SEASTALK.DOC

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Preface to the Story

In Seastalker, you are a famous young scientist and inventor. As the story
opens, you are working in your private lab when the commander of the Aquadome
calls you for help. The Aquadome is being attacked by a huge mysterious sea
monster!
It's time for action! To get to the Aquadome, you'll have to travel through
Frobton Bay to the ocean in your latest invention: a two-person submarine
called the Scimitar. It's equipped with many features useful for research,
including a searchlight, grasping extensor claws, sonarscope, depth control,
and automatic pilot. But it has no weapons, so you'll need help to make it
ready to deal with a monster. Fortunately, your good friend "Tip" will keep you
company and assist you on your rescue mission. Soon, though, you'll find
yourself in a real pickle: while the sea monster attacks the Aquadome from the
outside, a traitor may be sabotaging it from the inside. You'll have to be
clever and quick to save the Aquadome from this double danger.
The object of the game is to save the Aquadome from danger. You'll have to
navigate your sub, the Scimitar, to the Aquadome, and then start solving the
mystery with the help of the people that work there.


                      Some clues to help you get started.

                        1. Answer the videophone
                        2. Turn on the videophone
                        3. Ask Bly about the problem


Your sub moves at three speeds: SLOW, MEDIUM, and FAST. To set or change your
speed, just type SET THROTTLE TO SLOW (or MEDIUM or FAST) and press the RETURN
(or ENTER) key. If you want to DIVE TO 5 METERS, just type it in. (Your sub
dives in multiples of five meters: 5, 10, 15, 20, etc.) If you want your sub
to SURFACE, just type it in.


                             Inventions Unlimited
                             --------------------
                                Personnel File

Tip Randall - Tip is your closest pal and constant companion. Basically,
there's nothing this guy can't do. He's expert pilot, submariner, surfer, and
swimmer. He's more of a jock than an inventor such as yourself, but his bulldog
courage and rollicking high spirits make him a great companion in any
adventure.

Commander Zoe Bly - This woman's delicate beauty is hard to resist, but when
you start talk to her - wow, what a tough one she is. For one thing, she's a
champion athlete and a superachiever. For the past three months now, she's been
commander at the Aquadome. She's an honor graduate of the Navy Frogman School
and the Galley Institute of Technology. You'll see soon enough that she doesn't
have much patience with people who don't meet her standards. And that attitude
tends to make some people real mad.

Mick Antrim - Mick was probably out earning a buck before most of us were even
born. In fact, you won't find anybody who knows more about nuclear power,
undersea navigation, or communications. That's pretty good for a guy who never
had a formal education. But Mick doesn't like to settle arguments with his
tongue; he'd rather use his fists. Naturally, he doesn't take well to Commander
Bly's kind of discipline.

Marv Siegel - This guy knows more about sonar gear than anyone at Inventions
Unlimited. His experience comes from having worked for the Defense Department.
He fits in well with his co-workers at the Aquadome, and he's even learned how
to scuba dive.

Bill Greenup - Bill comes from a different background altogether. Basically he
used to be a beach bum with a knack for scuba diving and "shade tree" mechanic
work. Now he's joined society in a big way. He's cut his hair and found himself
a job as a crack scuba diver at the Aquadome.

Walt "Doc" Horvak - Walt's probably the most dedicated scientist around, so
dedicated that sometimes you get the impression he's a loner. He's always
working on some new experiment or scuba diving. Walt doesn't look like the
"doctor" type, but he spent a lot of time working in a hospital before he got
interested in marine biochemistry. If you're looking for any kind of medical
advice, he's the one to ask.

Sharon Kemp - She's fresh out of college - the Massachusetts Institute of
Technology. Naturally, she's pretty familiar with all types of science and
technology, and this job as an inventor's assistant fits her well. Her father
was a famous college professor and an old friend of your father. In fact,
sometimes you get the feeling that she's your own sister. But there's something
about her that you just can't get close to.

Amy Lowell - She's a Navy woman through and through. Always a tomboy at heart.
Amy's been to the Navy Frogman School and had lots of neat jobs like this one.
She's still in college at Columbia University and works at the Aquadome during
the summer.

