Fish! - The Dark Warp At a certain point in the adventure, whilst trying to recover a gas cylinder which has been stolen from you by one of the Fins, you'll find yourself facing a dark warp that has appeared in your apartment. Panchax says it's a place where the Fins have twisted the dimensions into a labyrinth. The cylinder is in a place where the only exit is up and if you get into a room with no exits, you're stuck until you can be rescued which may be too late for Hydropolis. Inside the warp, you arrive in a room with random exits. There is really only one room as you can check by dropping something. But the exits change each move. Every other room has an UP exit. What you must do is move, altering and removing exits as you go until your last move removes the final exit, and this move must be one that also adds an UP - or there's no escape. Confused?? Read on.... Count the exits in the first room. If they are an odd number, you're okay. But if there's an even number, go UP if you can. If not, take any exit and then go UP from the next location. You will now be in a room with an odd number of exits. Start by moving through any "double" exits eg NE, NW. Then take the single ones eg S, E. While you're moving through the single exits, some doubles will be added; remove these before you do anything else. Eventually you will find yourself in a room with exits along the lines of N, NE, E. Moving NE in this case will put you in the location with the cylinder and an exit UP. If you should find yourself in a room with exits N, NE, E, UP, then move any way but NE as that would remove the last exit. Okay, let's have an example to make it a bit clearer! N, E, S, SW, NW. Move NW to give E, S, SW, W, U. Move SW to give E. Move E to give N, NE, SE, S, U. Move NE to give E, SE, S. Move SE to give UP and the cylinder. Get the cylinder and go up to complete the puzzle. To explain the way the exits change as you move, draw out a 3 by 3 grid to represent the possible exits (the middle one being UP). Mark all available exits as 1 and all the others as 0. When you take an exit, it and all the adjacent exits (including diagonal) change from 1 to 0 and vice versa. So in the example above: 1 1 0 move 0 0 0 move 0 0 0 0 0 1 ----> 1 1 1 ----> 0 0 1 1 1 0 NW 1 1 0 SW 0 0 0 | move | E \ / 0 0 0 move 0 0 0 move 0 1 1 0 1 0 <--- 0 0 1 <--- 0 1 0 0 0 0 SE 0 1 1 NE 0 1 1 | | \ / Get cylinder and move UP