Fish Fillets 2

Fish Fillets 2
                                   Contents
                                   ********

1.  Introduction
    a.  Material
    b.  Actors
    c.  Other objects
    d.  Finally...
2.  Fischwagon
    a.  Meet Agent Guppy
    b.  Meet Agent Flounder
    c.  Steel Pipes
    d.  A Trap
    e.  Out of the Fischwagon
3.  Sunken City
    a.  King Crab's Office
    b.  Enter the Dungeon
    c.  Pickle Barrel
    d.  Cellars
    e.  Rescue the Little Crab
    f.  Meet Virgil
    g.  Let's Do That Again
    h.  Virgil and Flounder
    i.  Pushing Virgil Around
    j.  Virgil and Guppy
    k.  Split Level
    l.  Seaweed
    m.  Blocked Pipes
    n.  Junction
    o.  SCUBA-Diving Dentists
    p.  Stopper
    q.  Rescue Guppy
    r.  Pipefitting
    s.  Water Gates
    t.  Two Hats
    u.  Garden Wall
4.  Coral Reef
    a.  The Stingray
    b.  Veterans of the Great War
    c.  Black Powder
    d.  Jewels of the Reef
    e.  Open Sesame
    f.  Torpedo Boat
    g.  The Surface
    h.  Submarine
    i.  Evidence
    j.  Rescue the Seahorse
    k.  Meet the Baby Seahorse
    l.  Fragile Cargo
    m.  Looming Threat
5.  Junk Yard
    a.  Junk
    b.  Rescue the Snail
    c.  Meet the Snail
    d.  Cool Flashlight
    e.  Rescue the Other Snail
    f.  Pistons
    g.  Bonsai
    h.  Dumped Snowmen
    i.  Pearls of Wisdom
    j.  Pirate Ship
    k.  The UFO
6.  Tropical Islands
    a.  Parked Too Close
    b.  Serpent of Hanoi
    c.  Seaweed Squishers
    d.  Temple Guards
    e.  Parrot the Guardian
    f.  Get the Computer
    g.  Rescue King Crab
    h.  Meet King Crab
    i.  Stairway to Freedom
    j.  The Bridge
    k.  *** UNKNOWN SCREEN ***
    l.  Crab Brothers
7.  Ross Ice Shelf
    a.  The Ice
    b.  Upside Down
    c.  Dangerous Ice
    d.  Guppy's Puzzle
    e.  The Last Voyage
    f.  Heavy Weapons
    g.  Ice Machine
    h.  Three Pack
    i.  The Hatch
8.  *** UNKNOWN SERIES ***
9.  UFO
    a.  Enter the UFO
    b.  Lasers
    c.  Radioactivity
    d.  Squiddy
    e.  Pipe of Damocles
    f.  Trash Compactor
    g.  Armory
    h.  Get the Six Aliens
    i.  Reactor
    j.  What the heck is this?
    k.  Guarded Corridors
10.  Archives
    a.  Back to the Hatch
    b.  Rescue Agent T
    c.  Meet Agent T
    d.  The Eel Room
    e.  *** UNKNOWN SCREEN ***
    f.  *** UNKNOWN SCREEN ***
    g.  The Den
    h.  *** UNKNOWN SCREEN ***
    i.  *** UNKNOWN SCREEN ***
    j.  *** UNKNOWN SCREEN ***
    k.  *** UNKNOWN SCREEN ***
    l.  *** UNKNOWN SCREEN ***
11.  Virtual Reality
    a.  Ghost in the Machine
    b.  Heart
    c.  Memory Heap
    d.  Compressed
    e.  Shelby and Shelby
    f.  Get the Password
    g.  Tangled Pipes
    h.  Central Processing Unit
    i.  The Bottle in the Bottle
    j.  Pipe Puzzle
    k.  Coils
    l.  *** UNKNOWN SCREEN ***
12.  *** UNKNOWN SERIES ***
13.  Bonuses
    a.  Junction Original



                                1. Introduction
                                ** ************

a.  Material
==  ========
   There are four basic material types, namely, steel bars, normal, seaweed and
ice.

Steel bars
----- ----
   Steel bars are heavy,  and only Flounder,  King Crab and the  two snails can
move or support them.

Normal material (i.e. anything else)
------ -------- ----- -------- -----
   All actors except the baby seahorse can support of move normal material.

Seaweed
-------
   Seaweed floats in  water and therefore  does not need  supporting.  Even the
baby seahorse can move it.  Above the  water, just like anything else, it falls
down.

Ice (i.e. anything frozen)
--- ----- -------- -------
   Ice, when  under water,  being lighter  than water,  floats to  the surface.
Otherwise, it falls just like any other object.  When normal material is placed
above any  ice, the  two  balance themselves  out, and  then  they behave  like
seaweed.  If, however, a steel bar is on top of the ice, the steel bar is heavy
enough to make the ice sink, and the whole acts like a steel bar.

Radioactive material
----------- --------
   Later on, some of the  material is radioactive (indicated  by a green halo),
and cannot be touched (except by the corner).


b.  Actors
==  ======
   The actors come in  four different varieties:  Fish-like, crab-like, snails,
and turtles.

Fish-like actors
--------- ------
   There are  three fish-like  actors, namely,  Flounder, Guppy  and Colt,  the
seahorse.
   They can move in all four directions.   They can carry materials up to their
capability.  They cannot go above  water.  They die if  anything falls on them.
Unlike Fish Fillets  1, they can  push objects they  are carrying, and  even go
down whilst supporting an object.
   Flounder can support and lift anything, Guppy can lift anything except steel
bars, and Colt, being only a baby, can only move seaweed.

Crab-like actors
--------- ------
   There are two crab-like actors: Virgil and King Crab.
   They can only move left or right.  If there is nothing underneath them, they
will fall (this  is not fatal).  They can  push or support objects that are not
too heavy.  They  don't die if  anything that they  can support lands  on them.
They can climb stairs of one unit.   If anything they can support overhangs the
step, they will lift  that object and  go between them.  Other  actors can push
them.
   King Crab can  push or  support anything,  whereas Virgil  can only  push or
support ice, seaweed  and normal material.   When other  actors try to  push or
support them, they weigh the same as the material they themselves can support.

Snails
------
   There are two (identical)  snails, both called Shelby.   They move along any
surface and  stick to  that  surface when  any  of the  other  actors is  doing
something.  They cannot move over any actors.

Turtles
-------
   Turtles behave in a similar manner to fish,  except that a) they can rise to
the water surface (so that the top of  the turtle is above the surface, and the
bottom is below  it), b) like  crabs, falling objects  don't harm them,  and c)
they are unaffected by lasers and radiation.  There is one turtle, Agent T.


c.  Other objects
==  ===== =======

Starfish
--------
   Collect these for bonuses.

Lasers
------
   These must be avoided.   If any object is  placed in the path  of the laser,
the laser will not go past that object.


d.  Finally...
==  ==========
   The  most   up  to   date   version  of   this  file   can   be  found   at
http://sites.google.com/site/ff2walkthrough/.  If  you  have  any  suggestions,
corrections, or enhancements, please send an email to DougABoffey  netscape
 net, with `[ff2]' in the subject line.  I hope you find this useful.



                                 2. Fischwagon
                                 ** **********

a.  Tutorial: Meet Agent Guppy
==  ========= ==== ===== =====
   Push the computer on it's side off the other computer, then push it back one
square to allow Guppy to escape.


b.  Tutorial: Meet Agent Flounder
==  ========= ==== ===== ========

To get past the wireless
-- --- ---- --- --------
   Firstly, place Flounder  under the aerial  so he  can lift it.   This allows
Guppy to swim under  it.  Place Flounder on  the bottom and let  Guppy push the
wireless onto him  and to  the back  of the Fischwagon.   Flounder can  now get
past.

To get past the bar
-- --- ---- --- ---
   Now, Flounder can push the bar, allowing both fish to get past.


c.  Tutorial: Steel Pipes
==  ========= ===== =====
   Get Flounder to  lift the  upper steel  bar and hook  it on  the surveilance
camera to  allow both  fish  past.  Push  the lower  steel  bar (the  backwards
J-shaped one) back far enough that Guppy can swim under the handle.
   Let Guppy lift the handle and swim to  the right, where she can hook it over
the far steel  pipe.  This  gives Flounder  an anchor whereby  he can  open the
passageway for the two fish to escape.


d.  Tutorial: A Trap
==  ========= = ====
   Let Guppy push the vending  machine over two squares (or  else the steel bar
will fall and crush her), ensuring that she pushes the top of the machine.  Let
her swim back to the left  until the can falls.  Flounder  can now use this can
to push the vending machine without the steel bar killing him.


e.  Tutorial: Out of the Fischwagon
==  ========= === == === ==========
   Get Guppy to swim  to the right of  the telephone and push  the base part to
the left.  Then she can  lift the handset.  Make sure  that part of the handset
overhangs Guppy, and transfer it  to Flounder by getting him  to swim under the
overhang (a manouver  you will have  to use often).   When Guppy is  out of the
way, let Flounder swim under the handset and  get Guppy to keep pushing it over
him to the right (they couldn't do this in Fish Fillets 1).
   Make sure  the  top  of  Flounder is  in  line  with  the top  of  the  fire
extinguisher so that Guppy  can push the  handset onto it.   Keep pushing until
the handset falls into the hole at the  far side of the extinguisher, which can
now be pushed out of the Fischwagon, granting freedom to the fish.



                                3. Sunken City
                                ** ****** ****

a.  King Crab's Office
==  ==== ====== ======

Getting the table out
------- --- ----- ---
   The first task is to get the table out from King Crab's room.
   Move Flounder out  of the  room, and the  chair up  against the exit  to the
room.  Guppy now has room  to lift the table.  Push  the chair under the table,
so that the back supports one of the table legs.  Guppy can now bring the table
to the exit.

To exit by the lower door
-- ---- -- --- ----- ----
   Push the door open with the table, and keep pushing the table until it is on
the ground.  Flounder can push the steel pipe off the table and there is enough
room for them to swim out.

To exit by the upper way
-- ---- -- --- ----- ---
   Get Guppy to lift the table over the  radio, with the right hand leg falling
between the aerial  and the steel  bar.  It  is now a  simple task to  push the
table back, dislodging the  radio.  This has  to be done by  Flounder.  Now the
fishes can swim out.


b.  Enter the Dungeon
==  ===== === =======
   Let Guppy swim to the  left of the bin handle,  and Flounder swim above him.
Let the two fish alternatively  push the lid and the  bar until there is enough
room for Guppy to descend.  Let Flounder lift  the steel bar, so that Guppy can
lift the lid until  it is in line  with the hole that  Guppy was in originally.
They can now both swim down and out.


c.  Tutorial: Pickle Barrel (the starfish has been found)
==  ========= ====== ====== ==== ======== === ==== ======
   Move Guppy into the hole  on the left of the  barrel.  Flounder can now push
the barrel over  Guppy and  onto the lower  step.  Move  Guppy to the  left and
under the barrel  to form  a bridge  over which Flounder  can push  the barrel.
They can now swim out to the bottom left.

