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-
- SPACE QUEST
- Part 1
-
- ARCADA TO CRASHDOWN
-
- Well now you're in for it. Your latest siesta in the Arcada's
- janitorial closet has been rudely interrupted by a Sarien invasion.
- Alarm bells are sounding, emergency lights are flashing and the blasted
- bodies of your shipmates are lying all over the place. How are you going
- to avoid joining them and survive this adventure?
- First of all, if we're going to get you out of this in one piece, we
- need to establish a few conventions. In SPACE QUEST, as in all of
- Sierra's animated adventures, you move from location to location and
- manipulate objects by moving your on-screen character with either a
- joystick or the cursor control keys on your keyboard. For SPACE QUEST, I
- strongly recommend using a joystick. There are a couple of arcade
- sequences in the game, at least one of which is made much easier by
- using a joystick. To move from location to location you move your
- character offscreen in the desired direction. For purposes of this
- walkthru, "north" means to move your character offscreen toward the top
- or back of the screen, "south" means to move toward the bottom or
- foreground, "east" means to move offscreen to the right, and "west"
- means to move to the left.
-
- Okay, how are you going to avoid the Sarien troops that seem to be
- everywhere and shoot first and ask questions later? Well, whenever you
- hear footsteps, find somewhere to hide -- pronto! Elevators work very
- well for this purpose. And take advantage of the improved save and
- restore features of this game; they can make death a very temporary
- condition.
- Now the coast seems to be clear for the moment and you're standing in
- the corridor in front of the janitor's closet. Go west through the door
- into the Data Archive. A quick look around reveals a wall full of data
- cartridges and a computer console. Examining the computer console shows
- that it consists of a screen, a keyboard, a cartridge slot, and a
- cartridge retrieval unit. The screen is asking you to type in the title
- of a cartridge, but you can't punch up the catalogue because you lack
- the proper security clearance.
- Just as you're beginning to despair over this situation, a man that you
- recognize as a lab scientist stumbles into the room and collapses on the
- floor. He's obviously fatally wounded, but you try to help him as best
- you can. His strength fading fast, the scientist tells you that the
- Sariens are after the Star Generator and that you'd better get out fast
- if you want to save yourself. With his dying breath, he looks at the
- wall full of data cartridges and utters "astral body."
-
- There's no time for mourning now. Taking the hint, you walk over to the
- keyboard and type in "astral body." Sure enough the retrieval unit
- climbs the shelves and returns with a cartridge. Take the cartridge from
- the unit, but don't try to read it here! Any attempt to read the
- cartridge at this location will bring the game to a very abrupt end.
- Better hold on to the cartridge until you can find a safer terminal.
- It's time to move on, so go west into the corridor and west again to
- the far wall of the hallway. Here is yet another fallen shipmate. Well,
- maybe the poor guy has something useful that he won't be needing
- anymore. Indeed he does, for a quick search of his body uncovers a
- keycard; just the thing for opening doors to secured areas of the ship.
- Pocket the keycard and go east and take the elevator down one level.
- Walk north through the blasted-out door into the Star Generator lab.
- Here your worst fears are realized. The Star Generator is gone! The
- Sariens have already removed it from the ship. What's more, a look at
- the computer screen at the north end of the room shows that the
- automatic detonators have been set, and there's just minutes to go until
- the Arcada blows itself up. No wonder that dying scientist told you to
- get out fast!
-
- There's no time to lose, so exit the room to the south, go east and
- take the elevator down to the lower level of the Arcada. Walk east into
- the central control area of the ship. A look through the window reveals
- the empty docking bay. Just beneath the window is a control panel with
- two buttons on it. Press the button marked "open bay door" and watch the
- docking bay doors slide open.
- Now walk east to the elevator at the far end of this level. Hmm, this
- elevator doesn't open automatically like all the others on the Arcada.
- Aha! There's a security panel next to the elevator with a slot for a
- keycard. Now the elevator opens obediently. So ride it down to the
- flight prep room on the lowest level of the ship.
- The first thing you notice in the flight prep room is a closet with a
- button for each of its two doors. Push both buttons and take the gadget
- from the closet on the left and the flight suit from the closet on the
- right. A quick look at the gadget reveals that it's a dialect
- translator. Might come in handy later. Now, however, we need to find a
- way out of here. It looks like there's a control panel in the front of
- the room, so walk around the barrier and have a look at it. Thankfully,
- there's a button on the panel marked "airlock." Press it and the door on
- the west side of the room slides open.
- Exit the room through the open airlock and walk out into the docking
- bay. You notice that the bay is empty and that there's a large hole in
- the middle of the floor. However, there is also a control console
- standing next to the airlock. Amid all the unfamiliar controls on the
- console is a button marked "platform." Press the button and an escape
- pod rises from the hole in the floor! Walk around the pod to the open
- door on its left side and get in. You're almost out of here!
