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Final Revision
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game.script
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Here begins a transcript of interaction with
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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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Release number 17 / Serial number 850208
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Okay, Jim, what do you want to do now?
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>ANSWER THE ALARM
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Why not turn on the videophone?
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The alarm bell continues to ring.
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What next?
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>TURN ON THE VIDEOPHONE
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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 and
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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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>TUNE IT
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Ah, that's better! You recognize the woman as Commander Bly, who's in charge of
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the Undersea Research Station of Inventions Unlimited, called the Aquadome,
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just off the Atlantic coast. "Jim! Jim!" she's saying. "This is the Aquadome
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calling the Lawrence Research Lab! We 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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>TALK TO HER
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She can't hear you unless you pick up your microphone and switch it on.
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What next?
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>PICK UP THE MIKE AND SWITCH IT ON
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(Your score just went up by 1 point!)
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You are now holding the microphone.
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Okay, the microphone is now on.
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What next?
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>TALK TO COMMANDER BLY
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"Jim! Jim! Our transparent dome enclosing the Undersea Research Station is
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being battered by a huge monster!"
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What next?
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>BLY, SHOW ME THE MONSTER
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The Aquadome's camera pans, and the monster comes into view on your videophone
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screen. It resembles a huge sea slug, about 5 meters tall. Its clawed tentacles
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pound and scratch at the dome.
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What next?
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>BLY, TELL ME ABOUT THE MONSTER
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"Some of our divers saw it while exploring the undersea environment. They
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nicknamed it the Snark. This is the first time it has approached the Aquadome,
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and it may be the last time, Jim! I'm not sure how long our plastic dome
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enclosure can withstand such a battering!"
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What next?
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>BLY, ATTACK THE MONSTER
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"Jim, this is a peaceful research facility. We have no weapons."
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What next?
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>BLY, LEAVE THE AQUADOME
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"Our emergency escape bell would be vulnerable to a monster as big as the
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Snark. Ditto for SCUBA gear, deep-sea diving suits, or jet-propelled
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observation bubbles."
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What next?
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>BLY, WAIT THERE FOR ME
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"Okay, Jim, but hurry!"
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(Are you tired of seeing "What next?" Well, you won't see it any more.)
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>HANG UP
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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, and the
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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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>GO TO THE COMPUTESTOR
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You can't walk away while you are holding the microphone!
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>PUT IT ON THE TABLE
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Okay.
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>GO TO THE COMPUTESTOR
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It's in the north part.
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(north part)
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You're in the north part of your laboratory. A Computestor stands here to help
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test your inventions.
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>USE IT
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The Computestor is off!
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>TURN IT ON
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The Computestor is ready for questions.
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>ASK IT ABOUT THE VIDEOPHONE
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"Symptoms: no picture, no sound.
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Possible causes:
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1) Failure of the transmitter at source.
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2) A short in the undersea coaxial cable linking transmitter to the Lawrence
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Research Lab, if signal is coming from Aquadome.
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3) Sunspot interference or satellite malfunction if transmitter is at earth's
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surface.
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4) Failure of the video receiver.
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5) Overload in the Electrical Panel (circuit breaker popped).
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6) Sabotage (circuit breaker open)."
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>GO TO THE CIRCUIT 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 to the
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south, and Kemp's office to the east. An Electrical Panel fills most of the
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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 hidden
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clue #1 and put "Electrical Panel" in the blank space.)
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>CHECK THE BREAKER
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(If you want a clue, find Infocard #3 in your SEASTALKER package. Read hidden
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clue #1 and put "Electrical Panel" in the blank space.)
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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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>GO BACK TO THE LAB
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(lab center)
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You're at your workbench in the center of your laboratory, a small part of the
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Lawrence Research Lab in the town of Frobton. The videophone screen looms
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overhead.
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Tip follows you into the lab center.
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Sitting on the workbench is:
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a microphone
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a diagram
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As you re-enter the lab, Tip says, "Look, Jim! The videophone's working again!
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There's a normal test pattern on the screen!"
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>TIP, GO TO THE SUBMARINE
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"I think you can do that better yourself."
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>GO TO THE SUB
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(SCIMITAR)
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You're in the pilot's seat of the SCIMITAR, its operating control panel before
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you.
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A wraparound viewport, both fore and aft, provides a view ahead and astern. You
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can also observe your surroundings with a sonarscope and a hydrophone listening
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device. There's a sonarphone for communication. You'll discover other features
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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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>TURN IT ON
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(If you want a clue, find Infocard #3 in your SEASTALKER package. Read hidden
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clue #3 and put "catalyst capsule" in the blank space.)
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>GO TO THE 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 the test
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tank.
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The test tank (which is now empty of sea water) is located in a large work
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room, just south of your laboratory, with concrete-block walls on three sides
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and a high metal roof. Most of its floor is dug out and lined with steel, to
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form the huge tank used for developing and testing underwater gear and the
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pilot models of your submarine craft.
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There's a walkway around the tank on three sides -- north, west and south. On
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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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>TAKE IT
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(Your score just went up by 5 points!)
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You are now holding the catalyst capsule.
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>GET IN THE SUB
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You have to go north to board the SCIMITAR.
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>GO NORTH
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(north walkway)
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Tip is off to the south.
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>BOARD THE SCIMITAR
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(SCIMITAR)
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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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>PUT THE CAPSULE IN THE REACTOR
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Okay.
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>CLOSE THE REACTOR THEN TURN IT ON
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Okay, the reactor is now closed.
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Electrical systems now activated.
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(Your score just went up by 5 points!)
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>READ THE INSTRUMENTS
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Main instruments:
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depth finder, hydrophone, sonarscope, and temperature gauge.
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>LEAVE THE TANK
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The tank is empty!
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>FILL IT
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The sea water quickly fills the tank, up to the level of the walkway.
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>LEAVE IT
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The gate is closed!
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>OPEN IT
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Opened (by remote control).
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>LEAVE THE TANK
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The engine is off!
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>TURN IT ON
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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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>LEAVE THE TANK
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You can do this by setting the throttle to the speed you want (slow, medium, or
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fast) and by moving the joystick in the compass direction you wish to go.
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>SET THE THROTTLE TO SLOW SPEED
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(I found too many nouns in that sentence!)
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>SET THE THROTTLE TO SLOW
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You shouldn't leave the tank with the hatch open!
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>CLOSE IT
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Okay, the entry hatch is now closed.
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>SLOW
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Okay, now that the throttle is set, try pushing the joystick to the east.
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>PUSH THE STICK EAST
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The SCIMITAR glides smoothly out of the tank onto the surface of Frobton Bay.
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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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A speedboat came out of nowhere and almost hit you! It's dangerous on the
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surface of the bay.
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>Q
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Your score is 24 points out of 100, in 44 turns.
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This score gives you the rank of a fair adventurer.
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(If you want to continue from this point at another time, you must "SAVE"
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first.)
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Do you want to stop playing now? >Y
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