------------------------------------------------------------------------------- ____ ____ __ / __/_ _____ ___ ____ / __/__ / / _____ _______ _\ \/ // / _ \/ -_) __/ _\ \/ _ \/ / |/ / -_) __(_-< /___/\_,_/ .__/\__/_/ /___/\___/_/|___/\__/_/ /___/ /_/ ____ __ __ / __ \____ ___ _________ _/ /_/_/___ ____ / / / / __ \/ _ \/ ___/ __ `/ __/ / __ \/ __ \ / /_/ / /_/ / __/ / / /_/ / /_/ / /_/ / / / / \____/ .___/\___/_/ \__,_/\__/_/\____/_/ /_/ /_/ _ __ __ / | / /__ ____ / /___ ______ ___ / |/ / _ \/ __ \/ __/ / / / __ \/ _ \ / /| / __/ /_/ / /_/ /_/ / / / / __/ /_/ |_/\___/ .___/\__/\__,_/_/ /_/\___/ /_/ | Nine months ago, an elite team of astronauts and | | scientists began a top-secret research project in | | deep space. After several months, the team sent | | back their initial results sealed in secret data | | canisters on board the unmanned Galaxy space | | capsule. However, the capsule malfunctioned, | | broke into pieces, and crashed into the sea. | | | | Reports from the crash area indicate dangerous | | levels of toxins in the water. Toxic chemicals | | from aboard the Galaxy space capsule may have | | leaked into the sea, threatening the world's | | marine life. You have been selected to carry out | | an important search and recovery mission. | | | | You must search the area in the mini-submarine | | Neptune and recover the pieces of the space | | capsule and the classified information encoded in | | the data canisters. Use the sub's high-tech | | equipment to cope with problems you encounter. | | Good luck. And remember: the fate of the world's | | oceans is in your hands! | \ /\_____________________________/\ / \ / / \ \ / | |-----------------| | Table of Contents | |-------------------| | / \ \_____________________________/ / \ / \/ \/ \ Section Search Code ------- ----------- The Particulars . . . . . . . . [TPA] - Game Release Data. . . . . . [GRD] - FAQ Version History. . . . . [VHI] - Game Summary . . . . . . . . [GSU] - Game Controls. . . . . . . . [GCO] How to Play . . . . . . . . . . [HTP] - Starting the Game. . . . . . [STA] - Game Objectives. . . . . . . [GAM] - Solving Problems . . . . . . [SOL] - Using the Calculator . . . . [CAL] - Navigating the Sea . . . . . [NAV] Voyager Walkthrough . . . . . . [VOY] - Dragon Reef. . . . . . . . . [VDR] - Fossil Trench. . . . . . . . [VFT] - Limestone Ridge. . . . . . . [VLR] - Sea Forest . . . . . . . . . [VSF] - Hammerhead . . . . . . . . . [VHH] Expert Walkthrough. . . . . . . [EXP] - Dragon Reef. . . . . . . . . [EDR] - Fossil Trench. . . . . . . . [EFT] - Limestone Ridge. . . . . . . [ELR] - Sea Forest . . . . . . . . . [ESF] - Hammerhead . . . . . . . . . [EHH] References. . . . . . . . . . . [CTR] - Voyager Capsule Transcripts. [VCA] - Expert Capsule Transcripts . [ECA] - Unit Conversions . . . . . . [UNC] The Three C's . . . . . . . . . [CCC] - Copyright. . . . . . . . . . [COP] - Credits. . . . . . . . . . . [CRE] - Contact Information. . . . . [CON] \ /\_____________________________/\ [TPA] \ / / \ \ / | |-----------------| | The Particulars | |-------------------| | / \ \_____________________________/ / \ / |\/ \/| \ \ |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\| [GRD] \ / / \ \ / | | | | Game Release Data | | | | / \ \ / / \ / \/ \/ \ Genre : Educational Developer : The Learning Company Publisher : The Learning Company System : PC, DOS, Mac Official Title : Super Solvers: Operation Neptune Release Date : Unknown, 1991 ESRB Rating : E Super Solvers: Operation Neptune (often referred to without the 'Super Solvers' moniker, though initially released with it) is an educational computer game designed and published by The Learning Company and released in 1991. It is the fifth game in the Super Solvers series, following Midnight Rescue, Challenge of the Ancient Empires, OutNumbered and Treasure Mountain (though Treasure Mountain is often considered the first game in a new series instead). The game's primary intention is to teach children the basics of mathematical thinking and general problem solving, focusing on slightly higher-level math than its predecessor, Super Solvers: Outnumbered. While the earlier game's highest level was basic multiplication, Operation Neptune starts with basic multiplication and moves on to multiple-operand problems, geometric thinking and fractions. The game involves several short-form puzzles that must be completed, and provides plenty of entertaining gameplay to keep the game fun and engaging to children. The game is not widely played anymore, but the lessons it has to teach are still very valuable; the Super Solvers series remains one of the best examples of true educational gaming. In writing this guide, I hope to pay tribute to a game that helped shape my childhood and lead to my eventual passion for creating educational games of my own, as well as to encourage people to check out this relic of a past era and perhaps use it to teach these same lessons to a new generation of students. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VHI] \ / / \ \ / | | | | FAQ Version History | | | | / \ \ / / \ / \/ \/ \ Version 1.0.0 : This guide now exists. It didn't used to. All great guides : start this way. : File Size: 168KB, 164681 characters, 21183 words, 58 pages \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [GSU] \ / / \ \ / | | | | Game Summary | | | | / \ \ / / \ / \/ \/ \ A team of astronauts and scientists on a mission in space have sent the results of the research back in an unmanned space capsule. Unfortunately, the capsule broke up upon re-entry into the earth's atmosphere and crashed into the sea, scattering parts from the capsule and the research results throughout the ocean. Readings from the area indicate that the capsules are emanating dangerous toxic chemicals into the surrounding water, presenting a grave threat to the marine life in the area and in the oceans of the world. It is your responsibility to take care of this problem. Using a small submarine, you must explore the crash site and collect pieces of debris for future analysis. Your submarine is armed with several high-tech pieces of equipment; however, you will also be encountering dangerous marine life that may present a threat to your mission. You may use harmless means to get by these threats, but you must not harm any of the local marine life. Your mission is to recover all the capsule pieces. The fate of the world's oceans is in your hands! Good luck! \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [GCO] \ / / \ \ / | | | | Game Controls | | | | / \ \ / / \ / \/ \/ \ [^] [<] [>] [V] Control the submarine, moving it up, down, left and right. [ENTER] Inputs answer to problem; [SPACEBAR] Fires ink pellets forward chooses items from a menu; at nearby sea creatures; brings up problem when sub inputs command into combo light is blinking. lock. \ /\_____________________________/\ [HTP] \ / / \ \ / | |-----------------| | How to Play | |-------------------| | / \ \_____________________________/ / \ / |\/ \/| \ \ |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\| [STA] \ / / \ \ / | | | | Starting the Game | | | | / \ \ / / \ / \/ \/ \ After opening the game, sit through the excessively long introduction screen (or press Esc to skip it) and you'll eventually be presented with the Security Clearance screen, effectively the Club Sign-In screen from past games. You'll want to select Start New Game. Enter your name in the box and press Enter. You'll then be presented with the choice between the Voyager Game and the Expert Game. This difficulty change alters more than just the difficulty of the problems -- the levels and other mechanics are changed as well. Choose whichever you want. Immediately after making this choice, you'll be taken directly to the first level. You'll be given a short digest of the controls as listed above, then set afloat to fend for yourself. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [GAM] \ / / \ \ / | | | | Game Objectives | | | | / \ \ / / \ / \/ \/ \ At the beginning of a level, you'll find yourself exiting from a pod into the ocean. Your goal is to make it through the level, which spans several screens, and into the station at the end while collecting all the canisters. Collecting the canisters is the primary objective of each level, although you won't be able to finish a sector unless you've collected all the debris as well. As you navigate from screen to screen, you'll notice small triangular-shaped gray items on the ocean floor. These are pieces of debris. Run into these with your submarine to collect them. Once per sector, you'll also notice a round, colorful item -- this is the data canister that you're looking for. Hit it with your submarine to pick it up. After collecting all the debris and the canister, make your way to the end of the level and approach the supply station at the end. There is no count on the number of canisters you've collected, so just move through the level collecting all the ones you see -- if you miss any, the supply station at the end of the level won't let you in. Throughout the level, you'll be presented with math problems. When the light on the submarine lights up, it means there is a problem waiting to be addressed -- you'll also hear a sound effect. Press [ENTER] to bring up the problem, or let it come up itself after a few seconds. There are 5 zones with 3 sectors in each. Your goal is to complete all 15 sectors. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [SOL] \ / / \ \ / | | | | Solving Problems | | | | / \ \ / / \ / \/ \/ \ Throughout the game, problems will appear for you to address. These are always word problems, and usually deal with alterations you need to make to the submarine or other details of your mission. Problems start off at basic multiplication, division and fractions, and get more difficult as the game goes on. You'll be presented with several math problems throughout each sector, and it's important that you get them right in as few tries as possible. Each time you get a problem wrong, you'll lose around 1/4th of your oxygen, and if you run out of oxygen you fail the level. If you get a question wrong, you'll be given a second chance to get it right, accompanied by an extra hint as to how to solve it. If you get it wrong a second time, you'll be shown the answer as well as how you should've solved it. You'll also notice that the same types of problems always appear in the same areas of the same sector -- so if you end up revisiting a certain area several times, you'll notice you answer the same type of problem over and over. The other type of problem you'll deal with are the combination locks at the end of each sector. In these problems, you'll be given an equation with several operands -- for example, 30 + 20 - 40. You'll be asked to stop the outer combination lock on the correct answer. Press [SPACEBAR] when the outer lock reaches the right answer to stop the lock and complete the sector. There is a calculator for you to use for the more difficult problems: for information on how to use the calculator, see the next section. The single most important thing to remember when solving the problems is to pay attention to what they're asking for. The same question can have very different answers based on what question is asked -- for example, on a question showing that a certain area of a square has been "searched", pay attention to whether it's asking for the area searched or the area left to be searched. For any problem involving a unit, also pay attention to what units are given and what units are asked for -- oftentimes the game will change the units up on you. You'll encounter several types of problems as you explore the seas. Here are some of the problem types you'll find. Problem Type Description Charts In these charts, you're given a few pieces of data and you're asked to manipulate them together. Although there are several types, the main (and most challenging) one asks you to compute the distance to the ocean floor based on the speed of sound and the amount of time it takes a sonar reading to bounce back. For these problems, multiply the speed of sound by the time taken to find the total number of feet traveled, and then divide that by 2 to account for the sound traveling down and bouncing back. Bar Graphs In these problems, you'll be shown a bar graph. The questions asked vary, with questions about speed and water toxicity. Typically you'll be asked to either subtract one bar from the other, or to average several bars together. Line Graph You'll be given a line graph on the left and asked a question about it. The most common question simply involves finding the Y-coordinate at some X-coordinate, but it might instead ask to count how much of the line is above or below a certain Y-coordinate. Pie Chart Here, you'll be shown a pie graph depicting some variable and asked to give what fraction a certain slice represents. Not difficult. Ballast Modification In these problems, you'll be given a number that you must raise the ballast by. What you have to do is select a combination of numbers from the left that add to the number you're looking for. Not too hard. Sonar Interpretation In these problems, you'll be shown a sonar that is purely for aesthetic purposes. You'll be told how far away some other item is and how fast you're currently going, and have to figure out how long it'll take before you get there. Divide the distance by the speed, not hard. Distance Traveled Very similar to the Sonar Interpretation questions, in these you'll be given a speed and an amount of time, and you must figure out how much distance has been traveled. Multiply distance by time, not hard at all. Water Tank The Water Tank problem is similar to the Sonar and Distance problems. You'll be given a water tank that shows a specific amount of water left, and typically you'll be given a rate of consumption. Your goal is to find how long it'll take to deplete the water supply at that rate of consumption. Divide the amount of water by the rate of consumption to find the answer. Search Grid You'll be shown a graph on the left with certain squares colored-in and certain squares still gray. You'll be asked what fraction of the grid is either colored or gray. Pay attention to which it's asking for. Usually you can just count the squares that are filled in, but in the more advanced levels you'll be given a triangle that's shaded in. For this, use the triangle area formula (base * height / 2) to find the shaded area. Food Quantity You'll be shown a rudimentary 3D image of the food storage area with some cubes of food inside, and asked how much more food can be held. Calculate the total volume of the storage hold by multiplying its length by its width, and that by its height. Then, subtract the number of boxes there already are inside. Temperature In these questions, you'll be shown a thermometer and asked to add or subtract a given amount to it. No, as a matter of fact, nothing could be easier. Scale Rounding For this question, you'll be shown a purely aesthetic image of a piece of