| ============================================= | |
| A s t e p w i s e s o l u t i o n t o | |
| F I S H ! | |
| b y S t e f a n J o k i s c h | |
| ============================================= | |
| Both editions of Fish! -- the original and the collection one -- came with | |
| hints. Nevertheless, there are still countless possibilities to get stuck, | |
| therefore a solution might prove to be useful. Please note that you should | |
| enter only one command per line (a period marks the end of a command). | |
| Although the Magnetic Scrolls parser can handle several commands, it | |
| sometimes makes mistakes. Yet this parser is the most ambitious one I have | |
| ever seen. The first steps of this solution also intend to demonstrate some | |
| of its features. | |
| At the moment (1994) you can reach me via internet: | |
| jokisch@snorre.informatik.uni-dortmund.de. | |
| ----- goldfish bowl ----- | |
| TURN OVER. ENTER THE CASTLE. | |
| ----- small warp ----- | |
| SWIM THROUGH THE SMALL WARP. | |
| TELL ROD TO MAKE SOME COFFEE QUICKLY. | |
| TAKE THE FERRIC CASSETTE WHICH IS INSIDE THE WASTE BIN. | |
| GO WEST. GO WEST. OPEN THE DOORS. PUSH THE SWITCH. S. | |
| TAKE CASSETTES FROM BIN. N. N. CLOSE DOOR. PUSH BUTTON. | |
| SET FADER TO 5. OPEN CUPBOARD. PLAY CLEANER IN PLAYER. | |
| PLAY CASSETTES EXCEPT CLEANER IN PLAYER. | |
| [do not forget that three number combination you have heard] | |
| OPEN DOOR. GO TO LOUNGE. OPEN DOOR. N. | |
| SET LOCK TO [combination]. OPEN CABINET. GET SPINDLE. | |
| ----- jagged warp ----- | |
| GO JAGGED WARP. WEAR JEANS. S. SEARCH RUBBISH. GET TORCH. | |
| TURN IT ON. OUT. E. E. TURN IT OFF. E. S. TURN IT ON. | |
| GET PEW. TURN TORCH OFF. N. N. TURN IT ON. DROP PEW. D. S. | |
| [answer 'yes'] | |
| SEARCH DEBRIS. PUSH LID. D. GET ROPE. FIND PEW. | |
| STAND ON IT. U. TIE ROPE TO GARGOYLE. D. PULL ROPE. | |
| UNTIE ROPE. GET GARGOYLE. D. S. PUT LID IN DOORWAY. D. | |
| PUT GARGOYLE IN HOLE. GET CHALICE. GET GROMMET. | |
| ----- smooth warp ----- | |
| GO SMOOTH WARP. SE. SE. E. OPEN CAGE AND CUPBOARD. | |
| GET CAGE AND ALL FROM CUPBOARD. OUT. DROP CAGE. NW. NW. | |
| [wait until Micky has left] | |
| GET DISC. S. SE. E. GET MOULD. E. PUT DISC IN CRUCIBLE. | |
| WEAR GLOVES. HOLD CRUCIBLE WITH TONGS OVER FIRE. | |
| POUR GOLD INTO MOULD. W. W. NW. NE. E. | |
| [wait until the gold has cooled] | |
| HIT MOULD WITH HAMMER. GET RING. | |
| ----- large warp: Paddlington ----- | |
| GO WARP. LOOK UNDER FISHTON. GET PASS AND CARDS. | |
| PUSH SWITCH. PUT HAND ON PRINT. S. D. S. E. D. | |
| WAIT FOR TRAIN. IN. Z. Z. Z. GET OFF. | |
| ----- large warp: Pickerel ----- | |
| U. SE. N. BUY TIE AND GLASSES WITH FISA. S. S. | |
| BUY SNIFTER WITH FISA AND GIVE IT TO DRUNK. | |
| AGAIN. AGAIN. ASK DRUNK FOR ID CARD. | |
| BUY CYLINDER WITH FISA. E. E. N. | |
| BUY FISHTON WITH FISA. S. E. | |
| BUY HYPERDRIVER, SCREWDRIVER, BAG WITH FISA. W. S. | |
| BUY PLUGS WITH FISA. WEAR GLASSES AND PLUGS. | |
| N. W. NW. NW. D. | |
| WAIT FOR TRAIN. IN. Z. Z. Z. GET OFF. | |
| ----- large warp: Opah University ----- | |
| U. E. S. BUY SACHET WITH FISA. N. E. S. E. S. | |
| LOOK UP WHEEL. TEAR PAGE. E. PUT TATTY CARD IN SLOT. | |
| E. SIT DOWN. LOGIN. | |
| [login as 'roach', enter your password 'me', enter the | |
| command 'games', try to start the game 'shutdown', type | |
