=============================================================================== FAQ/Walkthrough for SEASTALKER =============================================================================== GUIDE INFORMATION Author: Tom Hayes E-mail: thayesguides(at)gmail(dot)com System: PC Updated: 2nd April, 2006 Version: 1.1 CONTENTS 1. Introduction 2. Walkthrough 3. Item List 4. Point List 5. Maps 5.1. Research Laboratory 5.2. Aquadome 6. Copyright information VERSION HISTORY 1.1: 2nd Apr, 2006 (Format update) 1.0: 2nd Mar, 2004 (First version) =============================================================================== 1. Introduction =============================================================================== Seastalker is a fun little text adventure aimed mainly for a younger audience, but due to the level of depth in the descriptions and complexity in some of the puzzles it can be enjoyed by people of all ages. The main character is a young inventor (whose name you can choose at the start of the game), who is working on experiments in his research laboratory. Suddenly a message comes through over the videophone by the commander of a research station called Aquadome, who asks for your help in getting rid of a monster that is attacking their station. Upon arrival, it seems that the monster is not the only thing to worry about, as someone is going around causing all sorts of trouble on the station. This game was given the Introductory Difficulty rating by Infocom, and for this reason there are far fewer locations the many other Infocom adventures and the difficulty of the puzzles is very easy. Overall, this is an entertaining game which is a nice break from some of the more difficult Infocom adventures. =============================================================================== 2. Walkthrough =============================================================================== RESEARCH LABORATORY The game starts in the lab center of the research laboratory. Tip Randall rushes into the room to announce that the alert signal is flashing on the videophone. "Turn on videophone". "Get microphone". "Turn on microphone". "Tune videophone" to see an image of Commander Bly who is stationed at the Aquadome. She says there is a problem, so "ask Bly about problem" to hear that the station is being attacked by a monster. "Bye". As Bly says she hopes to see you soon, the image will suddenly vanish from the videophone screen. "Drop microphone". East. "Open lab door". East to the corridor. "Look at panel" to see that a circuit breaker has been mysteriously opened. "Close breaker" to fix the videophone in the lab center, regaining the three points that were lost when it shut off. West. South. South. West. "Get capsule" from the work counter. North. South to board the Scimitar. Tip will be sitting in the back seat reading a magazine. "Ask Tip for magazine". "Open magazine" to discover an article. "Read article". Now we have to leave the research laboratory in the Scimitar. "Close hatch". "Fill tank". "Put capsule in reactor". "Close reactor". "Turn on reactor". "Turn on engine". "Open gate". "Open throttle". East to leave the laboratory. FROBTON BAY We need to find our way through this section of the game by avoiding the speedboats on the surface and using the sonar to avoid the various rocks below the surface. "Look at sonar" to get a small ASCII map of the bay displayed on screen. Start by moving down and then east four times. "Look at sonar" again to get an updated grid. Continue moving in a northeasterly direction and check the sonar often in order to make it into the open ocean. OCEAN "Turn on autopilot". "Set throttle to fast" and wait until Tip mentins that the control circuits temperature gauge is rising. "No" to stop waiting. "Close throttle". "Turn off engine". "Ask Tip for tool". "Open access panel with tool". "Enter crawl space". "Fix regulator with tool". "Exit crawl space". "Turn on engine". "Open throttle". "Set throttle to fast". "Wait" until the sonarphone starts to ring. "No" to stop waiting. "Get phone" to talk to Zoe Bly. "Wait". "Dock". "Wait". "Open hatch". "Exit Scimitar". AQUADOME North. North. North. "Open air supply system with tool". "Get relay". "Screw relay into space". Southeast. South. "Get bazooka". North. "Open office door". East. When Bly appears, she will ask to discuss a private matter. Say "Yes" and she will say she has found new evidence. "Ask about evidence" to be shown a black box. "Open box with tool". "Look in box". West to notice an oddly shaped metallic object under the desk. "Get wrench". "Open office door". Tip will appear around this point to ask a series of questions. Answer his questions however you like and he will say that he may have an idea how to trap Marv if he is the traitor. "Ask about idea", and Tip will say to put the black box where Zoe found it. North. North to the comm center. "Put box on sonar equipment". "Go to marv". "Marv, test sonar". "Show article to Doc" and he will ask if he should make up something that would tranquilise