SPACE QUEST I - VGA version (This differs in several places from the original version) Original author Joseph Boone; Supplied by Julian Gregory THE ARCADA The game begins as Roger is disturbed from his rest in the broom closet. A robot goes flying by in a panic and you learn that you have 15 minutes to get off the ship before it blows. First, follow the robot west (west=left, north=top of screen, etc.). You find a room with an impressive looking Data Archive Unit. For the moment, leave it alone and exit to the west. After leaving this room, turn around and enter it again immediately. A wounded scientist will enter the room and collapse in a heap. Talk to him and he will give you the code word needed to activate the Data Archive Unit. Sit down at the console and press the large orange ball. A keypad with strange symbols will slide into place for your use. Look on page 6 of the SQI manual for the symbols that correspond to the codeword the scientist gave you. Key in the correct symbols and the robot will retrieve a data cartridge for you. Be sure to take it from the robot before you get up. Unfortunately, the CRT is broken at this terminal, so you will be unable to read the cartridge for now. That's all in this room, so get up and exit to the west. Exit this corridor to the left, and leave the elevator alone for now. You will hear footsteps as you cross this corridor, but you should make it to the far side before the Sariens find you. You should now be standing at a dead end with a body lying in front of you. Search the body and you will find a keycard that will be useful elsewhere on the ship. Exit to the east, and take the elevator down. Once you are on the lower level, enter the dark doorway in the center of the screen. Roger has just discovered the former resting place of the Star Generator. Look closely at the broken platform and you will find a small object with a flashing light on its side. Grab this item (widget) and leave this area. Once back in the corridor, go east 2 screens. Take the elevator with yellow and black doors down to the lower decks of the ship. You will hear footsteps before reaching the elevator but Roger will make it through the doors in plenty of time. The room where the elevator lands is empty so exit this room to the southeast. To exit this room, Roger will need to start heading east. Before he can make it more than halfway across the room, you will hear footsteps again. This time, you will not be able to cross the room before the Sariens find you. Walk quickly to the north wall and hide behind the wall segment next to the giant mouse (that's the computer type, not the rodent). Once the Sariens leave, you can continue to the east and exit the room. Have Roger look at the large orange buttons on the console. Push the button marked "OPEN" and watch the bay doors open through the window. Now, take the keycard and insert it into the slot next to the doors. Roger will then open the doors and step inside the elevator. The elevator drops you off at the airlock. A quick look at the console will tell you that Roger is going to need some protection before going out through the airlock doors. Try opening up that closet door and see what's inside. Take the spacesuit and Roger will quickly put it on. Now look at the large orange chest next to the closet. Push the button and a small drawer will slide out to reveal a small gadget (translator) that Roger will quickly grab. Now you can push the button next to the airlock doors and exit this room. Roger is now standing in the Vehicle Bay with an escape pod right in front of him. Use the hand icon on the ship and Roger will climb inside. Once in the cockpit, remember safety always comes first and buckle your seat belt. Next, look at the panel with three buttons above Roger's head and to the right. Push the right button and the pod will power up its engines. Now grab the throttle (it looks like a joystick) and Roger will guide the pod out of the ship. Once out in space, push the left button on the same panel that powered the engines and the ship will automatically lay in a course and travel to the nearest planet, Kerona. KERONA DESERT Your arrival on Kerona is less than graceful, but the pod lands more or less intact and any landing you can walk away from is a good one. Release the seat belt and exit the pod. The first thing you want to do is to pick up the survival kit that is lying just inside the open hatch of the pod. Open the survival kit and you will find a can of dehydrated water and a Xenon Army Knife. Next, go pick up the piece of glass that broke off of the cockpit window. At this point, it is a good idea to save the game. Once the game has been saved, exit the screen by going south. You will find nothing but sand here, so exit this area to the east. You will now get a view of a tremendously large skeleton of some long-dead creature. Move Roger to the middle of this screen and then exit by going north. Note that it is possible for Roger to enter any one of 3 screens from this one, depending on where he is when you go north, so you want to be certain he is in the center or he won't end up in the right place. After he has gone north, have Roger grab the purple flower growing there. Now exit to the east. You will see a spot here where the skeleton's spine comes down and meets the ground forming a ramp of sorts that would allow you