To get the starfish
-- --- --- --------
   Once the barrel  is on the  candle, overhanging the  gap, move Guppy  to the
left of the candle and push the barrel half on Guppy and half on the candle.
   Now Flounder swims down so that the candle  can be pushed on his back.  Push
the candle onto  the ledge at  the top  of the door  and keep pushing  until it
falls into the hole on the far side of the door.  The door can now be opened.
   Push the door open until it nearly reaches the wall on the other side of the
room.  Guppy can now  swim over it and  get the starfish in  the lower chamber.
Go out the same  way as you  came in, and  swim to freedom  (after Flounder has
pushed the door back).


d.  Cellars (all 3 starfishes have been found)
==  ======= ==== = ========== ==== ==== ======
   Push the steel  bar to  the left  far enough  so that  Guppy can  swim down.
Ignore the gnome guarding the starfish and swim through the door at the bottom.
Lift the box  in the  top-left chamber.   Flounder can now  push the  steel bar
between the top-left  and the  top-centre chambers  down.  It  is now  a simple
matter for the fish to swim out.

To get the starfishes
-- --- --- ----------
   Follow the instructions above,  up to the  point where Guppy  lifts the box,
ensuring the door is pushed far enough over for Flounder to pass over.
   Push the boot  to the  right, over  the starfish (to  catch the  steel bar).
Now, when Flounder pushes the  steel bar out, it falls  through the gap left by
the box.  The first starfish can be claimed.
   Move both fish  to the right  side, with Flounder  below the chamber  on the
right.  Push  the stool  that  the gnome  is  standing on  and  get the  second
starfish.  Push the gnome out onto Flounder's  back, so that the gnome is above
the top step.   Move Flounder  down to  the left, allowing  the gnome  to drop.
Guppy positions herself on the first step down, so that the gnome can be pushed
on to her back.
   Flounder now moves to  the chamber where  the second starfish  was and Guppy
lifts the  gnome.  With  Flounder's help,  let Guppy  lift the  gnome into  the
initial chamber.
   Flounder must now  enter the initial  chamber via the  top-left chamber, and
then he can push  the gnome that  Guppy is carrying  into the gap  in the steel
bar.  Use this to open the way into the middle chamber, where Guppy can get the
final starfish.  When she has pushed the guardian gnome out of the way, she can
once more lift the  box into the top  left chamber.  The two  fish can now swim
out.


e.  Rescue the Little Crab
==  ====== === ====== ====
   The objective of this  screen is not to  let the two fish  swim out from the
screen (the exit is not big enough), but  to nudge the frozen crab, thus waking
him up.
   Push the skull  so that  it overhangs the  top shelf  and move Guppy  to the
middle shelf, just to the right of the  step.  Flounder can push the skull onto
Guppy without  hurting her.   Push the  skull next  to the  steel bar  and move
Flounder into the gap between  the skull and the floor.   Use the skull to move
the bar and  the die.  Make  sure the bar  does not fall  into the gap  to it's
right.  The skull falls down into  it's gap.  Push the die  over the top of the
bar and into the  gap beyond.  The  bar can safely  be pushed over  the gap and
onto the floor below.
   Push the book  off the  bar blocking  progress, and the  bar onto  the book.
Flounder can  now push  the bar  left enough  to  make a  gap for  Guppy to  go
through.  She must now push the frozen crab.


f.  Tutorial: Meet Virgil
==  ========= ==== ======
   Move Virgil to  the left until  he falls on  the middle floor.   Move right,
pushing the wooden thing and  the die until the wooden  thing is up against the
step at the end  of the floor.   The die falls.   Get Virgil to  climb over the
wooden object and over the step, to fall onto the bottom step.
   Push the die to  the left to  form a step.   Continue to the  left until the
book falls.  Push it onto the  die to form a bridge.  The  bat can be pushed to
the right to make a bridge to the middle exit.


g.  Tutorial: Let's Do That Again
==  ========= ===== == ==== =====
   Push the skull to the left  as far as it will go,  then climb over it.  Push
it back right into the hole where Virgil started,  and use it to step up to the
next floor.
   The skeletal fish  will rise  as Virgil  goes to the  right.  When  it falls
again, Virgil can cross over it.  Push the tongs to the left, allowing the book
and the candle to fall  on Virgil (they don't harm  him).  Climb over the book,
the candle and the tongs.
   Push the axe over, allowing  the vase to fall and  climb up over the flower.
Push the spikey object to the left, into  the hole, and then the manacle to the
right, up against the steel bar.  Virgil can now climb over the steel bar.
   Push the tooth out from  under the eye (making sure  the eye does not fall).
Move back, so that the eye  can fall.  Push the tooth and  the eye into the gap
to the right, so that  Virgil will be able  to climb out of the  gap and out of
the room.


h.  Virgil and Flounder (the starfish has been found)
==  ====== === ======== ==== ======== === ==== ======
   Move Virgil into  the gap to  the right of  the candle, and  push the candle
across the gap into  the alcove on the  right.  Use the gap  to allow Virgil to
climb onto Flounder's back.
   Lift Virgil to the top, where  he can push the watch  off the shelf and onto
Flounder's back.  Push it into the hole underneath the suitcase, so that Virgil
can go into the right hand chamber.
   Push the duck, and use  it to climb onto the  shelf with the suitcase.  Push
the suitcase into the  hole to the left,  and move Virgil back  on the ledge to
the right.  Move Flounder  into the gap  vacated by the suitcase  and then move
Virgil onto Flounder's back.  Flounder can now go up, taking both of them out.

To get the starfish
-- --- --- --------
   When Virgil moves the suitcase, ensure  that it is manouvered onto Flounder,
with the  suitcase  is  overhanging  to  the  right.   Then  Virgil  can  climb
underneath the suitcase.
   Move down, so that  Virgil can enter  the passage leading back  to the duck.
The suitcase falls, but is supported by the stonework.  Virgil can now push the
suitcase under the  starfish.  Back  onto Flounder,  and up  to the  top, where
Virgil can fall onto the starfish.
   Finish the screen as above.


i.  Pushing Virgil Around
==  ======= ====== ======
   Lift Virgil to the hole  in the wall by  the bent steel bar,  and use him to
push the bar out.  Lift Virgil up to  the shelf with the apple, which he pushes
down the hole.  Use  Guppy to push  him all the way  to the right,  so that the
bottle does not trap Guppy.  Flounder can get out through the lower exit.


j.  Virgil and Guppy (the starfish has been found)
==  ====== === ===== ==== ======== === ==== ======
   Lift Virgil up onto the apple,  and push the apple on  to Guppy and into the
hole in the middle.  Do the same with the pear.  Virgil can now cross the floor
without getting trapped.

To get the starfish
-- --- --- --------
   Move Virgil to the right of the shelf with the cob on, and push the cob onto
Virgil.  Transfer the cob  to Guppy's back  and position Guppy so  that she can
provide a step up for  Virgil.  Move Virgil to the  place the cob started from,
and lift the cob  to the ceiling.  Virgil  can now push the  cob across Guppy's
back and into the  hole at the  top-right of the  screen.  Use this  to get the
starfish.


k.  Split Level
==  ===== =====
   Push the yellow parcel down so  that Virgil can climb out  of the hole he is
in.  Lift him into the  gap beneath the long steel  bar.  Let Flounder push the
bar to the  left, so that  Virgil can  climb onto the  wall.  Push the  bar one
square back again so that Virgil can climb onto it, and onto Flounder.
   Lift Virgil up to the top,  so he can push the  harmonica off the shelf, and
into the  doorway.  Push  the bar  all the  way to  the right,  so that  Virgil
doesn't fall into the pit.  Move Virgil right until he falls on to the bar.
   Push the bar out  of the doorway with  the harmonica, and lift  the top bar,
providing a  passage for  Guppy.  Move  Guppy into  the upper  chamber to  help
Virgil escape.


l.  Tutorial: Seaweed
==  ========= =======
   Push the bigger block of seaweed down into the hole just to the right of the
steel bar.  Now push the other lump of  seaweed up against the right hand wall,
and drop the alarm clock on top of  it, making the seaweed fall into the second
hole.
   Flounder can now push the steel bar all  the way to the right, where it will
fall into the third hole, allowing him to escape.


m.  Blocked Pipes
==  ======= =====
   Move Guppy down into the hollow, so that  the fish can swap places, and push
up the five-square piece of seaweed, which  blocks the way onto the next level,
so that it sticks  two squares up from  the floor above.  Now  place her in the
hollow in the ceiling  which is above  the column of seaweed  going between the
first two floors.  Flounder can now safely lift this column up, and swim out.
   When Flounder is past this  column, push it right down,  and move Guppy onto
the third level by pushing the far  right column up one square.  Manouver Guppy
across the top  of the  room, and  into the  hollow above  the first  column of
seaweed moved.
   Flounder can now push  this column up,  enabling him to get  past, and Guppy
will push it down to the floor, as she moves out of her hollow.  Push the small
piece of seaweed onto the floor just  below Guppy's current position, above the
initial column,  pushing it  down.  Push  the bent  piece up,  making room  for
Flounder, and swim  down to open  the door for  him.  Rest just  above the bent
piece of seaweed.
   When Flounder is  past that door,  close it  again.  Move Flounder  onto the
third level, underneath the horizontal  piece of seaweed, and  to the left hand
side of the screen.  Push the bent piece of seaweed, and the piece guarding the
exit down, to provide a clear path for Flounder.  The fish can now get out.


n.  Junction
==  ========

Guppy's half
------- ----
   Move the Agent  T-shaped piece  up, just  far enough for  Guppy to  swim out
above the long piece of  floor.  Push the bent three-square  piece left and up,
and the single squared piece next to it to the right.  Rest in the top right of
the room.

Flounder's half
---------- ----
   Push the vertical piece  in the middle  of the room up  against the Z-shaped
piece.  Push the horizontal piece beneath the  Z-shaped piece to the right, and
lift the Z-shaped piece one square.  Move it  down again and into the hollow on
the right.
   Lift the vertical piece  two squares, and push  it to the left  as far as it
will go.  Push it to the right, and up, then  to the right as far as it can go,
moving the horizontal piece out of the way.

