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.
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.
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.
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5.1. Research Laboratory
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NORTH LAB
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WEST LAB --- LAB CENTER --- EAST LAB --- CORRIDOR --- KEMP'S OFFICE
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SOUTH LAB STORAGE ROOM
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WEST WALKWAY --- NORTH WALKWAY
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SOUTH WALKWAY SCIMITAR
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.