debris and given a weight. You'll be asked to round it to some digit. Military Clock Here, you'll be shown a military clock showing some time. You'll be asked to add or subtract some amount of time from it. Pay attention to the fact that this is military time -- but usually this means that you just need to drop the colon, and don't bother wrapping around at 1200. Oil Supply In this question, you're given a maximum oil capacity, and a graphic depiction of how much oil is left (typically some number of green lights lit up out of 10). Multiply the fraction of lights that are lit up by the oil capacity to get the fraction of the oil supply that's left. Speedometer You'll be shown a speedometer on a certain speed and asked to increase or decrease it by a certain fraction of the current speed. Multiply the fraction by the current speed, then add or subtract that to the current speed to find the new speed. Depth Gauge In this question, you'll be shown a straightforward depiction of how many fathoms deep the submarine is. You'll be asked to give the depth in feet -- to answer this, just convert from fathoms to feet. Note that there are 5 feet in a fathom -- so multiply the number of fathoms by 5. Item Fractions Here, you'll be asked what fraction of a sample of items fulfills some characteristic -- for example, how many barnacles are gray. For this, count the total number of items and the number of items that hold that characteristic, then give that as a fraction. Heading In this question, you'll be shown the submarine's current direction on a 360-degree compass. You'll be asked to alter the heading by some degrees, either add or subtract. For this problem, add or subtract the new number of degrees from the current value. If the new value is over 360, subtract 360 and that's your answer. If the new answer is negative, add 360 and that's your answer. Ballast Percents In these questions, you'll be told that you need a certain percentage of the sub's total ballast on one side. To solve these problems, multiply the percentage by the total ballast. Pattern Recognition These problems come up whenever you find a Data Canister. You'll be given four numbers in a pattern and told to input the next one. The pattern is typically simple -- there is a number that is added to, subtracted from or multiplied by each number to get the next one. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [CAL] \ / / \ \ / | | | | Using the Calculator | | | | / \ \ / / \ / \/ \/ \ To help the student focus on learning how to solve complex problems, a calculator is available. It is only available for problems that deal with multiplication, division, fractions or other advanced topics. It can be disabled as well. The calculator supplies most basic operations. Enter a number followed by an operator (+, -, * or /) and another number, then press the = key to arrive at the answer. You can then press [ENTER] to supply that answer directly to the problem. This calculator also supports inputting fractions. To enter a fraction, Press F, then type the numerator, followed by the [/] key, followed by the denominator. You can then use this fraction in other equations with other operands. Negative numbers are also supported. Press the [N] key to toggle the currently inputted number as negative or positive. A basic save and recall function is available. Press the [S] key to save the currently displayed number, and later you can press the [R] key to paste that number back into the calculator. To clear what is currently on the calculator, press the [C] key. Press [ENTER] at any time to submit the currently displayed number as your answer. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [NAV] \ / / \ \ / | | | | Navigating the Sea | | | | / \ \ / / \ / \/ \/ \ Navigate the sea in your submarine using the arrow keys. Don't worry about running into walls -- your submarine will just stop and won't take any damage. The only way to lose a sector is to run out of oxygen. Your oxygen is presented at the base of the screen: on the left you'll see the number of oxygen tanks you have, and on the right you'll see a meter describing how much oxygen is left in the current tank. When the meter on the right runs out, you'll lose one tank from the left and you'll restart the level, either from the beginning or from some midpoint. When this happens, you'll keep all the Debris and Canisters you've found. When the meter on the right runs out and there are no tanks on the left, you'll lose the sector. If this happens, you'll be transported back to the very beginning of the sector, and all the Debris and Canisters that you picked up will reappear. You'll start with the two oxygen tanks as usual. Your objective is to collect the Debris and Canisters that are scattered throughout every level. They're pretty easy to find, but just in case, there are checklists in the section below so you can check them off as you find them and figure out which ones you might have missed. It won't be totally easy going though. The sea is crawling with fish, and running into a fish with your submarine will make you lose oxygen. If you run out of oxygen, you'll have to start the sector over again. Each fish has its own swimming pattern and appearance. You're not totally defenseless against these fish: you have ink pellets at your disposal. Ink pellets will temporarily stop the fish from moving, allowing you to sneak by. In early levels, you won't absolutely need to use any pellets, but later on you'll have to in order to get through different screens. You only have 21 pellets per level -- this should be more than enough as long as you don't just fire aimlessly. You'll also lose oxygen by answering problems incorrectly, but each level has a dolphin carrying some extra oxygen tanks. Run into the dolphin as it swims by to get the oxygen refill, though be careful -- there's only one per sector, and if he passes you it's gone. The gaps at the sides of each screens are places where you can enter or exit that screen. To move past them, just guide your submarine to that side of the screen. At the end of each sector, you can approach the supply station to finish the sector and move on. As you go through the game, you'll encounter several kinds of fish. I've included in the walkthrough below what fish are in each room, but that's hardly worth it without describing what the fish are. Here are the fish you'll encounter -- note that the names are my own creation, so pay attention to the description to make sure my descriptions match what you're seeing. Fish Appearance Movement/Attacks Zones Dolphin Light blue and gray, Moves very quickly, Dragon Reef with a green tank on usually away from where Fossil Trench its back. Running into you enter the screen. Limestone Ridge it will get you some Sea Forest oxygen back. Hammerhead Puffer Fish A mixture of yellows Usually moves slowly Dragon Reef with spikes. along a set pattern, and Fossil Trench expands and contracts to Limestone Ridge make itself a more Sea Forest dangerous target. Hammerhead Anemone A light blue column The Anemone is, by Dragon Reef with a fuzzy white default, hidden in the Fossil Trench top. ground, but it will Limestone Ridge expand upward to get in Sea Forest your way. You can only Hammerhead hit it with ink pellets when it's up. Sting Ray Dark gray and flat Sting Rays swim pretty Dragon Reef with a white dash on fast, but the bigger Fossil Trench its tail. danger is they can flick Limestone Ridge their tail and shoot a Sea Forest skinny white shot at you. Hammerhead Eel Dark tea and very The Eel won't really Dragon Reef flat with vicious- attack, but it's a big Fossil Trench looking teeth. threat because it is Limestone Ridge difficult to hit with Sea Forest ink (because it's so Hammerhead thin) and moves quickly. Jellyfish Light blue with green- The Jellyfish doesn't Dragon Reef colored tentacles move, though its hanging down into the tentacles do. Just don't water. It's always at get too close to the the water surface. bottom of them. They're also immune to ink. Blue Fish Dark blue, normal- The Blue Fish swims Dragon Reef looking fish with a around in a predictable yellow spot. pattern, somewhat quickly. In Expert mode, it'll also shoot at you. Clam A dark blue, two-piece The clam does not move, Dragon Reef image always sitting but it opens and closes Limestone Ridge on the ocean floor. to make itself a larger Sea Forest threat. Snapper Deep blue with a The Snapper's a bit Fossil Trench large head and thin bigger and faster than body and sharp- the Eel, and like the looking teeth. Eel, it's a bit narrow, making it hard to hit. Lanternfish Dark purple and most The Lanternfish just Fossil Trench of the time fades into swims around without any the background; will attack, but it can be illuminate difficult to see when it occasionally. is faded behind. Sharp Edge Small, two-pointed Sharp Edges won't move Limestone Ridge yellow rock-looking or attach, but they are Sea Forest things, on the floor often in places where you or ceiling. will have to be careful to avoid them. Octopus Large, reddish-pink The Octopus usually swims Limestone Ridge fish with several back and forth on a flat tentacles. line, but its real danger is in the ink or rocks it shoots at you. Shrimp A tannish, many-legged The Shrimp usually stays Limestone Ridge thing that walks on the ocean floor, but around on the ocean what makes it dangerous is floor. that it also jumps in the air. This can make it difficult to ink and avoid. Its path is always predictable, though. Lobster A fairly large red The Lobster crawls around Sea Forest crab-looking animal on the floor hurling with claws wandering rocks up at you. The rocks around the ocean are thrown at a regular floor. interval, making them easier to dodge. Cavern Eel A tall, thin, reddish Like the Anemone, the Sea Forest eel that emerges from Cavern Eel doesn't move a hole, similar to the but slides in and out of Anemone. a hole. It's faster, though, so be careful. Fireball A hole in the ocean The Fireballs that come Hammerhead floor with red balls out of the floor travel of fire that emerge at a regular interval, so and travel up to the time your approach to ceiling. avoid being hit. Hammerhead A large, gray shark The Hammerhead is rather Hammerhead with a hammer for a large, but swims around head. No kidding. in a predictable pattern. Squid Similar to the Octopus The Squid will also shoot Hammerhead except light blue ink at you, but it's instead of red. always shot straight back from where it currently is. Mutant A large, dark yellow, The Mutant swims in a Hammerhead, terrifying-looking slow, usually obvious Final Sector fish -- actually a path, but the most (Voyager) mutated Puffer Fish. important things about it Results from Puffer is that it's immune to Fish exposure to ink pellets and it will Solution X. deplete all your oxygen with one strike. Shark A big, gray shark. The Shark swims fast, and Hammerhead: Pretty basic. will deplete your entire Final Sector oxygen tank in one touch. (Expert) Ink pellets will only slow it down for one second. \ /\_____________________________/\ [VOY] \ / / \ \ / | |-----------------| | Voyager Walkthrough | |-------------------| | / \ \_____________________________/ / \ / \/ \/ \ Below is the walkthrough for the Voyager game mode. The walkthrough goes screen-by-screen, describing the order in which you should progress through the level. For each screen, there will be notes on what fish are on that screen, what canisters are available, where the exits are, and what strategies are good to use (if any are necessary). The directions shown below show the order in which you should visit and revisit the screens in order to get the Debris and Canisters with minimal backtracking. If you get lost, use the listings of the Fish in each room to figure out what room you're currently in. The ## on the far left refers to what room you're in of the current sector. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VDR] \ / / \ \ / | | | | Dragon Reef | | | | / \ \ Voyager / / \ / \/ \/ \ The game starts in Dragon Reef, the First sector. You'll exit the Supply Chamber on the left into the main area. - - - Dragon Reef, Voyager First Sector : The path here is completely straightforward and linear. Just : follow the rooms in order, grab Debris when you see it and try : to avoid the fish. Rm Fish? Items Directions 1 Puffer Fish Debris Dodge the Puffer Fish and Clam, grab the Debris and Clam exit to the RIGHT. 2 Anemone Debris Exit RIGHT after grabbing the Debris. 3 Jellyfish Dodge the jellyfish and exit RIGHT. Jellyfish 4 Jellyfish Debris You'll need to shoot the Blue Fish to get by it and Jellyfish get the Debris. Use [SPACEBAR] to shoot an ink Blue Fish pellet straight ahead. Then exit DOWN. 5 Sting Ray Debris Shoot the Sting Ray when it's at the top of its path to slide by and get the Debris. Then exit DOWN. 6 Blue Fish Debris Exit DOWN after getting the Debris. 7 Puffer Fish Debris Shoot the Puffer Fish to be able to get the Debris. Then exit RIGHT. 8 Dolphin (none) This time, Zoom swims right towards you. Grab the oxygen tank from him. It won't be so easy next time. Exit RIGHT. 9 Anemone Debris Grab the Debris and exit RIGHT. Anemone 10 Puffer Fish Debris The Puffer Fish moves up and then to the left -- Can. 1.04 fire ink at it to get by and get the Debris. Then exit UP. 11 (none) Debris Grab the Debris and exit RIGHT. 12 Anemone (none) Enter the SUPPLY STATION and correctly input the code to complete the Sector. - - - Dragon Reef, Voyager Second Sector : After opening the combination lock, you'll watch the capsule be : sent to the surface -- then you'll be in the Second sector of : Dragon Reef. The path here is completely straightforward as : well. Rm Fish? Items Directions 1 Puffer Fish Debris Grab the Debris and exit DOWN. 2 Anemone Debris Grab both Debris pieces and exit DOWN. Debris 3 Blue Fish Debris Avoid the Blue Fish, grab the Debris and exit DOWN. 4 Eel Debris Dodge the Eel and exit RIGHT. 5 Dolphin (none) Hurry when you enter this room to catch the Dolphin. Then, exit RIGHT. 6 Puffer Fish Debris The Puffer Fish here heads straight up and down the alley -- best to shoot it with some ink to get by. 7 Blue Fish Debris The fish moves around the borders of the screen -- shoot it as it comes across the bottom of the screen, then exit UP. 8 Eel Can. 1.03 Grab the Data Canister, then exit UP. 9 Eel Debris The Eel here moves somewhat unpredictably -- keep your distance and plot your move carefully. 10 Eel (none) Exit RIGHT. 11 Blue Fish Debris The Blue Fish is right in your face as you enter the Debris room. Hit it with some ink, then grab the Debris and exit UP. 12 (none) (none) Enter the SUPPLY STATION and enter the combination to complete the Sector. - - - Dragon Reef, Voyager Third Sector : You'll now find yourself in the Third sector of Dragon Reef. : This is the first time you'll encounter a room with more than : one exit -- you'll have to take one exit, then backtrack and : take the other to collect all the Debris and finish the Sector. Rm Fish? Items Directions 1 Anemone Debris Grab the Debris and exit RIGHT. Puffer Fish 2 (none) Debris Grab the Debris and exit RIGHT. 