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960 lines
27 KiB
Plaintext
960 lines
27 KiB
Plaintext
@style (spacing 1)
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Copyright (c) 1984 Infocom, Inc. All rights reserved.
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Welcome to junior-level interactive fiction from Infocom!
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In this story, you're the hero or heroine, so we'll use your name!
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Please type your first name.
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> JIM@*
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Hello Jim! Now type your last name.
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> LAWRENCE@*
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Is Jim Lawrence right? > YES@*
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Then let the story begin!
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SEASTALKER: JIM LAWRENCE AND THE ULTRAMARINE BIOCEPTOR@*
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Junior-level interactive fiction from Infocom@*
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Copyright (c) 1984 Infocom, Inc. All rights reserved.@*
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SEASTALKER is a trademark of Infocom, Inc.@*
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Revision number 8 / Serial number 840424@*
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"Jim, snap out of it!" cries Tip Randall, bursting into your laboratory.
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"The alert signal is on!"@*
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As you look up from your top-secret plans for the SCIMITAR, a submarine
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for capturing marine life on the ocean floor and still being tested,
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you notice the alarm bell on the videophone ringing. Someone's trying
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to reach you over the private videophone network of Inventions Unlimited!
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(lab center)@*
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You're at your workbench in the center of your laboratory, a small
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part of the Lawrence Research Lab in the town of Frobton. The videophone
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screen looms overhead, with its alarm bell ringing.@*
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Tip is here.@*
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A microphone is sitting on your workbench.
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Okay, Jim, what do you want to do now?@*
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> ANSWER PHONE@*
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As the alarm bell stops ringing, a picture of a woman holding a microphone
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appears, and you can hear her voice from the speaker. But both sound
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and picture are fuzzy.@*
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(Your score just went up by 1 point!)
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What next?
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> FIX IT@*
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Ah, that's better! You recognize the woman as Commander Bly, who's
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in charge of the Undersea Research Station of Inventions Unlimited,
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called the Aquadome, just off the Atlantic coast. "Jim! Jim!" she's
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saying. "This is the Aquadome calling the Lawrence Research Lab! We
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have an urgent problem!"@*
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(Your score just went up by 1 point!)
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What next?
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> TAKE MIKE@*
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(Your score just went up by 1 point!)@*
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You're now holding the microphone.
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What next?
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> TURN IT ON@*
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Okay, the microphone is now on.
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What next?
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> HELLO@*
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"Jim! Jim! Our transparent dome enclosing the Undersea Research Station
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is being battered by a huge monster!"
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What next?
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> GOODBYE@*
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"I hope to see you soon, Jim."
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Something's wrong! The picture vanished from your videophone screen,
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and the sound conked out!@*
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Tip says, "That's strange! Maybe you should use the Computestor."@*
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(Oh no! Your score just went down by 3 points!)
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What next?
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> DROP MIKE@*
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Okay, the microphone is now on the floor.
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What next?
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> GO TO BREAKER@*
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It's in the corridor.@*
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(corridor)@*
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You're in a corridor, with your laboratory to the west, a storage closet
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to the south, and Kemp's office to the east. An Electrical Panel fills
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most of the north wall.
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Tip follows you into the corridor.@*
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(If you want a clue, find Infocard #3 in your SEASTALKER package. Read
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hidden clue #1 and put "Electrical Panel" in the blank space.)
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What next?
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> CLOSE IT@*
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Okay, the circuit breaker is now closed.@*
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(Your score just went up by 3 points!)
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What next?
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> GO TO CAPSULE@*
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It's in the west walkway.@*
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(west walkway)@*
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You're at a work counter, next to the control gear used to operate
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the test tank.
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The test tank (which is now empty of sea water) is located in a large
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work room, just south of your laboratory, with concrete-block walls
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on three sides and a high metal roof. Most of its floor is dug out
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and lined with steel, to form the huge tank used for developing and
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testing underwater gear and the pilot models of your submarine craft.
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There's a walkway around the tank on three sides -- north, west and
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south. On the east side, a steel gate forms the wall of the room.
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Tip follows you into the west walkway.@*
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Sitting on the work counter is:@*
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a catalyst capsule
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(Are you tired of seeing "What next?" Well, you won't see it any more.)
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> TAKE IT@*
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(Your score just went up by 5 points!)@*
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You're now holding the catalyst capsule.
