Walkthrough by DetroitDJ
Super Solvers: Operation Neptune on SuperCheats.com
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             |  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!             |


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| |-----------------| |       Table of Contents       | |-------------------| |
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                    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]
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| |-----------------| |        The Particulars        | |-------------------| |
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\                    |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\|                  [GRD]
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| |                 | |       Game Release Data       | |                   | |
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/                     \/                             \/                       \

                                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]
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| |                 | |      FAQ Version History      | |                   | |
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/                     \/                             \/                       \

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]
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| |                 | |          Game Summary         | |                   | |
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/                     \/                             \/                       \

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]
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| |                 | |         Game Controls         | |                   | |
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/                     \/                             \/                       \

                                     [^]

                                [<]       [>]

                                     [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]
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| |-----------------| |          How to Play          | |-------------------| |
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\                    |/\ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /\|                  [STA]
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| |                 | |       Starting the Game       | |                   | |
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/                     \/                             \/                       \

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]
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| |                 | |        Game Objectives        | |                   | |
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/                     \/                             \/                       \

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]
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| |                 | |        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]
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| |                 | |       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: DDJGameFAQs@gmail.com (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.