Dr. Jerome Thorpe - Dr. Thorpe is one of those scientific geniuses who lock
themselves up in their labs and discover things. Unfortunately, sometimes the
things they discover or create aren't too good. Thorpe's claim to fame is his
AH (Amino-Hydrophase) organisms that he supposedly manufactured from the AH
molecule. There's an interesting article about him and his experiments in the
Science World magazine.


                            Equipment and Controls

Lab Equipment:

  Computestor - It's a machine for troubleshooting your inventions, machines,
  or systems. It is connected to several other machines in the lab. To use it
  ASK COMPUTESTOR ABOUT (a device).

  Microwave Security Scanner - It sweeps the entire ground of the Research Lab
  with harmless microwaves. Any human not wearing a special identification
  badge will be detected if they are on the property. If intruders are
  detected, the alarm will beep loudly.

  Electric Panel - Inventions Unlimited generates its own electrical power.
  Your Lab receives its power through the electrical panel that's located in
  the corridor just EAST of your lab.

  Circuit Breaker - This breaker controls the power supply to all videophone
  equipment in the lab. It can be tipped by anyone inside the lab by simply
  flipping the switch.

  Videophone - This communications device is connected to the Aquadome and all
  other Inventions Unlimited buildings. It's in the middle of your lab and it
  works like a telephone. But instead of just listening to other people, you
  can look at them on the screen. Answer the videophone by turning it on, then
  turn the knob to tune it in.

Sub Equipment and Controls:

  Brass Search Light - This light comes on automatically when your sub descends
  beyond the depths of sunlight penetration. You can aim it left or right
  (port or starboard) to illuminate objects up to 1000 meters away.

  Reactor - The Scimitar is powered by a midget nuclear reactor. The secret of
  the reactor is a special capsule that must be inserted into the reactor by
  the push of a lever that starts the fusion process.

  Sonarscope - This instrument works like radar and shows you solid objects or
  Sea Cat sonar signals within 2500 meters in any direction and at the same
  depth as the Scimitar. Reading the sonarscope is like reading the nautical
  chart in this package. As you read it, remember that your sub always appears
  directly in the middle of the screen. So, as you move, it may look as if the
  land is moving instead of you. If you're on a collision course with
  something, a yellow light will come on. This light will turn red and a loud
  buzzer will sound if you're within one turn of a collision. You should change
  course any time a yellow or red light appears.

  Sonarphone - Underwater communications relies on sound waves that are sent
  and received over this sonar transceiver. The sonarphone has a loudspeaker
  for communicating messages. It comes on automatically when signals are
  incoming.

  Depth Finder - This device uses echo soundings to determine the depth of
  water under the sub. It is usually turned on when the sub is moving. During a
  dive, an orange warning light comes on and a warning buzzer sounds when the
  sub comes within 10 meters of the bottom. The light turns red and the buzzing
  becomes shriller when the sub comes within 5 meters of the bottom. You must
  take immediate action when this happens.

  Test Button - Many of your inventions have built-in self-testing devices.
  This troubleshooting circuitry is activated by pushing a test button. The
  test results are then displayed on a readout.

  Engine Compartment - It is located through an access panel in the bulkhead
  just below and to the right of the control panel. If you have to enter this
  area, be careful. Too much movement or wiggling around may pose serious
  dangers.

  Emergency Oxygen Gear - This is a little canister of oxygen that you can wear
  around your neck. When you turn the valve, you can breathe air through a
  straw at the top. There is one canister in the Scimitar.

  Extensor Claws - These are remote-controlled devices on the outside of your
  sub and are used for hunting and probing. They can be swiveled and aimed in
  any direction. The commands for moving the claws are TAKE, DROP, AIM, SHOOT.

Aquadome Equipment

  Emergency Survival Unit - This equipment can save your life should your sub
  develop major problems. It has two parts:
  1. an alarm that goes off if your sub runs low on oxygen or the air pressure
  starts to drop;
  2. a needle that jabs you and wakes you up if you've passed out or don't
  answer the alarm.

  Aquatic Dart Gun - Originally designed as tranquilizer gun, this dart gun may
  be helpful if you encounter a large creature. Each dart contains a
  tranquilizer and can be shot at a fish to make it d...
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