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> GO TO REACTOR@*
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It's in the SCIMITAR.@*
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(SCIMITAR)@*
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You're in the pilot's seat of the SCIMITAR, its operating control panel
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before you.
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A wraparound viewport, both fore and aft, provides a view ahead and
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astern. You can also observe your surroundings with a sonarscope and
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a hydrophone listening device. There's a sonarphone for communication.
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You'll discover other features when you need them.@*
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Tip is sitting behind you, reading a magazine.@*
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The power reactor is off and open.@*
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(Your score just went up by 1 point!)
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(If you want a clue, find Infocard #8 in your SEASTALKER package. Read
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hidden clue #1 and put "SCIMITAR" in the blank space.)
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> PUT CAPSULE IN IT@*
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Okay.
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> CLOSE REACTOR@*
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Okay, the reactor is now closed.
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> TURN IT ON@*
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Electrical systems now activated.@*
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(Your score just went up by 5 points!)
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> TAKE TOOL@*
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Tip gives it to you. You're now holding the Universal Tool.
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> OPEN ACCESS PANEL@*
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Okay, the access panel is now open.
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> IN@*
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(crawl space)@*
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The space is dimly illuminated by small work lights, but you can see
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machinery everywhere.
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> FIX REGULATOR CAREFULLY@*
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Fixed.
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> EXIT CAREFULLY@*
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(SCIMITAR)@*
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Tip is sitting behind you, reading a magazine.
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> FILL TANK@*
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The sea water quickly fills the tank, up to the level of the walkway.
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> OPEN GATE@*
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Opened (by remote control).
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> START ENGINE@*
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You can immediately hear the powerful thrum of the hydrojet turbine.@*
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(Your score just went up by 5 points!)
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> E@*
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Okay, the SCIMITAR is now facing toward the east. But it won't go that
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way unless you open the throttle.
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> CLOSE HATCH@*
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Okay, the entry hatch is now closed.
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> OPEN THROTTLE@*
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The SCIMITAR glides smoothly out of the tank onto the surface of Frobton
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Bay. You're heading east at 1 sea square per turn.@*
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(Your score just went up by 5 points!)@*
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(This might be a good time to use the command: SAVE.)
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> D@*
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The SCIMITAR noses downward, and sea water begins to wash over your
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forward viewport. You're now diving at a speed of 5 meters per sea
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square.@*
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The sea water darkens to a deeper green as you descend from the sunlit
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surface. Engine and propeller noises come over the hydrophone loudspeaker.@*
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Suddenly a loud alarm bell begins to ring! The depth finder warning
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light has begun to glow red.
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> WAIT@*
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(I assume you mean: wait 10 turns.)@*
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Time passes...@*
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The SCIMITAR quickly levels out at the desired depth of 5 meters. It's
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still moving toward the east at a speed of 1 sea square per turn.@*
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The depth finder warning light changes to orange, and the alarm bell
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continues to sound.@*
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The depth finder warning light fades to dark again, and the alarm bell
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ceases.@*
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The sonarscope shows an obstacle ahead! Unless you change course, you
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will crash the SCIMITAR!
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Tip says, "Hey, Jim, maybe you should look at the sonarscope."
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> NE@*
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Okay, the SCIMITAR is now moving toward the northeast.@*
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The sonarscope warning light goes out.
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> WAIT@*
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(I assume you mean: wait 10 turns.)@*
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Time passes...@*
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Suddenly a loud alarm bell begins to ring! The depth finder warning
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light has begun to glow orange.
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Do you want to keep waiting? > YES@*
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The depth finder warning light fades to dark again, and the alarm bell
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ceases.
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> WAIT@*
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(I assume you mean: wait 10 turns.)@*
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Time passes...@*
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The sonarscope shows an obstacle ahead! Unless you change course, you
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will crash the SCIMITAR!
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Tip says, "Hey, Jim, maybe you should look at the sonarscope."
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Do you want to keep waiting? > NO@*
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> N@*
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Okay, the SCIMITAR is now moving toward the north, straight toward
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the opening in the seawall.
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The sonarscope warning light goes out.
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> WAIT@*
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(I assume you mean: wait 10 turns.)@*
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Time passes...@*
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The sonarscope warning light is flashing yellow! A ship is approaching!
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Tip says, "Hey, Jim, maybe you should look at the sonarscope."@*
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The yellow light on the sonarscope continues to glow.
