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Walkthrough for Seastalker

===============================================================================

                               FAQ/Walkthrough for
                                   SEASTALKER

===============================================================================


GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   PC
Updated:  19th June, 2008
Version:  1.1


CONTENTS
--------

1. Introduction
2. Walkthrough
3. Item List
4. Point List
5. Maps
6. Copyright Information


VERSION HISTORY
---------------

1.1:  19th June, 2008  (Format update)
1.0:  2nd March, 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
and is a nice break from some of the more difficult Infocom adventures.


===============================================================================

2.                                Walkthrough

===============================================================================


RESEARCH LABORATORY
-------------------

The game starts in the 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: The station is being attacked by a monster.
Say BYE. DROP MICROPHONE. Move EAST twice 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 three points that
were lost when it shut off. Move WEST, SOUTH twice and WEST to the west
walkway. GET CAPSULE from the counter. Move NORTH and SOUTH to board the
Scimitar. Tip will be sitting in the back seat reading a magazine. ASK TIP FOR
MAGAZINE. OPEN MAGAZINE to see an article. READ ARTICLE. CLOSE HATCH. FILL
TANK. PUT CAPSULE IN REACTOR. CLOSE REACTOR. TURN ON REACTOR. TURN ON ENGINE.
OPEN GATE. OPEN THROTTLE. Move EAST to Frobton Bay.


FROBTON BAY
-----------

Avoid the speedboats by using the sonar to avoid the various rocks below the
surface. LOOK AT SONAR to get a small map of the bay displayed on the 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 keep checking
the sonar often until you make it into the open ocean.


OCEAN
-----

TURN ON AUTOPILOT. SET THROTTLE TO FAST and wait until Tip mentions that the
control circuits temperature gauge is rising. Enter 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. Enter
NO to stop waiting. GET PHONE. WAIT. DOCK. WAIT. OPEN HATCH. EXIT SCIMITAR.


AQUADOME
--------

Move NORTH three times to the dome center. OPEN AIR SUPPLY SYSTEM WITH TOOL.
GET RELAY. SCREW RELAY INTO SPACE. Move SOUTHEAST and SOUTH to the storage
room. GET BAZOOKA. Move NORTH and EAST to the Aquadome office. WAIT and say YES
to Bly. Enter NO to stop waiting. ASK ABOUT EVIDENCE to be shown a black box.
OPEN BOX WITH TOOL. LOOK IN BOX to see a circuit. Move WEST to notice the
wrench under Zoe's desk. GET WRENCH. OPEN OFFICE DOOR. WAIT and Tip will ask to
talk with you alone. Enter NO to stop waiting. Move WEST to the southeast deck.
Answer YES five times to Tip's questions. Move WEST to the reception area.

WAIT twice and then say YES to Mick. Enter NO to stop waiting. GIVE MAGAZINE TO
DOC and then answer YES to his question. WAIT and Doc will return with a dart
gun. Enter NO to stop waiting. PUT DART ON CLAW. Move SOUTH to the docking tank
entrance. PUT BAZOOKA ON CLAW. Say YES to Tip and NO to Zoe. ASK TIP ABOUT GRID
and answer YES twice to install the fine grid. WAIT for Amy and Bill to leave
the Scimitar. Say NO to stop waiting. Move SOUTH twice to the Scimitar.

GET SYRINGE. OPEN HATCH. Move OUT. Move NORTH twice. SHOW SYRINGE TO DOC. WAIT
and Doc will say that the syringe was dangerous. Say NO to stop waiting. Move
SOUTH twice. ARREST BILL and he will try to escape. TURN OFF ELECTRICITY and
Bill will be taken to the galley. TURN ON ELECTRICITY. Move WEST twice and
SOUTH three times to the Scimitar. FILL TANK. WAIT. TURN ON ENGINE. OPEN GATE.
OPEN THROTTLE and move SOUTH to exit the laboratory.


OCEAN
-----

Move EAST twice and SOUTHEAST. WAIT twice and Tip will say that there is a big
cloud of silt ahead. Say YES when he asks if you want to hold course. Say NO,
YES and NO twice to Doc Thorpe. Say YES to Sharon who says that she just
knocked Doc Thorpe out with a wrench. Move EAST twice. WAIT. AIM BAZOOKA AT
POD. SHOOT BAZOOKA and then 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

===============================================================================


             RESEARCH LABORATORY
             -------------------
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 Laboratory.
29     5     Enter the open ocean.


             OCEAN
             -----
30     1     Turn on the autopilot.
34     4     Fix the regulator in the crawl space.
39     5     Dock at the Aquadome.


             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.


             OCEAN
             -----
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

===============================================================================


MAP 1: RESEARCH LABORATORY
--------------------------

               _______
              | North |
       +------| Part  |------+
       |      |___ ___|      |
       |          |          |
    ___|___    ___|___    ___|___    _______    _______
   | West  |  |  Lab  |  | East  |  |       |  |Kemp's |
   | Part  |--|Center |--| Part  |--|Corridr|--|Office |
   |___ ___|  |___ ___|  |___ ___|  |___ ___|  |_______|
       |          |          |          |
       |       ___|___       |       ___|___
       |      | South |      |      |Storage|
       +------| Part  |------+      |Closet |
              |___ ___|             |_______|
                  |
               ___|___
              | North |
       +------|Walkway|
       |      |___ ___|
       |    __/   |
    ___|___/   ___|___*1
   | West  |  |       |
+->|Walkway|  |Scimitr|
|  |___ ___|  |_______|
|      |
|   ___|___
|  | South |
+--|Walkway|
   |_______|


*1: Enter OUT to exit the Scimitar.



MAP 2: AQUADOME
---------------

            _______               _______
           | Aqua  |             | Comm  |
           |  Lab  |             |Center |
           |___ ___|             |___ ___|
               |                     |
 _______    ___|___               ___|___    _______
| Work  |  |       |             |       |  |       |
| Shop  |--|NW Deck|-------------|NE Deck|--|Galley |
|_______|  |___ ___|             |___ ___|  |_______|
               |   \__         __/   |
               |      \_______/      |
               |      | Dome  |      |
               |      |Center |      |
               |      |___ ___|      |
               |    __/   |   \__    |
 _______    ___|___/   ___|___   \___|___    _______
|Female |  |       |  |Receptn|  |       |  | Aqua  |
| Dorm  |--|SW Deck|--| Area  |--|SE Deck|--|Office |
|_______|  |___ ___|  |___ ___|  |___ ___|  |_______|
               |          |          |
            ___|___    ___|___    ___|___
           | Male  |  |Docking|  |Storage|
           | Dorm  |  |Entrnce|  | Room  |
           |_______|  |___ ___|  |_______|
                          |
                       ___|___
                      |Docking|
                      | Tank  |
                      |___ ___|
                          |
                       ___|___*1
                      |       |
                      |Scimitr|
                      |_______|


*1: Enter OUT to exit the Scimitar.


===============================================================================

6.                           Copyright Information

===============================================================================


This file is Copyright 2004-2008 Tom Hayes. As it can be difficult to keep
track of websites that haven't posted the latest version of this file, please
do not distribute it without my permission. Send an e-mail to me if you would
like to post this file on your website and you will likely receive a positive
response. If you do post the file, please keep it in its original form with all
of the sections intact and credit the author (Tom Hayes) as the writer of the
file.
 
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