, "I didn't think you'd make it. That should keep the Fins at bay for a while. Top hole. Panchax out." The dark warp swiftly fades. Lounge
Some would call this apartment small and pretentious, but with house prices in Hydropolis the way they are, small and pretentious was all Dr. Roach could afford. Anyway, he managed to get a view of Hydropolis - not many places have even that. The room is decorated in a minimalist style but, as Dr. Roach would say if he weren't under your control, "I am a man of minimal needs." The only excesses he has allowed himself are a painting, a trendy black shelf, a switch to control the lights and, most important, a door to get out.
There is a fishton here.
action: You look at the bag
response: The bag is for wrapping rubbish for disposal.
action: Time
response: The time is 14:39
action: You enter the railings
response: You slide through the railings with your gills about to burst. Roach has never practiced falling before, it's a good job your training as an inter-dimensional espionage operative has given you the experience to be able to survive under such difficult circumstances. You hit the water below the tower making a dramatic entrance to Opah. Several of the students applaud your efforts.
Opah
If things want learning in Hydropolis, then Opah University is where they get learned. The university disco to the north is in the middle of a bop-til-you-drop rag week stunt with schools of tired students swimming in and out to the heavy four-four beat. An expensive restaurant lies to the south. Have you made a reservation? No? Too bad. It's very popular. An impressive archway leads east into the university itself. You can return to Opah tube station by going west.
A statue of the university founder is in the middle of the quad.
action: Go east
response: My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
There is a brass screw and a lok screw here.
A student sidles up to you. "We've got the principal," he whispers, "if you don't donate to rag week we'll let her go." You hastily decide to give them all your loose change, then realise you have none. They refuse to take your credit card and swim off, laughing.
action: Go east
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a glass box, a tuned crystal, a filter and a stream accelerator here.
After allowing time for someone to pass the door closes.
action: You get tuned crystal then put it in the case
response: You have now got the tuned crystal.
The tuned crystal is now inside the radio case.
action: You join tuned crystal to the case
response: This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a filter and a photon bridge.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You describe your surroundings
response: This lab is exceptionally clean. Dr. Roach must be remarkably fastidious. The water is constantly decontaminated and recycled to protect The Project equipment and your terminal from damage by grit, fluff and dirt. Exits are northeast, southeast and west through the metal door to the corridor.
There is a glass box and a stream accelerator here.
action: Go northeast
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
There is a hyperdriver and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.
action: You look at Device
response: Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.
action: You get all
response: You have now got the stream accelerator.
Filter taken.
Tuned crystal taken.
Glass box taken.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a stream accelerator, a radio case, a filter, a tuned crystal, a photon bridge and a glass box.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You join the bridge to the case
response: This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.
You are carrying too much and the stream accelerator annoyingly falls to the ground.
You are carrying too much and the travel pass annoyingly falls to the ground.
You are carrying too much and the new card annoyingly falls to the ground.
You are carrying too much and the tatty card annoyingly falls to the ground.
You are carrying too much and the glass box annoyingly falls to the ground.
action: You check your inventory
response: You are carrying a fishofax, a filter, a tuned crystal and some twisted metal.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You look at the twisted metal
response: The twisted metal is a cross between a Henry Moore sculpture and an Anderson bomb shelter. Fine if you like that sort of thing, but it doesn't look like it's going to save Hydropolis.
action: You join tuned Crystal to the twisted metal
response: This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss.
action: You get the glass box then join it to the twisted metal
response: You are carrying too much already to get the glass box.
You can't do that with the glass box.
action: You check your inventory
response: You are carrying a fishofax, a filter and some twisted metal.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You drop the twisted metal
response: Twisted metal dropped.
action: You examine the glass box
response: The glass box shows all the hallmarks of a rush assembly. There are loads of electrical components in it and yards and yards of wiring. You can only hope the back-room boys didn't economise on waterproofing.
It is closed.
action: You look around
response: Considering how important this place is for the future of all fishkind, you are stunned by how little has been done to make it look significant. A lick of paint, although distasteful for the fish licking it on, wouldn't have gone amiss. The only exit is southwest.
There is some twisted metal, a stream accelerator, a hyperdriver, a travel pass, a new card and a tatty card and the device almost fills the room, looking like an aquarium filled with multi-coloured gravel here.
action: Inventory
response: You are carrying a fishofax and a glass box.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You break the glass box with the Hyperdriver
response: You hack the box to bits and break the hyperdriver in the process. The focus wheel falls to the floor.
action: You join the focus wheel to the twisted metal
response: This doesn't feel right to me. I thought we were involved in hi-tech science not surrealist sculpture! Still you're the boss. Stunning. A tingle of pure ecstasy runs down your spine, across the room and out of the window as you realise that you hold in your hands that most treasured of possessions - a food blender. Wow!
action: Inventory
response: You are carrying a fishofax, a hyperdriver and a blender.
You are wearing a watch, some dark glasses and some ear-plugs.
action: You look at the blender
response: The blender is the biggest you have seen in you're whole life. Well done. Now you've got it you might as well mix something until the world blows up. Which it undoubtedly will.
action: Inventory
response: You are carrying a fishofax, a tatty card, a new card, a travel pass, a stream accelerator, a radio case, a filter, a tuned crystal, a photon bridge and a glass box.
You are wearing a watch, some dark glasses and some ear-plugs.
action: Yourself
response: Fishtrix V1.19 System 2
Welcome to Fishtrix