3 Blue Fish Debris The Blue Fish stays in your path -- it may take two Jellyfish ink pellets to get by it, get the debris and get out. Exit DOWN. 4 (none) (none) Here's the first time you'll encounter returning to a room. You'll be able to come back to the blocked off side of this room shortly. 5 Puffer Fish (none) There's no way to shoot this Puffer Fish with an ink pellet, so just hurry by when it moves right. Exit DOWN. 6 Sting Ray (none) Dodge the Sting Ray and exit UP through the gap on the right side of the ceiling. 5 (none) (none) You'll now find yourself on the other side of room #5, where you couldn't see before. Exit UP. 4 Anemone Debris And now you'll find yourself in the part of room #4 Can. 1.07 you couldn't access before. Grab the Debris and the Canister after inking the Anemone, then exit DOWN the way you entered 5 (none) (none) Exit DOWN. 6 Sting Ray (none) This time, exit RIGHT. 7 Eel (none) Be careful as you enter this room -- the Eel comes Anemone right at you. Exit RIGHT through the bottom gap first. 8 Puffer Fish Debris There are two paths that lead out of here, but it doesn't matter which you take -- they lead to the same place. Grab the Debris then head UP. 9 (none) Debris Grab the Debris, then exit DOWN the way you came. 8 Puffer Fish (none) Backtrack back and exit LEFT. 7 Eel (none) This time, exit RIGHT through the top path. Anemone 8 (none) (none) Exit UP. 9 Dolphin (none) The Dolphin here moves back and forth, letting you get it pretty easily. 10 Blue Fish (none) There's three fish in here, but you only need to hit Blue Fish the top one with ink in order to get by. Exit UP out Blue Fish of this room. 11 Sting Ray Debris The Sting Ray will rise and fire at you -- while it's down in its hole, move yourself to the level it rises to, then fire when it begins to rise. 12 (none) (none) Exit into the SUPPLY STATION to complete the Sector. Congratulations, you're done with Dragon Reef \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VFT] \ / / \ \ / | | | | Fossil Trench | | | | / \ \ Voyager / / \ / \/ \/ \ You'll now find yourself in Fossil Trench. The background here is a bit darker and there are a few new fish to watch out for: the Snapper and the Lanternfish. The Snapper is terrifying-looking and can stick its tongue out and damage you, and moves pretty fast as well. The Lanternfish moves pretty slow, but can be a bit difficult to see as it fades into the background and only lights up occasionally. - - - Fossil Trench, Voyager First Sector : There's a slightly confusing part of this level late -- a room : with four possible exits. You'll only need to take two, though, : making this sector still fairly simple if you know what to do. Rm Fish? Items Directions 1 Sting Ray (none) It can be difficult to hit this Sting Ray with ink, so rush past it right after it shoots to get out. Exit DOWN. 2 Eel Debris Grab the Debris and exit DOWN. 3 Puffer Fish Debris Grab the Debris and exit DOWN again. 4 Eel Debris The gray pillars at the bottom will hold you up -- you can't get the Debris without hitting the eel unless you shoot it with some ink first. Then exit RIGHT. 5 Dolphin (none) The Dolphin will flee and if it exits the screen, you won't be able to get it back. Rush when you enter this screen to get it -- then exit DOWN. 6 Anemone Debris Grab both pieces of Debris, then exit DOWN. Eel Debris 7 Snapper Debris Be careful! The Snapper won't appear until you move towards the bottom half of this room. Be ready to hit it with some ink when it emerges, then exit DOWN. 8 Sting Ray Debris* Don't bother with the Debris this first time in the room -- instead just exit RIGHT. Any time you see Debris marked with an asterisk (*) it means that I'm suggesting saving that piece for a later trip through the room. 9 Puffer Fish Debris To be safe, hit the Puffer Fish with an ink pellet Anemone -- it's hard to slide by it otherwise. Then exit LEFT, the same way you came in. 8 Sting Ray Debris Grab the Debris this time through, the exit LEFT. 10 Snapper Debris* Save the Debris for now. Another Snapper swims right at you as you enter this screen, so be careful. There are four downward paths from this room -- take the second one from the right DOWN into the next room. 11 (none) Can. 1.01 Grab the Data Canister, then exit UP the way you came. 10 Snapper Debris Grab the Debris and then exit DOWN through the far left path -- don't bother with the other two that come from this room. 11 (none) (none) Exit DOWN. 12 (none) Debris Grab the final piece of Debris, then enter the SUPPLY STATION at the right. - - - Fossil Trench, Voyager Second Sector : Here in the Second sector you'll find a somewhat : straightforward path with one branch -- not too hard. Rm Fish? Items Directions 1 Eel Debris It's almost impossible to get this Debris without shooting an ink pellet, so go ahead and burn one on the Eel. Then exit DOWN. 2 Snapper Debris Dodge the Snapper, grab the Debris and exit DOWN. 3 Anemone Debris Grab the Debris and exit LEFT. Puffer Fish 4 Sting Ray Debris The Sting Ray will ascend to your level and fire at you -- move to the narrow part of the passageway from right to left and wait for it to come, then fire an ink pellet to slide by it. Then exit DOWN. 5 Snapper Debris The Snapper moves back and forth, so hit it with a pellet from the left when it moves right to slide by it and get the Debris. Then exit DOWN. 6 Eel Debris The Eel follows the path you need to follow. You can get by it by descending when it moves right, then ascending when it moves left, but it's easiest to just hit it with an ink pellet. Then exit DOWN. 7 Eel Debris Grab the Debris, then exit LEFT at full speed because... 8 Dolphin (none) Zoom will swim away from you quickly, so be speeding when you hit this room. Try to grab the oxygen, then exit DOWN. 9 Puffer Fish (none) Exit DOWN. 10 Sting Ray Debris The Sting Ray will shoot at you -- make sure to Debris disable the Sting Ray by aiming down when it travels to one side or the other. Grab both pieces of Debris and then exit UP the way you came. 9 Puffer Fish (none) Exit UP. 8 (none) (none) Exit RIGHT. 7 Eel (none) Exit RIGHT this time through this room. Note that if you didn't get the Debris in this room previously, you'll need to pick it up now. 11 Lanternfish Can. 1.11 Grab the Data Canister to read one of the later parts of the Substance X story. Then exit RIGHT. 12 (none) (none) Exit into the SUPPLY STATION to complete the Sector. - - - Fossil Trench, Voyager Third Sector : The path here is mostly straightforward, with a central room : near the end that leads to a couple short branches. Let's get : started. Rm Fish? Items Directions 1 Lanternfish (none) Dodge the Lanternfish and exit RIGHT. 2 Snapper Debris Grab the Debris and exit DOWN. 3 Lanternfish Debris You'll almost certainly need to ink the bottom Lanternfish Lanternfish to get this Debris. Remember, if you fire an ink pellet while moving down, it'll fire the pellet downward at that angle. Then exit LEFT. 4 Lanternfish Debris Again, you'll need to hit at least one of these Lanternfish Lanternfish with ink to get the Debris. Then exit DOWN. 5 (none) Debris Grab the Debris and exit RIGHT. 6 Snapper Debris You'll have to use an ink pellet to disable this Snapper to pass it for the Debris. Then exit DOWN. 7 (none) Debris Grab the Debris and exit DOWN. 8 (none) (none) Boring room. Exit DOWN. 9 Lanternfish Debris* Here's a central room with exits on all sides. Start Snapper by exiting LEFT. 10 Snapper Debris Grab the Debris, then exit RIGHT the way you came. 9 Lanternfish Debris This time, grab that Debris that you skipped the Snapper first time and exit DOWN. 11 Lanternfish Debris Dodge the Lanternfish, grab the Debris and exit UP the way you came. 9 Lanternfish (none) Grab the Debris in here if you haven't yet, then Snapper exit RIGHT. 12 (none) Can. 1.02 Grab the Data Canister, then enter the SUPPLY STATION. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VLR] \ / / \ \ / | | | | Limestone Ridge | | | | / \ \ Voyager / / \ / \/ \/ \ The next zone is Limestone Ridge. You won't find any more Lanternfish and Snappers here, but instead you have to deal with Octopi, Sharp Edges and Shrimp. Octopi will hurt rocks (or balls of ink, depending on your interpretation) at you. Sharp Edges won't move, but they'll hurt you if you get too close. Lastly, Shrimp walk around on the ocean floor, but be careful as they'll also jump up in the water. Let's get started. - - - Limestone Ridge, Voyager First Sector : In the first sector of Limestone Ridge, the path is linear with : the exception of two side paths -- each side path is only a : single room, though, keeping things mostly simple. Rm Fish? Items Directions 1 Puffer Fish (none) You'll see a Sharp Edge right here at the start. Sharp Edge Exit RIGHT. 2 Shrimp Debris Take note of the way the Shrimp jumps -- if you stay Sharp Edge high, you can usually avoid it. Exit RIGHT. 3 Anemone (none) Avoid the Anemones and exit RIGHT. Anemone Sharp Edge 4 Octopus Debris This Octopus fires ink packets at you, but tends to Sharp Edge target where you currently are -- so if you keep moving it won't be able to strike you. Grab the Debris and exit UP through the exit on the right side. 5 (none) Debris Grab the Debris, then exit DOWN the way you came in. 4 Octopus (none) This time, exit UP through the opening on the left Sharp Edge side. 5 Sting Ray (none) When the Sting Ray is descending, start ascending to fire an ink pellet up at it. Exit RIGHT. 6 Dolphin (none) Zoom won't appear until you're halfway through the area, so he's fairly easy to catch time time. Exit RIGHT. 7 Sting Ray Debris Use the same strategy as screen 5 to disable this Sharp Edge Sting Ray -- start ascending as it descends in its Sharp Edge column on the right, then shoot it with an ink pellet. 8 Eel Debris* Skip this Debris for now and exit RIGHT. 9 Anemone Debris Grab this Debris, then exit LEFT the way you came Eel in. 8 Eel Debris Grab the Debris now, then exit DOWN. 10 Sting Ray Can. 1.05 Grab the Data Canister, then exit DOWN. Sharp Edge 11 Sharp Edge (none) Exit RIGHT. 12 Octopus (none) Dodge the Octopus ink and enter the SUPPLY STATION. - - - Limestone Ridge, Voyager Second Sector : The Second Sector of Limestone Ridge has a mostly : straightforward path with one branch halfway through the : Sector. Rm Fish? Items Directions 1 Shrimp (none) Exit RIGHT. Sharp Edge 2 Anemone Debris Grab the Debris and exit DOWN. Anemone Sharp Edge 3 Puffer Fish (none) This Puffer Fish will descend when you get close. Get close, wait for it to descend, then hit it with an ink pellet to get by. Exit RIGHT. 4 Eel Debris You'll need to disable at least one of these Eels Eel with an ink pellet to get by. Grab the Debris, then Sharp Edge exit RIGHT going full speed because... 5 Dolphin Debris Zoom will swim away from you, so chase him -- don't Sting Ray worry about the Sting Ray or Debris at first. After getting the oxygen (or after he escapes), ink the Sting Ray to get the Debris. The exit UP. 6 Puffer Fish Debris Grab the Debris and exit RIGHT. Sharp Edge 7 Sting Ray (none) Disable the Sting Ray, then exit RIGHT the first Sharp Edge time you're here. 8 Eel Debris Grab both pieces of Debris, then exit DOWN. Debris 9 Anemone Debris Grab the Debris, then exit UP the way you came. Sharp Edge 8 Eel (none) Exit LEFT. 7 Sting Ray (none) This time, exit DOWN. Sharp Edge 10 Octopus (none) Exit DOWN after dodging the Octopus's ink. Sharp Edge 11 Eel (none) Exit DOWN. 12 Sharp Edge Can. 1.12 Exit into the SUPPLY STATION to complete the sector. - - - Limestone Ridge, Voyager Third Sector : The path here is the most complicated you've encountered so : far. It'll start out rather straightforward until you get to : room 9. There, you'll face a fork -- one path leads to the : Supply Chamber, while the other leads to a spiraling path that : holds the final piece of Debris. Time to get started. Rm Fish? Items Directions 1 Eel Debris Exit RIGHT. 2 Sting Ray Debris Exit DOWN. Sharp Edge 3 Shrimp Debris Exit DOWN. 4 Shrimp Debris Exit RIGHT, headed full-speed to the right Sharp Edge because... 5 Dolphin (none) Zoom will swim from left to right pretty quickly. You'll need to be going full-speed to catch him. Then exit RIGHT. 6 Eel Debris Ink the Eel when it's on the let to get by, then Sharp Edge exit UP. 7 Octopus Debris Aim up and fire an ink pellet to disable the Octopus before exiting RIGHT. 8 Puffer Fish (none) Exit RIGHT. Sharp Edge Anemone 9 Eel Debris Follow the Eel as it goes up and sit in the top right corner until it passes on its way back down. Then, slide over and get the debris, then slide down around it when it goes back towards that corner. Then, exit DOWN. 10 (none) (none) This is the start of a bit of a spiral to the last piece of Debris. Exit DOWN. 11 Shrimp (none) It's very hard to slide by the shrimp without Sharp Edge shooting it with some ink, but it can be done when it's at the far right side. Exit UP through the exit on the left. 10 Puffer Fish (none) It's extremely hard to hit the Puffer Fish with ink, so wait for it to ascend then hurry under it before it comes back down. Then exit DOWN through the middle exit. 11 (none) (none) Here's that elusive piece of Debris. Grab it, then return UP the way you came. 10 Puffer Fish (none) Use the same strategy as the previous time you were on this screen, then exit DOWN through the exit on the left. 11 Shrimp (none) Ink the Shrimp when it's on the right, then ascend Sharp Edge UP through the exit on the right. 10 (none) (none) Exit UP. 9 Eel (none) Wait for the eel to go towards the top right corner before trying to make your way back to the left. 12 Clam Can. 1.06 Grab the Data Canister, then enter the SUPPLY STATION to end the sector and this zone. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VSF] \ / / \ \ / | | | | Sea Forest | | | | / \ \ Voyager / / \ / \/ \/ \ The fourth zone is the Sea Forest. It's a bit lighter and more tropical-looking than the previous areas. No more Octopi, Shrimp or Sharp Edges here, but instead you've got Lobsters and Cavern Eels to deal with. Lobsters are basically Octopi that walk along the ocean floor -- they throw rocks just the same as Octopi. Cavern Eels are like faster versions of Anemones. - - - Sea Forest, Voyager First Sector : Aside from a side-route early in the sector, the First sector of : the Sea Forest is mostly linear, though paths cross screens more : than once. Rm Fish? Items Directions 1 Eel Debris The Eel will chase you when you start to leave the room, so leave quickly. Exit RIGHT. 2 Sting Ray Debris* Skip the Debris for now and exit UP. 3 Puffer Fish (none) Hit the Puffer Fish with an ink pellet when it starts to come left through the passageway. Then exit RIGHT. 