-
- Once seated in the pod, the first thing to do is close the door. Now
- take a look around the pod. You see seat belts and a dark console.
- Buckle up the seat belt then have a look at the console. Push the button
- marked "power" and the console springs to life. The screen tells you to
- pull the throttle to initiate the launch sequence. So give it a tug and
- you're off!
- Whew! You've made it safely off the Arcada, but now your pod is
- drifting helplessly in space. What to do? (For a laugh you can press the
- button marked "don't touch;" just make sure you save the game first!)
- Look at the panel again. There's a button there labeled "autonav." Try
- pushing it. That did it! The pod's navigation system is locked onto the
- planet Kerona, and the automatic landing sequence has started. There's
- nothing to do now but sit back and enjoy the ride.
- Congratulations! You've crash-landed on a desolate, desert planet.
- Aren't you glad?
-
- SPACE QUEST
- Part 2
-
- Okay, so here you are sitting in a wrecked escape pod in the middle of
- a burning desert. Well, at least you're still in one piece. And a look
- around the pod reveals that a survival kit has broken loose from
- somewhere. That could sure come in handy, so take the kit and have a
- look inside. You find a handy-dandy jack-knife and a can of dehydrated
- (?) water. Dehydrated water is a strange concept, to say the least, so
- take a close look at the can. The label says that you can get a drink of
- water any time you need it by simply putting the nozzle in your mouth
- and drinking. It also says that the can is highly pressurized and that
- puncturing it can have catastrophic consequences. Those sound like two
- pieces of information to remember.
- Now you're as ready as you'll ever be to leave the pod, so go ahead and
- get out. Before you leave the area, however, walk around to the front of
- the pod and have a look at it. You never know when you'll need a piece
- of reflective glass, so take it.
- If you try going in any other direction, you'll soon discover that the
- only directions that you can go without getting eaten or flattened by a
- meteor are east and southeast. So go southeast to the area described as
- the "southwest edge of a mesa." Exit the screen at the southeast corner.
-
- Take a look around and note the natural land bridge to the north.
- Again, exit the screen at the southeast corner. Notice the ramp on the
- west side of the screen. Walk up it and follow it until you exit the
- screen to the north. Then follow the trail around to the west.
- About now the spider droid will appear. Don't worry, this is one nasty
- you can dispatch with a bang! Walk across the bridge to the large
- boulder. Position yourself behind the boulder and type in "push boulder"
- without hitting <Return> or <Enter>. This is a good place to save the
- game! Wait until the spider droid is directly under the boulder (it's
- the spot exactly between the two green patches on the ground). Now hit
- <Return> or <Enter>. Kaboom! Wasn't that fun? (Read on for an alternate
- way to kill the spider droid, but for less points.)
- Let's see what else this mesa has to offer. Exit the screen to the west
- and follow the trail around several screens until you arrive at the
- broken arch at the mesa's far eastern edge. What's this all about? Well
- step between the two columns of the arch and...Whoa! Talk about the
- first step being a doozie! Nothing to do now but ride this elevator
- straight to the bottom.
-
- Once you arrive at the bottom of the shaft and recover your stomach,
- step off the platform and look around. That rock might prove useful, so
- take it. Follow the cavern to the west. That grate looks and smells
- dangerous. Better edge around the back of it. Aieee! It's a good thing
- you didn't step on top of that grate!
- Looks like you've come to the end of the trail, doesn't it? But if you
- take a careful look around, you'll notice that the rock will just cover
- the hole on top of that steam vent. So put the rock there and shades of
- "open sesame!" Exit the screen to the northwest. The pool room is
- pretty, but there's not much you can do in here, so walk around the
- rocks and again exit the screen to the northwest. Hey! Those light beams
- could just make you go all to pieces! So hold that piece of reflective
- glass in the beams and put the heat on them. Now walk up the ramp and
- exit the screen to the east.
- Save the game! Those aren't water drops dripping from the ceiling;
- they're deadly corrosive acid. One false step here and you're fried.
- Time your walk between the drops carefully and exit the screen to the
- east. Now take a look at the gadget that you took from the closet bac tball with human
- beings taking the part of the ball. But a piece of Orat's hide is just
- what this Alien is telling you that you'll have to bring him if you want
- his help in getting off this dustbin of a planet. Yours is not to
- reason, so once you're transported back to the surface, follow the mesa
- trail back across the bridge and down the ramp.