to climb up onto it. Leave it for now, and hop back to the west and the screen you just left. After reentering this area, you should see an object come crashing down out of the sky. This is a spider droid that will kill you if it gets too close. Hightail it back to the east and climb up the ramp onto the skeleton's back. Fortunately, the spider droid seems to be less nimble than Roger and will not be able to climb up after him. Follow the path on the skeleton's spine north. Keep going along the spine to the west and you will find a section of bone protruding from the main body. This section of bone is hanging somewhat precariously and will fall if you push it. Stand next to the bone and wait for the droid to walk underneath it. Once it looks like it is in position, give the bone a push and watch the droid destroy itself and the bone in dramatic fashion. You might want to save the game before trying this as the timing is important and you only get one try. Now that the droid is dead, do not continue any further along the skeleton's back. You will come back here soon, but you need one more item from the surface before continuing on. Retrace your steps back to the place where Roger climbed on and exit this area to the north. Around this time, Roger is probably starting to get thirsty. Give him a drink of water and then walk into the mouth of the skull. Inside, you will find that the skull serves as the lair of the dreaded Orat. Throw him the can of water, and watch him go to pieces. Speaking of pieces, make sure you pick up his remains for future use. Now you are ready to go back to the skeleton and climb up onto its back again. This time, follow the spine all the way around. You will pass through a number of screens until you finally approach the end of the carcass. Before you get to the end, though, a section will collapse under your feet and Roger will fall down a tunnel into an underground cavern. CAVERN Before leaving this area, go over and grab that stalactite with the purple ring around it. Roger will pull off the tip for later use. Exit this screen to the west. Approach the sewer grate very cautiously and don't get too close. As you get near, tentacles will rise up out of the pit and try to get you. Throw that purple flower at the tentacles. Once they are safely stuck in the gooey mess, you are free to walk around the grate and exit to the southwest. To open the portal there, force the stalactite piece you're holding into the geyser. On the other side of the portal is a green pool but you are really better off leaving that alone. If you can't resist checking it out, you should definitely save first. Exit to the west and you are faced with yet another obstacle. Use the piece of cockpit glass to reflect the lasers back on themselves. They will burn out shortly and the way will now be clear to the upper path. Climb up and exit to the right. Before trying to pass the dripping acid, you should definitely save the game. This is likely to take several tries before you succeed. Before trying, turn the game speed to its highest setting. Roger will move much more quickly while the drops' speed will be unchanged. There is a definite cycle to the drops and you want to try and run across while there are few drops falling. If you don't get it right the first time, keep trying. You may very well need to stop briefly part way through instead of trying to run all the way across in one shot. Once you make it safely across, save the game immediately. This is easily the hardest part of the game and you will not want to have to repeat the process once you have passed it. Exit to the east. Before going any further, look in your pack and use the hand icon to turn on the translator gadget. Now continue to the east and you will enter a dark cavern. A large hologram will appear and begin speaking. If you didn't turn the translator on, you will not understand what he is saying and will be evicted from the caverns. Assuming you did turn the translator on, the image will offer transportation if you can offer proof of Orat's death. Grab the Orat piece and throw it on the floor for his approval. A portal will open and you will be admitted into the power generation area of this complex. You will be offered the use of a skimmer to get to the nearest settlement. Before leaving, however, plug your data cartridge into the computer console in this room. The message from Dr. Vohaul says that this cartridge contains the plans for the Star Generator and asks that it be taken to the Xenon ruling body as soon as possible. You are also told that the Star Generator has a self-destruct capability and are given the 4-digit code to activate it. Write this code down as you will not be able to complete the game without it. Once you are done reading the message, be certain to retrieve the cartridge from the console. Now use the skimmer to leave this area. At this point, you will be offered a choice between playing an arcade sequence or skipping it. The same number of points will be awarded whatever you decide. Do not select the arcade version if you didn't save just before entering the skimmer. When you fail the arcade version, you have to restore to a saved position instead of just starting back at the beginning of the sequence. When you complete your trip in the skimmer, you will arrive in beautiful, downtown Ulence Flats. ULENCE FLATS