4 Eel Debris You'll need an ink pellet to get by the eel - if you hit it when it's toward the right, you may be able to get by it and out with only one pellet. Exit LEFT the way you came. 3 Puffer Fish (none) Backtrack and exit DOWN. 2 Sting Ray Debris Grab the Debris this time, then exit DOWN. 5 Lobster (none) I don't think there's any way to get by the lobster without getting hit once. You can't hit it with an ink pellet because of the terrain, and its rocks are too frequent to slide by. 6 (none) (none) Exit DOWN. 7 (none) (none) Exit UP through the right exit. 6 Cavern Eel Debris Here's your first Cavern Eel. Hit it with an ink pellet when it's out of its hole -- it enters and exits too often to slide by and back. Then exit DOWN through the right-most exit. 7 Eel Debris You'll need to hit either the Anemone and the Eel Anemone with ink pellets to slide by unharmed. Then exit RIGHT. 8 Puffer Fish Debris Hit the Puffer Fish with an ink pellet when it ascends toward the narrow part of the screen. Then exit RIGHT. 9 (none) (none) Exit DOWN. 10 Dolphin (none) Hurry through here to catch Zoom before he disappears. Then exit RIGHT. 11 (none) (none) You'll see the Supply Chamber, but there's two more pieces of Debris and the Data Canister to get, so exit LEFT through the top path. 10 (none) Can. 1.09 Grab the Data Canister, then exit UP. 9 Eel Debris You can slide by the Eels to get the debris, but Eel you'll need to hit them with ink pellets to get back out unharmed. Then exit RIGHT. 12 Sting Ray Debris Try to hit both the Sting Ray and the Lobster with Lobster ink pellets quickly so you can hurry over and back unharmed. Then backtrack LEFT the way you came. 9 Eel (none) Exit DOWN. Eel 10 (none) (none) Exit RIGHT. 11 (none) (none) Enter the SUPPLY STATION to end the Sector. - - - Sea Forest, Voyager Second Sector : The Second Sector of Sea Forest is by far the twistiest path : you've encountered yet. You could get to the Supply Chamber in : only eight screens, but you'll need to go around the various : branches to collect all the pieces. Let's get started. Rm Fish? Items Directions 1 Puffer Fish Debris Exit RIGHT. 2 Lobster (none) You can slide by this lobster without hitting it with an ink pellet if you time it properly. Grab the Debris and exit RIGHT. 3 Sting Ray Debris Try to hit the sting ray with an ink pellet when it approaches you, then slide by. Then grab the Debris and exit DOWN. 4 Puffer Fish Debris Hit the Puffer Fish with an ink pellet before attempting to grab the Debris. Then exit DOWN at full speed because... 5 Dolphin Debris Zoom will head to the bottom right, so hurry that Cavern Eel way. Then grab the Debris on the left, being careful of the Cavern Eel, and exit RIGHT through the top exit. 6 Lobster Debris Grab the Debris above the top line of rocks by Debris* rushing past the gaps after the Lobster hurls a rock -- then exit LEFT the way you came. 5 Cavern Eel (none) Exit through the RIGHT again, but through the bottom path this time. 6 Lobster Debris Hit the Lobster with some ink this time, then grab the bottom piece of Debris. The exit LEFT the way you came. 5 Cavern Eel (none) Exit UP. 4 Puffer Fish (none) Exit RIGHT this time. 7 Sting Ray Debris Shoot the Sting Ray through the little gap in the terrain in the middle when it descends. After crossing over, don't immediately go after the Debris -- wait for the Sting Ray to return to action, then hit it again to grab the Debris. Then exit RIGHT. 8 Anemone (none) Another crossroads -- take the path UP first. 9 Eel Debris These Eels are difficult to get by. Aim up and hit Eel the bottom one first, then try to hit the top one. You're safe when you're right by the debris, so after picking it up wait for an opening to exit. Then leave DOWN the way you came. 8 Anemone (none) Exit RIGHT this time, being careful of the Anemone. 10 Cavern Eel Debris Be aware of the Cavern Eel, but it's easy to slip Puffer Fish by. Hit the Puffer Fish when it ascends to get by it, though you'll probably need another one to get back out. Then exit LEFT the way you came in. 8 Anemone (none) Exit DOWN this time. 11 Eel Debris This Eel moves quickly, but in a predictable X-shaped pattern. You're safe in the bottom middle, so descend as he heads right then wait there until he passes over crossing from right to left. Exit DOWN through the left exit after you have the Debris. 12 (none) Can. 1.10 Grab the Data Canister, then exit into the SUPPLY STATION. - - - Sea Forest, Voyager Third Sector : The final sector of the Sea Forest zone is actually a bit more : straightforward than the previous one. First nine screens are a : linear path, followed by a couple short branches. Rm Fish? Items Directions 1 Cavern Eel (none) This Cavern Eel moves too fast for you to speed past it unless you get a running start. Best just hit it with an ink pellet when it's up. 2 Eel Debris Grab the Debris and exit UP. Anemone 3 Puffer Fish Debris The Puffer Fish will come around the corner -- aim up and hit it with a pellet when it does. 4 (none) (none) Exit LEFT. 5 (none) (none) Exit DOWN. 6 Sting Ray Debris This Sting Ray moves pretty fast, but you can dodge it if you're quick. Otherwise, aim down from where you start and hit it with an ink pellet. Then exit UP through the left exit. 5 Puffer Fish (none) This Puffer Fish moves everywhere you need to go. Anemone Aim up and hit it with a pellet, then be careful of the Anemone. Then exit RIGHT. 4 Eel Debris Hit the Eel when it's level with where you entered to slide by easily. Then exit RIGHT. 7 Lobster Debris* Skip the Debris for now and head UP. The Lobster's rocks won't interfere with exiting through that path. 8 Eel Debris Hit the Eel with ink when it comes over toward the left side of the screen, then grab the Debris and get out before it becomes active again. 7 Lobster Debris You can speed by this Lobster's rocks if you hurry and time it well. Start accelerating right just as a rock reaches the ceiling. Grab the Debris, then exit RIGHT at full speed because... 9 Dolphin (none) Zoom will wait for a moment before heading right, so hurry over to him. Then exit DOWN. 10 Eel Debris Grab the Debris, then exit UP the way you came. 9 (none) (none) Exit RIGHT. 11 (none) Can. 1.08 Grab the Data Canister, then enter the SUPPLY STATION to finish the Zone. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [VHH] \ / / \ \ / | | | | Hammerhead | | | | / \ \ Voyager / / \ / \/ \/ \ The last zone is the Hammerhead zone. You won't encounter any more Lobsters and Cavern Eels here, but instead you'll run into Hammerhead sharks, Squids and Fireballs. The Hammerhead sharks are very similar to the Snappers from Fossil Trench -- quick, but otherwise normal. The Squids are very similar to Octopi, except that it only shoots ink directly backwards. The Fireballs aren't fish, but rather are balls of lava that emerge from holes in the ocean floor and float to the ceiling. Let's get started. - - - Hammerhead, Voyager First Sector : The first Hammerhead sector is surprisingly straightforward. : Through the first eight screens, the path remains completely : linear, and after that there is only one branch. Rm Fish? Items Directions 1 Eel (none) Dodge the Eel and exit RIGHT. 2 Puffer Fish Debris If you're fast, you can slide by the Puffer Fish to get the Debris, but you'll probably want to ink it. Then exit DOWN. 3 Squid Debris You'll actually want to get the Debris as the Squid is heading to the right or immediately after it turns around and heads left -- otherwise it'll hit you with ink when it reaches the far left side. Then exit DOWN. 4 Eel Debris There's no way to get past the Eel without inking it. Get the Debris when the Eel is in the bottom half of the screen, then slide down there as it heads right in the bottom and ink it when it comes back left. Then exit DOWN. 5 Puffer Fish Debris The Puffer Fish will slide back and forth between Debris the two debris paths, but it's easy enough to ink it and get by. Then exit LEFT. 6 Anemone Debris Avoid the Anemones, grab the Debris, then exit DOWN. Anemone 7 Hammerhead Debris Be careful, a Hammerhead will emerge from the left here once you move into the screen. Grab the Debris then exit LEFT at full speed because... 8 Dolphin (none) Zoom will head down the bottom left path -- hurry Fireball after him, and don't worry about the Fireball for now. If you wait for the Fireball to pass, you'll miss out on Zoom anyway. After getting the oxygen (or missing it), exit LEFT through the top exit. 9 (none) (none) Exit LEFT. 10 (none) (none) Exit UP. 11 Hammerhead Debris Aim up to hit the Hammerhead, then get the Debris and exit DOWN the way you came. 10 (none) (none) Exit RIGHT. 9 (none) (none) Exit RIGHT. 8 Fireball (none) Exit LEFT through the bottom exit this time. 9 Sting Ray Debris Aim up and hit the Sting Ray right as it passes over the obstacle in the middle of the screen. Then exit LEFT. 10 Eel Can. 1.15 Hit the Eel with ink to get the Canister, then exit DOWN through the left exit. 12 (none) (none) Enter the SUPPLY STATION to finish the Sector. - - - Hammerhead, Voyager Second Sector : In the second sector of the Hammerhead zone, you'll encounter : by far the most confusing path you've yet seen. Try to follow. Rm Fish? Items Directions 1 Sting Ray (none) Exit DOWN. 2 Hammerhead Debris* Skip the Debris for now and exit DOWN through the right exit at full speed because... 3 Dolphin (none) When you enter here, Zoom will be swimming away to the right. Try to get the oxygen -- afterwards, exit UP the way you came. 2 Hammerhead Debris Now, ink the Hammerhead, grab the Debris and exit DOWN through the left exit. 3 (none) (none) You went into the other area first because otherwise Zoom would swim away when you entered here, giving you no shot of getting his oxygen. Now, exit RIGHT. 4 Anemone Debris Grab the Debris and exit RIGHT through the very Eel bottom exit. 5 (none) (none) Exit RIGHT. 6 Puffer Fish Debris Ink the Puffer Fish, then grab the Debris and exit LEFT the way you came. 5 (none) (none) Exit LEFT. 4 Anemone (none) Exit RIGHT again, this time through the middle exit. Eel 5 Anemone (none) You'll probably want to ink at least one Anemone Anemone here. Then exit RIGHT. 6 (none) Debris Grab this Debris (it's so close you might not even notice grabbing it), then exit LEFT the way you came. 5 Anemone (none) Exit LEFT. Anemone 4 Anemone (none) Exit LEFT. Eel 3 (none) (none) Exit UP. 2 Hammerhead (none) Now exit DOWN through the right exit again. 3 (none) (none) Exit RIGHT. 4 (none) (none) Exit RIGHT. 5 (none) (none) Exit RIGHT. 6 (none) Debris Grab the Debris at the far right, then exit UP. 7 (none) (none) Exit LEFT. 8 Sting Ray (none) Exit RIGHT through the middle exit. 9 Eel (none) Exit RIGHT. 10 (none) Debris This Debris is so close to the side of the screen that you might not even see it before picking it up. Exit LEFT the way you came. 9 Eel (none) Exit LEFT. 8 Sting Ray (none) Exit RIGHT through the top exit. 9 (none) (none) Exit RIGHT. 10 Hammerhead Debris You'll need to hit this Hammerhead with ink to slide by easily. Then grab the Debris and exit RIGHT. 11 Hammerhead Can. 1.14 Hit the Hammerhead as it travels up and to the right by pointing upwards, then grab the Canister. Then exit DOWN. 12 (none) (none) Exit RIGHT, slowly. 13 Puffer Fish (none) There's a Puffer Fish right in front of you as you enter. Ink it, then enter the SUPPLY STATION to end the level. - - - Hammerhead, Voyager Third Sector : In the final (or is it?) sector of the game, you'll find a : surprisingly linear path -- only one room has multiple exits. : More notably, though, you'll find a series of rather difficult : screens to close the level, with a difficult pattern of : Fireballs. You're almost done, though -- let's do it. Rm Fish? Items Directions 1 Hammerhead Debris That Hammerhead will be right in front of you when you exit. Ink it to grab the Debris and move on and exit RIGHT. 2 Sting Ray Debris You'll want to point down and ink this Sting Ray from the safety of the left side as well. Then exit UP. 3 Eel Debris Hit the Eel as it comes through the narrow passageway from left to right. You'll need to hit it again after getting the debris unless you're really quick. Then exit UP. 4 (none) (none) Exit LEFT. 5 Eel (none) Hit the Eel as it comes toward the left to get by it. Then exit UP. 6 (none) (none) Exit RIGHT. 7 Puffer Fish (none) Here's the one crossroads screen of this sector. On your first visit, exit LEFT through the lower exit. 6 Eel Debris Ink the Eel to get by and get the Debris. Then exit DOWN. 5 Anemone Debris Ink the Anemone when it stands up, then grab the Debris and exit UP the way you came. 6 Eel (none) Getting back past the Eel can be hard. Try to aim up at it as it heads to the right. Then exit RIGHT. 7 Puffer Fish (none) This time, exit DOWN, slowly. 4 Hammerhead Debris The Hammerhead isn't hard to hit when it goes to the right -- just aim down at it and grab the Debris, then exit LEFT. 5 Anemone Debris Ink the Anemone here just to be safe, then grab the Debris and exit RIGHT the way you came in. 4 Hammerhead (none) The Hammerhead's on the same level as you when you enter, so be ready to ink it, then exit UP. 7 Puffer Fish (none) The Puffer Fish might actually get in the way this time. Hit it with some ink, then exit RIGHT. 8 Fireball Debris Grab the easy Debris first. For the Fireballs, the Fireball best strategy is to situate yourself low. Right as the Fireball passes you, start heading right and ascend at the same time to give yourself a bit of extra space. Stop between each pair of Fireballs by pressing left as soon as you're past the first of them. This part can be quite hard (the next screen especially), but fortunately if you run out of your oxygen you'll start right back at the start of the Fireball section. Once you're past the Fireballs, exit RIGHT. 9 Fireball (none) Nothing here but a screen of Fireballs. Take some Fireball time to observe the patterns of each, then start to Fireball take them one by one. It can be very difficult to stop between each pair, but it's even harder to get past all three in one trip. Alternatively, you can just speed on through -- you'll lose oxygen the first time you're hit, but you'll be immune to the other Fireballs long enough to get to the next screen. Exit RIGHT. 10 Fireball (none) Very similar to screen #8 -- stop between the pair Fireball of Fireballs, then position yourself at the top of the screen and get ready to shoot some ink, then exit RIGHT. 11 Squid Can. 1.13 Shoot ink as soon as you enter this screen to disable the Squid, then grab the Canister and exit DOWN. 12 (none) (none) Enter the SUPPLY STATION to finish the sector. Congratulations, you've beaten the Voyager difficulty! ...or have you? - - - Hammerhead, Voyager Final Sector : You're not done yet. To finish the Voyager difficulty, you have : to complete one final sector. This one's short -- only five : screens, no Debris, no Data Canister. The goal is to pick up the : Substance X that's left on the bottom floor. It's easier said : than done, but fortunately you have unlimited tries -- every : time you run out of oxygen, you're returned to the beginning of : the level, which is only four screens from the Substance. The : only fish you'll encounter here is the Mutant -- it's big and : slow, but touching it even once will dissipate all your oxygen. : Be careful. Rm Fish? Items Directions 1 (none) (none) Exit UP. 2 (none) (none) Exit RIGHT. 