| 'quit', type 'logout'; the owner of the game shutdown | |
| is the saboteur; as soon as you happen to meet him, you | |
| should invite him to the disco] | |
| SE. PUT PAGE IN PROTOCOPIER. TURN PROTOCOPIER OFF. | |
| GET WHEEL. NW. DROP WHEEL AND FISA. | |
| PUT TATTY CARD IN SLOT. W. W. W. W. W. D. | |
| WAIT FOR TRAIN. IN. Z. Z. Z. Z. Z. GET OFF. | |
| ----- large warp: Museum ----- | |
| U. N. N. OPEN SACHET. DROP IT. N. GET CRYSTAL. S. S. S. D. | |
| WAIT FOR TRAIN. IN. Z. GET OFF. | |
| ----- large warp: Paddlington revisited ----- | |
| U. W. N. U. GET CASE. N. GO WARP. | |
| [you are in the dimensions now; see the algorithms below; | |
| continue here after solving that puzzle] | |
| S. D. S. E. D. WAIT FOR TRAIN. IN. | |
| [if you still haven't invited the saboteur to the disco | |
| then get off at Pickerel, go to the pub and wait for him; | |
| otherwise get off at Battersea] | |
| ----- large warp: Battersea ----- | |
| U. N. DROP CASE AND BAG. PUSH SWITCH. W. W. | |
| TURN SCREW WITH SCREWDRIVER. E. E. | |
| DROP SCREW AND SCREWDRIVER. GET CASE AND BAG. S. D. | |
| WAIT FOR TRAIN. IN. Z. GET OFF. | |
| ----- large warp: Opah University revisited ----- | |
| U. E. GIVE TIE TO [saboteur]. N. | |
| E. PUT NEW CARD IN SLOT. N. PUT CRYSTAL IN TUNA. | |
| CLOSE TUNA. TURN IT ON. OPEN IT. GET CRYSTAL. | |
| U. PUT CYLINDER IN BAG. OPEN IT. DROP BAG. | |
| GET BRIDGE. JUMP OVER RAILING. | |
| E. E. E. PUT TATTY CARD IN SLOT. E. | |
| DROP CARDS, GLASSES, PLUGS. | |
| ATTACH CRYSTAL TO BRIDGE. ATTACH WHEEL TO FILTER. | |
| ATTACH BRIDGE TO FILTER. ATTACH FILTER TO CASE. | |
| NE. TURN SCREW WITH HYPERDRIVER. | |
| [keep in mind the password the saboteur tells you] | |
| SW. SIT DOWN. LOGIN. | |
| [login as the saboteur, enter his password, enter the command | |
| 'games', choose the game 'shutdown' and win the game; see | |
| the instructions below; finally enter 'quit' and 'logout'] | |
| NE. TURN SCREW WITH HYPERDRIVER. GET ACCELERATOR. | |
| PUT REGULATOR IN DEVICE. FIX IT WITH SCREW. | |
| [Congratulations! You should have a full score of 501.] | |
| ===================================== | |
| T h e D i m e n s i o n M a z e | |
| ===================================== | |
| WHAT'S GOING ON IN THE DIMENSION MAZE | |
| Whenever you go to a specific direction, the pattern of exits changes. | |
| There are up to nine exits; four edge exits (N, W, S, E), four corner exits | |
| (NW, SW, SE, NE), and the UP exit. Your goal is a room with only a single | |
| exit leading up. | |
| Whenever you go up, each exit is "changed". For example, if you are in a | |
| room with four exits N, NW, S, UP, then you will find the other five exits | |
| W, SW, SE, E, NE after going up. To "change" an exit means: to make it | |
| disappear, if it has been there, and to open it up, if it has been missing. | |
| Whenever you go north, every exit except the SW, S, and SE exits are changed. | |
| Similarly, going south affects every exit except the NW, N, and NE ones. | |
| Going west leaves only the NE, E, and SE exits unchanged. And finally, | |
| going east preserves only the status of the NW, W, and SW exits. | |
| Whenever you go through a corner exit, that specific corner exit, its | |
| neighbouring edge exits and the up exit are changed. Thus going northwest | |
| only affects the N, NW, NE, and UP exits. | |
