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 <at> netscape
<dot> 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 <a> (to the left of the television), <b> (to the right of
the television), <c> (to the left of the horizontal steel bar), <d> (to the
right of the horizontal steel bar) and <e> (to the left of the starfish).
Move Guppy down well <b>, 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 <c>, 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
<c>.
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 <d> (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 <a>, and push it, and the yellow object as far
right as they will go.
Push the red circular object down well <d>, to provide a step for Virgil,
and move Guppy down well <e>, 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<c>,
and the one that starts to the right Shelby<r>.
Move Shelby<r> 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<c> moves. Move Shelby<c> on to the single block,
then on to the piston next to Shelby<r>. Move Shelby<r> on to the bottom of
the side of the piston, supporting it, while Shelby<c> moves just above her.
Move them both on to the blocks surrounding Guppy.
Position the two snails so that Shelby<r> is below the left side of Guppy,</pre><pre id="faqspan-2">
and Shelby<c> is half way up the flask. Lift the flask. Move Shelby<r> to the
other side of the flask, to support it, and move Shelby<c> 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<c> 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<r>.
Lift the chain to the top of the chamber, and support with Shelby<c>. 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<c>. Push it on
to the ledge. Let the flask drop.
Move Shelby<c> to the hole in the bottom of the chamber again, and move the
flask on top of her. Move Shelby<r> 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)
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h. Central Processing Unit (the starfish has not been found)
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i. The Bottle in the Bottle (neither of the two starfishes have been found)
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j. Pipe Puzzle
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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)
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l. *** UNKNOWN SCREEN ***
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12. *** UNKNOWN SERIES ***
*** *** ******* ****** ***
13. Bonuses
*** *******
a. Junction Original
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This was the original `Junction', but was thought to be too hard for the
position in the storyline.