3 (none) (none) Exit DOWN, slowly. 4 Mutant (none) Finally, something happens. There are two Mutants Mutant here that move in a set pattern. To descend, slide through the middle when the Mutant on the right moves to the right wall. Exit DOWN to the next screen slowly. 5 Mutant Subst. X This screen is understandably the hardest screen in Mutant the game. The Substance X fires out red bullets up Substance X that will deplete all your oxygen, as well as turn the nearby Puffer Fish into Mutants. The bullets are sent on a set pattern, transforming the Puffer Fish immediately every time you enter this screen. To get the Substance X, wait for the first volley of bullets to be fired, then slide down around the right when the Mutants have moved left. Go across the ocean floor and run into the Substance X to collect it, then immediately ascend up and to the right. Slow down as you reach the top to avoid hitting the Mutant on the next screen. Exit UP. 4 Mutant (none) Ascend through this area the same way you descended Mutant -- wait for the horizontal-moving Mutant to move right, then ascend up the middle. Exit UP. 3 (none) (none) As soon as you enter this screen, you're done. Your submarine will somehow transform into helicopter and fly away. That would've been a great feature to know about sooner. Anyway, congratulations, you've completed the Voyager difficulty! Unfortunately, if you save your game disappears. Not that there was anything to go back and do anyway. The in-game text encourages you to start playing again on Expert mode -- if you choose to do that, read on! \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [EXP] \ / / \ \ / | | | | Expert Walkthrough | | | | / \ \ / / \ / \/ \/ \ In the Expert difficulty level of the game, the game gets a decent amount tougher. The zones are the same but the sectors themselves are different and more complicated. Many of the fish have gotten harder to avoid -- Anemones grow and retract faster, Blue Fish shoot tiny bullet-like dots at you, and most fish move quicker and less predictably than before. Many more fish in the Expert difficulty also respond to the location of your submarine, making them even harder to get past. The most obvious change, though, is a change in the problems that you are presented. Most of the problem types remain the same, but there are some very substantial differences. Many more problems will ask for unit conversions than before, something you'll have to be sure to watch out for. The problems are often tougher as well, requiring you to calculate the size of a triangle or the percentage of an area that's filled. And almost all problems will be presented in decimals or percentages, not in fractions. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [EDR] \ / / \ \ / | | | | Dragon Reef | | | | / \ \ Expert / / \ / \/ \/ \ Dragon Reef is mostly how you remember it -- Clams, Eels, Sting Rays, Anemones, Puffer Fish and Blue Fish. The Blue Fish will fire tiny bullets at you now, though, so be careful. - - - Dragon Reef, Expert First Sector : Despite being on Expert now, the first sector is linear. There : is one large room towards the end that spans four screens, but : you'll still only be visiting each screen once in this sector. Rm Fish? Items Directions 1 Clam (none) Exit RIGHT. 2 Blue Fish Debris Be careful -- the Blue Fish shoots pellets at you now. Ink it when you can to get by and get the Debris, then exit DOWN. 3 Eel Can. 2.02 This Eel moves differently based on where you are. Move to the right to lure him right, then aim down and ink him. Then grab the Canister and exit DOWN. 4 Puffer Fish Debris Ink the Puffer Fish when you can to get by, then grab the Debris and exit DOWN. 5 (none) (none) Exit DOWN. 6 Sting Ray Debris Grab the Debris, dodge that Sting Ray and exit RIGHT. 7 Blue Fish Debris Here you'll find the beginning of that big room I Anemone mentioned. The Blue Fish will face away from you as Anemone you enter, so ink it, grab the Debris and start by exiting UP. 8 Puffer Fish Debris Grab the Debris and exit RIGHT. 9 Blue Fish Debris Avoid the Blue Fish's pellets, grab the Debris and exit DOWN. 10 (none) (none) Exit DOWN. 11 Anemone Debris You can pass over the Anemone when it's tall, but it's safer just to ink it. Grab the Debris and exit RIGHT. 12 (none) (none) Enter the SUPPLY STATION to complete the first sector. - - - Dragon Reef, Expert Second Sector : This sector is a bit strange. Practically speaking, it's really : two huge rooms -- one spanning four screens, one spanning six. : It shouldn't be too hard to navigate, but there is definitely a : surprise or two. Rm Fish? Items Directions 1 Sharp Edge (none) Yes, four Sharp Edges in the first room. Be careful Sharp Edge and move past them slowly, then exit to the RIGHT. Sharp Edge Sharp Edge 2 Jellyfish Debris The Eel will charge right at you when you get the Eel Debris in the top left, so disable it before you get it. Then exit DOWN. 3 Puffer Fish Debris Disable the Puffer Fish and Anemone to get the Anemone Debris in the bottom left, then exit RIGHT. 4 (none) Debris Exit UP, but towards the far right of the screen and at full speed because... 5 Dolphin (none) Zoom will swim from left to right, so ascend quickly to the top to try to intercept him before he escapes to the right. Then exit RIGHT, slowly. 6 Blue Fish Debris Blue Fish? I don't see any Blue Fish. That's Blue Fish because they'll bull rush you as soon as you cross Blue Fish halfway through the screen. To avoid them, creep along the bottom of the floor - they'll swim in too high to hurt you there, and you can grab the Debris. Then exit RIGHT. 7 Puffer Fish (none) This room is huge -- six screens, two rows and three columns. Start by exiting DOWN. 8 Blue Fish Debris Aim down at the Blue Fish from the left to disable it and grab the Debris -- then exit RIGHT. 9 Eel Can. 2.07 Grab the Data Canister, then exit UP. Anemone 10 Puffer Fish (none) Nothing here. Exit RIGHT. 11 Puffer Fish Debris Grab the Debris, then exit DOWN. 12 (none) (none) Enter the SUPPLY STATION to complete the sector. - - - Dragon Reef, Expert Third Sector : Honeymoon's over -- the third sector of Dragon Reef is one of, : the most non-linear path you've encountered in Voyager or : Expert. There's one lone side path you must take, followed by : another rather confusing off-shoot of the main path. Let's get : started. Rm Fish? Items Directions 1 Eel (none) The Eel's at the perfect level for ink when you enter the sector. Then exit RIGHT. 2 Puffer Fish (none) When you enter from the left, the Puffer Fish won't move from in front of this path. You'll have to ink it. Then exit RIGHT through the top path. 3 Blue Fish Debris Ink the Blue Fish as soon as you enter, then grab the Debris and exit UP. 4 Puffer Fish Debris Two easy pieces of Debris here, then ink the Puffer Debris Fish and exit RIGHT. 5 (none) (none) Exit RIGHT. 6 Eel Debris Disable the eel to get the debris - there's no other way around it. Then exit LEFT the same way you came in. 5 (none) (none) Exit LEFT. 4 Puffer Fish (none) Exit DOWN. 3 Blue Fish (none) Exit LEFT, inking the Blue Fish to get by. 2 Puffer Fish (none) The Puffer Fish will be moving now, but you'll still probably need to ink it. Exit RIGHT, through the bottom path this time. 3 Anemone (none) Dodge the Anemone and exit UP. 4 (none) (none) Exit RIGHT. 5 Sting Ray (none) Avoid the Sting Ray, being careful of its white shots, and exit RIGHT at full speed because... 6 Dolphin Debris Zoom travels down and to the right -- hurry that way to catch it before worrying about the Debris. Then exit DOWN. 7 Eel (none) Here you'll see three downward paths and an Eel. Start by going DOWN the path on the far right. 8 Blue Fish Debris Going down the path on the right puts you behind this Blue Fish, so ink it if you so desire to get by and get the Debris. Then exit UP the way you came to avoid the Eel in screen #7 -- don't bother heading left in this room as there's nothing there. 7 Eel (none) This time, take the left path DOWN. 8 (none) (none) Exit LEFT. 9 (none) Debris Grab the easy Debris, then exit DOWN. 10 (none) Debris Being careful of the Anemones, grab the Debris and Can 2.04 the Data Canister. Then exit RIGHT. 11 Sting Ray Debris You can actually slide by this Sting Ray fairly easily after grabbing the Debris. Then exit RIGHT. 12 (none) (none) Enter the SUPPLY STATION to complete the sector and zone. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [EFT] \ / / \ \ / | | | | Fossil Trench | | | | / \ \ Expert / / \ / \/ \/ \ Welcome back to Fossil Trench. Something's changed since the last time you were here, though: currents have been added to this zone. Essentially a current is a place where the water flow moves against your submarine, making it harder to move. In these places, here's what you have to note: if you move into a current at full speed (moving against it), your submarine will move slower, but it will move. However, if you stop while in the current, you won't be able to go against it any further -- you'll be pushed back to the start of the current. So, when you need to go against a current, get up to full speed then charge into it. Currents can span multiple screens, so a current can push you out of one screen and into another. Now that you now how these currents work, let's get started. Remember, you're in Fossil Trench now, so you'll be up against Snappers and Lanternfish. - - - Fossil Trench, Expert First Sector : The first sector of Fossil Trench is the most confusing path : you've yet come across. It has side paths, spiraling paths, : circular paths and currents to resist your motion. Fortunately, : you've got me to help. Woo! Let's get started. Rm Fish? Items Directions 1 Eel (none) The Eel's right in front of you when you get started, so ink it right away, then exit DOWN. 2 Snapper Debris You can hit the Snapper with some ink by aiming down, then get the Debris with ease. Then exit DOWN. 3 Eel Debris You'll want to aim down at the Eel like you did with Anemone the Snapper. Then grab the Debris and exit DOWN. 4 Puffer Fish (none) You're going to want to exit DOWN through the left exit. Note the currents here. The current means that your submarine is pushed upward. You need to get a head start by starting high and building speed before you hit the current. In this case, you also need to align your submarine toward the right side so that you can get the Debris in the screen below. If you hit an obstacle and stop, you won't be able to descend any further. If this happens, return to the top and start again. This will take a few tries, but fortunately there are no fish threatening you in this pathway. 5 (none) Debris As said above, note the currents. You need to align yourself with where the Debris is when you're on the above screen before descending, then descend with plenty of speed. Try again if you mess up, then exit UP the way you came in. 4 Puffer Fish (none) Exit DOWN through the right exit this time. 5 (none) (none) Those eyes looking at you aren't a threat, though they're pretty creepy. Exit RIGHT. 6 Eel Debris The Eel will come straight for you when you approach that side of the screen, so approach slowly then ink it as soon as it starts to approach to get the Debris. Both exits in this room lead to the same screen, but you want to exit DOWN through the one on the right. 7 Lanternfish Debris You entered this room on the right to give yourself an easy shot at this Lanternfish. Aim down and ink it from behind, then grab the Debris and exit DOWN. 8 Sting Ray Debris Ink the Sting Ray and grab the Debris, then take note of this room. It's the beginning of a rather confusing part of the sector. Start by exiting DOWN through the left exit. 9 (none) Debris Note the current here will drag you through to the next screen, giving you the Debris on the way. It's not a big deal, but it means that you need to watch out for... (exit RIGHT, by the way -- as if you had any choice). 10 Clam (none) ...the Clam on this screen. Fire some ink as soon as you enter this screen, then exit UP. 11 Snapper (none) When you enter, you'll notice the bottom exit is divided into three sections by spikes. Avoid the Snapper and exit DOWN through the middle one of these gaps. 10 (none) (none) Exit LEFT. 9 (none) Debris Grab the Debris, then exit RIGHT the way you came. 10 (none) (none) Exit UP. 11 Snapper (none) You're back in that room with the three openings. Exit DOWN again, this time through the left opening. 10 (none) (none) Exit LEFT. 9 (none) Debris Grab the Debris and exit UP. 8 Sting Ray (none) Remember this room? You should. Avoid the Sting Ray's shots and exit RIGHT this time. 11 Snapper (none) You're back here again. Exit RIGHT this time. Don't worry, you're finally done with this. 12 Eel Can. 2.01 Aim down and ink the Eel, then grab the Data Canister and enter the SUPPLY STATION to complete the sector. - - - Fossil Trench, Expert Second Sector : Compared to last sector, this sector's a breeze as far as the : path goes. There's one long side path, but other than that : it's a straight shot through the sector and to the SUPPLY : STATION. Rm Fish? Items Directions 1 Anemone Debris Grab the Debris and exit DOWN. 2 Eel Debris These three Eels will swim horizontally when you get Eel near. Start up high, then descend quickly past them Eel in the very center -- you can get by all of them if you're traveling at full speed. They won't come back out when you ascend, so ascend and exit RIGHT. 3 Sting Ray Debris Aim down at the Sting Ray and anticipate its movement to the left to disable it. Then, exit DOWN towards the right of the bottom border because... 4 Dolphin Debris ...Zoom the Dolphin is here and swims at the top Puffer Fish right. Move into him to grab the oxygen. The Puffer Fish will come right at you when you go for the Debris. Inch close to it to get it to move, then grab the Debris when it retreats. Then exit DOWN. 5 Snapper Debris Be ready! As soon as you grab the Debris, an Eel Eel comes from the top and goes straight into you where the Debris was. Grab the Debris while facing right, then immediately ascend and fire ink to try to stop it. Then exit DOWN. 6 Snapper Debris Get past the two Snappers first, then move to the right to get the Debris. Then exit DOWN. 7 Puffer Fish Debris Grab the Debris when the Puffer Fish moves away, then exit LEFT down the side path. 8 (none) (none) Exit DOWN. 9 (none) (none) Exit DOWN. 10 Sting Ray (none) This Sting Ray fires its shots on a regular pattern. Wait for the two quick shots then descend, then you can fire up at the Sting Ray safely and pass. Exit UP through the left exit. 9 Eel Debris You can ascend quickly past the Eel when it's to the left, but you'll need to ink it to descend and get the Debris. You can also shoot upwards at the Eel from below to get the Debris, then exit UP. 8 Puffer Fish Debris The Puffer Fish will swim right at you when you get the Debris. Be ready to turn around and fire ink at it. Then exit DOWN the way you came in. 9 Eel (none) You can descend past the eel again when it's at the left. Then exit DOWN. 10 (none) (none) Exit UP through the right exit. 9 (none) (none) Exit UP. 8 (none) (none) Exit RIGHT. 