text: > Time
  The time is 13:27
  
  > Go south
  Containing the sum total of fish knowledge, this library is the best in all Hydropolis. As fish only have small brains, it is on the smallish side, but students spend a lot of time here delving into what knowledge there is - even during rag week. The library's rarest book lies on a lectern close to the exit in the north wall.
  "On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.
  
  > open the book
  You open the book at random, revealing a full colour picture of some socks on page 289.
  
  > Ook up box in the book
  
  > look up box in the book
  You turn to page 345, revealing a full colour picture of a glass box.
  
  > get the page
  You will have to tear the page out first.
  
  > Tear page
  There is a loud ripping noise as you tear the page from the book. Several of the students look your way. One of them wanders over. "What's going on here?" he demands, noticing your vandalism. "Destroying library property, eh?" he continues, pushing you out into the corridor. "Sod off and don't come back."
  For some reason he doesn't take the page from you.
  Corridor
  Windows line the north wall of this corridor which continues east and west. They look out onto the quad, and stream light on to an archway which leads south to the library.
  
  > put the page in the slot
  The page is drawn quietly into the slot on the side of the protocopier. There is a humming noise followed by a whirring. The protocopier starts to vibrate. Then there is a loud bang and suddenly, on the protocopier there appears a glass box.
  
  > get box
  Which one, the glass box or the protocopier?
  
  > Glass
  You are carrying too much already to get the glass box.
  
  > drop the film and the Sachet
  Film dropped.
  Sachet dropped.
  
  > Where is Bertie
  Ernest Chub says, "Bertie's an absolute genius. I know because he told me himself."
  
  > Go 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 Ernest Chub and Simon Tench greet you cheerfully.
  
  > buy the cylinder with the Fisa
  "Sorry guv," says Steve "The cylinder can only be sold to dedicated sniffers. I don't know if you can hold your sniffs, do I?"
  
  > look at what you're carrying with you
  You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal and a bag.
  You are wearing a watch, some dark glasses and some ear-plugs.
  
  > 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 Battersea.
  An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
  
  > Go upwards
  You show your pass to the guard and go through.
  Battersea
  Battersea is a place of dreams. The station was built many years ago to encourage visits by tourists. Regular tours around the complex leave from the north. An access funnel, leading down is fished by a guard who is checking tickets, or would be if there were any to check but the ticket clerk hasn't sold any.
  
  > go north
  "Welcome to Battersea Power Station." You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.
  Power Station
  
  > turn off switch
  With great effort you manage to pull the switch. The light dims momentarily and the guppies on the guided tour scream until everything returns to normal. The important gauge shows a considerable drop in current. Whoom! The pressure door opens.
  
  > Go west
  You'll have to be very careful in this tunnel; the sharp blades of a giant turbine are all around you. They aren't spinning but the turbine could start up again at any moment so it's important not to panic. Just make up your mind quickly whether you're going to swim east back to the power station or further along the tunnel to the west.
  There is a turbine here.
  
  > go west
  The tunnel curves upwards here through still, calm water, coming to a halt at a series of grilles. The turbine's sharp blades lie to the east.
  
  > examine the grilles
  The grilles are an intricate criss-cross of filters, screwed together, designed to stop bits of rubbish getting into the turbine.
  There is a filter on them.
  
  > unscrew the Filter with the screwdriver
  The screw is a little sticky to begin with but after a good twist it loosens up. The screw drops into your hands and with a little extra pressure you remove the filter.
  
  > turn on the switch
  The switch is now on. The automatic door shuts with a woosh.
  
  > look at what you're carrying with you
  You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, a hyperdriver, a crystal, a radio case, a filter, a screw and a bag.
  You are wearing a watch, some dark glasses and some ear-plugs.
  
  > Undoi
  
  > 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 Eelpout.
  
  > Inventory
  You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a hyperdriver, a radio case, a screw and a bag.
  You are wearing a watch, some dark glasses and some ear-plugs.
  
