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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.
- 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.
- 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!
- "Seastalker" is copyrighted
- by Infocom, 1984.
- This walkthru
- is copyrighted by
- Patricia Fitzgibbons, 1984.
-