it. "Yes". "Wait". "Yes" to Tip. "Yes" to Mick. "Yes" to keep waiting and Doc will have finished making the dart. "No" to stop waiting. "Put dart on claw" and Doc will walk off to do that. "Yes" to Mick. South. South. South. "Wait". South. "Put bazooka on claw". "Yes" to Tip and "No" to Zoe when she asks if it's alright to take off. "Ask Tip about grid" and answer "yes" twice to install the fine grid. "Wait" for Amy and Bill to leave the Scimitar. "No" to stop waiting. "Get syringe". "Out". North. North. "Show syringe to Doc". "Wait" and Doc will say that the syringe was dangerous. "No" to stop waiting. South. South. "Arrest Bill", and he will try and escape. "Turn off electricity", and Bill will be taken to the galley. "Turn on electricity". West. West. South. South. South to the Scimitar. "Close hatch". "Close roof". "Fill tank". "Turn on engine". "Open throttle". South to exit the laboratory. OCEAN East. East. Southeast. "Wait". "Wait", and Tip will say that there is a big cloud of silt ahead. "Yes" when he asks if you want to hold course. "No". "Yes", "no", "no" to Doc Thorpe. "Yes" to Sharon, who says that she just knocked Doc Thorpe out with a wrench. East. East. "Wait". "Aim bazooka at pod". "Shoot bazooka" and say "yes" to Sharon to complete the game. =============================================================================== 3. Item List =============================================================================== ARTICLE Found in the magazine. It is shown to Doc Horvak. BAZOOKA Found in the storage room. It is put on the claw of the Scimitar. BLACK BOX Found by asking Bly about the evidence. It is opened to find the circuit. CATALYST CAPSULE Found on the west walkway. It is put in the reactor of the Scimitar. CIRCUIT Found inside the black box. It is not used. FRAM BOLT WRENCH Found under the desk in Zoe Bly's office. It is not used. LOGBOOK Available at the start of the game. It can't be accessed in the game, but comes with the game packaging and gives information on Seastalker. MAGAZINE Tip is reading the magazine in the Scimitar. It contains the article. UNIVERSAL TOOL Found by asking Tip for the tool in the Scimitar. It is used to open the access panel in the Scimitar, to fix the regulator in the crawl space, to open the air system supply in the aquadome and to open the black box. =============================================================================== 4. Point List =============================================================================== TOTAL POINTS ACTION 1 1 Turn on the videophone in the lab center. 2 1 Get the microphone. 3 1 Tune the videophone. 0 -3 Lose the picture on the videophone. 3 3 Close the circuit breaker of the panel in the corridor. 8 5 Get the catalyst capsule from the west walkway. 9 1 Board the Scimitar. 14 5 Turn on the reactor in the Scimitar. 19 5 Turn on the engine. 24 5 Move east away from the Research Laborartory. 29 5 Enter the open ocean. 30 1 Turn on the autopilot. 34 4 Fix the regulator in the crawl space. 39 5 Dock at the Aquadome. 44 5 Open the air supply system in the dome center. 49 5 Screw relay into the space. 54 5 Get the bazooka from the storage room. 59 5 Wait for Doc to make the dart gun. 64 5 Tell Doc to put the dart gun on the claw. 69 5 Say yes when Mick asks about the Emergency Survival Unit. 74 5 Put the bazooka on the claw. 79 5 Arrest Bill. 84 5 Turn off the electricity. 85 1 Exit the Aquadome in the Scimitar. 90 5 Say yes to Sharon Kemp on the sonarphone. 95 5 Aim the bazooka at the power pod. 100 5 Shoot the bazooka. =============================================================================== 5. Maps =============================================================================== ------------------------------------------------------------------------------- 5.1. Research Laboratory ------------------------------------------------------------------------------- NORTH LAB | | WEST LAB --- LAB CENTER --- EAST LAB --- CORRIDOR --- KEMP'S OFFICE | | | | SOUTH LAB STORAGE ROOM | | WEST WALKWAY --- NORTH WALKWAY | | | | SOUTH WALKWAY SCIMITAR ------------------------------------------------------------------------------- 5.2. Aquadome ------------------------------------------------------------------------------- LABORATORY COMM CENTER | | | | WORKROOM --- NORTHWEST PORCH --------------- NORTHEAST PORCH --- GALLEY \ / \ / \ / DOME CENTER / | \ / | \ / | \ FEMALE DORM --- SOUTHWEST PORCH -- REC. ROOM -- SOUTHEAST PORCH --- OFFICE | | | | | | | DOCKING TANK ENTRANCE | | | | | | | MALE DORM DOCKING TANK STORAGE ROOM | | SCIMITAR =============================================================================== 6. Copyright Information =============================================================================== This document is Copyright 2004-2006 Tom Hayes. It is not to be distributed in any form without the permission of the author. The author of this document is not affiliated with the creators of this game in any way. The latest version of this document can be found at www.gamefaqs.com.