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Do you want to keep waiting? > NO@*
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> LOOK AT SONAR@*
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The yellow light on the sonarscope continues to glow.@*
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Sonar shows the object reaching from the surface of the bay downward
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to a depth of 10 meters. This must be the keel of a freighter entering
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the harbor. It's moving toward the waterfront at the rate of 1 sea
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square per turn.
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@begin (example)
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(+=you, .=open water, *=obstacle, @@=ship)
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----------------------
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SONAR:YELLOW @@ = SHIP
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. . . . . . . . . . .
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. . . . . @@ . . . . .
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. . . . . . . . . . .
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. . . . . . . . . . .
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. . . . . . . * * . . !
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. . . . . + . . * * . + (hdg:N)
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. . . . . . . . . * *
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. . . . . . . . . . *
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. . . . . . . . . . .
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. . . . . . . . . . *
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. . . . . . . . . . *
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----------------------
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@end (example)
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The yellow light on the sonarscope continues to glow.
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> NE@*
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Okay, the SCIMITAR is now moving toward the northeast, straight toward
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the opening in the seawall.@*
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You have just passed through the opening in the sea wall across the
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mouth of Frobton Bay, and you're now in the open ocean.@*
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(Your score just went up by 5 points!)@*
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(This might be a good time to use the command: SAVE.)
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> TURN ON AUTOPILOT@*
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Okay, your trip to the Aquadome will take 60 turns at your current
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speed. But you can set the throttle to a different speed, if you want.@*
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(Your score just went up by 5 points!)
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> WAIT 60 TURNS@*
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Time passes...
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(If you want a clue, find Infocard #2 in your SEASTALKER package. Read
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hidden clue #3 and put "magazine" in the blank space.)
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Do you want to keep waiting? > YES@*
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The ocean has been getting darker as you dive toward the Aquadome,
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turning from blue-green to dark green to a dull gray-green. It's becoming
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duskier and murkier with every minute.
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A yellow cone of light now illumines the water ahead. The SCIMITAR's
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brass search light was automatically switched on by an electronic eye,
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now that you're too deep for the sun to light the water.
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Colorful sea life swims through the brass search light beam: a playful
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dolphin, a school of herring... Oh, oh! Here comes a hammerhead shark.
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And now a huge manta ray is gracefully gliding and flapping toward
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you.
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A crooning noise comes over the hydrophone loudspeaker, punctuated
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by sighs and moans and a few weird whistles.
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"There's a blip on the sonarscope at three o'clock!" yells Tip. "Aim
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the brass search light to starboard, Jim!"
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Do you want to keep waiting? > YES@*
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The amazing Aquadome looms ahead. Its bright lights suffuse the sea
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water around it with a glowing radiance.
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The sonarphone is ringing.
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Do you want to keep waiting? > YES@*
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The SCIMITAR slows to a gentle stop, with engine idling and the joystick
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pointing north. The autopilot has brought you to the docking tank on
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the south side of the Aquadome. It also turned off the depth finder
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for you.
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At Commander Bly's order, the docking tank gate slides open, but you
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could have done it by remote control, just as you did the test tank
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gate.
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The docking tank is filling up with tons of sea water.@*
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The docking tank lies north. You can enter it by opening the throttle.
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The bottom of the docking tank has an adjustable plastic cradle, which
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adjusts to the keel of any submarine.
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> OPEN THROTTLE@*
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You feel the seat press against you, and the hydrojet gets louder.
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You're now travelling at a speed of 1 sea square per turn.
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The SCIMITAR is now resting in the cradle in the rectangular docking
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tank. The docking tank gate closes, and so does the throttle.
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Through the viewport you can see the water level going down inside
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the docking tank. The docking crew is pumping out the sea water. This
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will take 1 turn.
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(Your score just went up by 5 points!)
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> I@*
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You're holding:@*
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a Universal Tool@*
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a Logbook
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The docking tank is now clear of sea water and filled with air at sea-level
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pressure. The engine shuts off.
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The roof of the docking tank is sliding open, and the SCIMITAR is in
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dry dock.
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A ramp swings down from the top of the docking tank's north wall to
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your entry hatch.
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> OPEN IT@*
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Okay, the entry hatch is now open.
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> GO TO BLY@*
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(If you want a clue, find Infocard #5 in your SEASTALKER package. Read
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hidden clue #3 and put "Emergency Oxygen Gear" in the blank space.)
