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- SEASTALKER Part One
-
- 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 meters 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 meters 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.
-
- SEASTALKER Part Two
-
- 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.
-
-
- SEASTALKER Part Three
-
- 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!
-