7 Puffer Fish (none) Exit DOWN. 11 Lanternfish Can. 2.13 Fire down at the Lanternfish from above the Canister when it comes left. Then, grab the Canister and head down. Exit DOWN. 12 Sting Ray Debris Grab the Debris, ink the Sting Ray and enter the SUPPLY STATION to end the sector. - - - Fossil Trench, Expert Third Sector : The third sector of Fossil Trench is also surprisingly easy. : Not only does the path feature only one necessary side path, it : rarely even shows multiple paths on a screen. There's 12 : screens, and you'll only need to pass through two more than : once. Let's get started. Rm Fish? Items Directions 1 Lanternfish Debris You'll have to hit the Lanternfish with ink to get past it and get the Debris. Hit it when it's near the right to be able to get in and out on one ink pellet. Then exit UP. 2 Sting Ray (none) It's extremely difficult to get past both these Sting Ray Sting Rays without getting hit. Try to ink both from below, but you might be better off taking the hit and just making sure to hurry out and avoid getting hit twice. Then exit RIGHT. 3 Lanternfish Debris The Lanternfish moves predictably between the two Debris Debris paths. Enter one when it's in the other, then be ready to turn around and ink it to get out and get the other Debris. Then exit DOWN. 4 Snapper Debris This Snapper moves on an odd but predictable pattern. Get the Debris when it's to the right, then descend and exit DOWN. 5 Snapper (none) You can't hit these Snappers with ink pellets due to the angles, and you can't descend past both these in one trip. Descend past the top one and stop in the middle, then descend past the bottom one. Be careful, though, as the top one will occasionally enter that center area. It's best to wait until right after it does so to give yourself time. Then exit DOWN. 6 Lanternfish Debris Grab the Debris, aiming down at the Lanternfish if you need to. Then exit RIGHT. 7 Lanternfish (none) Ink the Lanternfish as you enter -- otherwise it'll follow you around and catch up to you. Then exit DOWN. 8 Snapper (none) The only crossroads of the sector. Avoid the Snapper and start by exiting to the RIGHT. 9 (none) Debris Grab the Debris and exit DOWN. 10 Snapper Debris This Snapper won't attack you if you descend and face it, but it will follow you if you try to pass it without inking it. So, ink it before getting the Debris. Then exit UP the way you came into the screen. 9 (none) (none) Exit RIGHT. 8 Snapper (none) Exit DOWN this time, being careful of the Snapper's swimming pattern. 11 Lanternfish Can. 2.03 Aim down to hit the Lanternfish if you care to, then grab the Data Canister and exit DOWN, past the creepy eyes. 12 (none) Debris Grab the final unguarded piece of Debris from the ocean floor, then head right into the SUPPLY STATION to complete this sector and finish off the Fossil Trench zone. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [ELR] \ / / \ \ / | | | | Limestone Ridge | | | | / \ \ Expert / / \ / \/ \/ \ Back to Limestone Ridge. In case you've forgotten, the new threats here are Octopi, Shrimp and those pesky Sharp Edges. You're almost halfway done! - - - Limestone Ridge, Expert First Sector : The first Limestone Ridge sector is similar to the last Fossil : Trench sector -- a mostly linear path with one side path. Take : the correct path at the one crossroad and it'll be smooth : sailing. Let's go. Rm Fish? Items Directions 1 Puffer Fish (none) Be careful of that in-your-face Puffer Fish as you start the level, then exit to the RIGHT. 2 Octopus (none) Here's the crossroads I mentioned. Head DOWN -- the Anemone Octopus and Anemone won't be in your way for this path. 3 Puffer Fish Debris The Puffer Fish won't move from the right so you can Sharp Edge get the Debris, so hit it with some ink to get by. Then exit DOWN. 4 Shrimp (none) It's extremely difficult, if not impossible, to get past the shrimp without inking it. It's easy to hit, though, just wait until it heads right. Then exit UP through the right path. 3 (none) Debris Grab this Debris, then exit DOWN the same way you came in. 4 Shrimp (none) Ink that Shrimp again to get by, then exit UP through the left exit. 3 Puffer Fish (none) The Puffer Fish will move differently when you enter from below, but it's still easy to get past it. Exit UP. 2 Octopus (none) Back at the crossroads, you want the RIGHT path. Hit Anemone the Anemone with some ink -- it should be easy enough to avoid the Octopus's rocks with the Anemone disabled. 5 Sting Ray Debris Anticipate the Sting Ray ascending and time an ink Sharp Edge shot to hit it, then grab the Debris carefully to avoid the Sharp Edge. After this, exit over to the RIGHT. 6 Clam Debris You'll have to hit the Clam with ink to get by Sharp Edge safely because of the Sharp Edge above it. It's easy to hit though. Grab the Debris then exit to the RIGHT. 7 Shrimp Debris Disable the Shrimp to allow yourself to crawl along Sting Ray the bottom, then try to aim up at the Sting Ray to Sharp Edge disable it too. Hurry by and grab the Debris, then try to escape before they come back to action -- if you can't, use more ink. Exit DOWN. 8 Octopus Debris The Octopus fires directly at the Debris, so disable Sharp Edge it with ink before going for it. Then exit DOWN at full speed towards the right side of the screen because... 9 Dolphin (none) Zoom swims from the left to the right. Just descend as fast as possible as you enter and you should catch him. Then exit DOWN. 10 Eel Debris The Eels move in a set pattern with one following Eel the other one fairly closely. Once the second one passes the Debris, descend quickly and grab it, then wait for them to pass again before ascending and escaping the room. Exit LEFT. 11 Puffer Fish Can. 2.05 Disable the Puffer Fish to get the Data Canister -- it's difficult to otherwise. Then exit UP. 12 Eel Debris Ink the Eel from below to get that last piece of Debris, then enter the SUPPLY STATION to complete the sector. - - - Limestone Ridge, Expert Second Sector : The second sector of Limestone Ridge is characterized mostly by : some pretty interesting individual screens. There's an : interesting loop in the level and a small side path at the end, : but it's the difficult individual screens that you'll most : remember. Let's roll. Rm Fish? Items Directions 1 (none) (none) Exit DOWN when you enter here, toward the left side of the gap. Just an advanced word: if you miss either of the next two pieces of Debris (they're easy to miss), keep going -- you'll get the chance to come back around and try again. 2 (none) Debris There's a strong current in this room that will initially pull you down, then pull you to the right as you get near the Debris. Hold down Down and Left as you descend to pull yourself into the Debris, then let the current carry you RIGHT. 3 Anemone (none) The current will pull you through this room, but you can slow or speed up the process by holding down Left or Right. Try to avoid the Anemones by doing this, then exit RIGHT (as if you had a choice). 4 Sharp Edge Debris In this room, the currents will drag you to the right, then push you up. The Debris's in the bottom right, though, so you need to push right and try to wedge yourself under the ceiling to the right, then dive to get the Debris. It's tough to avoid the Sharp Edge, but do your best. Then ascend, position yourself toward the right of the gap, and exit UP at full speed because... 5 Dolphin (none) Zoom the Dolphin is here, swimming to the right. It's really hard to catch him, but do your best. Then exit to the LEFT, unless you've gone through the currents more than once and have already gotten the Debris in room #6, in which case go ahead and exit right. 6 Eel Debris Move to the left, then quickly descend into the Debris as soon as the second Eel passes by, and then ascend quickly to get out of their way. Now, if you already got the two pieces of Debris in the current rooms (rooms #2 and #4), exit RIGHT the way you came. If you missed one, though, exit left -- you'll be back in room #1, so start reading from the beginning again. 5 (none) (none) Exit RIGHT. 7 Puffer Fish Debris This Puffer Fish moves back and forth on the exact path you need to follow. Ink it from across the room, then pass right by the ceiling after the Anemone retracts and get the Debris. Turn around and be ready to ink the Puffer Fish again after getting the Debris, then exit DOWN. 8 Eel Debris These two Eels move around the central piece in a Eel circle -- the key is to follow one of them when it passes heading to the right over the top, then grab the Debris when you pass it. Be careful, though -- the terrain might hold you up. Grab the Debris and exit DOWN. 9 Sting Ray Debris These Sting Rays move on a set pattern. Once you Sting Ray get down to the Debris you're safe, so time your Sting Ray descent carefully. Move down just as the top Sting Ray gets out of your way. To escape the room safely, you need to follow the bottom Sting Ray to the right until you're past the middle Sting Ray, then move up to avoid the bottom Sting Ray's return and escape the room. It's usually easier to just take a hit and hurry out, though. Exit RIGHT. 10 Octopus Debris This Octopus is easy -- pass through the two Sharp Sharp Edge Edges toward the lower right side of the room, then Sharp Edge ascend and ink it when it swims left. Grab the Debris, then exit UP. 11 Puffer Fish (none) Ink the Puffer Fish, then exit RIGHT through the Sharp Edge top path the first time and be prepared to fire some ink. 12 Shrimp Can. 2.09 Ink the Shrimp as soon as you enter, then grab the Data Canister. Once you're done with the puzzle, quickly exit -- you can probably get in and out on one ink, but it's tempting to hesitate after the puzzle. Exit LEFT the way you came in. 11 Puffer Fish (none) Ink the Puffer Fish from behind, then exit RIGHT Sharp Edge through the lower exit. 12 Sharp Edge (none) Dodge the Sharp Edge, then enter the SUPPLY STATION to end the sector. - - - Limestone Ridge, Expert Third Sector : For such a late area, this is an extremely linear route. There : are a few places where you can choose to go a couple different : ways, but only once are you required to go one way and then back : track. However, this sector is filled with fish that react based : on what you do, so be careful. Let's get started. Rm Fish? Items Directions 1 Puffer Fish (none) The Puffer Fish will follow you as soon as you pass Sharp Edge the Sharp Edge, so hurry out and exit RIGHT. 2 Anemone Debris You'll almost certainly need to ink the Clam from Clam across the room, and inking the Anemone will make Sharp Edge the room even easier. Grab the Debris and exit UP. 3 Eel Debris That Eel will come straight at you when you cross the middle of the room, but if you speed straight across you can dodge it. Then wait for it to move back and exit UP. 4 Sharp Edge Debris Grab the easy Debris and exit UP. 5 Sting Ray Debris Aim up and ink this Sting Ray -- it's extremely annoying if you don't, as it will shoot frequently and even follow you depending on where you go. Exit RIGHT after grabbing the Debris. 6 Puffer Fish Debris That Puffer Fish will come at you, so wait until it does, ink it and grab the Debris. Exit DOWN. 7 Octopus (none) This room would be pretty annoying if you had to Sharp Edge deal with it. Fortunately, you're exiting RIGHT, so don't worry about the Octopus. 8 Sting Ray (none) The Sting Ray will rise and shoot across the room as soon as you pass it, so hurry. Exit DOWN for now. 9 Shrimp Debris Go down to the ocean floor to ink the Shrimp and get Sharp Edge Debris the Debris to the left, then cross and carefully Sharp Edge slide by the Sharp Edges to get the Debris on the right. Exit UP the way you came in. 8 Sting Ray (none) That Sting Ray will still be firing across the room, so time your ascent carefully - you can slide past it if you ascend right after a shot passes. Exit RIGHT. 10 Anemone (none) There's a fork here, but you only need to take one Anemone path. Make it the bottom one, exiting out to the Sharp Edge RIGHT while keeping your submarine near the floor. 11 Sharp Edge Debris The current here will pull you to the right, Eel Can. 2.14 straight into the Debris. Stay low to avoid the Sharp Edge. After getting past the current, come back and get the Data Canister. 12 (none) (none) Enter the SUPPLY STATION to complete the sector and finish the Limestone Ridge zone. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [ESF] \ / / \ \ / | | | | Sea Forest | | | | / \ \ Expert / / \ / \/ \/ \ Two zones to go -- you're back in the Sea Forest zone now, which means Lobsters and Cavern Eels are your enemies for the day. - - - Sea Forest, Expert First Sector : The game's going to start getting much more difficult here. The : path isn't confusing, but the individual rooms can be extremely : tricky. Plus, the problems you'll be facing are getting harder, : especially the combination locks at the end of each of the : sectors. Let's roll. Rm Fish? Items Directions 1 Eel (none) A crossroads right out of the gate. The Eel here moves in an X-shape -- you want to exit UP, so wait for the Eel to cross from the top left to the bottom right. 2 Puffer Fish Debris The Puffer Fish won't move until you ascend and head right, so instead ascend and ink it, then head right to grab the Debris. You want to exit UP through the left opening, so after grabbing the Debris, ascend and pass by the inked Puffer Fish (or ink it again if necessary). 3 Sting Ray Debris The Sting Ray shoots right, which is why you entered to the left. Position yourself above the column on the left, then aim down and ink it to get the Debris -- then exit DOWN through either path. 2 Puffer Fish (none) Both paths downward are a bit tricky. If you exited through the left one, the Puffer Fish won't move -- there's only a small place where you can aim down and ink it without touching it, so move slowly. If you chose the right side, move down, then wait for the Puffer Fish to move back to the left and ink it. Exit DOWN. 1 Eel (none) Exit RIGHT this time. 4 Lobster (none) There's a Lobster half-hidden at the bottom of the screen. It'll emerge from its hole when you move right. You can either hurry by and hope to avoid its rocks, or you can move slowly, lure it out, watch the pattern of the rock-throwing and then time your passage carefully. Either way, exit RIGHT. 5 Eel Debris The Eel follows the path you need to take, so ink it Cavern Eel when it's in a good spot to slide by. Be careful of the Cavern Eel, it moves quickly. You can't waste time by the Debris either -- there isn't room for you and the Eel, so get it and quickly exit. Leave LEFT the way you came in. 4 Lobster (none) You can see the Lobster's rock-throwing pattern now, so time your exit carefully. Leave to the LEFT. 1 Eel (none) Exit DOWN this time, which is most easily done when the Eel has just crossed from the bottom-left to the top-right. 