| 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! | |
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