Finishing off
--------- ---
   Push the steel bar onto  the seaweed that is  stopping Guppy's progress, and
the two fishes can get out of the top, one to the left, and one to the right.


o.  SCUBA-Diving Dentists
==  ============ ========
   Push the seaweed above Guppy into the  hollow above her, and move Guppy into
Flounder's chamber, so that you  can use Flounder's piece  of seaweed.  Push it
on to the steel bar  and move Flounder next to  the red/white toothpaste.  Push
the seaweed down  the left  hand well until  it is  one square aboe  the floor.
Flounder can now push it under the  ledge with the yellow toothpaste.  Lift the
teeth as far as you can, and push the steel bar across to support them.
   With Guppy on the floor, move the seaweed above her, and lift the seaweed to
the level of the floor with the yellow toothpaste.  Let the fishes swap places,
so that Flounder  is underneath the  seaweed.  Push the  yellow toothpaste over
the seaweed and into the hole in the floor.
   Again, swap the fishes over, and lift the seaweed so that the toothbrush can
move underneath.  Push the little green thing into the hole to the right of the
red toothpaste, and move the toothpaste to  the right, making room for Flounder
to escape.


p.  Stopper
==  =======
   Push the bent piece of seaweed into the  hole on the left of the portcullis,
making sure it doesn't go in all the way.   Push the can into the gap above it.
Lift the portcullis as far as it will go, and push one of the smaller pieces of
seaweed into the bottom slot on the right side of the portcullis.
   Push the first  piece of seaweed  out, and  lift the portcullis  again (this
time, from the right-hand side).   The bottom can now be  seen.  Push the first
piece of seaweed underneath it, and lift it one last time.  Support it with the
can, allowing the fish to escape.


q.  Rescue Guppy
==  ====== =====
   Move the small piece of  seaweed to the right, just  past the brush, and use
the brush to bring  it down onto the  central platform.  Push it  to the right,
until it is just on the  edge of the overhang.  Move  the long piece in between
the alien gun and the lowest shelf.
   Push the brush into the central hole, forcing the seaweed out of the bottom,
and place the short piece of seaweed in the gap between the long column and the
middle shelf.  Move the  final piece (that was  moved out by the  brush) to the
right of this.  Flounder  can now push  the three pieces,  dislodging the alien
weapon.
   It is now a simple job to go to the bottom and push Guppy.


r.  Pipefitting
==  ===========
   Push the small piece of  seaweed on the floor under  the hole in the middle.
Push the vertical  piece in the  middle of  the room to  the left, and  use the
sewer rat to push it  down one square.  Push it,  and the horizontal piece near
it, to the right, so that the vertical piece is under the left hand hole of the
m-shaped steel bar, and the other piece just  below and to the left of it.  Now
push it into the bar.
   Move the bar  to the left  so that  it is just  supported by the  shelf, and
position the horizontal piece into  the gap so formed.  The  bar can now safely
be  moved  off the  shelf.  Move  Flounder to  the floor,  then up  one square,
releasing the vertical seaweed,  which he pushes  to the left of  the bar. Swim
out to the  right, and  push the  bar until  the vertical  seaweed is  over the
central hole.  Push  it into  the hole.   Now the  bar can  be pushed  into the
jagged hole underneath the horizontal bar.
   Push the guilletine so that it supports the other end of the horizontal bar,
and Guppy can now get out.


s.  Water Gates
==  ===== =====

Task one---move the seaweed in between the bars
---- ---------- --- ------- -- ------- --- ----
   Move the seaweed to the gap to the right of Flounder.
   Push the  shorter  L-shaped piece  in  front of  Flounder,  followed by  the
Z-shaped piece.  Next comes the horizontal  piece underneath this, and the long
L-shaped piece rests to the left of this.   Make sure that Guppy is in the hole
so formed.  It should look like:
+-------+-----+-+
|F F F F|W W W|B|
|       +---+ | |
|F F F F|W W|W|B|
+-+-----+-+ +-+ |
  |G G G|W|W W|B|
  +-----+ +---+ |
  |W W W W|W W|B|
  +-------+---+-+
   Now, push the bar in front of the  seaweed out of the way---the leftmost bar
falls.

Task two---push the bottom bar to the right
---- ---------- --- ------ --- -- --- -----
   Move Guppy  to the  right of  Flounder, up  in front  of him,  and push  the
shorter L-shaped and  the Z-shaped pieces  to the  right, so that  the L-shaped
piece is against the  edge of the hollow  in the ceiling.  Push  those two, and
the small piece, until they are flush with the floor to the right.  Continue to
push the small piece, to just  above the bar that fell,  and lift the other two
pieces to their original position.
   Push the long  piece to the  left, so that  the vertical section  is just in
front of Flounder, and  lift the short piece  until it is two  squares from the
ceiling, then down and to the right, into the bend of the Z-shaped piece.  Move
it down and right  twice more, and  then all the way  down until it  is in line
with the hole in the right hand wall.  Push it into the hole.
   Move Flounder out (the second bar drops), and push the long piece up against
the bar.  Move Flounder  to the bottom of  the hole, and push  the bar into the
alcove.  Push the Z-shaped  piece down and  next to the  short piece.  Flounder
can now push it, pushing the F-shaped bar into position.

Task three---get past the final bar
---- ----------- ---- --- ----- ---
   Position the two  L-shaped pieces against  the final bar,  with the vertical
sections in line, and the  shorter piece above the  longer piece.  Flounder can
now push them both at the same time, whilst being protected from the bar in the
ceiling.
   Push them until the bar drops into the  hole in the floor, then use Guppy to
push the bottom  piece into  the corner.   Move her  to the  left of  the pipes
again.
   Push the upper piece of seaweed  until the top bar is  on the left hand edge
of it.   Move out,  allowing it  to drop.   Push it  into the  longer piece  of
seaweed.  Now Guppy can get in the hole  in the middle of the seaweed, and they
can both swim up to freedom.


t.  Two Hats
==  === ====
   Move Guppy down one  square, and Flounder  across, so that  he is supporting
both hats.   Move Guppy  so she  is supporting  the top  of her  hat, and  move
Flounder back (so  that he protrudes  two squares to  the left, and  one to the
right of the bar.  Move the jester's hat between Flounder and his bar.
   Move Flounder to the floor and swim  to the left---the jester's hat protects
him.  The two fish can now swim out.


u.  Garden Wall
==  ====== ====
   Push the large steel bar left one square,  and lift it to the top.  Push the
flower so that it is in the corner of  the shelf.  Drop the bar onto the flower
pot and push  it onto the  left hand shelf.   Lift the flower  pot, thus giving
access to the large bar.  Push the small  bar into the hole with the large bar.
Move the flower pot back onto the shelf.
   Drag the handle  to the  right, leaving enough  of a  gap for Guppy  to swim
under.  Flounder  can now  drag  it the  rest of  the  way.  Lift  it onto  the
step---It can now be  hooked over the large  bar.  Pull the large  bar out with
the handle.  Guppy can now swim out, and push the cactus in.
   The two fishes can now escape.



                                 4. Coral Reef
                                 ** ***** ****

a.  The Stingray (the starfish has been found)
==  === ======== ==== ======== === ==== ======
   Move Guppy into the gap between the top  of the separate blocks and the main
wall, and use this to transfer  the pick to her.  Guppy can  now lift it up and
drop it on the back of the Fischwagon.
   With Flounder out of  the way, use the  axe to push the  stingray down.  Now
the two fish can escape.

To get the starfish
-- --- --- --------
   Push the bent bar down to the bottom, and then next to the upright one.  Now
the upright  bar can  be pushed  out of  the way,  and the  starfish is  easily
reached.


b.  Veterans of the Great War (both the starfishes have been found)
==  ======== == === ===== === ===== === ========== ==== ==== ======
   Push the bullet and the cross-shaped thing into the hole to the right of the
bomb.  With Flounder in  the hole where  Guppy started, push the  bomb into the
rightmost hole in  the floor.   Now, the two  fish can  easily swim out  to the
left.

To get the starfishes
-- --- --- ----------
   Move Guppy into the rightmost  hole in the floor,  and push the cross-shaped
object on to her.   Use the two  fish to drop it  in the 4-squared  hole to the
right of the bomb, with  one square to the  left of the object,  and two to the
right.  This allows the  bomb to be  pushed right, which is  needed to retrieve
the bullet.

To maneuver the bullet over the bomb
-- -------- --- ------ ---- --- ----
   Push the bullet  along Flounder's  back, pushing the  bomb one  square left,
ensuring Flounder is not touching the bomb.  Let  Guppy swim to the left of the
bomb, and lift the bullet.  Push the bomb under the bullet, until the bullet is
no longer supported by the bomb.  Let the bullet drop.
   Now, with Guppy in the leftmost hole, the  bomb can be pushed all the way to
the left.  With Guppy, lift the bomb enough so that Flounder can take over, and
Guppy can move just below the bar, to  the right side of the chamber.  Flounder
can now lift the bar, allowing Guppy to  get the first starfish.  Push the bomb
out of the way.
   Push the  bent bar  into  the hole,  then  the moose  skull  right, so  that
Flounder can nestle between the skull and the skeleton.  Push the skeleton onto
Guppy's back, and into the gap between the two antlers.  Guppy can now push the
skull to the left, and the second starfish is easily obtained.


c.  Black Powder (all 4 starfishes have been found)
==  ===== ====== ==== = ========== ==== ==== ======
   Push the carton below the  telescope out of the way  with Flounder, and push
it into the  hole.  Flounder can  now escape.  Guppy  can easily escape  to the
top-right.

To get the starfishes
-- --- --- ----------
   There are  four  corners  which must  be  tackled  in the  following  order:
top-left, bottom-left, bottom-right, and finally, top-right.

First chamber: Top-left
----- -------- --------
   Move the bomb onto the shelf next to  the carton, then use Guppy to push the
carton out of the way.  While Guppy is still supporting the telescope, push the
bomb underneath it.   Get the starfish.   Now, push the  bomb to the  right one
square (so that it doesn't drop), and push the telescope to the left to provide
four squares for Flounder to squeeze into.  Flounder can now push the bomb onto
the back of Guppy.

Second chamber: Bottom-left
------ -------- -----------
   Push the bomb onto the barrel  of the pistol, and use  it to push the pistol
left one square.  The bar now rests on the bomb.  Push the pistol left one more
square, and then move  Guppy underneath it.   Flounder can push  the pistol and
the bomb to the left.   Now Guppy can reach the  starfish (still swimming under
the pistol.
   Push the bomb to the left, and lift the bar to provide a space whereby Guppy
can escape.  The bomb is not needed any more.

Third chamber: Bottom-right
----- -------- ------------
   Use Flounder to push the key from under  the long bar, and next to the short
bar.  Push the  horn across one  square.  Now Flounder  can raise the  bar, and
collect the  starfish.  He  can swim  out, as  he is  not needed  for the  last
chamber.