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She's in the reception area.@*
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(reception area)@*
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You're now face-to-face with Zoe Bly and the Aquadome crew. They are
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wearing badges which show the air quality in the Aquadome.
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Tip follows you into the reception area.
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The five Aquadome crew members are here.
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Commander Bly is here.@*
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Commander Bly says, "Welcome to the Aquadome, Jim! You're a sight for
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sore eyes! We've been anxiously awaiting your arrival!"
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> N@*
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(dome center)@*
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You're in the very center of the Aquadome, where the Air Supply System
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rises like a tower, almost to the top of the dome itself.
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Tip follows you into the dome center.
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> OPEN DOOR WITH TOOL@*
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Okay, the access door is now open.
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You notice an empty space in the complicated assembly facing you. Something
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has been unscrewed from this space!
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Something is lying at the base of the cylinder, just inside the housing.
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(Your score just went up by 5 points!)
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> TAKE IT@*
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You're now holding the electrolyte relay.
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> SCREW IT IN@*
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It fits!
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(Your score just went up by 5 points!)
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> GO TO STORAGE ROOM@*
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(storage room)@*
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The room is crowded with supplies and equipment. If you want to find
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something, you'll have to search for it.
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Tip follows you into the storage room.
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> TAKE BAZOOKA@*
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(Your score just went up by 5 points!)@*
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You're now holding the bazooka.
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> GO TO LAB@*
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(Aquadome laboratory)@*
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The Aquadome laboratory is equipped for all sorts of marine biochemical
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research. The room is crowded with supplies and equipment. If you want
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to find something, you'll have to search for it.
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Tip follows you into the Aquadome laboratory.
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Commander Bly comes too.
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Doc Horvak comes too.
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Doc Horvak says:
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"Jim, right after the Snark ceased its attack, I detected a high concentration
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of AH molecules in the sea water around the Aquadome. Have you ever
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heard of such a phenomenon before?" > YES@*
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Tip says, "Wait a minute! Wasn't there something about AH molecules
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in that magazine? Shall I get it and see?" > NO@*
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> DOC, FIX DART@*
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This will take 5 turns.
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> MOUNT BAZOOKA ON SUB@*
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"Good idea! That should stop the Snark! It could disable an enemy sub,
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too! Shall I do it?" > YES@*
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(Your score just went up by 5 points!)@*
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"Are you ready to take off now, Jim?" Zoe Bly asks anxiously. > NO@*
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> GO TO STORAGE ROOM@*
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(storage room)@*
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Tip follows you into the storage room.
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> CALL BILL@*
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"Right here, Jim," he replies. "What would you like me to do?"
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> BILL, INSTALL UNIT IN SUB@*
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"Okay, we'll install it."@*
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(Your score just went up by 5 points!)@*
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Doc Horvak now comes rushing back, holding an aquatic dart gun. "Okay,
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Jim, I've made a special 'trank' to use against an AH-type organism!
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It's loaded in the dart gun. What shall I do with it?"
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(Your score just went up by 5 points!)
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> DOC, MOUNT IT ON CLAW@*
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(Your score just went up by 5 points!)@*
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Doc Horvak promptly mounts the dart gun on an extensor claw.@*
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"Are you ready to take off now, Jim?" Zoe Bly asks anxiously. > NO@*
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> GO TO TANK@*
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(docking tank)@*
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You're now in the docking tank, at the foot of the ramp.
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Tip follows you into the docking tank.
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Suddenly Commander Bly comes over and says, "Jim, can we discuss a
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private matter now?" > NO@*
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> WAIT FOR BILL@*
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Time passes...
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Suddenly Mick Antrim appears and says, "I'm going to check out your
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new SCIMITAR, Jim!" Mick turns and climbs aboard the SCIMITAR.
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Do you want to keep waiting? > YES@*
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Suddenly Bill Greenup and Amy Lowell report back from the SCIMITAR.