-
- Exit the screen to the north. Orat's cave is in the cliff face on the
- east side of the screen. Steady your nerves (and save the game) before
- you go in. Okay, now Orat is coming straight for you, and it's a sure
- bet that the only dinner invitation you'll get from him will feature you
- as the main course. Instead of panicking, calmly look at Orat's razor
- sharp teeth and remember what you read about the water can and what
- would happen if it were punctured. So what have you got to lose except
- your life?
- Throw the water at Orat! Kaboom! (again). Isn't it nice the way your
- enemies keep blowing up real good? Fortunately, there's a little piece
- of Orat still intact over in the eastern part of the cave. Control your
- stomach and take the Orat part. (NOTE: An alternate way to kill Orat
- involves *not* killing the spider droid with the boulder. Instead,
- carefully lead the droid (it will start following you once you get close
- to it) into Orat's cave and step aside. Orat will rush straight into the
- droid and they will both blow up real good at the same time. However,
- you do not get as many points for blowing them ot you when you try to use it. Insert the cartridge in the
- slot and read the story of the star generator. Make a note of the
- destruct code sequence number and be sure to take the cartridge with you
- when you're done reading it. Now hop on the skimmer, turn the key, and
- ride off.
- Now you have to play the arcade game of dodge the boulders. This is
- where a joystick comes in handy. It's also a good idea to save the game
- here, in case you're as big a klutz as I am. Before too long you'll
- arrive in the thrilling metropolis of Ulence Flats.
-
- SPACE QUEST
- Part 3
-
- You've successfully dodged all of the boulders and you're now sitting
- in the heart of the shimmering metropolis of Ulence Flats. Get off the
- skimmer and have a leisurely look around the immediate vicinity. In a
- short time one of the locals will approach you and offer to buy your
- skimmer for 30 buckazoids. You can do better than that, even if the
- skimmer is somewhat beat up, so refuse this initial offer. The fellow
- will walk away angry, but don't worry; he really wants that skimmer and
- he'll be back. Just wait around a while and take in the scenery. Sure
- enough, after a few minutes have passed, your "customer" approaches you
- again. This time he offers to throw in a jetpack with the 30 buckazoids.
- That's a much more reasonable offer. So say yes.
- Now that you have some cash, it's time to visit that bar whose flashing
- sign has been tempting you ever since you arrived in this berg. Upon
- entering the bar, you notice a band (isn't there something familiar
- about those guys?), a slot machine off to one side that seems to have
- rather dire consequences for losers, and, thankfully, an empty seat at
- the end of the bar.
- Slide onto the stool and order a brew. It might not be the best suds
- you've ever had, but in your condition you're not complaining. So drink
- up. In fact, you'd better drink three. As you start to down the third
- (and are beginning to develop a distinctly better outlook toward this
- little planet), you overhear a conversation among your fellow drinkers.
- Make a careful note of the space sector that is mentioned.
-
- Feeling fortified by the Kerona beer in your belly, you decide to
- tackle that slot machine. As you've doubtless noticed, you can lose
- *everything* at this game, including your life! Nevertheless, you're
- going to have to win $250 from this one-armed bandit if you want to get
- off this planet. The way to win at this game with a minimum of
- frustration is to save your game after every significant increase in
- your winnings. That way you can restore to a higher amount if you start
- to lose too much, and it will minimize the effects of getting yourself
- killed. Once you have your $250, you can walk away from the machine a
- happy winner (at that point the slot machine will inform you that there
- has been a circuit failure).
- Now it's time to see if you can buy yourself some transportation off of
- this planet. Leave the bar and walk west. You'll find yourself in Tiny's
- Used Spaceship Lot. Tiny is like all used spaceship salesmen, you can't
- trust him as far as you can throw him. He will try to sell you on the
- two little ships in the foreground. Provided you save your game first,
- you can go ahead and buy them for a laugh; however, a much more
- substantial looking ship is visible to the north. So exit the screen in
- that direction. Don't worry, Tiny will follow you. Now this is a ship!
- In fact, you wonder how a lowlife like Tiny got his hands on it. Well
- that's not your concern. Go ahead and pay Tiny his asking price for this
- slick space cruiser.
-
- As your fork over your hard-won money, Tiny informs you that you'll
- need a droid to pilot this baby. No problem. Walk east and then east
- again. You'll find yourself conveniently in front of Droids-R-Us. Go
- inside. The droid you want is upstairs on the right. He's the one that
- the proprietor describes as a pilot. Pay the owner for the droid (you
- can present your coupon for a discount) and return to your ship (your
- faithful droid will follow you).
- Now you're almost off this miserable asteroid! Just climb up the ladder
- and get in. Your droid will move to his position under the ship. Look at
- the ship. There's a button on the panel marked "Load." Press it and your
- droid will automatically be lifted into the ship. When your droid asks,
- type in the sector that you overheard in the bar. Off you go into the
- purple yonder in your wonderful new ship! Sit back and enjoy the ride.