| If you are still confused, then take a few steps in the maze and compare the | |
| effects to these explanations. | |
| For all those computer freaks among you: Think of the rooms as binary | |
| numbers consisting of nine bits, each bit representing a single exit. | |
| Going through an exit performs an EXOR operation. | |
| 9 | |
| For all those mathematicians among you: You have to solve an equation in F. | |
| 2 | |
| For all the rest: Don't despair. Think about combining the effects of | |
| different exits. Look out for ways to eliminate a single exit without | |
| opening up new exits. It is a little bit like Rubik's cube. | |
| THE SCROLLS' ALGORITHM FOR THE DIMENSION MAZE | |
| Paul D. Doherty sent the following one from the original edition of Fish! | |
| to me (thanks) and I've added some comments to make clear why it works. | |
| 1. First ensure there are an odd number of exits. | |
| 2. If there aren't any then swim up. | |
| [If you have x exits before, then there will be (9-x) exits afterwards. | |
| Even turns to odd and odd turns to even.] | |
| 3. If you can't swim up then take any exit and then swim up. | |
| [After 3 you should have an odd number of exits: Going through a corner | |
| (edge) exit changes 4 (6) exits, which means that this won't change that | |
| odd/even matter. From now on we won't go up anymore, so we will always | |
| have an odd number of exits. If we reach a room with no corner or edge | |
| exits, there will be an exit upward (0+0+1 is odd). If we did the trick | |
| with an even number of exits... well, guess where we would end up.] | |
| 4. Then swim through all corners in turn that are open. | |
| [If you go through a corner exit, that specific corner exit will disappear, | |
| but no other corner exit will be affected.] | |
| 5. For each open edge swim through it and then swim through the corners that | |
| open up. | |
| [Let's assume that there's an exit to the north. When you go through it, | |
| it will disappear, but those neighbouring corner exits (nw, ne) will open. | |
| So you must go nw and ne. The result of the sequence N-NW-NE is that | |
| only the northern exit has changed (= closed, since it has been open). | |
| Any other edge/corner exit has not been affected at all or has been | |
| changed twice (and changing an exit twice means to change it once and then | |
| return it to its initial state).] | |
| 6. When you have cleared all the edges you can swim up - it's the way out. | |
| MY ALGORITHM FOR THE DIMENSION MAZE | |
| I developed the following algorithm, which will find the *shortest* way to the | |
| cylinder. It needs 9 turns in worst case and less than 6 in average case. | |
| * STEP 1: Let "dir" be an exit (N, W, S, E, NW, SW, SE, NE, or UP). | |
| { 1 if the exit "dir" exists in your starting room | |
| We define A(dir) := { | |
| { 0 if it does not | |
| Calculate the following values: | |
| C(NW) := A(E) + A(SE) + A(S) | |
| C(SW) := A(E) + A(NE) + A(N) | |
| C(SE) := A(W) + A(NW) + A(N) | |
| C(NE) := A(W) + A(SW) + A(S) | |
| C(N) := A(W) + A(SW) + A(S) + A(SE) + A(E) | |
| C(S) := A(W) + A(NW) + A(N) + A(NE) + A(E) | |
| C(W) := A(N) + A(NE) + A(E) + A(SE) + A(S) | |
| C(E) := A(N) + A(NW) + A(W) + A(SW) + A(S) | |
| C(UP) := A(N) + A(NW) + A(W) + A(SW) + A(S) + A(SE) + A(E) + A(NE) | |
| If there is an upward exit in your room then make a list of all those exits | |