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"That Emergency Survival Unit is in place, Jim," says Amy. "Bill installed
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the part under your pilot's seat, and I installed the rest."@*
|
|
Bill Greenup, for whom you're waiting, has arrived.
|
|
|
|
|
|
> IN@*
|
|
(SCIMITAR)@*
|
|
Tip is sitting behind you, checking the instruments.@*
|
|
The Emergency Survival Unit contains:@*
|
|
a hypodermic syringe@*
|
|
There's a magazine here.
|
|
|
|
(If you want a clue, find Infocard #5 in your SEASTALKER package. Read
|
|
hidden clue #1 and put "Emergency Survival Unit" in the blank space.)
|
|
|
|
|
|
> TAKE SYRINGE@*
|
|
You're now holding the hypodermic syringe.
|
|
|
|
|
|
> GO TO DOC@*
|
|
He's in the storage room.@*
|
|
(storage room)
|
|
|
|
Tip follows you into the storage room.
|
|
Doc Horvak is here.
|
|
|
|
|
|
> DOC, CHECK SYRINGE@*
|
|
He heads for the Aquadome laboratory. It will take Doc Horvak 4 turns
|
|
to analyze the chemical contents of the hypodermic syringe.
|
|
|
|
|
|
> GO TO OFFICE@*
|
|
(Aquadome office)@*
|
|
The Aquadome office is small but tidy, with a single door leading out
|
|
and a good view of the ocean through the window.
|
|
|
|
Tip follows you into the Aquadome office and begins playing with the
|
|
station monitor.
|
|
|
|
Suddenly Commander Bly comes over and repeats, "Jim, can we discuss
|
|
a private matter now?" > NO@*
|
|
|
|
|
|
> WAIT FOR DOC@*
|
|
Time passes...
|
|
|
|
Doc Horvak's face is grim and pale as he reports the result of his
|
|
analysis.
|
|
"Jim, the hypodermic syringe contains a lot of arsenic, and some arsenic
|
|
is missing from my chemical supply shelf! If you'd been jabbed with
|
|
that hypodermic syringe, you'd be dead!"
|
|
|
|
Tip turns to you with a gasp. "Holy smoke, Jim! That's exactly what
|
|
would have happened once you warmed up the pilot's seat enough to trigger
|
|
the sensor relay!"@*
|
|
Doc Horvak, for whom you're waiting, has arrived.
|
|
|
|
|
|
> ARREST BILL@*
|
|
Greenup turns and runs away. Then a crew member reports seeing Greenup
|
|
running behind the dormitory. "He's going to try to escape in the SCIMITAR,
|
|
Jim!"
|
|
Commander Bly adds: "We can see him on the station monitor! The docking
|
|
tank control panel is here, too!"
|
|
(Your score just went up by 5 points!)
|
|
|
|
|
|
> LOOK AT MONITOR@*
|
|
The monitor screen shows Greenup's head just coming into view above
|
|
the top of the docking tank's west wall, as he climbs the outside ladder.
|
|
Once he reaches the top of this wall, he will come down the inside
|
|
ladder to the SCIMITAR.
|
|
|
|
|
|
> CLOSE ROOF@*
|
|
Closed.@*
|
|
Greenup can't get into the SCIMITAR and escape any more. Knowing he's
|
|
trapped, Bill Greenup gives up without a fight. Commander Bly orders
|
|
him handcuffed to a pipe in the galley.
|
|
(Your score just went up by 5 points!)
|
|
|
|
|
|
> OPEN ROOF@*
|
|
Opened.
|
|
|
|
|
|
> OUT@*
|
|
As you start to leave, you notice an oddly shaped metallic object lying
|
|
under Zoe's desk. It must be the special Fram Bolt Wrench!
|
|
|
|
|
|
> GO TO STORAGE ROOM@*
|
|
(storage room)
|
|
|
|
Tip follows you into the storage room.
|
|
|
|
|
|
> TIP, PUT FINE GRID IN SUB@*
|
|
"If the Snark stays near the sea floor, Jim, it may churn up silt.
|
|
Even with our brass search light on, we might have trouble aiming a
|
|
weapon. Wouldn't it be easier if we could spot its exact position by
|
|
sonar?" > YES@*
|
|
"Jim, our sonarscope shows each sea square as 500 meters across. A
|
|
blip indicates the APPROXIMATE position of an object. That's not good
|
|
enough to hit the broad side of a barn! Let me install a fine grid
|
|
on the sonarscope that'll show a blip's position to within 5 meters,
|
|
okay?" > YES@*
|
|
"Jim, I checked and found a fine grid that'll fit our sonarscope. I
|
|
can install it quickly! I'll have someone install a fine throttle control,
|
|
too, for tight maneuvering. It has the same 3 settings, but for small
|
|
sea squares -- 0, 5, 10, or 15 meters per turn."
