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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, 9-ady 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!
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, 9-ady 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!