Fourth chamber: Top-right
------ -------- ---------
   Swim over the rifle and push it back.   Guppy can now grab the last starfish
and exit.


d.  Bonus: Jewels of the Reef (all 3 starfishes have been found)
==  ====== ====== == === ==== ==== = ========== ==== ==== ======
   Push the grey gem on to Flounder's back,  and use it to push the spring into
the nearby hole.  Grab the starfish.  Push  the brown object into the trench to
the right, so that the gem can be reclaimed.
   Push the gem over the brown vase, and into the hole to it's right.  The vase
can now be pushed into  the bottom of the well,  providing access to the second
starfish.  Push the two green gems on to  Flounder's back.  These go in the two
holes to the right of the green vase.
   Push the green vase  onto the bottom step  below the red gems,  and drop the
gems onto it.  They can now be pushed  onto Flounder's back, and dropped to the
right of the larger upright steel bar.
   Lift the  horizontal bar  and claim  the remaining  starfish.  Push  the two
upright bars into their respective holes, and escape.


e.  Bonus: Open Sesame (none of the 3 starfishes have been found)
==  ====== ==== ====== ===== == === = ========== ==== ==== ======
   Escaping from  the screen  is trivial---just  swim  to the  left.  The  real
problem is in getting the starfishes, which I have not yet solved.


f.  Bonus: Torpedo Boat (3 starfishes, the puzzle is unsolved)
==  ====== ======= ==== == =========== === ====== == =========
   I haven't solved this screen yet.


g.  Tutorial: The Surface
==  ========= === =======
   Lift the barrel, and push it on to the top step.  Move Guppy to the right of
it and push it on to her back.  It can now be placed beneath the wooden object.
   Guppy can now lift  the barrel and  the wooden object,  allowing Flounder to
leave through the right exit.  Guppy now leaves through the left exit.


h.  Submarine
==  =========
   This is the same as  the equivalent screen of Fish  Fillets 1, and is solved
in the same way.
   Push the bullet right  two squares.  Flounder  can now push  the mirror down
and raise the  'Z' shaped  bar (ensure Guppy  is to  the right of  the bullet).
Recover the nut.  With the  nut, push the bullet into  the first hole, then the
bottle into the second hole.  The two fishes can now escape.


i.  Evidence
==  ========
   Move Guppy into the  hole between the boot  and the short bar,  and push the
boot on to her back.  Move the boot firstly on to the single block, and then on
to the two  horizontal blocks.  Let  Guppy swim underneath  it into the  gap to
it's left (level with the row  of blocks, and push the  boot half on to Guppy's
back, so that Flounder can swim under it.
   Carry the  net on  the  boot, dropping  the boot  to  the right  of the  two
horizontal blocks, letting the handle of the  net rest on Flounder.  Move Guppy
to the far right, and push  the net on to her back.   She can now leave through
the hole  in the  bottom of  the screen,  leaving the  net to  bridge the  hole
between the two upright bars.
   With the short bar, push the  long bar out of the  way, and Flounder can now
leave.


j.  Rescue the Seahorse (the starfish has been found)
==  ====== === ======== ==== ======== === ==== ======

Fill the hole in front of the seahorse
---- --- ---- -- ----- -- --- --------
   Move Guppy to the right of  the rock and push the  rock on to the telescope.
With Guppy to the left of  the telescope, push the rock on  her back, and in to
the hole in the wall in front of the seahorse.  Finally, push the rock down.

To push the seahorse
-- ---- --- --------
   Push the telescope, then  the reel on  Guppy's back.  With  these objects on
her back, move Guppy to the  top of the wall in front  of the seahorse, and use
the handle of the reel to push the telescope on to the wall.
   The reel needs to be  transferred to Flounder, so that  the telescope can be
pushed off the wall.  Now, Guppy can move the seahorse.

To get the starfish
-- --- --- --------
   Move the rock on  to the reel as  above, making sure it  is above the shelf.
Push the worms, reel, and then the telescope  on to the bottom in the following
formation:
        +-+   
        |T|   
        | | +-
        |T| |#
+-------+ | | 
|R R R R|T| |#
+---+-+ +-+-+ 
    |H|R|# # #
+---+-+-+     
|W W|# # # # #
+---+         
 # # # # # # #
   where Agent T represents the telescope,  R represents the reel, H represents
the fishhook and W represents the worms.
   Push the telescope left one square, moving  the fishhook, then pass the reel
over the  telescope.  Push  the reel  left enough  to push  the fishhook  on to
Guppy's back.  Push the reel back, so that it is just on the telescope.  Use it
to transfer the fishhook to Flounder.  Now, the fishhook can be pushed over the
float, and the starfish can be retrieved.
   Fill the  hole  to the  right  of  the seahorse  as  above, then  raise  the
telescope and the reel to the top shelf, and proceed as above.


k.  Tutorial: Meet the Baby Seahorse
==  ========= ==== === ==== ========
   Push the stone in to the  hole at the bottom.  Push  the cannon ball off the
step, and the shell next to it.
   Push the smaller  crate in to  the well,  while still supporting  the bigger
crate.  Move Colt to  the space to the  right of the crates,  and then lift the
bigger crate.  Colt can now escape.


l.  Fragile Cargo (the starfish has been found)
==  ======= ===== ==== ======== === ==== ======
   Push the crate and  the book in the  middle down in front  of Colt (with the
book on the bottom).
   Repeatedly, push the crate  just above Colt,  then move Colt,  then push the
crate behind Colt, until the large crate falls down the deepest well.  Now, the
square crate above Colt can be pushed on to it, releasing Colt.
   Push the blue/yellow  book, and then  the final book,  into their respective
wells.  Once Guppy has lifted the bottle again, Colt can esacpe.

To get the starfish
-- --- --- --------
   Push the crate and  the book in  the middle of  the screen over  to the left
wall, with the lower one offset slightly so that they won't fall.  Now push the
blue/yellow tome in to it's well, allowing the bottle to drop.
   Push the bottle and  the upper red book  so that the bottle  falls on to the
lower book, with the upper one overhanging to the right.  Push the initial book
so that it, and the crate it's supporting  fall down the hole.  Push the bottle
down the smaller hole, then the final book down the third hole from the left.
   Shuffle the crates that  surround Colt as  above, until Colt can  move in to
the well next to the bottle.   Now, push the lower crate  so that there is just
one square to the left of the tall crate.  Pushing the upper crate and then the
lower crate again  releases Colt, while  providing a hole  for Colt to  get the
starfish.


m.  Looming Threat (the starfish has been found)
==  ======= ====== ==== ======== === ==== ======
   Push the vertical bar in to the alcove,  and push the Agent T-shaped bar off
it's block, and left one square.  Carry the shrimp on to the middle block, with
it's head overhanging.  Raise  the Agent T-shaped  bar on to  the shrimp.  Push
the squid right, so as to form a bridge.
   The three  balls can  now be  pushed right  (two filling  the corner  of the
block, and the  final one landing  on the squid).   Use this to  push the green
shell out of the way.
   Lift the squid/bar/shrimp assembly,  so that Guppy can  get under the squid.
Once the shrimp  and the  bar have been  lowered, the  bar can be  pushed down,
allowing Colt and the two fishes to escape.

To get the starfish
-- --- --- --------
   Push the vertical bar in  to the alcove, and the  Agent T-shaped bar off the
block.  Use the shrimp to  push the lower two balls  left, off the shelf.  Lift
the Agent T-shaped bar back to it's original location.
   Push the  squid right  one  square to  catch the  remaining  ball, which  is
carried on  the back  of the  shrimp.  Push  the ball  and the  squid left  one
square, and push the shrimp off the shelf, so that it falls to the bottom.
   Push the two balls  at the bottom  to the left, releasing  the starfish, and
push the shrimp to the right of the block supporting the Agent T-shaped bar.
   Push the bar back down, leaving one square  between the bar and the block it
was standing on.  The  shrimp can now be  placed on that block,  and the bridge
formed as above.  Continue as above.



                                 5. Junk Yard
                                 ** **** ****

a.  Junk (the starfish has been found)
==  ==== ==== ======== === ==== ======
   Label the wells   (to the left of  the television),  (to  the right of
the television),   (to the left  of the horizontal  steel bar),   (to the
right of the horizontal steel bar) and  (to the left of the starfish).
   Move Guppy down  well , in  to the  hole in the  floor.  Push one  of the
seaweed down  to  the bottom  of  the  well (ensuring  it  is pushed  down  the
right-hand side).  Push the light  bulb from under the bent  steel bar with the
seaweed, continuing until the light bulb drops.
   Push the horizontal  steel bar down  well , on  to the seaweed,  and then
push the seaweed and the  two steel pipes right until  the vertical part of the
bent one is just  above the light bulb.   Lift the bent bar  one square up well
.
   Push the seaweed so that  it pokes out to the  right of the horizontal steel
bar, then lower  the bent steel  bar, and  use it to  push the seaweed  and the
horizontal steel bar down to  the bottom of well   (after ensuring Virgil is
out of the way).  Virgil can now escape.

To get the starfish
-- --- --- --------
   Proceed as above.
   When Virgil has pushed the stool from  under the yellow object (I don't know
what it is), push this object back.
   Push the television down well , and push it, and the yellow object as far
right as they will go.
   Push the red circular  object down well  , to provide a  step for Virgil,
and move Guppy down well ,  so that Virgil can climb  on her back.  The star
is easily reached now.


b.  Rescue the Snail (the starfish has been found)
==  ====== === ===== ==== ======== === ==== ======
   With the help  of Virgil, get  Guppy to push  the seaweed that  is currently
above her  head through  the  lowest gap,  up  to the  black  that is  impeding
progress.
   Get Guppy and Virgil to push the old  wireless up at the top, so that Virgil
can help Flounder.  Be careful that it  doesn't drop!  Push the seaweed that is
initially above Flounder down the  gap that is above  the bottom seaweed.  This
will be the lever with which to wake the snail.
   Move Virgil  and Flounder  to the  lower chamber,  making sure  to push  the
strange red and  purple object  to the left  so that  Virgil can get  up again.
Collect the single square of seaweed and place it on top of the bottom seaweed.
Bring Virgil and Flounder back up to the top.
   Flounder must now push the steel pipe down to the right of the long pipe, so
that he can push the glass object on the seaweed column.
   Move Virgil down the stairs to push  the glass object off the seaweed column
(otherwise  Flounder  will  die  whilst  waking  the  snail---invalidating  the
solution).  Flounder can  now push  the seaweed  at the  bottom, so  moving the
snail.

