As you sit quietly at the workbench in your research laboratory,
you're startled into action by the sound of the videophone alarm bell.
You'd better act quickly, because your buddy Tip Randall is raising
the roof. The first thing to do is turn on the videophone. As soon as
you do that, though, you realize that the picture is fuzzy. That's
easy to correct; simply adjust the videophone. There is Commander Zoe
Bly, looking worried, and telling you about an urgent problem at the
undersea Aquadome. You'd better pick up the microphone, then turn it
After asking Bly about the problem, question her about the
monster she's seen. Bly is sounding ever more desperate, so tell her
goodbye. Suddenly, however, something's wrong with the videophone, and
your score drops by 3 points!
Now is the time to go to the Computestor for a clue. First, turn
off the microphone and drop the microphone onto the workbench. Then,
head for the Computestor and turn it on. Since the machine is now
ready for questions, ask it about the videophone. Hmmmm...the problem
could be one of many, but you suspect that something may be wrong with
the electrical panel. The panel is just down the hallway, so go to the
panel, and examine it. Well, well, apparently the circuit breaker is
open. By fixing the circuit breaker, you regain your 3 points.
However, you are starting to wonder whether treachery is afoot here in
the lab. It's time to have a chat with your assistant, Sharon Kemp.
Go to the office and confront Sharon with your suspicions. Her
answers are evasive, and she seems very nervous. Since time is growing
short, you decide to leave Sharon and head for your sub, the
"Scimitar." Realizing that the sub won't start unless you have the
atomic catalyst capsule, you first examine the work counter. There is
the capsule, so you grab it and head for the Scimitar.
Once settled in the pilot's seat, with Tip nearby, you decide to
check the sub for any problems. Pushing the test button gives you a
positive readout, but you're still apprehensive. You will need to open
the access panel in order to enter the sub's crawl space, but you
don't have a tool. Maybe Tip has such an item? Tip comes through,
handing you a Universal Tool. Open the access panel, and carefully
crawl into the space. A check of the voltage regulator reveals that it
is damaged. Use the tool to fix the regulator. Now all is A-OK, and
you won't have any problems going full throttle to the Aquadome.
You're ready to get underway, so crawl out of the space, close
the access panel, close the sub's hatch, and put the catalyst capsule
into the reactor. After closing the reactor, you'll need to turn on
the reactor and fill the docking tank with seawater. Once the tank is
filled, turn on the engine, open the tank gate, then open the
throttle. Push the joystick to the east, and you're off!
The surface of Frobton Bay isn't the safest spot around, so the
first thing you need to do is set your depth to 5 metres and set the
throttle to slow. You'll want to check the sonar occasionally to make
sure you're not heading toward any obstacles. Your sequence of moves
must be accurate to avoid destruction.
One quick way to reach the seawall opening is to follow these
moves: Northeast, then three Norths, then Northeast again, then wait.
The alarm bells may be ringing, but you'll safely avoid a submerged
obstacle. Then, suddenly, an approaching ship is detected by the
sonar. You'll have to stop waiting and set your depth to 15 metres to
dive below the ship. Wait again, and you'll chug right on through the
seawall opening into the ocean.
Be sure to save the game here, since you won't want to cross
Frobton Bay again! You can turn on the autopilot now, since the sub
will head straight for the Aquadome. Because you fixed the voltage
regulator, you can set the throttle to fast without overheating. Wait
now, as you continue diving deeper and deeper. To check out an
enormous whale, aim your searchlight to starboard. The trip will take
a little while longer, so you might want to ask Tip about that
magazine he's reading. A close study of a particular article in the
magazine reveals that Dr. Jerome Thorpe (an Aquadome staff member) has
succeeded in creating mutant sea creatures. Further, Thorpe announces
in the article that he plans to marry your lab assistant, Sharon Kemp!
You're beginning to understand who's behind the attack on the
Aquadome, and you're even more anxious to arrive.
Wait a while longer, and then, as you near the structure, your
sonarphone rings. It's Commander Bly, asking to speak privately with
you when you arrive. You wait a few more turns, and the sub slows to a
stop in the docking tank. Open the throttle to slide into the cradle.
You wait while the water in the tank empties, and you save the game
Before opening the hatch and exiting the sub, you pick up the
emergency oxgyen gear...just in case. Leave the Scimitar and head
straight for the Aquadome's Reception Area where Bly and her crew
await you. Greet them, and then take a quick look around. Your
explorations are interrupted by a sudden realization that something is
wrong with the air supply. Quickly using the oxygen gear you so
intelligently brought with you, head for the Dome Center. Commander
Bly and several crew members are gasping for breath, so time is short.
