Walkthrough by Anonymous

Updated: 01/01/70 | Printable Version

               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!