Space Quest - Step by step guide


Roger, you drunkard! Did you have to drink four beers? It's a good thing you locked yourself in that broom closet, or Captain Arcady wouldn't have spared any kicks. Taking a nap wasn't the brightest idea either. Eventually, you woke up because the whole ship was rocking like crazy. Your comrades have long since fallen, so I guess it's better that you were hidden. So, to battle! Roger Wilco - cosmic failure and not a bad janitor - springs into action!

Move around the ship rather stealthily, because now it's controlled by armed soldiers, known simply as Sariens. Take the access card from the body of the slain captain and talk to the dying professor in the electronic library. The password he gives you (e.g., ASTRAL BODY) when translated into barcode will allow you to retrieve a cassette with a very important magnetic recording from the library.

Now go downstairs and head to the right side of the ship, opening the airlock along the way. Use the access card to pass through the locked door, and you'll find yourself in the pilots' compartment. Put on the spacesuit and take the gadget from the locker. You can head to the rescue ship. The launch procedure requires fastening your seat belts, starting the engines, and pulling the lever. Right after takeoff, activate the tracking system, which will detect the planet Kerona, where you'll land shortly.

The landing didn't go too well, but at least you can move your arms and legs. Take the first aid kit and a piece of shattered glass from the ship. The kit contains a knife and distilled water - drink it when you're thirsty. Look at the sticky bush and carefully wander around the area. Watch out for the mechanical spider, as it will try to catch you. You need to find Orat's cave and offer him distilled water, then take what's left of him after the explosion. Now you have to hike along the spine of a giant creature, which has probably been here forever in the form of bones. You'll soon fall into a deep hole.

Here, underground, it's much cooler. Break off the stalactite tip and head left. Lure the voracious maceks with the sticky plant and squeeze yourself against the rock. Next, you'll encounter pneumatic doors, which you'll open by blocking a small geyser with a rock. The next intellectual challenge - the photocell - is passable with a piece of glass. Just one more attraction - acid dripping from the ceiling. The underground journey is almost over. Remember to flick the switch on the gadget you have in your pocket!

When you enter the dark abyss, you'll feel like you're in a movie because there's a holographic image of a handsome monster in front of you. The monster, not a monster, like all of us, has problems, namely, he quarreled with Orat and would like to get rid of him. But that's already taken care of - give the Orat fragment to the monster, and in return, you'll find yourself in an underground laboratory. It's time to read the magnetic recording on the card - you'll learn a terrible truth. What you need to remember is the code to activate the self-destruct system of the STAR GENERATOR. Get into the skimmer and off to the desert!

I suggest bypassing the rock maneuvering sequence. Anyway, in a moment, we'll disembark in the small settlement of Ulence Flats, consisting of a bar, a robot shop, and a used spaceship shop. The guy in the suit and coat will want to buy our skimmer, but at first, he offers too little; the second time, besides cash, he offers a jetpack.

Blues Brothers or ZZ Top play in the bar, while creatures straight from Star Wars drink at the buffet. In the corner, some naïve guy plays a slot machine, but poor guy ends up quickly as a pile of ashes because the machine not only rewards but also punishes. You can order a beer, eavesdrop on a few conversations, or just stroll around the bar. You'll need some cash, so whether you like it or not, you'll have to play the slot machine. Using the algorithm IF WON THEN SAVE; IF LOST THEN RESTORE, you'll eventually break the bank on the machine.

Also, check the trash behind the bar - you'll find up to 7 buckazoids. Buckazoid is a cosmic currency, abbreviated as buck, useful in every corner of the cosmos. For over two hundred, you can buy yourself a ship - choose the elongated one, standing in the northern part of the settlement. You still need a robot because you can't pilot the ship yourself. The insect-droid will offer various robot models, but don't be fooled, choose the one with the symbol NAV-201.

Ready for takeoff, head to the ship and start! In a moment, it will turn out that the merchant sold you someone else's ship. But that doesn't matter now because the owner is far away. Now the more important matter is that the robot asks for the sector code to which it should go. If you haven't memorized the symbol of the correct sector from the conversations in the bar, try heading to sector AA.

Your luck lasts only a short while, as you encounter a Sarien cruiser. The robot asks if you should leave, but you have to save the galaxy! You jump into the cold space and, thanks to the jetpack, head towards the hatch at the back of the cruiser. Inside, you have to act quickly, or you'll be dematerialized. As soon as the cleaning robot rolls in, bypass it and calmly exit.

Slide the box under the vent and open the grate with a knife. Crawl into the tunnel, then up one floor, and you can exit through a similar grate. You'll find yourself in the laundry room.

Install yourself in the washing machine and wait. A Sarien will come, undress, and throw his uniform into the washer, then turn it on after a moment. Gul, gul, and in a moment, you're already in a combat Sarien uniform. Pick up the lost ID card from the floor, and you can now freely roam the ship.

Head to the right, to the room with the STAR GENERATOR. On the right side of the balcony is the armory. Authenticate with the ID card, and when the robot disappears into the warehouse, quickly steal a grenade from the shelf. Soon you'll also get a proton gun.

Go back to the balcony and aim the grenade at the robot guarding the generator. Now quickly, all around, to activate the self-destruct. In your haste, you stumble and lose your helmet, which will be quickly picked up by the cleaning robot. But no matter, because the Sariens aren't too accurate, and the proton gun works well. Smash the dork guarding the door to the elevator and go down to the escape pod. A lightning jump into the capsule and you fly out into space. BOOOM! The Sarien ship ceases to exist.


Screens from Screenshots archive