  > go east
  The traffic on Shark Street is really busy but eventually you notice a small gap and swim hastily across.
  Hardware Shop
  This hardware shop contains everything for the fish with DIY leanings. If your DIY is leaning, this is were you can get the tools to mend it. If you require anything the assistant will only be too pleased to take your credit, if not your credit card. He may even give it back. You can leave the shop by swimming west.
  
  > examine the Time
  The time is 16:00
  Abruptly, everything starts heading towards a certain point, accompanied by a grotesque sucking noise. Before you have time to react you are surrounded by a blinding white light which rapidly expands to engulf the whole of Hydropolis. Then silence. You are nothing but a handful of minute particles floating in free space. "You blew that, didn't you?" Sir Playfair Panchax is clearly not amused. "We'll try and get you back to your bowl, but I've got some bad news. The Fins have located you. They're out for revenge. Keep your head old chap, this could be nasty. Panchax out." You are dumped back in the fishbowl. Goldfish Bowl
  A tingle runs up and down your scales here. It's definitely not your vacation bowl. True, it does have gravel, ant eggs and pondweed, but then so has every goldfish bowl. The difference is you can see out of this bowl and it doesn't have a tacky plastic castle. It looks like you're in a computer room of some kind, with terminals lining the walls.
  "You complete Halibut!" shouts Sir Playfair Panchax. He doesn't sound happy at all. "We warned you not to damage Dr. Roach's body. He was the only one who could save Hydropolis. The Fins have won and are out to get you. There is nothing we at Mission HQ can do." The good news is you've been sent back to the bowl. The bad news is that the dimensional warps have disappeared. It looks like you're in big trouble.
  
  > Examine watch
  The time is 09:01
  The wall behind your fishton glows, revealing the face of the principal's secretary. "Good morning Dr. Roach," she says, "I'm sorry to call so early, I just want to confirm that the principal is expecting you at ten o'clock this morning. Goodbye." Her face fades out, leaving you with the annoying jingle of the Hydropolis Telecommunications Network: "HTN, HTN - With your friends you can talk, and you won't have to walk, HTN, HTN". Not the most auspicious start to a morning.
  
  > go north
  You squeeze your way, sardine like, onto the train with the other commuters.
  Tube
  Always busy, the tube trains are packed solid with guppies. Rules have been passed strictly governing the number of fish allowed in each carriage but these are often disregarded, especially by sardines and pilchards.
  Steve swims by at top speed.
  The last few fish, pilchards by the look of them, squeeze onto the train. "Mind the doors," shouts the guard as they close. The train clatters off into the tunnel.
  
  > Time
  The time is 09:20
  The train speeds through the tunnel then clatters into Pickerel. The doors slide open and the commuters swim in and out.
  
  > 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.
  
  > buy the mask with the fisa
  "That will be 5 clams, sir. I'll charge it to your Fisa account at once. Enjoy your sniff." says Steve as he hands you a mask.
  
  > Time
  The time is 09:37
  
  > buy the ear plugs 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 ear-plugs.
  You notice several students loitering with intent. One of them produces a guitar and starts singing: "Come on feel my nose. The girls grab my clothes. Go why, why why any more." Oh no, he's started busking! Luckily the other students attack and carry him off before you hear too much.
  
  > 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.
  
  > Go south
  "Good morning Doctor," says the principal as she closes the door and takes a seat, "I'm sorry if this is inconvenient, but it is an emergency. It seems this talk about parasiting may not be speculation. We've received information that a junior member of your team has been 'taken over' and has sabotaged The Project. You don't need me to tell you that this could be disastrous for Hydropolis. Naturally, I've suspended everyone until further notice. You're the only one I can trust; I want you to investigate. I'm going to the government to inform them of the danger. I'm not evacuating, so don't worry. I'll be back tomorrow." She gets up. "Now please hurry doctor. There's not a second to lose." You walk back to the foyer together then go your separate ways.
  University Foyer
  The foyer is lined with ancient busts of important looking fish from the university's past, an ugly bunch of egg-headed reprobates if ever you saw some. West, an impressive arch will take you out of the university. A corridor continues east, and a metal door blocks any access to the north. The principal's office is to the south.
  