To get the starfish
-- --- --- --------
   Follow the instructions in the first two paragraphs above.
   Push the  steel pipe,  followed by  the glass  object, and  finally the  old
wireless down the hole  to the right of  the snail.  The red  and purple object
will act as the weight to push the seaweed down.
   Bring Guppy and Virgil to the bottom.  DO NOT MOVE THE RED AND PURPLE OBJECT
AT THIS STAGE.   Get the starfish.   Push the small  piece of seaweed  into the
hole to the right of the red and purple object.
   Move Guppy, Virgil and the red and purple object to the top and use Flounder
to push the object onto the top floor, ready to bring the seaweed down.
   Move Virgil and Flounder to the bottom, so  that Flounder is to the right of
the seaweed and Virgil is  resting on the seaweed.  Now  Guppy can push the red
and purple object onto the seaweed column, so that they all fall into place.
   Lift Virgil  with Guppy  and  push him  onto Guppy.   Flounder  will now  be
supporting the upper seaweed.  Use Virgil to push the red and purple object off
the seaweed  column and  onto the  steel pipe.   The object  is now  supporting
Virgil.  Put Guppy into the  seaweed gap and move Virgil  back onto the seaweed
to push it down and then push the alien object further onto the steel pipe (for
safety reasons).  Flounder can now push the seaweed, waking up the snail.


c.  Tutorial: Meet the Snail
==  ========= ==== === =====
   Move Shelby to the top of  the flask, so that Flounder  can lift it and push
it in to the alcove.  Move  Shelby on to the bottom of  the square bar, so that
Flounder can support it whilst pushing the pair  of tongs in to the hole.  When
Flounder is safely past that, move Shelby on to the end of the tyre, increasing
it's length.  Then Flounder can move the can, and the tyre and screwdriver will
drop as soon as Shelby moves.


d.  Cool Flashlight
==  ==== ==========
   Push the pencil in the  hole, allowing the steel bar  to drop.  Flounder can
now get  the bent  steel pipe  and lift  it  to the  block that  Shelby is  on,
rescuing her.  Move Shelby  to the pencil,  so that Virgil can  climb up.  Push
the oil can out of the way.  When Flounder  has pushed the oil can and bent bar
in to the corner, there is  enough room for him to move  in to, to allow Virgil
to climb om his back.
   Move Shelby on to the long steel bar,  until there is one square between her
and the torch, and then let Virgil climb  over the torch, until he falls.  When
he climbs back up, he pushes  the torch along one.  Let  Shelby climb on to the
torch.  Push the torch  along, then move  back enough to allow  Shelby to climb
off the right side of the torch, and then continue to push the torch.
   With the torch, and Virgil on his back,  move Flounder in to the hole by the
oil can, and then push the torch over  it's handle.  Virgil now climbs over the
torch, and on to the oil can, so that when Flounder swims up one square, Virgil
can climb back on his back.
   Rest the torch on the small horizontal  block, swim up the left-hand side of
the square block, and then lift the torch up the right-hand side of it, picking
up Virgil on the way up.
   Push the torch in to  the large hole at  the top, and move  Shelby on to the
right wall of  that hole.  Now,  Virgil can  climb in to  the hole and  out the
other end.  Move him along the floor a bit,  to allow Shelby on, so that he can
climb up to the ledge with the bottle.   With Flounder out of the way, push the
bottle off the ledge.  The way is now clear for them all to exit.


e.  Rescue the Other Snail
==  ====== === ===== =====
   Move Shelby on  to the dials,  and lift them  up.  Move the  dials right one
square, and drop down to  the floor.  Push the dials  left two squares, so that
Guppy can swim  out from under  them, then push  the broken dial  left, and the
others left one more square.  Now the broken dial can be pushed on to the bump.
Move Shelby on to the broken dial, whilst still supporting the three dials, and
push the three dials left once again.
   Move Shelby to the other side of the  bump (since the other snail is frozen,
Shelby can move across her).   Push the broken dial on  top of Shelby, and make
her stick to it.  Push it  across the hole.  Once on  the other side, Guppy can
raise the chassis one  square.  Support it  with Shelby (stuck to  it, with one
square to the  right).  The  broken dial  goes in  that square,  supporting the
chassis.  Lift the chassis again, and support with Shelby on the dial.  Push it
under the chassis, and move Shelby round (so that the chassis falls).  Push the
dial in to the corner.
   Move the chassis  right one square.   Now, with  Guppy in the  chassis, lift
Shelby up to the  ledge with the tyre,  and move Shelby until  she is under the
set of three  dials.  Push them  across until there  is one square  between the
dials and the  edge of the  screen.  Lift  them up, until  they are on  the top
step.  Push them across the gap between the two sets of stairs.
   Once more, lift the chassis, so that Guppy  can swim in to the gap above the
tyre, and Shelby can attach  to the bottom of the  stairs.  Now, move Shelby to
the left side of the tyre, so that Guppy can push her.


f.  Pistons (the starfish has been found)
==  ======= ==== ======== === ==== ======
   For labelling reasons, call  the snail that starts  in the centre Shelby,
and the one that starts to the right Shelby.
   Move Shelby off  the piston, allowing  it to fall,  then on to  the other
piston.  Move her between the  two single blocks, so that  the piston will only
fall one square when Shelby  moves.  Move Shelby on  to the single block,
then on to the  piston next to Shelby.   Move Shelby on to  the bottom of
the side of the  piston, supporting it,  while Shelby moves  just above her.
Move them both on to the blocks surrounding Guppy.
   Position the two snails so  that Shelby is below the  left side of Guppy,
and Shelby is half way up the flask.  Lift the flask.  Move Shelby to the
other side of  the flask,  to support  it, and move  Shelby just  above her.
Now, Guppy can lift the flash up to the top, allowing the two snails to escape.

To get the starfish
-- --- --- --------
   Continue as  above,  until  the flask  has  been  lifted one  square.   Move
Shelby in to the  gap at the bottom  of the chamber (to  support the chain).
Lift the flask two more squares, and support it with Shelby.
   Lift the chain to the top of  the chamber, and support with Shelby.  Now,
with her attached to the bottom  of the chain, it can  be lifted again (so that
it stands proud of the chamber).  Again, support it with Shelby.  Push it on
to the ledge.  Let the flask drop.
   Move Shelby to the hole in the bottom  of the chamber again, and move the
flask on top of her.   Move Shelby on to  the side of the  flask, then on to
the top end.  The flask will drop on to the floor, the starfish can be claimed,
and the snails can escape.


g.  Bonsai (the starfish has not been found)
==  ====== ==== ======== === === ==== ======
   Push the iron over, then the watering can.   Push them all in to the chamber
with Shelby, allowing her to get out of the chamber.
   Push the  picture from  under the  flower, then  the flower  from under  the
cactus.  Whilst still holding the  cactus, move Shelby below  Guppy, then on to
the top-left of the flower, to provide a  hook.  Drag the flower across the gap
into the rightmost tree, and on  to the ledge.  Move Shelby  on to the top side
of the flower, so that the tray will move when the flower is pushed down.  Push
the flower until there is one space between it and the right wall.
   Move Shelby on to  the tray, and push  it off the block.   Move Shelby on to
the top of the steel bar.  They can now escape.

To get the starfish
-- --- --- --------
   Move Shelby on to the side of her block, then push the watering can over the
iron.  Push the iron in to the first chamber, so that Shelby can escape.
   Push the  secateurs and  the  watering can  in to  the  middle chamber,  and
proceed as above.


h.  Dumped Snowmen (the starfish has been found)
==  ====== ======= ==== ======== === ==== ======
   I can't  remember (nor  recreate) the  method  for getting  out without  the
starfish, so I'm giving the full solution.
   Move Virgil in to  the hole to  the left of  the snowman body,  and push the
body over him.  Push  it on to Guppy's  back, and lift it  up the central well.
Push it in the hole by the horizontal snowman---enabling Virgil to cross it and
reach the starfish.
   Push the top head  down.  Using Guppy as  a bridge, push it  in to the first
hole in the big block, and  the head to the left of  the upright snowman in the
third hole.
   Move Guppy to the other  side of the block, just  below the floor, then push
the third head  on her  back.  Move  Virgil to the  bottom-right corner  of the
screen, and move Guppy (with the head) on  to the floor, next to him.  The head
can be pushed of Guppy, next to the hole.  Using Guppy's help, Virgil can climb
over the head, and  in to the hole---push  the head over Virgil,  and then move
Guppy the other side, so that the head, with Virgil to it's left can be lifted.
Fill in the middle hole.
   The upright snowman can now be pushed down, and the way cleared for exit.


i.  Pearls of Wisdom (the starfish has been found)
==  ====== == ====== ==== ======== === ==== ======
   Push the closed oyster to  the left. until it falls,  and then to the right,
so that it falls on the open oyster.   Push the black pearl right one, and then
push both it,  and the pearl  that was  initially on top  of it, to  the right.
Push the green pearl  under the hole to  the right.  Flounder can  now push the
steel bar in to the well, and swim up to the blue shell.
   Push the initial oyster off  the open oyster, and then  push the two of them
to the right.  Virgil can now  climb up and push the pink  shell in the hole in
front of the longer vertical bar.
   Virgil can now  exit to the  left, and Flounder  can move the  long vertical
bar, and exit at the top-right.

To get the starfish
-- --- --- --------
   Proceed as above, until Virgil pishes the pink shell down.
   Move the blue shell to the left, off  the top step, so that it overhangs the
middle step.  Climb underneath it.
   Push the long vertical bar  across, then move Flounder  under the blue shell
(so that  the shell  is  overhanging to  the  right.  Virgil  can  climb on  to
Flounder's back, lifting the shell.  Lift Virgil  on to the middle ledge.  Push
the shell on  to the  middle of  the shell, with  Virgil to  the left,  so that
Virgil can climb op on to  the top shelf (to where  he started).  Push the pink
pearl down.
   Move the  pearl in  to the  bottom chamber.   Push the  bottom pearl  of the
column, and then it, and the green pearl to  the right, to provide a step up to
the starfish.  Push the  last pearl of the  column to the left,  so that Virgil
can escape.


j.  Pirate Ship (unsolved)
==  ====== ==== ==========


k.  The UFO (the starfish has not been found)
==  === === ==== ======== === === ==== ======
   In these instructions, I will refer to  the various (light) objects as (from
left to right): `object ]', `object [', dish, and parcel.
   Push Virgil down the pit.   Push the steel bar to  the right two spaces, and
push the parcel on the block.  Push the dish as far left as it will go.
   Move object ] to the right  of object [.  Lift object [,  so that one of the
fishes can swim underneath,  and push object  [ and object ]  together, so that
the bottom of object [ is in the middle of object ].
   Push the  two objects,  until  object ]  drops  down the  pit,  and is  only
supported by object [.  Move Guppy on top of  object ], so that object [ can be
pushed on her.  Move Virgil left.
   Drop the  combined objects  down the  pit, with  Guppy supporting  object [.
Virgil can now climb on to object [, and when the two objects are raised again,
Virgil can escape.