|
|
|
|
|
|
> GO TO TANK@*
|
|
(docking tank)@*
|
|
Amy Lowell is here.
|
|
|
|
|
|
> AMY, LEAVE@*
|
|
"Okay."
|
|
|
|
Suddenly Mick appears and says, "I thought maybe you had a problem
|
|
on the way here, Jim, so I wanted to check on it. Everything seems
|
|
to be okay now."@*
|
|
Tip flashes you a meaningful glance. Mick Antrim's reaction may be
|
|
all you need to prove he's NOT the traitor. But you'll have to decide
|
|
for yourself.
|
|
|
|
|
|
> MICK, LEAVE@*
|
|
"Okay."
|
|
|
|
|
|
> CLOSE ROOF@*
|
|
Closed.@*
|
|
Tip says, "All set, Jim! The fine grid is installed on both the sonarscope
|
|
and the throttle -- and so are the dart gun and the bazooka! Let's
|
|
shove off and find the Snark!"
|
|
|
|
|
|
> IN@*
|
|
(SCIMITAR)@*
|
|
Tip is sitting behind you, checking the instruments.@*
|
|
There's a magazine here.@*
|
|
As you and Tip take your places in your seats, and close the hatch,
|
|
the docking tank roof is also sliding shut.
|
|
|
|
|
|
> FILL TANK@*
|
|
This will take 1 turn.
|
|
|
|
|
|
> I@*
|
|
You're holding:@*
|
|
a Universal Tool@*
|
|
a Logbook
|
|
|
|
The docking tank is now filled with sea water.
|
|
The adjustable cradle then releases the SCIMITAR's keel from its grip.
|
|
|
|
|
|
> OPEN GATE@*
|
|
Opened (by remote control).
|
|
|
|
|
|
> START ENGINE@*
|
|
Your revolutionary craft thrums with power, matching your own excited
|
|
heartbeat!
|
|
|
|
|
|
> S@*
|
|
Okay, the SCIMITAR is now facing toward the south. But it won't go
|
|
that way unless you open the throttle.
|
|
|
|
|
|
> SET THROTTLE FAST@*
|
|
The SCIMITAR glides smoothly out of the tank into the ocean. You're
|
|
heading south at 3 sea squares per turn.@*
|
|
(Your score just went up by 1 point!)@*
|
|
(This might be a good time to use the command: SAVE.)
|
|
|
|
|
|
> SE@*
|
|
Okay, the SCIMITAR is now moving toward the southeast.
|
|
|
|
|
|
> WAIT@*
|
|
(I assume you mean: wait 10 turns.)@*
|
|
Time passes...@*
|
|
"Holy halibut!" cries Tip. "There's a big cloud of silt ahead in the
|
|
brass search light. It's out of sonar range. This could be the Snark!
|
|
Want to hold course till we find out?" > YES@*
|
|
However you steer, the cloud holds steady. You may be on a collision
|
|
course with the behemoth that almost wrecked the Aquadome!@*
|
|
Your brass search light reveals TWO objects dead ahead!
|
|
One is the Snark. To the left of the tentacled creature -- YOUR left
|
|
-- you can make out a vehicle crawling along the ocean floor.
|
|
Tip says, "That's one of your Sea Cats!"@*
|
|
A voice crackles over the sonarphone: "This is Doctor Jerome Thorpe,
|
|
Jim! Do you read me?" > YES@*
|
|
Your answer brings a rasping laugh. "Of course you read me, or you
|
|
wouldn't be answering! Your lab assistant, Sharon Kemp, is seated behind
|
|
me. She'll enjoy what's about to happen as much as I will. Would you
|
|
like to hear what's in store for you?" > YES@*
|
|
"I'll blast your sub with a rocket! Then I'll guide my synthetic monster
|
|
to the Aquadome to destroy it! Can you guess what sealed your doom,
|
|
Jim?" > YES@*
|
|
"I'll tell you anyhow. I want to own the valuable ore deposit near
|
|
the Aquadome! Sharon and I consider it a wedding present from you and
|
|
your dad ..."@*
|
|
Thorpe breaks off with a sudden gulp, followed by some noise and then
|
|
a soft female voice:
|
|
"This is Sharon Kemp, Jim! Do you read me?" > YES@*
|
|
"Thank goodness! I conked Thorpe with a wrench! He fell onto the microphone,
|
|
and he's too heavy for me to move!"
|
|
(Your score just went up by 5 points!)
|
|
|
|
|
|
> E@*
|
|
Okay, the SCIMITAR is now moving toward the east.
|
|
|
|
|
|
> SET SONAR TO AUTO@*
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . + . . . . . +-- (hdg:E)
|
|
. . . . O @@ . . . . .
|
|
. . . . . o @@ . . . .
|
|
. . . . . . o . . . .
|
|
. . . . . . . o . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
Okay, the sonarscope is now set to automatic.
