WALKTHROUGH FOR SPACE QUEST I Notes: ‘You’ can refer to you as the player or you as Roger Wilco. The parts of the game which are not completely necessary to complete (but are needed either for extra points or information useful later) are written in brackets ([]). N means North, or away from the screen; S means South, or towards the screen; W means West, or to the left; and E means East, or to the right. Each of these directions (N, S, W and E) when used indicates that you have to walk one entire screen in that direction. For example, ‘Walk N, N, E,’ means that you have to walk two full screens to the north and then one full screen to the east. Space Quest I: The Sarien Encounter The Arcada You begin SQ1 aboard the starship Arcada while it is under attack by the Sariens. Walk W, W, W (ignore the archive room - just walk right through it). Search the man who is lying on the ground and you will find a keycard on him. Take it. Walk E, E (i.e. until you are inside the archive room). [Wait here until an old man enters the room and collapses on the ground. Walk up to him and type LOOK MAN. He will raise himself up on one elbow and start talking. He will utter the words ‘astral body’ somewhere along the line.] Walk to the computer and look at the screen. Type ASTRAL BODY and take the cartridge when it arrives. Do not insert the cartridge into the computer or a Sarien troop will barge into the room and shoot you! Walk W of the room and take the lift down to the lower level. (If at any time you hear footsteps, either hide in a lift or walk out of the screen and back in, depending on which way is quicker.) Walk E (ignore the broken door - there is no point in going in there) and use the lift that seems to have no counterpart. Walk E again and up to controls for the bay door. Look at the controls and press ‘open bay door’. Walk E yet again, insert your card into the slot and walk through the door. Walk up to the controls for the two doors on the back wall and press the left button. Take the gadget, look at it, and turn the dial. Press the right button and take the suit (you will automatically change into it). Walk to the controls in the foreground and push the button that opens the airlock. Walk W. Walk to the console and press the only button you can to raise the platform. Walk to the escape pod and enter. Close the door, fasten your seatbelt (you have to think of everything in this game!) and look at the controls. Press ‘power’ and ‘autonav’, and then pull back on the throttle. You’re free! (If you really want to know what the ‘don’t touch’ button does, save your game before you press it!) Unfortunately, you are now going nowhere. Stinks, don’t it? Do not worry too much, though, because your faithful computer soon gives you a readout on a planet on which you will be forced to crash land. Ah, much better! Kerona After watching the astoundingly impressive crash landing sequence, you find yourself still alive inside your craft. Unfasten your seatbelt (so they do work!) and search the floor of the pod. Take the survival kit and open it. You may need it later. ‘May’? I will explain later what I mean. Exit the pod and walk up to the windscreen. If you look carefully you will see a piece of glass lying loose. Take it. Now, there are two different ways that I know of to complete the next part of the game. Let us begin with the short way. Short Method: The first method involves killing the orat before the spider droid lands (I know, this doesn’t make sense at all right now). Walk E, E, E. Do not walk onto the path; just walk E again. Now walk N. Do you see the entrance to the cave? Walk into the cave. Before the orat gets you, type THROW WATER (remember the dehydrated water in your kit?). After the orat has exploded rather spectacularly, take the piece he leaves behind - you will need it as evidence. Walk back to the place with the path. Now walk along it until you reach its end. If the droid lands while you are walking along the path, ignore it. [However, if you want the glory and points that go along with smashing it, walk behind the rock to the left of the cracking bridge, wait until the droid is directly beneath it, and then push the rock.] Walk between the two weird pillars and you will be sucked down (wee!). Take the small rock and walk W. See the grating? There is a monster in there. Walk along the wall to get safely past it. Now put the rock on the geyser. Open sesame! Walk through the doorway and W. Walk up to the laser fence and type USE GLASS. Walk around the bend and then E. Dodge the drops while you walk E again (it shouldn’t be too hard). Walk in through the dark doorway. (Remember I told you to turn that ‘gadget’ on? Now it is going to prove its worth.) The alien will talk to you for a while. He will acknowledge that you killed the orat. Drop the piece of orat you have and he will let you in. Long Method: This is the same as the first method, except that you use the droid to kill the orat by getting it to follow you into the cave. This requires some good dodging skills on your part to avoid having the droid take you to pieces. Why this way is longer is because you have to wait for the droid to land. (You can go talk to the