Use the universal tool to open the access door to the air supply
assembly. Instantly noticing that something has been unscrewed from an
important cylinder, you pick up the object. It is an electrolyte
relay. Put the relay into the cylinder, and close the access door.
Your efforts are successful, and the air supply is now functioning
As you return to the Reception Area, you observe Doc Horvak with
Bly's oxygen gear. You're suspicious, so when Bly ask you to accompany
her to the office, you go with her. She volunteers some interesting
information: She suspects sabotage in the Aquadome and shows you
certain evidence. The evidence consists of a black box which you open
and examine. This device could be used to interfere with the
Aquadome's sonar, and Tip has an idea about how to trap the saboteur.
Go to the Storage Room with Tip and discuss his idea. Before you
reach the storage area, you notice the special Fram Bolt Wrench lying
under Bly's desk. Realizing that the wrench must have been used to
tamper with the air supply, you show it to Doc Horvak. His reaction
proves most interesting.
Now you need to do some serious thinking. Conversations with
various crew members will assist you in your search for the traitor.
Ask everyone about everyone else, check the locker in the men's dorm,
set the black box onto the sonar, and observe everyone's behavior.
Commander Bly will offer to supply you with a bazooka so that you
can hunt the monster (the "Snark"). Get that from her and have Tip
install it on the sub's extensor claw. Find Doc Horvak and show him
the magazine article about Thorpe. Doc will come up with some
interesting conclusions, and will offer to prepare a special
tranquilizer gun for you. Get the dart gun and have Tip install that
During your explorations and conversations, Mick Antrim will
check out the Scimitar then return and ask you whether you'd like to
have an Emergency Survival Unit installed in the sub. You agree, then
poke around a while longer until the unit is in place. It's time to
think about improving your navigation and sonar -- the Snark will be
difficult to capture or kill. You ask Tip about installing a fine grid
and a fine throttle control in the sub, and he agrees to do so.
You're about ready to head out into the ocean again, but you
still haven't come to a firm conclusion about who the Aquadome traitor
is. Once in your pilot's seat, however, you notice that the survival
unit installed by Amy and Bill is equipped with a nasty looking
syringe. Grabbing the syringe, you head for Doc Horvak and ask him to
analyze it. His analysis reveals that the hypo is filled with arsenic!
You'd better confront Amy and Bill with this evidence before you do
The instant you show the syringe to Bill, he turns and runs away.
He's heading for the sub, and you race to the office to view his
actions on the station monitor. As you watch Bill climb down the
inside ladder of the docking tank, you realize you have only seconds
to trap him. You quickly turn off the docking tank electricity so Bill
can't open the gate. He knows he can't get out now, so he surrenders.
You turn the electricity back on, and leave the office.
Cheers follow you as you head back to the Scimitar. After filling
the docking tank with water, you turn on the engine and open the gate.
Turning the joystick to the South, you open the throttle. Save the
game, and head out into the ocean.
You're finally ready to confront the Snark and, perhaps, the evil
Dr. Thorpe. Exit the Aquadome's docking tank by going South, then set
the throttle to medium. Turn Southeast and wait until you reach the
Snark and the Sea Cat (piloted by Dr. Thorpe). Thorpe will taunt you
with his power, and admit his plan to wreck the Aquadome.
Suddenly, Thorpe's transmission breaks off, and Sharon Kemp
begins to speak to you. She explains how she only went along with
Thorpe to try to trap him, and she's ready to help you capture the
Snark. Sharon has a lot of interesting things to tell you, but you
don't have time to talk to her right now. The Snark is moving quickly
toward the Aquadome, ready to batter it to bits.
Here is one method you can use to put the Sea Cat out of
commission before Thorpe has a chance to attack you: East twice, then
check your sonar to make sure you're in position. Set throttle to
slow, then turn South. Head Northwest four times. Oh oh! Dr. Thorpe
has recovered consciousness and his voice is crackling over the
sonarphone. Ignore him, and head Northwest twice more. The sub will be
just to the East of the Sea Cat, so, all on one line, enter the
following command: West then aim bazooka at power pod then shoot power
pod with bazooka.
There! You've done it! The Sea Cat is out of commission and
Thorpe's out cold again. Sharon guides the Snark to its hidden cavern
so that you can safely study it later. You've completed your mission
and saved the Aquadome!