Upon arrival at Ulence Flats Roger will immediately be approached by someone interested in buying the skimmer. Refuse his first offer and wait around for a minute. He will leave when you turn him down and then return shortly. He will make one final offer which you should accept. In addition to 30 buckazoids he will give you a jetpack and 2 coupons. Now go into the bar and give the bartender the coupon good for a free beer and 5 buckazoids. Order 2 more beers after that to quench Roger's thirst and you will overhear something very important. Somebody in the bar will mention a space sector by name where something unusual happened to them. You will need to write down the name of the sector (a two letter code) and use it later. Now get up off the stool and walk over to the slot machine. Place the widget on the machine and start feeding buckazoids into the slot. With the widget attached you will win every spin. Keep playing until the machine overheats. To make the process go more quickly you should feed the maximum 3 buckazoids into the machine before each spin. Leave the bar now. If you're feeling greedy, go around to the back of the bar and search through the pile of ashes until you find a total of 12 buckazoids. However, this is not necessary as you should already have more than enough money to finish the game. Your next stop should be Droids B Us. The main entrance can be found one screen north and 1 screen east of the entrance to the bar. Give the clerk your final coupon and wait for the robot NAV-201 to be pictured in the viewing window. As soon as it comes up, give the clerk your money. Roger will then go around to the pick-up window to get the droid. With the droid in tow, head west 1 screen and south 1 screen to Tiny's Used Spaceships. There is nothing useful on Tiny's primary lot so go north. Tiny will follow you. Inspect the Drallion Cruiser and Tiny will give you a price. Go ahead and give Tiny your money to buy the ship. Now just climb aboard and prepare to blast off of this rock. Your droid will get the ship into orbit and then request your destination code. Refer to page 7 of the Space Quest I manual and punch in the symbols corresponding to the sector mentioned back in the bar. You will quickly make it to the correct sector only to be confronted with a Sarien battle cruiser. The droid will ask for permission to leave the area. As much as you might like to agree, you'll have to refuse his request. At that, he will pull in close while Roger straps on his backpack and ejects from the ship. Once you are over the airlock, simply pull the lever to get inside. SARIEN BATTLE CRUISER (DELTAUR) As soon as Roger lands in the airlock and throws down the jetpack move quickly to the right of the doorway. Try to hide in the corner there so that you will not be seen by anyone coming in through the door. When a droid comes to douse the jetpack with water, run through the door. Now push the box under the airvent. Use the Xenon Army Knife on the vent to open it up. Once inside the ventilation shaft, exit the screen to the northeast. Next, kick open the vent and you will come out in the laundry room of the ship. Open the dryer and then have Roger grab the helmet inside. With his usual grace, Roger will fall into the dryer and the door will close behind him. When he finally emerges from the dryer he will be wearing a Sarien officer's uniform. Look at the floor near the dryer and you will find a new I.D. card as well. All of your old possessions other than the data cartridge will be lost in the dryer but they aren't needed any more, so don't worry about it. When you exit the laundry room you will see two elevators. Take the one on the left. After getting out of the lift, go west 1 screen and take the elevator up. Walk east three screens and you will come to the ship's armory. Show the droid the I.D. card and he will go into the back room to get a weapon for you. As soon as he is gone, lift the countertop section that is hinged and grab one of the grenades sitting on the shelf behind the counter. Quickly close the countertop behind you and the droid will return with your very own pulseray laser pistol. Leave the armory and take a look at that big Sarien guard on the lower level. Drop the grenade on him and watch him collapse. Go all the way west to take the elevator down. Roger will trip before getting there and his helmet will fall off ruining the disguise. From this point on, you will have to use that laser pistol to stay alive. Shoot any Sarien you see immediately or he will surely kill you. After taking the elevator down, go east until you are in the room with the fallen guard and the Star Generator. Search the fallen guard and use his remote control on the Star Generator. With the forcefield down, push the button at the base of the Generator. You will need to enter the 4 digit code from the data cartridge message. The self-destruct is now engaged and you have 5 minutes to get off the ship. Go west 1 screen and take the elevator up. There will be a guard waiting for you so be ready to shoot as you get off. Get in the other elevator that the Sarien had been guarding and ride it down. Climb into the waiting escape pod, sit back, and enjoy the endgame sequence. SPACE QUEST I is published and distributed by Sierra On-Line, Inc. This walkthru is copyright (c) 1991 by Joseph Boone. All rights reserved. - o -