- In fact, you better enjoy it as much as you can. Because just beginning
- to fill your vision screen is the profile of the flagship of the Sarien
- fleet: the dreaded Deltaur itself!
-
- SPACE QUEST
- PART 4
-
- Your pilot droid has parked you a safe distance from the menacing
- Deltaur and he's not going to take the ship any closer. So it's time for
- some EVA action. Put on the jetpack that you acquired in Ulence Flats
- and exit the ship. Take a look around and steer yourself over to the
- door. Look at the door, then turn the handle. Move into the airlock.
- Once in the airlock, wait for the droid to appear and then move by him
- into the ship.
- In the "empty" room, notice that there is a trunk sitting in the middle
- of the room and that there is a vent high up on the west wall. Move to
- the right of the trunk and type "push trunk." Once the trunk is against
- the wall, open the trunk and put your jetpack inside it. Then close the
- trunk and stand on top of it. Open the vent with the jack-knife and
- enter. Once inside the airshaft, climb up the ladder to the next
- cross-shaft (climbing down will take you the same place, but it takes
- longer) then crawl east. Kick open the vent, then exit the screen to the
- east.
- NOTE: You can get yourself to the same location simply by getting
- inside the trunk and hiding inside of it until the Sariens move you.
- This will net you the same amount of points as the method described
- above, but it's not as much fun.
-
- Now you're in the laundry room and it's time to come clean. Walk over
- to the washing machine, open the door and get in the machine. When the
- Sarien enters the room, remain calm and ride out the rinse cycle. Open
- the door and emerge from the machine cleverly disguised as a Sarien,
- complete with helmet! Now you can move around the ship without
- attracting attention. Before you go, however, look in your uniform
- pocket and notice that you have a Sarien I.D. card.
- Exit the laundry room to the east. Talk to the first Sarien you see as
- this will get you an extra point. The Sarien guard outside the Empty
- Room (down one level) will ask you if you've played Kings Quest III!
- Tell him yes for yet another point. Walk over to the two elevators at
- the rear of the corridor. The elevator on the right is temporarily out
- of order, but don't worry about it. It will work when you need it. For
- now enter the elevator on the left and ride it upstairs.
- Exit the elevator and walk east. Here it is, the Star Generator! Note
- that it's protected by a guard and a force field, and that you can't get
- close enough to get a good look at its control panel. Exit the room to
- the west and then go west again. Take the elevator up. Go east and then
- east again. Now you're on an elevated walkway directly above the Star
- Generator. Go east and enter the ship's armory.
-
- Once in the armory, look at the counter and notice that there are two
- gas grenades sitting in the corner. Walk up to the counter and show your
- i.d. card to the droid. When he leaves to get your weapon, move smartly
- around the counter and take one of the grenades. When the droid returns,
- take your pulseray and exit to the west.
- Back on the elevated walkway, stand directly over the Star Generator
- guard and throw the grenade. After the guard collapses, go back into the
- armory and get the second grenade for an extra point (the droid will
- attempt to get you another weapon and then return empty-handed, noting
- that you already have one).
- Go west from the elevated walkway and then west again. At this point
- you will stumble and lose your helmet. No, there's no way you can avoid
- it. The Sariens will shoot you on sight now, so be ready to fire your
- pulseray instantly upon entering each new screen and don't let a guard
- droid touch you! It will also help to save the game frequently from now
- on.
-
- You've got no time to waste now, so head straight back to the Star
- Generator. Search the dead guard's body. Take the remote control and
- press the on/off button. Walk up the stairs leading to the Star
- Generator and look at the control panel. Punch in the destruct code that
- you learned from the data cartridge (in case you forgot, it's 6858) and
- then punch the "enter" key (the one on the control pad, not your
- computer!). Looks like things are really starting to get hot around
- here, so don't stand around. Exit to the west and take the first
- elevator down.
- The elevator on the right is now back in service so take it! When you
- get off the elevator move quickly to the waiting space ship and get in.
- Look at the ship. Press the launch button. Now sit back and enjoy the
- rest of the show because you're a hero! Wonder how much a golden mop is
- worth?
- NOTE: I played the game through a few times using all of the moves
- described above. Each time I netted a varying amount of points that was
- slightly less than the game's stated maximum of 202, depending on how
- many Sariens I shot with the pulseray. I never discovered a use for the
- plant that can be found growingon Kerona.
-
- SPACE QUEST is published by Sierra On-Line, Inc.
-
- This walkthru is copyright (c) 1986 by Jason Levine. All rights
- reserved.
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