```GAME SOLUTION: Seastalker

From: Len Stys (aa399)
Date: 02/23/90-11:48:21 PM Z

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From: aa399 (Len Stys)
Subject: GAME SOLUTION: Seastalker
Date: Fri Feb 23 23:48:21 1990

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.

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

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
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
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.

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,

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,
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!

--

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Previous message by date: Len Stys: "GAME SOLUTION: Rogue"

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