Time 14:53: %
action: You read
response: Which file do you want to read.
PROJECT - NOTE - STORE - EQUIPMENT
Or QUIT to exit to COMMAND level
Time 14:54: #
action: Project
response: Opah University 660/55/4
Project notes
For Project Members Eyes only:
From - A. Roach
Project Prime Directive: To save Hydropolis, which is under threat from water evaporation, by streaming water from an alternate dimension - Fractal Aquaria Two. The inter-dimensional matter streamer will be referred to as The Device from now on.
Time 14:55: #
action: Equopment
response: Which file do you want to read.
PROJECT - NOTE - STORE - EQUIPMENT
Or QUIT to exit to COMMAND level
Time 14:55: #
action: Equipment
response: Stream Regulator = ((a+c)+(b+d))+e
Time 14:55: #
action: Store
response: Opah university 660/55/3
Project notes
For Project Members Eyes only:
From - A. Roach
Store notes: The Stream Regulator has been stolen. This is serious. The Project will fail if we don't replace it. At present, we haven't located any replacement components. Anyone who can find them will be a hero. Here's a list of what's needed:
Filter.
Photon bridge - Dr. Salmon worked on this, he may know its whereabouts. Focus wheel - stolen days ago.
Tuned Crystal - There's an untuned one in the museum but they won't let us near it.
We also need a case to keep everything stable.
Time 14:55: #
action: Go southeast
response: You get off.
Store Room
Even though Dr. Roach is very clean and tidy, the same cannot be said of the rest of the team. They've made this the messiest store room in the university. And it's always left for you to straighten things out. All the equipment and spares needed for The Project are usually stashed here, with a wallchart keeping track of what's in and out of stock. The only exit leads northwest.
There is a protocopier here.
action: You join the Filter to focus the wheel
response: Well done! The focus wheel connects to the filter making a focus filter.
action: You join the photon bridge to tuned Crystal
response: Brilliant! The photon bridge and the tuned crystal seem to meld before your eyes leaving you with a crystal bridge.
action: You join focus filter to the crystal bridge
response: Ah, such dexterity. You have made the only crystal filter in fish world.
action: You look at the crystal filter
response: The crystal filter gathers energy from various sources which it filters and refines.
action: You join the crystal filter to the case
response: Congratulations! The two items fuse to form a stream regulator!
action: You turn on Device
response: Hey, I really dig you device.
action: You examine Device
response: Dr. Roach certainly knows how to build impressive machines - this one nearly fills the project room. It looks a bit like a huge aquarium, filled to the brim with multi-coloured gravel and, if you and Sir Playfair have anything to do with it, it's going to save Hydropolis from water evaporation. It almost fills the room, looking like an aquarium filled with multi-coloured gravel.
It contains a stream regulator.
action: You get Device
response: The device steadfastly refuses to be moved.
action: You activate Device
action: You attach Regulator with the lok screw
response: The Lokscrew(TM) snaps resolutely into place.
It seems you have done all you need to do to save Hydropolis so you rest on your laurels for a while, then your laurels start to ache so you start filing your credentials when suddenly... Nothing happened. It's four o'clock, the Project has been activated and nothing happened. You did it! You saved Hydropolis! It's time for celebration, time to party! But professionals don't party; they leave that to the Dr. Roaches of this dimension. You return to Mission HQ, to a hero's de-briefing from Sir Playfair Panchax. "Absolutely splendid job, Agent 10," he chuffs, "a marvellous piece of work. One of your finest missions. As a reward, we at the Department, are allowing you three month's vacation with a goldfish of your choice." He winks. "And we guarantee no interruptions this time." You are warped off to a spacious, warm aquarium with all the pondweed, ant eggs and gravel you could want. And of course, the most beautiful creature in all the dimensions to spend time with. After three months of this kind of pleasure, you might not be up to another mission...

Your score is 491 out of 501.
Do you want to quit or restart (q/r)?
action: R.
response: Are you sure (y/n)?
action: You drop Regulator
response: Stream regulator dropped.
action: You attach Regulator with the lok screw
response: The Lokscrew(TM) snaps resolutely into place.
It seems you have done all you need to do to save Hydropolis so you rest on your laurels for a while, then your laurels start to ache so you start filing your credentials when suddenly... Nothing happened. It's four o'clock, the Project has been activated and nothing happened. You did it! You saved Hydropolis! It's time for celebration, time to party! But professionals don't party; they leave that to the Dr. Roaches of this dimension. You return to Mission HQ, to a hero's de-briefing from Sir Playfair Panchax. "Absolutely splendid job, Agent 10," he chuffs, "a marvellous piece of work. One of your finest missions. As a reward, we at the Department, are allowing you three month's vacation with a goldfish of your choice." He winks. "And we guarantee no interruptions this time." You are warped off to a spacious, warm aquarium with all the pondweed, ant eggs and gravel you could want. And of course, the most beautiful creature in all the dimensions to spend time with. After three months of this kind of pleasure, you might not be up to another mission...

Your score is 483 out of 501.
Do you want to quit or restart (q/r)?