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
O @@ . . . + . . . . . +-- (hdg:E)
|
|
. o @@ . . . . . . . .
|
|
. . o . . . . . . . .
|
|
. . . o . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
> NW@*
|
|
Okay, the SCIMITAR is now moving toward the northwest.
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
. . . . . + . . . . . + (hdg:NW)
|
|
. . . . . . . . . . .
|
|
. . O @@ . . . . . . .
|
|
. . . o @@ . . . . . .
|
|
. . . . o . . . . . .
|
|
. . . . . o . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
|
|
> STOP@*
|
|
(I assume you mean: close the throttle.)@*
|
|
The SCIMITAR slows to a halt.
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
. . . . . + . . . . . + (hdg:NW)
|
|
. O @@ . . . . . . . .
|
|
. . o @@ . . . . . . .
|
|
. . . o . . . . . . .
|
|
. . . . o . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
|
|
> WAIT@*
|
|
(I assume you mean: wait 10 turns.)@*
|
|
Time passes...
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
O @@ . . . + . . . . . + (hdg:NW)
|
|
. o @@ . . . . . . . .
|
|
. . o . . . . . . . .
|
|
. . . o . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
@@ . . . . . . . . . . \
|
|
o @@ . . . + . . . . . + (hdg:NW)
|
|
. o . . . . . . . . .
|
|
. . o . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
@@ . . . . . . . . . . \
|
|
o . . . . + . . . . . + (hdg:NW)
|
|
. o . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
|
|
@@@@=SEA CAT, Oooo=MONSTER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
o . . . . + . . . . . + (hdg:NW)
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
Suddenly the sonarphone gets louder.
|
|
Tip says, "That could mean Thorpe is awake and has moved away from
|
|
the microphone!"
|
|
You hear a sharp cry of pain from Sharon, then Thorpe yelling: "That'll
|
|
take care of you, my little double-crosser!"@*
|
|
Thorpe speaks into the microphone: "Now then, Jim Lawrence, I'm stopping
|
|
my Sea Cat so I can blow you into Kingdom Come as soon as you're in
|
|
my sights!"@*
|
|
(If you want a clue, find Infocard #4 in your SEASTALKER package. Read
|
|
hidden clue #2 and put "Sea Cat" in the blank space.)
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER, #=DANGER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
. . . . . + . . . . . + (hdg:NW)
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
> AIM BAZOOKA AT THORPE@*
|
|
(Your score just went up by 5 points!)@*
|
|
Aimed.
|
|
@begin (example)
|
|
@@@@=SEA CAT, Oooo=MONSTER, #=DANGER
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . . \
|
|
. . . . . + . . . . . + (hdg:NW)
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
. . . . . . . . . . .
|
|
----------------------
|
|
@end (example)
|
|
|
|
|
|
> FIRE BAZOOKA@*
|
|
(Your score just went up by 5 points!)@*
|
|
Great! You and Tip can see the bazooka slam into the Sea Cat's power
|
|
pod!
|
|
"Hooray! That crippled the Sea Cat for keeps!" Tip cheers.@*
|
|
You hear a voice come over the sonarphone: "Jim, this is Sharon! Do
|
|
you read me?" > YES@*
|
|
"Something hit us, and Thorpe's out cold! He cracked his skull on the
|
|
bulkhead! I was waking up when I saw it all happen. I'll tie him up
|
|
so he can't cause any trouble.
|
|
The Sea Cat's regular engine is kaput, but he installed a backup engine
|
|
for emergencies. And the sonar control's still working. If you like,
|
|
I'll guide the monster to its cavern."
|
|
|
|
CONGRATULATIONS, JIM! YOU'VE COMPLETED YOUR MISSION!!
|
|
|
|
Your score is 100 points out of 100, in 194 turns.
|
|
This score gives you the rank of a famous adventurer.
|