6 Sting Ray Debris Watch the Sting Ray's shots, then time your descent carefully to get the Debris. You'll need to ascend back to the top of the room, then time another descent past the Sting Ray to exit. Exit the room DOWN. 7 Eel Debris These Eels move way too fast. There's multiple strategies to get by them: you can wait in the top left, time your descent carefully and go as soon as they pass; or, you can aim down and ink them until they're closer together and easier to pass. Personally, I just let them hit me and hurry out. Exit DOWN. 8 (none) (none) Exit RIGHT, moving at full speed because... 9 Dolphin (none) Zoom is here, traveling to the right. Travel at full speed across the path and descend to avoid that pointy part in the middle to get to him. Then exit LEFT through the lower exit. 8 Anemone Debris Just an easy Anemone here -- ink it to be safe, then get the Debris. Exit RIGHT the way you came in. 9 (none) (none) Exit RIGHT. 10 Anemone (none) You'll see the Supply Station, but you're not done. Exit UP. 11 Eel (none) Move to the top right of the room to aim across and Clam hit both the Eel and the Clam with ink. Then exit LEFT. 12 Sting Ray Can. 2.06 Pass over the Sting Ray as soon as it descends to get the Data Canister, then ink it to get back out. Exit RIGHT the way you came in. 11 Eel (none) Ink the Clam and Eel again to get by and then exit DOWN. 10 Anemone (none) Enter the SUPPLY STATION to finish this sector. - - - Sea Forest, Expert Second Sector : Compared to the last couple sectors, this one's a breeze. The : path is completely linear and the tricky rooms aren't that : tricky. Let's get going. Rm Fish? Items Directions 1 Lobster Debris The Lobster's easy to ink. Grab the Debris and exit RIGHT. 2 Sting Ray (none) The Sting Ray follows an X-pattern. Descend when it crosses from bottom-left to top-right, then exit DOWN. 3 Puffer Fish Debris You need to ink the Cavern Eel to get by, but with Cavern Eel how fast it moves that can be hard. Ink the Puffer Fish to give yourself some time, then grab it and exit RIGHT. 4 Eel Debris As soon as you grab that Debris, two Eels appear. Eel One charges right into your little alcove, but won't touch you. Let it ascend, then ascend and exit UP. 5 Sting Ray (none) Another Sting Ray following an X-pattern. Ascend and exit UP when it moves from bottom-right to top-left. 6 Puffer Fish Debris Grab the Debris and exit RIGHT, avoiding the Puffer Fish. 7 Cavern Eel (none) You must ink both Cavern Eels to get by. They move Cavern Eel fast, so anticipate their movement. Then exit RIGHT towards the top of the screen at full speed because... 8 Dolphin (none) Zoom is traveling to the right. If you move through at full speed, you'll catch him. Then exit DOWN. 9 Sting Ray Debris Avoid the Sting Ray, grab the Debris and exit to the RIGHT. 10 Clam Can. 2.15 Ink the Clam to get the Data Canister, then exit UP. 11 Puffer Fish Debris Aim up to ink the Puffer Fish, then grab the Debris and exit DOWN the way you came in. 10 Clam (none) Exit RIGHT. 12 (none) (none) Enter the SUPPLY STATION to complete the sector. Wasn't that easy? - - - Sea Forest, Expert Third Sector : This sector is annoying. Not hard, just annoying. The path is : mostly linear with one early side path, but many of the : individual rooms can be challenging. Let's go. Rm Fish? Items Directions 1 Sting Ray (none) Move close to where the Sting Ray is, then fire ink at point-black range. Exit RIGHT. 2 Eel Debris Sharp Edges? Here? Yep, they're here too. Grab the Sharp Edge Debris when the Eel heads right, then squeeze Sharp Edge through after it comes back left and descends. Exit RIGHT. 3 Lobster (none) When you first enter, this Lobster's easy to ink. Then exit UP. 4 Puffer Fish Debris Wait for the Puffer Fish to move back up and head left before ascending, then grab the Debris when it descends. Then exit UP. 5 Sting Ray Debris The Sting Ray moves right up to the Debris and shoots at it. Your best bet is to go get it after the Sting Ray retreats, then turn around and be ready to ink it. Then exit RIGHT -- through the top exit if you're running low on ink, bottom otherwise. 6 Eel Debris There's an Eel in the bottom path. If you come through the top path, you won't need to ink it -- but the bottom path is shorter. Either way, get the Debris and exit LEFT. 5 Sting Ray (none) Exit DOWN. 4 Puffer Fish (none) Descend when the Puffer Fish is to the right. Then exit DOWN. 3 Lobster (none) The Lobster's more of a threat this time. Watch out for the rock it throws to the right, then exit RIGHT. 7 Eel Debris This Eel moves slowly and predictably, thankfully. Cavern Eel Move to the right and descend into the Debris when the Eel is to the left. There's just enough room to grab it without the Cavern Eel being a threat if you turn your submarine to partially face the screen. Then exit DOWN. 8 Eel (none) The Eel has to be inked to get through. Then exit LEFT at full speed because... 9 Dolphin (none) Here's Zoom the Dolphin again, always swimming away from you. Some help he is. Grab his oxygen and exit LEFT. 10 Clam Debris Ink both the Clam and the Eel to get the Debris, Eel then exit DOWN at full speed and hold it when you reach the next screen. 11 Puffer Fish Debris There's a piece of Debris directly below the entrance, but a current pulls you right. Try to descend into it before getting pulled, then do your best to avoid the Puffer Fish and the Cavern Eel and exit RIGHT. 12 (none) Can. 2.08 If you didn't get the Debris on the previous screen, move toward the Supply Station and speed backwards to get enough speed to try it again. Otherwise, grab the Data Canister and enter the SUPPLY STATION to complete this zone. Only one zone to go! \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [EHH] \ / / \ \ / | | | | Hammerhead | | | | / \ \ Expert / / \ / \/ \/ \ - - - Hammerhead, Expert First Sector : When it comes to confusing sectors, this one takes the cake. : There's no straight path at all, and there's a lot of paths that : just don't go anywhere. It's not actually as bad as it sounds : once you step back and realize what's going on, but while you're : playing it's extremely confusing. Try to follow closely. Rm Fish? Items Directions 1 Puffer Fish Debris It starts out simply enough -- this Puffer Fish will come up to the Debris, so wait for it to go up and come back before trying to get it. Try to save your ink pellets, you're going to need them. 2 Anemone (none) Head UP the first time you come in here. 3 Eel? Debris Ink the fish (that I can't recall the actual identity of) and grab the Debris, then exit RIGHT. 4 Eel Debris Grab the Debris when the Eel heads right, then be ready to ink it when it comes back left. Then exit LEFT the way you came in. 3 Eel? (none) Exit DOWN. 2 Anemone (none) Take the bottom RIGHT path (the top right one has a current coming out of it anyway). 5 (none) (none) Exit DOWN. 6 Eel (none) You can get past this Eel by descending as soon as it moves through the wall to the right, and hurrying through. Then exit RIGHT. 7 Sting Ray Debris* Ignore the Debris for now, and take the middle path Puffer Fish to the LEFT. 6 Eel (none) When the Eel is in the bottom right part of the room, exit UP. 5 Eel Debris Wait in the bottom left corner of this room and be ready to aim up and ink the Eel when it goes for the Debris. Then exit DOWN the way you came in. 6 Eel (none) Exit RIGHT. 7 Sting Ray Debris Ink the Puffer Fish from across the room, then pass under the Sting Ray (it won't come that low) to get the Debris. Pass back under it and carefully ascend behind it to exit LEFT through the top exit, which has a current. 6 (none) (none) Exit UP. Not that the current will let you choose. 5 (none) (none) Exit RIGHT. 8 Sting Ray Debris The Sting Ray shoots down at where you enter, so wait for it to ascend then move to the middle of the room. Ink it as it passes, then grab the Debris and ink the Puffer Fish to exit LEFT through the top exit. 5 (none) (none) Take the somewhat-hidden TOP exit before hitting the current. 4 (none) (none) Look familiar? Exit RIGHT. 9 Hammerhead (none) Aim up from the bottom left to ink the Hammerhead. Then exit RIGHT. 10 Fireball Debris This can be difficult. Ink the Puffer Fish from the Puffer Fish other side of the Fireballs, then time your passage by the Fireballs carefully and grab the Debris. Fortunately, if you run out of oxygen from here on out but have an extra tank, this is the room you'll start in -- so if you have enough oxygen, just take the hit and grab the Debris, then exit RIGHT. 11 Eel Debris There's no good way to get by these Eels without Eel getting hit -- it can be done, but your best bet is probably just making sure to only take one hit as you get in and out. Then exit RIGHT. 12 (none) Can. 2.11 Free at last, free at last. Grab the Data Canister, enter the SUPPLY STATION and breathe a sigh of relief. Only three more to go. - - - Hammerhead, Expert Second Sector : Compared to last sector, this sector's a piece of cake. There : are a couple side paths to worry about, but they're fairly : straightforward and the individual rooms aren't nearly as : difficult. Let's roll Rm Fish? Items Directions 1 Puffer Fish Debris The Puffer Fish will get in your way -- ink it when it's near the top of the screen to get the Debris. Then exit DOWN. 2 Hammerhead Debris The Hammerhead follows a predictable W-pattern. Move down and grab the Debris when it's to the right, then ascend again and pass to its right when it's to the left. Exit DOWN through the right exit. 3 (none) (none) Exit RIGHT. 4 Eel Debris Ink the Eel when it comes near, then grab the Debris and exit LEFT the way you came in. 3 (none) (none) Exit UP. 2 Hammerhead (none) Wait for the Hammerhead to move to the left, then ascend toward the top entrance to the room. Then, wait for it to move right and descend DOWN through the left exit. 3 Sting Ray Debris That Sting Ray seems predictable and easy to avoid, but it follows you to the Debris. The best plan is to approach the Debris, then turn around when you pass below it and prepare to ink the Sting Ray. Then, very quickly grab it and get out. Exit RIGHT. 4 (none) (none) Exit RIGHT. 5 Hammerhead Debris You can aim up from the edge of the entrance to ink the Hammerhead, then hurry and get the Debris and try to get out before it becomes active again. Exit RIGHT. 6 Sting Ray (none) Exit DOWN the first time you enter this room. 7 Eel Debris The two Eels in here move very quickly -- aim down Eel and fire ink to try to disable one, allowing you to avoid the other to grab the Debris. Then exit UP. 6 Sting Ray (none) Exit UP this time. 8 Anemone Debris Ink the Anemone, then ascend carefully to dodge the Sharp Edge Sharp Edge and get the Debris. Then exit RIGHT at full speed because... 9 Dolphin (none) Here's the elusive Zoom the Dolphin, evading you as always. Try to get his oxygen tank, then exit to the RIGHT. 10 Anemone (none) Exit DOWN the first time you come here. 11 (unnoted) Debris Somehow I missed this screen, but there's a piece of Debris here. Grab it and exit UP the way you came in. 10 Anemone (none) Exit RIGHT past the Anemone this time. 12 (none) Can. 2.10 Grab the Data Canister, then enter the SUPPLY STATION to complete the sector. - - - Hammerhead, Expert Third Sector : The final regular sector of the game is a doozy, but mostly : because of one excessively difficult piece of Debris. Aside from : that piece, the level isn't too hard. Rm Fish? Items Directions 1 Anemone (none) These Anemones aren't bad. Scoot right up to the Anemone first one and wait until it extends. Move right just Anemone as it retracts and you'll make it past all three. Exit RIGHT. 2 Eel Debris These two fish move rather predictably. Ink one to Puffer Fish get the Debris, then exit DOWN. 3 (none) Debris This is the hardest piece of Debris in the game. To start trying to get it, exit DOWN on the right side. 4 Eel (none) Here you'll find an Eel. Aim down as you enter to ink it, then slide past it and enter the column to the left. The current will pull you up. 3 (none) Debris You'll be back in the room with that Debris. The current drags you up and to the right, past the Debris. What you have to do is somehow get yourself caught on terrain, allowing you enough time to get the Debris before the current sweeps you away again. Try pressing left and down as you ascend to get it, or right and down as you enter and just down as the current takes over. I've also had luck with waiting to hit the ceiling, and then hitting down. This will undoubtedly take several tries, so fortunately there's a loop around: just take the DOWN exit on the right side again to come back around for another go. When you finally get it, exit RIGHT. 5 Eel Debris The current pulls you to the right. Let it pull you all the way to the right side of the screen, then accelerate left as the Eel moves right. Descend when you get near the Debris to get it. Then let the current drag you back to the right and exit RIGHT. 6 Anemone (none) The left-most Anemone is easy to avoid. The current Anemone will pull you down, but you can slide into the Anemone left path headed DOWN. 7 Eel Debris Aim down at the Eel, fire some ink and grab the Debris. Then exit UP. 6 Anemone (none) This is harder this time. You want the DOWN path on Anemone the right side, but the current will pull you down. Anemone Try to resist to align yourself, but it's very difficult. 7 (none) (none) Exit DOWN. 8 Hammerhead Debris It's easy to ink this Hammerhead from the right. Grab the Debris and exit LEFT. 9 Sting Ray Debris Aim up at the Sting Ray as it comes around to get past it and get the Debris -- then retreat to the left to ink it again to exit LEFT. 10 Anemone Debris Ink the Anemone to get the Debris, then exit DOWN. 11 Dolphin Debris First of all, try to catch Zoom going to the right. You want to exit right, but the Debris on the floor is right by a current that will drag you left. Try to escape it -- it's hard, but doable. If you do, exit RIGHT and skip down to room #12. If you can't, keep reading. 10 (none) (none) Exit UP (as if you had any choice). 4 Eel (none) This should look familiar. Exit UP again. 3 (none) (none) This room is far more pleasant now that you don't need to get that Debris. Exit RIGHT. 5 Eel Debris Exit RIGHT. 6 Anemone (none) Exit DOWN through the right path. Anemone Anemone 7 (none) (none) Exit DOWN. 8 Hammerhead Debris It's easy to ink this Hammerhead from the right. Exit LEFT. 9 Sting Ray Debris Ink the Sting Ray from the right and exit LEFT. 10 Anemone Debris Exit DOWN. 11 (none) (none) Finally back here. Exit RIGHT. 