Part One

     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 on.

     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 meters 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
     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 meters 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 Doctor
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 again.

                            Part Two

     Before opening the hatch and exiting the sub, you pick up
the emergency oxygen 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 properly.
     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 as well.

     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 anything else.

     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.
                           Part Three

     You're finally ready to confront the Snark and, perhaps, the
evil Doctor 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 Doctor
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, 9-ady 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! Doctor 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!

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