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- SEASTALKER(Infocom)
-
- As you sit quietly at the workbench in your research laboratory, you're
- startled into action by the sound of the videophone alarm bell. You'd
- better act quickly, because your buddy Tip Randall is raising the roof. The
- first thing to do is turn on the videophone. As soon as you do that,
- though, you realize that the picture is fuzzy. That's easy to correct;
- simply adjust the videophone. There is Commander Zoe Bly, looking worried,
- and telling you about an urgent problem at the undersea Aquadome. You'd
- better pick up the microphone, then turn it on.
-
- After asking Bly about the problem, question her about the monster she's
- seen. Bly is sounding ever more desperate, so tell her goodbye. Suddenly,
- however, something's wrong with the videophone, and your score drops by 3
- points!
-
- Now is the time to go to the Computestor for a clue. First, turn off the
- microphone and drop the microphone onto the workbench. Then, head for the
- Computestor and turn it on. Since the machine is now ready for questions,
- ask it about the videophone. Hmmmm...the problem could be one of many, but
- you suspect that something may be wrong with the electrical panel. The
- panel is just down the hallway, so go to the panel, and examine it. Well,
- well, apparently the circuit breaker is open. By fixing the circuit
- breaker, you regain your 3 points. However, you are starting to wonder
- whether treachery is afoot here in the lab. It's time to have a chat with
- your assistant, Sharon Kemp.
-
- Go to the office and confront Sharon with your suspicions. Her answers are
- evasive, and she seems very nervous. Since time is growing short, you
- decide to leave Sharon and head for your sub, the "Scimitar." Realizing
- that the sub won't start unless you have the atomic catalyst capsule, you
- first examine the work counter. There is the capsule, so you grab it and
- head for the Scimitar.
-
- Once settled in the pilot's seat, with Tip nearby, you decide to check the
- sub for any problems. Pushing the test button gives you a positive readout,
- but you're still apprehensive. You will need to open the access panel in
- order to enter the sub's crawl space, but you don't have a tool. Maybe Tip
- has such an item? Tip comes through, handing you a Universal Tool. Open the
- access panel, and carefully crawl into the space. A check of the voltage
- regulator reveals that it is damaged. Use the tool to fix the regulator.
- Now all is A-OK, and you won't have any problems going full throttle to the
- Aquadome.
-
- You're ready to get underway, so crawl out of the space, close the access
- panel, close the sub's hatch, and put the catalyst capsule into the
- reactor. After closing the reactor, you'll need to turn on the reactor and
- fill the docking tank with seawater. Once the tank is filled, turn on the
- engine, open the tank gate, then open the throttle. Push the joystick to
- the east, and you're off!
-
- The surface of Frobton Bay isn't the safest spot around, so the first thing
- you need to do is set your depth to 5 metres and set the throttle to slow.
- You'll want to check the sonar occasionally to make sure you're not heading
- toward any obstacles. Your sequence of moves must be accurate to avoid
- destruction.
-
- One quick way to reach the seawall opening is to follow these moves:
- Northeast, then three Norths, then Northeast again, then wait. The alarm
- bells may be ringing, but you'll safely avoid a submerged obstacle. Then,
- suddenly, an approaching ship is detected by the sonar. You'll have to stop
- waiting and set your depth to 15 metres to dive below the ship. Wait again,
- and you'll chug right on through the seawall opening into the ocean.
-
- Be sure to save the game here, since you won't want to cross Frobton Bay
- again! You can turn on the autopilot now, since the sub will head straight
- for the Aquadome. Because you fixed the voltage regulator, you can set the
- throttle to fast without overheating. Wait now, as you continue diving
- deeper and deeper. To check out an enormous whale, aim your searchlight to
- starboard. The trip will take a little while longer, so you might want to
- ask Tip about that magazine he's reading. A close study of a particular
- article in the magazine reveals that Dr. Jerome Thorpe (an Aquadome staff
- member) has succeeded in creating mutant sea creatures. Further, Thorpe
- announces in the article that he plans to marry your lab assistant, Sharon
- Kemp! You're beginning to understand who's behind the attack on the
- Aquadome, and you're even more anxious to arrive.
-
- Wait a while longer, and then, as you near the structure, your sonarphone
- rings. It's Commander Bly, asking to speak privately with you when you
- arrive. You wait a few more turns, and the sub slows to a stop in the
- docking tank. Open the throttle to slide into the cradle. You wait while
- the water in the tank empties, and you save the game again.
