text: > Go downwards
  You can't go that way.
  Only south.
  
  > go to the south
  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.
  
  > Inventory
  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.
  
  > go to the south
  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.
  
  > order the meal with the fisa
  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."
  
  > buy the sachet with the Fisa
  "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.
  
  > look at the sachet
  The sachet is used by customers who wish to take their food away to eat at home.
  It is closed.
  
  > open the sachet
  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.
  
  > Go south
  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.
  
  > open sachet
  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!
  
  > Go north
  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.
  
  > examine Crystal
  Light catches this crystal in a beautifully irregular manner.
  
  > Go south
  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.
  
  > eat the plankton
  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.
  
  > Go south
  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.
  
  > go up
  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.
  
  > go to the west
  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.
  
  > go north
  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.
  
  > Go north
  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.
  
  > Go south
  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.
  
  > go to the south
  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.
  
  > ask Bream about the disco
  "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.
  
  > Time
  The time is 13:02
  
  > ask Chub about the disco
  Ernest Chub says, "Sorry, I've already made plans for tonight. Anyway, Bertie Bream told me you were going with him."
  
  > go east
  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.
  
  > Go east
  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.
  
  > go to the south-east
  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.
  
  > Time
  The time is 13:24
  
  > Inventory
  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.
  
  > Wear plugs
  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.
  
  > Time
  The time is 13:29
  
  > wait for Chub
  Ernest Chub is not here. Try the pub.
  
  > wait for Bream
  Bertie Bream is not here. Try the pub.
  
  > wait
  Time passes.
  Glancing towards the toilet you see a trout emerge, adjusting his flies.
  
  > Wait
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  
  > Time
  The time is 13:46
  
  > wait
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  Time passes.
  
  > Time
  The time is 13:56
  
  > look
  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.
  
  > look
  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.
  
  > Time
  The time is 14:01
  
  > go south
  "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.
  
  > Go north
  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.
  
  > look at what you're carrying with you
  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.
  
  > Time
  The time is 13:26
  
  > go west
  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.
  
  > Go north
  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.
  
  > Time
  The time is 13:54
  
  > wear the glasses
  You put on the dark glasses.
  
  > Wear plugs
  You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.