alien before it does, but this is just a waste of time because you then have to talk to him twice.) Whichever method you use, you should find yourself inside the aliens’ underground base (ooh!). One will talk to you again for a while, and then provide you with a skimmer and leave you be. [Now it is time to see what information that ‘astral body’ cartridge has on it. Walk up to the computer and insert the cartridge. Read the whole story. Remember the code 6858. Take the cartridge. (I have it on good authority that if you leave the cartridge behind, you can still finish the game (all you actually need from the cartridge are the digits ‘6858’), but it will have a slightly less satisfactory ending.)] Board the skimmer and turn the key. Off we go to Ulence Flats! You will now have to dodge all the rocks on the way to Ulence Flats. If you get hit by five rocks, you crash. Try setting the speed on slow - it makes things much easier. Ulence Flats Once you have arrived and got out of your skimmer, a man will appear and offer you money for your skimmer. Decline the offer by typing NO. Walk into the bar (E) and then out again (W). The man will appear again, but this time he will offer you some money and a jetpack. Type YES this time round. Walk back into the bar. [Walk up to the counter and order three drinks. Drink all three and listen to the conversation going on. A man will tell a story about how he saw this ship blow up a planetoid. That is the ship you have to reach! Remember ‘sector HH’.] Now we come to the most boring and senseless part of the game. You have to win all the money needed to get off this planet by using that lethal machine in the corner. (If you know anyone who has passed this part, load their game.) You will need 214 buckazoids for the ship and 36 for the droid needed to fly it. You might as well win it all at once. Once you have won the money, walk W, W. (If a man asks you to follow him, ignore him - he will rob you!) Buy the only ship that is parked N. Walk to the droid shop that is N and E (or E and N) to the entrance to the bar. Buy the white droid that is on the upper level to the right. Walk all the way to your ship, climb the ladder and press ‘load’. Once the droid is ‘loaded’, it will ask you where you wish to go. Type SECTOR HH. After your ship has dodged some dangerous asteroids, it will stop outside the Deltaur (the ship the man in the bar mentioned). Type WEAR JETPACK and LEAVE SHIP. Fly to the middle of the big door and type OPEN DOOR. Enter the ship. You are now all alone on a ship full of misguided aliens! Great job! The Deltaur Wait until a droid opens the door. Quickly go through the now opened door. Hide inside the chest. Wait until you are carried to the laundry room. Get out of the chest (leave your jetpack behind) and climb into the washing machine. You will receive a thorough cleaning and automatically (and miraculously) change into the Sarien uniform. Look at your pocket to find a card and leave the room. You are now in what I call ‘the main hallway’. Go through the door on the left (the one next to the one that is ‘out of order’J). Walk W. [Talk to a Sarien along the way.] Use the lift. Walk E, E, E. (Ignore the star generator for now.) Walk up to the counter and show your card. While the droid is fetching your weapon, quickly walk up to the two items at the bottom of the counter and type TAKE GRENADE. Walk back to where you were before to receive your pulseray. Walk W and throw your grenade over the banister. The Sarien guarding the star generator will fall over. Walk W, W. (You may shoot any Sarien you meet along the way.) When you have nearly reached the elevator you will lose your disguise. (From now on you must shoot before you are shot. What I do is shoot as soon as I enter a new room because no harm is done if one shoots and nobody is there. If you come across a guard droid, walk out of the screen and back in - you cannot destroy it.) Use the lift anyway. Walk E, E. Search the body and use the remote to disable the shield protecting the star generator. Use the control pad on the generator to type 6858. The ship is now going to blow! Go back to the main hallway, shooting everybody on the way who tries to stop you. Go through the door that was formerly ‘out of order’. Walk to the ship and climb into it. Push the ‘launch’ button and you are free once again! Well done! You have destroyed the star generator which was to be used to wreak havoc upon the stars! Apparently, the evil Dr Sludge Vohaul is not too happy about this. You will find out more about that in SQ2. The Author and Miscellaneous Name: Barnaby Renard E-mail address: svenslayer@webmail.co.za Great websites for walkthroughs: www.gamesdomain.com and www.the-spoiler.com Great Space Quest website: wiw.org/~jess/roger.html General comments: Recently, I played through SQ1-SQ5 again and I realised what great games they are. I found that most of the walkthroughs were hard to follow and very ambiguous. Some weren’t even completely understandable. I hope that this walkthrough fulfils all the requirements of a well-written document. If it is well-received, perhaps someday I’ll write one for SQ4-6 (if I ever get around to playing no 6).