To get the starfish
-- --- --- --------
   I haven't yet achieved this, but it appears  that Guppy must go down the pit
with the dish and one of the large objects on her back.  Flounder then uses the
object to push  the dish  in the  bottom left  corner of  the pit.   Virgil now
climbs on to the dish.
   Get the two objects in the same  configuration as above, with the present on
the bottom of object ]---this  is what I can't yet  figure---so that Virgil can
climb on to the present.  When Guppy swims  up, Virgil can climb out.  Once the
steel bar is  pushed back,  one of  the fishes  can carry  Virgil to  claim the
starfish.



                              6. Tropical Islands
                              ** ******** *******

a.  Parked Too Close
==  ====== === =====
   Move Guppy in to the gap in the  ceiling, and Flounder just below her.  Then
move Colt right one square (to stop the skull moving when Virgil climbs on it).
Once Virgil is on the skull, move Colt  to the door.  Virgil now drops into the
space formed.
   Move Flounder down to  the top of  the Fischwagon, next to  the seaweed, and
push the skull as far right  as it will go.  Guppy can  swim in to the top left
of the chamber.   Move Flounder  back to  his starting  position, and  push the
skull right once  more.  Move Guppy  on to the  floor, and let  Virgil climb on
her.  Move Colt above her,  and let her swim left,  until Virgil drops.  Virgil
can now climb over her and open the door.  Push the door fully down.
   Move Guppy out, with Virgil on her back.  Colt now pushes the large clump of
seaweed to the right  (even though she is  only a baby, she  can push seaweed),
and lift it up,  so that Flounder swim  underneath.  Push it on  to the step on
the roof  of the  building,  and push  the steel  door  in, until  it about  to
drop---don't let it drop!
   Virgil  now  climbs  up  under  the   sweetcorn,  and  pushes  it  down  to
surface-level, and uses it to claim the single piece of seaweed.  Move it in to
the hole that the  steel bar is partially  covering.  Push the bar  all the way
left, and then everyone can escape.


b.  Serpent of Hanoi
==  ======= == =====
   Move the red disk  on to the  right bar.  The  green one goes  above it, and
then the blue.  Use the lip of  the green disk to lift it  on to the top of the
column, and swim to  the right of  it.  Push it to  the left, so  that the blue
disk falls down, and move it back again.
   Push the  green/blue combination  up, so  that it  rests on  the top  of the
column, allowing access to the  red disk.  Push the red  disk over, and let the
green/blue combination drop back on the column.   Push the red disk back on the
pile.
   Guppy now swims out.  Virgil moves right, allowing the serpent to fall, then
climbs out.


c.  Seaweed Squishers (both the starfishes have been found)
==  ======= ========= ===== === ========== ==== ==== ======

Chamber 1
------- -
   Label the upper array of seaweed thus:
+---+-----+
|1 1|2 2 2|
|   |   +-+
|1 1|2 2|4|
| +-+-+-+ |
|1|3 3|4 4|
+-+   |   |
|3 3 3|4 4|
+-----+---+
   Push 1 & 3 down one square, then 3 & 4 to the right one square.  Push 1 down
two squares, pushing 3 down with it.  1 & 3 can now be pushed to the right.
   Move the long bar  to the right, until  Colt is in the  second chamber.  She
can now escape.

Chamber 2 (for one starfish)
------- - ---- --- ---------
   Label the array of seaweed in the second chamber thus:
+---+       +---+
|1 1|       |2 2|
|   +-+   +-+   |
|1 1 1|   |2 2 2|
+---+-+   +-+---+
    |3|   |4|
    | +-+-+ |
    |3 3|4 4|
    |   |   |
    |3 3|4 4|
  +-+---+---+-+
  |5 5 5|6 6 6|
  +-+   |   +-+
    |5 5|6 6|
    +---+---+
    |7 7|8 8|
    |   |   |
    |7 7|8 8|
    +-+ | +-+
      |7|8|
      +-+-+
   I am sure there are more efficient methods  of solving this, but this is one
that I used.
   Push the bar of seaweed  right across, so that the  middle face is only just
suspended.
   Push 4, 6 & 8 down, 4 across, and 2  to the top.  Push 6/8 back up, and 3 to
the right.
   Push 3, 5 & 7 up two, then 3 right one,  and 5 & 7 back down.  Move 5 up, to
the right, up  twice more, and  right again.   Lift 1 up,  and push 7  down and
right.  1 can now be pushed in the bottom left corner.
   Push 7 & 8 left one, then 6 left two,  followed by 3 & 5 left two.  Push 6 &
7 down, then 6 &  8 up two, and  left one.  Push 7  & 8 down one.   7 is now in
it's correct position.
   Now, 5 goes right one, and  6 is pushed right one  also.  Push 3 left twice,
and to the bottom.  It is now in it's correct position.
   Move 4 & 6 left, then lift 4 & 5, and push them left.  This provides room to
push 2 down in to the bottom right corner.
   Push 4 to the right wall, and down.  Then  push 8 right and down.  5 & 6 are
easily placed.
   Push the bar of seaweed right twice to claim the starfish.

Chamber 3 (for the other starfish)
------- - ---- --- ----- ---------
   Label the array of seaweed in the third chamber thus:
          +---+
          |1 1|
          |   |
          |1 1|
          +-+ |
          |2|1|
          | +-+
          |2 2|
    +-----+---+
    |3 3 3|4 4|
    |   +-+   |
    |3 3|4 4 4|
    +---+-----+
    |5 5|6 6 6|
    |   +-+   |
    |5 5|8|6 6|
+---+ +-+ +---+
|7 7|5|8 8|
|   +-+   |
|7 7 7|8 8|
+-----+---+
   Again, I am sure there are more efficient methods of solving this.
   Push the bar of seaweed to the right.  Lift 1,  2, 3, 4 & 6, and push 3, 4 &
6 left.  Push 1 & 2 left, and 2 left again.  Push 5, 6 & 8 right, then 1 down.
   Lift 1, 2, 3, 4 & 6 and push 1  & 2 left, pushing 1 right again.  Lift 2, 3,
4 & 6.  Push 5 left, and 8 right in to the corner.
   Lift 5, and push it to the right side of the chamber.
   Push 3 & 4 right, then push 2 to the left wall, and then down to the bottom.
   Lift 3.  Push 4, then 3 &  4 to the left.  Lift 3  up twice, and push 4 left
again.  This can be moved to the bottom, between 7 and 8.
   It is now easy to see where 1, 3 & 6 go.


d.  Temple Guards
==  ====== ======
   Pull the F shaped seaweed to the left,  until the stone slabs fall.  Push it
right, then pull it back left, so that the four slabs to the left of the screen
are all on the floor.
   With the short  piece of  seaweed that  has been  released, push  the square
piece left.   Pull out  the L  shaped piece,  and push  the T  shaped piece  in
(pushing the square back out), until it rests on the single block.
   When it is pulled out again, Colt can swim down and exit.


e.  Parrot the Guardian (the starfish has been found)
==  ====== === ======== ==== ======== === ==== ======
   Push the hook down the hole on the left of the screen, and push the chest to
the right in to it's hole.  Guppy can now  lift Virgil up to the surface of the
water (to the right of the parrot.
   Climb up, and push the lime from under  the parrot, pushing the parrot on to
the chest.
   Move Guppy to the left of  the chest, so that Virgil  can push the parrot on
to her.  She now swims on to the chest, so that Virgil can climb on to her, and
push the parrot on to the block in the middle of the screen.
   Once Guppy is in the  left chamber, push the parrot  down, and on to Guppy's
back.  It can now be pushed  down the hole on top  of the hook, allowing Virgil
to escape.

To get the starfish
-- --- --- --------
   Move Virgil on to  Guppy's back, and push  the hook over next  to the chest,
pushing the chest right  one square.  Use it  to enable Virgil to  climb on the
block in the middle  of the screen, and  then below the chest.   Push the chest
across the hole, and move Guppy under the chest, with Virgil riding on top.
   Using the middle block, push the chest over,  so that the left side lines up
with the right  edge of the  island.  Now  push the hook  on to the  chest, and
Virgil to the right of the hook.  Lift the chest up so that Virgil can push the
hook under the parrot.  Push the parrot on to the chest.
   Use the hook  to climb  up and  claim the starfish.   Carry Virgil  over the
parrot, and on  to the  chest.  Lift  the parrot  and Virgil  on to  the middle
block, and move  Guppy to the  left, so  that Virgil can  push it down  and use
Guppy as a  bridge.  Push it  in the hole  on the left  of the screen,  so that
Virgil can escape.


f.  Get the Computer (the starfish has not been found)
==  === === ======== ==== ======== === === ==== ======
   Lower the seaweed, and  move Virgil on  to the shelf by  the starfish (using
Guppy as a bridge).  Push out one of the stones, and move Guppy in , so that he
can use her to climb on to the horizontal piece of seaweed, releasing it.
   Move it on top of the  vertical piece, with Virgil on  the top, so that when
Flounder lifts the assembly, Virgil can climb over the square piece of seaweed,
pushing it in to the hole,  pushing it to the left  hand side.  Carry Virgil on
Guppy up to the surface, so that Virgil can climb on the square, allowing it to
sink.
   Move Guppy on to the floor on the right hand side of the screen, and use the
vertical piece of seaweed  to push the  horizontal object on top  of her.  Move
Virgil on to Guppy,  to the right of  the object, so that  when Guppy srims up,
the object can be used.   Now, do the same trick  to reclaim the vertical piece
of seaweed.
   Assemble the column  with Flounder on  the bottom, followed  by the vertical
piece of seaweed,  then the horizontal  piece and  the square, and  lastly, the
object that has just  been reclaimed, with  Virgil next to it  (to it's right).
Lift the assembly up, and push the oblect  on to the keyboard.  Push the square
across one, and lift  the assembly again, so  that the object can  be pushed on
top of the  computer.  Again, adjust  the square, so  that Virgil can  push the
object over the computer, and on to the other side.
   Virgil now  climbs  on  to  the  object, and  pushes  the  computer  across.
Flounder needs to lift  the computer so that  it can be pushed  a bit more, and
then lowered, until it  can be pushed down  the hole.  The computer  can now be
pushed out.