  > Time
  The time is 10:34
  
  > go east
  My worm, it's dark in this corridor. A metal door to the east prevents you from swimming directly into your laboratory and the corridor returns west.
  Three students swim by with a rolled-up hang glider under their fins.
  
  > open the Fishofax
  But the fishofax is already open.
  
  > check your inventory
  You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a screwdriver, some dark glasses, some ear-plugs, a hyperdriver and a bag.
  You are wearing a watch.
  
  > drop the Hyperdriver
  Hyperdriver dropped.
  
  > go west
  Commuters are busily swimming up and down the access funnel which leads to the platform. A ticket clerk sits behind a counter selling tickets to fish who lack the simple foresight to buy a pass. You can leave the station through the exit to the east.
  As you arrive Ernest Chub greets you cheerfully.
  
  > Wait
  Time passes.
  Your colleague Ernest Chub swims into view.
  "Hello," shouts Ernest, "I'm going to spend the day in the pub. Awful place but there's no work to do."
  You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
  
  > Time
  The time is 11:19
  A group of students swim by with what looks like the principal.
  You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
  
  > Go north
  "Welcome to Battersea Power Station." You are met by a tall tour guide, who appears to be chewing gum and reading notes off little cue cards. She takes you on a guided tour of the entire plant, filling your head with facts and figures about throughput, power consumption and blades. One thing that stuck in your mind was the interesting, but little-known, fact that Battersea is only the secondary power station for Hydropolis and is only used during peak demand and to power the underground system. After about half an hour, she returns you to the power station.
  Power Station
  The power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.
  
  > Go west
  The pressure door is closed to protect fish like you from swimming into the proximity of the fast moving blades which lie beyond. You may not appreciate this extra protection but I'm sure Dr. Roach is delighted.
  
  > Go east
  The power station dwarfs almost anything you have ever seen. Guided tours leave from the north, so the citizens of Hydropolis can marvel at this fish-made wonder and the sophistication of their engineers. A steel door lies to the west near an important gauge and a large switch. As you arrive Ernest Chub greets you cheerfully.
  
  > 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 Eelpout.
  An underground train is here but looks likely to leave at any moment. "Mind the gap," shouts the guard. A pike stops the doors closing to allow his aggressive mates on then the train rushes off into the tunnel.
  
  > 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 Bertie Bream and Simon Tench 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 13:00?" Without waiting for a reply Bertie Bream rushes off on his errands.
  
  > Time
  The time is 12:25
  
  > wear the glasses
  You put on the dark glasses.
  An old fish swims up to you and asks for the price of a snifter. "Five clams," you tell him. He thanks you and swims away.
  You feel a gusting current from the tunnel as a train clatters into the station. The doors open and fish push and shove each other as they get on and off.
  
  > wear the earplugs
  You put on the ear-plugs. The ear plugs don't work too well. You can still work out what people say.
  The train speeds through the tunnel then clatters into Battersea. The doors slide open and the commuters swim in and out.
  
  > Time
  The time is 12:36
  
  > drop the Filter
  Filter dropped.
  
  > check what you're carrying
  You are carrying a tie, a fishofax, a tatty card, a new card, a travel pass, a crystal, a screw and a bag.
  You are wearing a watch, some dark glasses and some ear-plugs.
  
  > Time
  The time is 12:44
  
  > open tuna
  But the crystal tuna is already open.
  
  > close the tuna then turn on the tuna
  The crystal tuna is now closed.
  There is a ringing sound which dies away after about twenty seconds.
  
  > open the tuna then get Crystal
  The crystal tuna is now open.
  You have now got the tuned crystal.
  
  > Time
  The time is 12:57
  
  > Wait
  Time passes.
  "On your marks, get set, GO!" Three pairs of students, tied together come rushing past you. It's a two-tail race, obviously a ploy to raise money for rag week. Then hordes of students swim by, rattling collecting tins. It's a good job they don't take Fisa. They swim off.