12 Puffer Fish Can. 2.12 Grab the Data Canister, enter the SUPPLY STATION and give yourself a pat on the back. We're almost there. - - - Hammerhead, Expert Final Sector : Like the Voyager path, the Expert path's final sector doesn't : have any Debris or Canisters to pick up. There's one item to : grab, and you don't have to escape with it -- you just have to : get to it. It won't be easy though -- this area is filled with : Sharks, which will deplete your entire oxygen tank if you even : touch them once, sending you all the way back to the beginning : of the sector. This sector is a lot longer than the final sector : of the Voyager sector, and it's going to take you several tries : to get through it unless you're just awesome. The key here is : to be patient and take the time to observe the Sharks' movement : patterns so you know what you're up against. You're all clear, : kid, now let's blow this thing and go home. Rm Fish? Items Directions 1 (none) (none) Exit RIGHT. 2 Shark (none) Move to the right and stay near the top. A Shark will emerge from below and move left. Once it does, descend and exit DOWN. 3 Shark (none) Here are two Sharks moving at a staggered pace. Shark Don't be tempted to try to pass both at once -- you likely won't be able to. Notice that the top one hesitates at the left side of its path -- this gives you time to sit to its right and wait. When it moves left, descend and wait until the bottom one moves left as well, then descend again and exit DOWN, slowly, toward the right side of the opening. 4 Shark (none) Try to stop the moment you enter this next screen. Shark A second Shark will enter and come right up to the top right before disappearing. After that happens, wait for the remaining Shark to move left, then dive and exit RIGHT. 5 Shark (none) This Shark mostly moves left-to-right where you need to go, but every fifth time it will come all the way down and to the left. Wait in the top left, then when it comes to the bottom left, move to the top right, right against the ceiling, and wait. When it moves to the bottom left again, descend and exit DOWN at full speed because... 6 Shark (none) Nope, no Dolphin -- this Shark starts off to the left and then moves into your way. If you descend at full speed, you'll pass it before it gets in your way. If you don't get by it and get stuck in the top right, what you want to do is wait for it to move left, then descend and hit it with an ink pellet. It will only be delayed for a second, but that will be enough time to let you slide by. Exit DOWN. 7 Shark (none) This Shark is surprisingly easy to get by. It moves in the shape of a Sigma and never touches the middle right side -- so when it moves down and heads right, moves yourself to the middle right. Then, wait for it to move up and move right again, then exit to the LEFT. 8 Shark (none) A Shark will follow you once you get halfway across the room, but if you hurry and descend it won't matter. Exit DOWN. 9 Shark (none) These three Sharks all move together, and won't move Shark until you descend into their path. What you want to Shark do is descend slowly, just enough into their path that they come out, then quickly ascend out of their way -- then, as soon as they start to head back to the right, descend as fast as possible. Then exit DOWN. 10 Shark (none) These three Sharks move at very different speeds, but the top two are slow enough that you can easily wait in their path while the next one moves out of your way. Once past them, exit DOWN. 11 (none) Artifact Once you enter this screen, the Alien Artifact will pull you right into it. You don't have to carry it out, a claw will reach down and get you. Congratulations! You've beaten the game! \ /\_____________________________/\ [CTR] \ / / \ \ / | |-----------------| | References | |-------------------| | / \ \_____________________________/ / \ / |\/ \/| \ \ |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\| [VCA] \ / / \ \ / | | | | Voyager Capsule Transcripts | | | | / \ \ / / \ / \/ \/ \ The game only allows you to view the Canister transcripts after obtaining a Canister, meaning that once you've exited the screen after the final Canister, you are unable to return and view them. If you missed any you want to read back on, find them below. 1.01 : Successful landing on asteroid Argos accomplished. After weeks of : traveling through space to reach Argos, we are anxious to begin our : mission to mine the surface of the asteroid. 1.02 : Unforeseen problems. Asteroid is being bombarded by a meteor shower. : Although the meteorites are no bigger than pebbles, they travel at : speeds approaching 60 km per second. Luckily, no crew or equipment has : been harmed. 1.03 : Mysterious spots that appeared on satellite pictures have turned out to : be rock formations. We are running lab tests to determine the rocks' : composition. Exploration of the surface continues. 1.04 : We have begun setting up the solar panels to collect energy. This will : let us generate power to run a mining station. As soon as the station is : built, we will begin extracting minerals from beneath the surface of the : asteroid. 1.05 : Setting up the mining station has been a labor-intensive task. Our : leisure time is limited, but we manage to spend at least an hour a day : in the entertainment center playing computer games. Our favorite is : Ancient Empires. 1.06 : The first phase of our mission is over. We have constructed the mining : station. Delta Team can now be dispatched to the nearby planet Delta Pi : to install an astronomical observatory. 1.07 : Lab analysis of the rock samples indicates the presence of a new : substance. The discovery of this new substance could prove to be more : significant than the discovery of uranium. We will refer to the : substance as "Substance X." 1.08 : Initial findings from lab tests show that Substance X can produce a : matter-antimatter reaction. It could become the most powerful rocket : fuel ever discovered. We are being very careful to avoid activating the : power of the substance. 1.09 : Exposure to solar rays and certain earth substances causes Substance X : to release tremendous energy--one gram of it could destroy a large city. : Extreme care must be taken to protect Substance X from solar rays. 1.10 : Our curiosity about Substance X increases every day. Today we discovered : that when Substance X is placed near our closed-circuit monitors, we can : pick up very faint signals--even television broadcasts from Earth! 1.11 : We have been experimenting with Substance X in several ways. Our : on-board, climate-controlled biosphere turned into a steamy jungle after : only a tiny amount of Substance X was used in the thermal control : system. 1.12 : We have begun building a storage compartment for Substance X. Samples of : it have been encased in a lead-palladium container for shipment to : Earth aboard the Galaxy space capsule. The launch is scheduled for next : week. 1.13 : We had a near disastrous experience today. A small sample of Substance X : was accidentally left unprotected from solar radiation. Fortunately, an : alert crew member noticed it and prevented it from causing a giant : explosion. 1.14 : Yesterday's near catastrophe reminded us of the risks involved with : handling Substance X. We cannot overemphasize the importance of handling : Substance X with care. A tiny amount in the wrong hands could spell : disaster! 1.15 : This is our last entry. We will launch the sample of Substance X today : on board the Galaxy Space capsule. We will continue mining Substance X : unless otherwise instructed. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [ECA] \ / / \ \ / | | | | Expert Capsule Transcripts | | | | / \ \ / / \ / \/ \/ \ The game only allows you to view the Canister transcripts after obtaining a Canister, meaning that once you've exited the screen after the final Canister, you are unable to return and view them. If you missed any you want to read back on, find them below. 2.01 : We have landed on Planet Delta Pi. In a few days, we hope to set up an : observatory for viewing remote galaxies. The surface of Delta Pi is : covered with volcanoes and lakes of lava. It's like Earth 4 billion : years ago. 2.02 : Three days after our landing we found a flat area to set up the : observatory. Temperatures on the planet average 88 (degrees) C. Without : the protection of our spacesuits, we could not survive the harsh : environment. 2.03 : Inexplicable phenomenon! We have detected a strong magnetic force near : the base of the volcano. The source of the magnetic force is unknown; at : certain times, it becomes more powerful than the magnetic field of : Earth. 2.04 : We are working around the clock to complete our task without delay. : Several crew members have reported vibrations at the base of the : volcano. Further study of this planet is needed to explain these planet : quakes. 2.05 : New development! One of the crew members, Dr. Liponcott, reported : sighting what appeared to be a life-form. Although we were trained to : deal with this kind of situation, we never imagined there could be life : on planet Delta Pi. 2.06 : Examination of Dr. Liponcott proves she is mentally healthy. She was : either tired and her mind played tricks on her or she saw a life-form. : The lack of organic molecules here means that the life-form would not : resemble any earthly life. 2.07 : Startling news! Today, after we installed the mirror in the space : telescope, we realized we were being watched by several life-forms : located about 100 meters away. Dr. Liponcott was right. There is life on : Delta Pi! 2.08 : We sighted the life-forms again today. They are 1 m tall and covered : with think, scaly skin. They are better adapted than we are to the heat. : Attempts to make contact with them have failed. They seem to be afraid : of us. 2.09 : We found a strange metal object near our camp. It generates a strong : magnetic force that may be the source of the magnetic force at the base : of the volcano. We can't tell how the object was made or whether it : belongs to the life-forms. 2.10 : Lab analysis of the magnetic object indicates that it is made of : compounds not found on Earth. After an exhaustive examination of the : object, we concluded that it was built by an intelligent life-form. We : will call it the Alien Artifact. 2.11 : We think the Alien Artifact is a communication device. The dozens of : bumps that cover it resemble receptors. We moved it away from our camp : at the base of the volcano, but it came back. Did the life-forms return : it to us? 2.12 : For the first time, we have been able to observe the life-forms closely. : They look like grasshoppers without wings. They don't seem intelligent. : We wonder whether they are capable of making a device like the Alien : Artifact. 2.13 : Dr. Stevens is observing the life-forms while the rest of us proceed : with our original mission. We have declared a state of readiness so we : can evacuate camp quickly and return to the asteroid Argos if the : life-forms threaten us. 2.14 : We have decided to send the Alien Artifact back to Earth for further : study. We will launch it into space to join the Galaxy space capsule : sent to Earth from the mining operation on asteroid Argos. 2.15 : This is our last entry. We will launch the Alien Artifact to Earth today : and then test the telescope for 5 weeks before we join the Argos mining : operation. Finding life on Delta Pi marks a new chapter in the history : of space exploration. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [UNC] \ / / \ \ / | | | | Unit Conversions | | | | / \ \ / / \ / \/ \/ \ Several problems through the game ask you to convert between different units. Since the game does not ever naturally teach you these conversions, here is a reference list of the conversions you may encounter: - - - Length: - Feet <-> Fathoms : Feet = Fathoms * 6 : Fathoms = Feet / 6 - Yards <-> Fathoms : Yards = Fathoms * 2 : Fathoms = Yards / 2 - Miles <-> Kilometers : Miles = Kilometers * .621 : Kilometers = Miles * 1.61 - - - Volume: - Liter <-> Gallon : Liters = Gallons * : Gallons = Liters * .264 - Liter <-> Ounce : Liters = Ounce * .0295 : Ounce = Liters * 33.81 - Liter <-> Pint : Liters = Pints * : Pints = Liters * 2.11 - Liter <-> Quart : Liters = Quarts * : Quarts = Liters * 1.057 - Liter <-> Milliliter : Liters = Milliliters / 1000 : Milliliters = Liters * 1000 - Ounce <-> Pint : Onces = Pints * 16 : Pints = Ounces * .0625 (1 / 16) - Ounce <-> Quart : Ounces = Quarts * 32 : Quarts = Ounces * .03125 (1 / 32) - Ounce <-> Gallon : Ounces = Gallons * .0078 (1 / 128) : Gallons = Ounces * 128 - Pint <-> Quart : Pints = Quarts * 2 : Quarts = Pints * .5 (1 / 2) - Pint <-> Gallon : Pints = Gallons * 8 : Gallons = Pints * .125 (1 / 8) - Quart <-> Gallon : Quarts = Gallons * 4 : Gallons = Quarts * .25 (1 / 4) - - - Weight: - Kilogram <-> Pound : Kilograms = Pounds * .454 : Pounds = Kilograms * 2.2 - Pound <-> Ounce : Pounds = Ounces * .0625 (1 / 16) : Ounces = Pounds * 16 - Kilogram <-> Ounce : Kilograms = Ounces * .028 : Ounces = Kilograms * 35.27 - Pound <-> Ton : Pound = Ton * 2000 : Ton = Pound * .0005 \ /\_____________________________/\ [CCC] \ / / \ \ / | |-----------------| | The Three C's | |-------------------| | / \ \_____________________________/ / \ / |\/ \/| \ \ |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\| [COP] \ / / \ \ / | | | | Copyright | | | | / \ \ / / \ / \/ \/ \ Super Solvers: Operation Neptune is a registered trademark of The Learning Company, a subsidiary of Houghton Mifflin Harcourt. All rights reserved. This FAQ is the exclusive property of DetroitDJ. All rights reserved. This FAQ may be freely distributed on any site, in whole or part, as long as this last section remains intact (all three C's). The latest version of this FAQ will ALWAYS be located at: www.gamefaqs.com/computer/doswin/file/927005/XXXXX Other sites are permitted to show this FAQ; however, most do not automatically update, and I only update my FAQs on GameFAQs -- so, if you don't see something, check that URL to see if there's a newer version. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [CRE] \ / / \ \ / | | | | Credit | | | | / \ \ / / \ / \/ \/ \ The Learning Company, for this and several other great games that have become a part of the childhoods of thousands of students who are just now becoming the next generation of video game designers. CJayC, SBAllen and GameFAQs, for this great site. God, for everything. \ /\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\ [CON] \ / / \ \ / | | | | Contact Information | | | | / \ \ / / \ / \/ \/ \ GameFAQs ID: DetroitDJ E-Mail: [email protected] (please preface all e-mails with [SSO]) AIM/Yahoo!/MSN/GoogleTalk: DDJGameFAQs To e-mail me, PLEASE preface your e-mail subject line with [SSO] in brackets. I get a lot of spam, so that will help me sort through it and find your e-mail. If possible, IM me instead of e-mailing me if you have a question, but e-mail me if you have a contribution or correction. If you are submitting a tip or correction, please include how you would like to be credited. Otherwise I'll credit you by your e-mail address (minus the domain) or screenname. Please, only e-mail me with questions about this game or other games I've FAQed. I'm not looking to shoot the breeze.