To get the starfish
-- --- --- --------
   Although I haven't tried it yet, I believe that the object should be used to
push out  the steel  bar,  may be  using the  vertical  piece of  seaweed as  a
pedestal?


g.  Rescue King Crab (the starfish has not been found)
==  ====== ==== ==== ==== ======== === === ==== ======
   Lift Virgil  up  to  the island,  on  the  right  hand side,  and  push  the
gramaphone in to the hole,  then the parasol next to  King Crab, so that Virgil
can climb on him.   Push the safe, and  then the Oscar, off  to the left.  Push
the cigar in to the other hole on the island.
   Push the microphone on to the `Big C', and push it on to the island.
   Push the cigar up on  to the island in  the same way (Virgil  needs to be on
the lower ledge to push the cigar on to Flounder).
   Now, lift the cocktail up.  Then push the  `Big C' left one, and lift Virgil
on to the island.  Now, Flounder can use the `Big C' to nudge King Crab.

To get the starfish
-- --- --- --------
   I believe you have to attack it from the other side of the island.
   Lift Virgil up the left of the island, and move him across until he's on top
of King Crab.   Push the safe,  and the Oscar  down the right.   Cross over the
parasol, and push the gramaphone left.
   Push the cigar, and then the microphone in to the chamber with the starfish,
and climb on them to claim it.  Somehow, you've  got to get the `Big C' and the
cocktail across to the other side, and push the assembly.


h.  Tutorial: Meet King Crab
==  ========= ==== ==== ====
   Push the tall bar across one, then use the short vertical one to push it off
the block.  This gives the  single squared bar, which is  pushed in the hole in
the block.
   King Crab can  climb up  the stairs to  the right,  until he falls  down the
well.  Move him to  the bars that he  pushed down, climbing under  the T shaped
one.  Push the  T shaped pipe  to the right,  so that he  can climb out  of the
hole.


i.  Stairway to Freedom
==  ======== == =======
   As the title of this screen suggests, you have to create a stairway for King
Crab to climb out of.
   Get King Crab on the long purple piece of coral and push the short red piece
on top of him.  Use it to raise the seaweed one square.
   Move the long piece  of coral, King Crab,  and the short piece  to the left,
until the short piece  extends past the left  side of the L  shaped block.  Use
the seaweed to push the medium sized coral on to it.
   Push the medium sized and  the short piece off the  right side of King Crab,
so that they lie on the  long piece, with the short piece  on top of the medium
piece.
   Move the seaweed to the right hand side, so that there is one square between
it and the floor.  Push all the coral to the right, so that the long piece fits
under the seaweed, and the rest form  the required stairway.  King Crab can now
escape.


j.  The Bridge (unsolved)
==  === ====== ==========
   I haven't yet solved this sheet.


k.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


l.  Crab Brothers (the starfish has not been found)
==  ==== ======== ==== ======== === === ==== ======
   Push the white  pearl in  to the  chamber with the  starfish, and  the black
pearl out.  Push the pink pearl out from  under the shell.  Move Virgil back to
his original hole.  Push the pink pearl and  the shell next to the black pearl.
King Crab moves back to his original hole.
   Virgil now climbs  on to King  Crab, and King  Crab climbs on  the pearls to
allow Virgil to get  on the right bank,  who pushes the coconut  out from under
the bananas, and pushes the bananas on top  of the black pearl.  He now crosses
King Crab to the middle island.
   King Crab returns to his original hole,  and Virgil pushes the avocado on to
King Crab, then jumps down himself.  Once  more, they cross over to the pearls,
so that Virgil  can drop the  avocado on  the pink pearl,  and King Crab  has a
stairway to climb out by.

To get the starfish
-- --- --- --------
   I haven't solved this.



                               7. Ross Ice Shelf
                               ** **** *** *****

a.  Tutorial: The Ice
==  ========= === ===
   This is basically the same room as `Meet Agent Guppy', the first room met.
   Push the lower computer on to the  keyboard of the upper keyboard, then push
them both left, to allow Guppy to escape.


b.  Tutorial: Upside Down
==  ========= ====== ====
   Flounder pushes the ice  out of his  compartment, and then  pushes the steel
bar on the  ice in  Guppy's compartment.   Guppy pushes  the ice  in Flounder's
compartment down, so that he can swim past.


c.  Tutorial: Dangerous Ice
==  ========= ========= ===
   Push the clock on the  ice in Guppy's compartment (his  will stop it rising,
killing her when she tries to  escape), and push it down  far enough for her to
swim in to the  bottom left compartment.  Push  the ice back up,  so that Guppy
can swim in to the main compartment.
   Push the steel bar down  on to the ice,  then push it in to  the hole at the
bottom right.  The fishes can now escape.


d.  Guppy's Puzzle
==  ======= ======
   Due to the symmetry, in the following  description, you can use stones where
ice is mentioned, and vice versa.
   Push the bottom, horizontal  piece of ice  right one square,  then, push the
seaweed in to  the well,  and push the  single block  of stone on  the seaweed.
Now, push the single block of ice right,  then up, and push the double block of
ice right, in to  the hole in  the top of the  chamber.  Guppy can  now get the
seaweed.
   Use it to push out the big column of seaweed.  Push the stone of the column,
so that Guppy can move in to the  next chamber, and push the double block down,
to replace it.  Swim back, and  push the ice at the bottom  of the column on to
it.  Push the double stone out, so that  it is just supported by the ice.  Push
the ice and the stone  across until they are flush  with the vertical stone and
ice.
   Push the single stone and  double ice across, so they  are both right of the
chamber ceiling.  This gives enough room to  lower the ice/stone pair, and push
the single ice under the ice column, and in to the hole.  The column can now be
pushed out, and Guppy can escape.


e.  The Last Voyage
==  === ==== ======
   To anyone who has played Fish Fillets 1, this room should look familiar---it
is the same as the room  with the same name in the  former game, except that it
has been rotated 180 degrees (even all the objects are frozen versions).  It is
solved in the same way.
   Push the shield off the axe on to the middle crewman.  Push the skull across
one, and then  push the left  three crewmen together,  so that there  is no gap
between them.  Use the skull  to push the left hand  man back, giving access to
the snail.
   Use the snail to push the shield down the gap between the men, and then push
the snail in to  the same gap.   Use the axe to  push the right  hand man back.
The axe blade  should rise in  to the widened  gap.  Push the  middle three men
left as far as  they will go with  the axe, allowing Guppy  to enter Flounder's
compartment.
   Guppy can now  push the  shield at  the bottom of  the screen  out, allowing
Flounder to escape.


f.  Heavy Weapons (the starfish has not been found)
==  ===== ======= ==== ======== === === ==== ======
   Push the hammer-like object up against  the samurai sword, pushing the block
of ice below it as well.  Push the sword in one, allowing Flounder to get in to
the hammer-like object,  and push it,  until the single  block of ice  falls on
it's shaft.  Push the  whole assembly, so  the sword ends up  where it started.
Again push the hammer-like object across, until  the bigger piece of ice rises.
Push the hammer-like object  down, and across,  so that the small  piece of ice
rises, and the object  lies on the middle  step.  Push the bigger  piece of ice
down, and use the sword to push it across one square.
   Use it to push out the steep bar by the cross-shaped object.
   Push the knife off  the large block of  ice, and use the  projection to push
the cross-shaped object back.  Pull the large  block of ice out---the column of
steel bars falls.  Push the second bar, and the cross-shaped object, out.  Now,
Flounder can push the sword out, and escape.

To get the starfish
-- --- --- --------
   I haven't yet got  the starfish, but I  believe that the large  block of ice
needs recovering, to push the samurai sword back.


g.  Ice Machine (the starfish has been found)
==  === ======= ==== ======== === ==== ======
   Call the three  left hand  levers the  `top', the  `middle' and  the `bottom
lever', the large right hand  lever the `double lever', and  the top right hand
one, the `dispatch lever'.
   Push the top lever out.
   Push the first coin  down the well, push  in the top lever,  then the double
lever, and then the middle lever.   Push an ice cube up, so  that it is next to
the coin, and push  the bottom lever.  Push  the double lever out  as far as it
will go, then push the middle lever in, so  that the ice cube falls on to the n
shaped ice.  Push the n shaped ice down, and push the double lever in, and then
the top lever.  Finally, push the dispatch lever,  so that the ice cube ends up
in the hole in the ceiling.
   Reset the machine  and do this  two more times.   Guppy can now  pick up the
final ice cube,  and the  fishes can push  it in  the hole to  the left  of the
vertical piece of ice, allowing the fishes to escape.

To get the starfish
-- --- --- --------
   Follow the instructions above, until the ice  cube is in line with the lower
part of the double lever.  Push a second coin in, and push it down to the upper
part of the double  lever.  Push in  the lever, and ignore  the ethical debate!
The ice cube jams the coin in the machine.
   Reset the  top  lever, and  push  the double  lever  right out,  with  Guppy
remaining in the machine.  Now, with Flounder  sitting in the top of the middle
lever, push the coin over Flounder, freeing it.   Push it in to the hole by the
lamp, and the lamp can now be pushed  out, clearing the way to the starfish and
the exit.


h.  Three Pack (unsolved)
==  ===== ==== ==========
   I haven't solved this one yet.


i.  The Hatch (one starfish, the puzzle is unsolved)
==  === ===== ==== ========= === ====== == =========
   Push one of the horizontal pieces of seaweed down on to the hatch, then left
as far as  it will go.   Push it up  one square.  Do  the same with  the second
piece of horizontal seaweed.  Push the five squared  piece of ice out, so as to
gain access to the vertical seaweed.  Push it to the left as far as it will go,
then up a square, and left another two squares.
   Push the  large  mass  of  seaweed  left, until  it  drops.   Now  push  the
horizontal piece  of ice  above the  shoe on  to the  two horizontal  pieces of
seaweed, so that the  large mass is  lifted, and Guppy can  swim underneath it.
Push it to the right as far as it will go.
   Now, use the gap in the right hand side  to lift the ice and steel bar.  The
fishes can now escape.

To get the starfish
-- --- --- --------
   I haven't managed to do this, but I think that the following forms the basis
of the solution:
   Push the  ice  in  to the  compartment  with  the starfish,  and  claim  the
starfish, then  push the  shoe in  (it cannot  be pulled  out).  Push  the five
square piece of ice  one square, so that  the vertical piece of  seaweed can be
pushed down and claimed.
   Somehow, using the three pieces  of seaweed and the  single squared block of
ice, the steel bar needs pushing over the right hand block, and in to the right
hand chamber.
   Now, use one of the  horizontal pieces of seaweed to  push the steel bar off
the ice, and push it in just far enough so that the lump of ice can rise.  Push
the lump of ice in.  The two fishes can now escape.