-
- Before opening the hatch and exiting the sub, you pick up the emergency
- oxgyen gear...just in case. Leave the Scimitar and head straight for the
- Aquadome's Reception Area where Bly and her crew await you. Greet them, and
- then take a quick look around. Your explorations are interrupted by a
- sudden realization that something is wrong with the air supply. Quickly
- using the oxygen gear you so intelligently brought with you, head for the
- Dome Center. Commander Bly and several crew members are gasping for breath,
- so time is short. Use the universal tool to open the access door to the air
- supply assembly. Instantly noticing that something has been unscrewed from
- an important cylinder, you pick up the object. It is an electrolyte relay.
- Put the relay into the cylinder, and close the access door. Your efforts
- are successful, and the air supply is now functioning properly.
-
- As you return to the Reception Area, you observe Doc Horvak with Bly's
- oxygen gear. You're suspicious, so when Bly ask you to accompany her to the
- office, you go with her. She volunteers some interesting information: She
- suspects sabotage in the Aquadome and shows you certain evidence. The
- evidence consists of a black box which you open and examine. This device
- could be used to interfere with the Aquadome's sonar, and Tip has an idea
- about how to trap the saboteur.
-
- Go to the Storage Room with Tip and discuss his idea. Before you reach the
- storage area, you notice the special Fram Bolt Wrench lying under Bly's
- desk. Realizing that the wrench must have been used to tamper with the air
- supply, you show it to Doc Horvak. His reaction proves most interesting.
-
- Now you need to do some serious thinking. Conversations with various crew
- members will assist you in your search for the traitor. Ask everyone about
- everyone else, check the locker in the men's dorm, set the black box onto
- the sonar, and observe everyone's behavior.
-
- Commander Bly will offer to supply you with a bazooka so that you can hunt
- the monster (the "Snark"). Get that from her and have Tip install it on the
- sub's extensor claw. Find Doc Horvak and show him the magazine article
- about Thorpe. Doc will come up with some interesting conclusions, and will
- offer to prepare a special tranquilizer gun for you. Get the dart gun and
- have Tip install that as well.
-
- During your explorations and conversations, Mick Antrim will check out the
- Scimitar then return and ask you whether you'd like to have an Emergency
- Survival Unit installed in the sub. You agree, then poke around a while
- longer until the unit is in place. It's time to think about improving your
- navigation and sonar -- the Snark will be difficult to capture or kill. You
- ask Tip about installing a fine grid and a fine throttle control in the
- sub, and he agrees to do so.
-
- You're about ready to head out into the ocean again, but you still haven't
- come to a firm conclusion about who the Aquadome traitor is. Once in your
- pilot's seat, however, you notice that the survival unit installed by Amy
- and Bill is equipped with a nasty looking syringe. Grabbing the syringe,
- you head for Doc Horvak and ask him to analyze it. His analysis reveals
- that the hypo is filled with arsenic! You'd better confront Amy and Bill
- with this evidence before you do anything else.
-
- The instant you show the syringe to Bill, he turns and runs away. He's
- heading for the sub, and you race to the office to view his actions on the
- station monitor. As you watch Bill climb down the inside ladder of the
- docking tank, you realize you have only seconds to trap him. You quickly
- turn off the docking tank electricity so Bill can't open the gate. He knows
- he can't get out now, so he surrenders. You turn the electricity back on,
- and leave the office.
-
- Cheers follow you as you head back to the Scimitar. After filling the
- docking tank with water, you turn on the engine and open the gate. Turning
- the joystick to the South, you open the throttle. Save the game, and head
- out into the ocean.
-
- You're finally ready to confront the Snark and, perhaps, the evil Dr.
- Thorpe. Exit the Aquadome's docking tank by going South, then set the
- throttle to medium. Turn Southeast and wait until you reach the Snark and
- the Sea Cat (piloted by Dr. Thorpe). Thorpe will taunt you with his power,
- and admit his plan to wreck the Aquadome.
-
- Suddenly, Thorpe's transmission breaks off, and Sharon Kemp begins to speak
- to you. She explains how she only went along with Thorpe to try to trap
- him, and she's ready to help you capture the Snark. Sharon has a lot of
- interesting things to tell you, but you don't have time to talk to her
- right now. The Snark is moving quickly toward the Aquadome, ready to batter
- it to bits.
-
- Here is one method you can use to put the Sea Cat out of commission before
- Thorpe has a chance to attack you: East twice, then check your sonar to
- make sure you're in position. Set throttle to slow, then turn South. Head
- Northwest four times. Oh oh! Dr. Thorpe has recovered consciousness and his
- voice is crackling over the sonarphone. Ignore him, and head Northwest
- twice more. The sub will be just to the East of the Sea Cat, so, all on one
- line, enter the following command: West then aim bazooka at power pod then
- shoot power pod with bazooka.
-
- There! You've done it! The Sea Cat is out of commission and Thorpe's out
- cold again. Sharon guides the Snark to its hidden cavern so that you can
- safely study it later. You've completed your mission and saved the
- Aquadome!
-
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