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    Walkthrough by Anonymous

    Updated: 01/01/70 | Search Guide | Bookmark Guide

                   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
                   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

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