                           8. *** UNKNOWN SERIES ***
                           ** *** ******* ****** ***




                                    9. UFO
                                    ** ***

a.  Enter the UFO (one starfish, the puzzle is unsolved)
==  ===== === === ==== ========= === ====== == =========
   The column of seaweed needs to be pushed over, so that it is beneath the gap
between the two levels.  Ensure Guppy is in the alcove to the left of it.
   Move Virgil down, and push the green object off him.  Let King Crab push the
bent seaweed until  the vertical  part is  above the the  hole.  Use  the green
object to move Virgil across  King Crab, and push the  seaweed down.  Move back
on to King Crab, and then move King Crab on to the seaweed, so Virgil can climb
up on to the shelf.
   Move King Crab to the left, so the  Virgil can push the purple object on him
(it lands on  the horizontal piece  of seaweed).  Push  the seaweed out  of the
way, leaving Virgil to the  right of the purple object,  and push it off.  Move
King Crab, with Virgil on top  to the left, until the  seaweed is above the gap
to the lower level.  Move Virgil on to it, to push it down, then move the other
two objects in  to the  same column,  so that  when Virgil  moves out,  the two
objects and the seaweed will fall on to the column of seaweed.
   Push the  objects on  to Flounder's  back,  and push  one of  them over  the
vertical steel bar (if it is the seaweed, it will need to be manually pushed in
the hole).  Push  the bar across  the hole, and  down the step.   Now, push the
other two objects  over the  steel bar, so  they fill  the holes on  the middle
step.  The bar can be pushed down to the bottom step, and Flounder can escape.

To get the starfish
-- --- --- --------
   Four objects are  needed from the  top---I haven't  figured out how  this is
done.


b.  Tutorial: Lasers (the starfish has been found)
==  ========= ====== ==== ======== === ==== ======
   Lift the green square, and  push it on the steps  to the right, blocking off
the first laser.   Push the lower  banded object in  the second chamber  to the
right, and  then the  upper one  (now on  the floor)  over to  the left,  using
Flounder as a bridge.
   Use the steel bar to get Flounder to the  top, and push the lower of the two
objects across in to  the hole that  the vertical laser is  shining up through.
The bar drops, and the upper object drop on top of it, allowing Guppy to get to
the top chamber.
   Ensuring Flounder is out of the water, push down the object blocking the way
to the right side, then push down  the tall vertical object emitting the laser.
Push the steel bar in to the hole it  is resting on, then push the lower of the
two objects just below it.  The upper one will fall, cutting off the laser.
   The two fishes can now escape.

To get the starfish
-- --- --- --------
   Proceed as above.
   Push the lower of the two horizontal  objects across one, and then the upper
one, so that the  upper one is  clear of the block.   Lift it up,  and push the
tall object on  to Flounder's back.   With Guppy  hiding behind the  block, the
Flounder drop the object he is holding.  This  will cut off the three lasers at
the bottom.  The starfish can now be reached.


c.  Tutorial: Radioactivity
==  ========= =============
   Push the skull across one,  so that the object it  is supporting falls.  Now
push the vase down, so that Flounder  can safely push the radioactive steel bar
across.  Lift the bar in to the second chamber.
   Using the green  jug, push  the radioactive  object in  to the  corner.  Now
lower the bar Flounder is holding  so that Guppy can swim  over it and push the
upper barrel off the lower one.  Use it to  push the lower one in to the bottom
chamber.  Push the steel bar to the left of the remaining barrel, so that Guppy
can push the barrel on to  Flounder's back, allowing him to  lift the bar in to
the third chamber.
   Push the barrel (still supported by Flounder) to the right, until the bar is
just on it, so that Flounder can swim from under it.
   Using Flounder as  a bridge, push  the human eye  across the gap  in the top
chamber, to move the green eye out of the way.  The two fishes can now escape.


d.  Squiddy (the starfish has not been found)
==  ======= ==== ======== === === ==== ======
   Move Virgil to the left, and to the right again, pushing the long object off
the shelf.  Push  the five  square object  off the end.   Push the  long object
across to form a bridge to the middle ledge.   Cross over it, and on to the top
of King Crab's prison cell.
   Let Flounder push the bent object blocking progress down the hole.  Push the
two objects on the next block left one square, and get Guppy to lift the hooked
one.  Move it across  the horizontal object  with the brown strip,  so that the
hook falls between it and the steel bar.
   Now lift the horizontal  object with the green  strip on to the  post on the
left hand of the  two blocks, push the  brown and the hooked  object across, so
that Guppy can get  in to the hole  under them, and push  them back one square.
Push the hooked object  down the hole, then  on to the steel  bar blocking King
Crab, and off it again.
   Push the brown object down, and then on top of the steel bar.  Finally, push
the green object down, and on to the five square object that Virgil pushed down
initially.  Use  these three  objects to  let  Virgil drop  to the  bottom---he
should end up  on the bottom  step.  Use the  hooked object to  release the bar
trapping King Crab, leaving the hook and the  support in the hole in the floor.
Move to the top of the stairs.
   King Crab can now push the object off the steel bar, forming a bridge to the
left hand side, then climb the steps to  the ledge in the middle of the screen,
and drop down on to the  top of his cell.  Climb down  the stairs to the right,
pushing the bar in, and allowing the steps to fall.
   Now, Virgil can climb up on King Crab's back, up on to King Crab's cell, and
then up the stairs, until  he falls off the edge.   Push the square object with
the rings down, and on to King Crab.  Climb back up on to the cell, then up the
stairs, and on to the bottom of the L shaped object.
   King Crab can now use the  ringed object to climb up  until he's just to the
right of Virgil.  Move  Virgil to the left  as far as he  can go, allowing King
Crab to climb up, lifting the steel bar.  The two crabs can now get past it.
   Carry Virgil across  the screen,  and drop him  in the  hole to the  left of
squiddy, so that squiddy can  be pushed out of the  room.  Likewise, carry King
Crab across to the exit.


e.  Pipe of Damocles
==  ==== == ========


f.  Trash Compactor
==  ===== =========


g.  Armory
==  ======


h.  Final: Get the Six Aliens (2 starfishes, the puzzle is unsolved)
==  ====== === === === ====== == =========== === ====== == =========


i.  Reactor (neither of the two starfishes have been found)
==  ======= ======== == === === ========== ==== ==== ======


j.  Bonus: What the heck is this? (2 starfishes, the puzzle is unsolved)
==  ====== ==== === ==== == ===== == =========== === ====== == =========


k.  Guarded Corridors
==  ======= =========



                                 10. Archives
                                 *** ********

a.  Back to the Hatch (one starfish, the puzzle is unsolved)
==  ==== == === ===== ==== ========= === ====== == =========
   The main problem is  making a bridge  from the block where  the snails start
and the block on the right hand side that is just below the surface---I haven't
solved this yet.
   Once the bridge has  been made, push the  ice that is just  below the second
block to the right, so that  the two snails can reach  the bottom.  Move one of
them on to the hatch.
   Now move Virgil  under the right  lip of the  hatch, extend the  hatch right
with the Shelby that is currently sitting on it, and move the other Shelby next
to Virgil.  Now,  when Virgil moves  right, Guppy  can get under  the left-hand
lip, and lift it  higher.  Now move Virgil  left, so he is  just supporting the
bottom of the hatch.  Guppy, and the Virgil  can now escape down the hatch, and
the two snails can make their exit elsewhere.

thts???
-------
   Move the Shelby under  the steel bar  right, and out of  the screen.  Follow
the above procedure  to enable the  other Shelby to  get down.  Move  the large
mass of seaweed  left far  enough so that  it falls  down.  Now, Virgil  can be
lifted on to it.  Lift the seaweed up  again, so that Virgil can climb over the
???, and when the  seaweed is released again,  the ??? can be  pushed on to it.
Move Virgil  right  until he  falls  off  the seaweed,  then  lift him  up  the
left-hand well, so that he  can climb on to  the shelf.  I cant  see how to get
him in the hole under the  seaweed, but when this is  achieved, he can push the
seaweed to the right, and left again, to release the ???.


b.  Rescue Agent T
==  ====== ===== =


c.  Meet Agent T
==  ==== ===== =


d.  The Eel Room
==  === === ====


e.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


f.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


g.  The Den
==  === ===


h.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


i.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


j.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


k.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===


l.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===



                              11. Virtual Reality
                              *** ******* *******

a.  Ghost in the Machine
==  ===== == === =======


b.  Heart (one of the 2 starfishes has been found)
==  ===== ==== == === = ========== === ==== ======


c.  Memory Heap (the starfish has not been found)
==  ====== ==== ==== ======== === === ==== ======


d.  Compressed
==  ==========


e.  Shelby and Shelby
==  ====== === ======


f.  Final: Get the Password (unsolved)
==  ====== === === ======== ==========


g.  Bonus: Tangled Pipes (one starfish, the puzzle is unsolved)
==  ====== ======= ===== ==== ========= === ====== == =========


h.  Central Processing Unit (the starfish has not been found)
==  ======= ========== ==== ==== ======== === === ==== ======


i.  The Bottle in the Bottle (neither of the two starfishes have been found)
==  === ====== == === ====== ======== == === === ========== ==== ==== ======


j.  Pipe Puzzle
==  ==== ======
   The challenge is to get  the twelve pieces in the  hole at the bottom.  They
should end up like (the letters are just for reference to the narrative):
+-------+-------+-------+-------+
|# # # #|# # # #|# # # #|# # # #|
|       |       |       +-+     |
|# # # #|# # # #|# # # # #|# # #|
|   A   +-+ B   |   C   +-+ D   |
|# # # # #|# # #|# # # #|# # # #|
|       +-+     |       |       |
|# # # #|# # # #|# # # #|# # # #|
+-------+-------+-------+---+ +-+
|# # # #|# # # #|# # # #|# #|#|#|
|       |       |       |   +-+ |
|# # # #|# # # #|# # # #|# # # #|
|   E   |   F   +-+ G   |   H   |
|# # # #|# # # # #|# # #|# # # #|
|       | +-+   +-+     |       |
|# # # #|#|#|# #|# # # #|# # # #|
+-------+-+ +---+-+ +---+-------+
|# # # #|# # # #|#|#|# #|# # # #|
|       |       | +-+   |       |
|# # # #|# # # #|# # # #|# # # #|
|   I +-+   J   |   K +-+   L   |
|# # #|# # # # #|# # #|# # # # #|
|     +-+       |     +-+       |
|# # # #|# # # #|# # # #|# # # #|
+-------+-------+-------+-------+


k.  Coils (unsolved)
==  ===== ==========


l.  *** UNKNOWN SCREEN ***
==  === ======= ====== ===



                          12. *** UNKNOWN SERIES ***
                          *** *** ******* ****** ***




                                  13. Bonuses
                                  *** *******

a.  Junction Original
==  ======== ========
   This was the  original `Junction', but  was thought to  be too hard  for the
position in the storyline.

Leave a Comment

Your email address will not be published. Required fields are marked *