| "dir" for which C(dir) is odd. Otherwise, write down all the other exits | |
| (with even C(dir)). | |
| * STEP 2: Repeat this step until your list is empty: | |
| Take a look at your current location and compare it to your list. | |
| - If your list and the room have no exit in common, | |
| then go through any exit and add that exit to your list. | |
| - If your list and the room have exactly one exit in common, | |
| then go through it and remove it from your list. | |
| - Otherwise, if several exits of the room are on your list, | |
| then you may choose any of these exits, as long as you do not violate | |
| rules A & B (see below). Go through your exit of choice and remove it | |
| from your list. | |
| Rule A: If the UP exit is on your list, then go up as soon as possible. | |
| Rule B: If an edge exit (N, W, S, or E) is on your list, whose opposite | |
| edge exit is *not* on your list, then you should prefer other | |
| exits on your list (if possible). | |
| * STEP 3: Take the cylinder and go up. Congratulations. You've solved | |
| the problem in a minimum number of turns. | |
| =================================== | |
| T h e G a m e S h u t d o w n | |
| =================================== | |
| WHAT'S GOING ON IN SHUTDOWN | |
| There are five cells, each cell containing a letter between A and Z. You may | |
| choose any cell at random and "shift" its contents by any number from 0 to 25. | |
| If you shift a cell further than Z, it starts again with A, B, C and so on. | |
| Some examples: | |
| A shifted by 2 --> C, | |
| F shifted by 8 --> N, | |
| X shifted by 5 --> C. | |
| Your goal is to set the five cells to the word 'WATER'. Sadly, when you shift | |
| a cell, its neighbouring cells are affected, too. | |
| The only exception is the first cell. When you shift it, nothing happens to | |
| the other cells. Therefore it is wise to adjust cells 2-5 to 'ATER' and then | |
| shift the first cell. | |
| When you shift the second cell, you also shift the first and third cell by 1. | |
| When you shift the third cell, you also shift the second and fourth cell by 2. | |
| When you shift the fourth cell, you also shift the third and fifth cell by 3. | |
| And finally, when you shift the fifth cell, you also shift the fourth and | |
| first cell by 4. | |
| SOLUTION FOR THE GAME SHUTDOWN | |
| 1. Set the fifth cell to 'O'. | |
| 2. Set the fourth cell to 'C'. This also shifts the fifth cell to 'R'. | |
| 3. Set the third cell to 'S'. This also shifts the fourth cell to 'E'. | |
| 4. Set the second cell to 'A'. This also shifts the third cell to 'T'. | |
| 5. Set the first cell to 'W'. | |
| A few examples on how to "set" a specific cell: | |
| We suppose that the cell currently holds the letter 'E'. | |
| - To set it to 'F', we must shift it by 1. | |
| - To set it to 'M', we must shift it by 8. | |
| - To set it to 'C', we must shift it by 26-2 = 24 ("two letters backward"). | |
| - To set it to 'E', we must shift it by 0. | |
| Please do not simply skip a cell, if you must shift it by 0. You must | |
| *really* shift it by 0, because the neighbouring cells are still affected. | |
| If you make a mistake, you have to start again at cell 5. | |
Xet Storage Details
- Size:
- 12.7 kB
- Xet hash:
- 9ca4632a761f07b830a0a6620240cecdc885dc730f65834d0f505caf8889dcdd
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.