*** IMPORTANT NOTICE: *** This version of the FAQ features an enormous change in layout. Because of this, the markers indicating a section update may not be totally correct. Even though a section isn't marked with an update, it might still be updated. This is due to a cock-up in creating the new layout, and will be corrected with the next version. So this is a good excuse for you to re-read the ENTIRE FAQ all over again! :) ÚÄÄÄÄÄ¿ÚÄÄÄÄ¿ÚÄÄÄÄ¿ ÚÄÄÄ¿ ÚÄÄÄ T H E O F F I C I A L ÀÄÄÄÄÄ¿ÃÄÄÄÄÙ³ÄÄÄijÚÙ ÚÄÄ by ÀÄÄÄÄÄÙÁ Á ÁÀÄÄÄÄÄ ÁÄÄÄ Troels ÚÄÄÄÄÄÄÄÄÄÄ· ÚÄÄÄÄ· ÚÄÄÄÄ· ÚÄÄÄÄÄÄÄÄÄ· ÚÄÄÄÄÄÄÄÄÄ· ÚÄÄÄÄÄÄÄÄÄÄ· Pleimert ³ ÉÍÍÍ͸ º Ô¸ ɼ Ô¸ ɼ Ô¸ ÉÍÍ͸ º ³ ÉÍÍÍ͸ º ³ É͸ É͸ º Version: 1.8 ³ º ³ º ³ º ³ º ³ º Ôͼ ³ º Ôͼ Ôͼ ³ º Ôͼ ³ º ³ º ³ º ³ º ³ ÓÄÄ· ³ ÓÄÄÄÄÄÄ·ÛÛÛÜ ³ ºÛÛÛÛÛÜ ÜÛÛÛÛÛÛÛÜ ³ º ³ º ³ º ³ º ³ ÉÍͼ ÔÍÍÍÍÍ͸ º ßßß ³ ºßßßÛÛÛÛ ÛÛÛÛßßßÛÛÛÛ ³ º ÚÄ·³ º ³ º ³ º ³ º ÚÄ· ÚÄ· ÛÛÛ³ ºÜ ³ ºÜÜÜÛÛÛÛ ÛÛÛ ÛÛÛ ³ ÓÄÙ ÓÙ º ³ ÓÄÄÄÙ º ÚÙ ÓÄÄÄÙ º ³ ÓÄÄÄÄÙ ºß ÚÙ Ó·ÛÛÛÛÛÛ ÛÛÛ ÜÜ ÛÛÛ ÔÍÍÍÍ͸ ÉÍͼ ÔÍÍÍÍÍÍÍÍͼ ÔÍÍÍÍÍÍÍÍͼ ÔÍÍÍÍÍÍÍÍͼ ÔÍÍÍͼ ÛÛÛÛ ÛÛÛÛÜÜÛÛÛÛß Ôͼ ASCII by T.Pleimert ßÛÛß ßÛÛß ßÛÛß ßÛÛÛÛÛÛßÛÛ Quote of the Version: "Enough smarm already! Let's FUNERAL!" - Gary Owens CONTENTS: 0. Disclaimer 1. Introduction } 1.1 Author Profile 1.2 How to contact the author 1.3 The FAQ story 1.4 How to get this (and later) versions of this FAQ 1.4.1 WEBPAGE-OWNERS, CHECK THIS OUT! 1.5 The FAQ mail list 1.5.1 The FAQ mail list members 1.6 Revision history } 1.6.1 What's new in this version? } 1.6.2 Revision history list } 1.7 News in the Space Questiverse 2. The Basic History of Space Quest 2.1 What is "Space Quest"? 2.2 The Creators of Space Quest, or, The Andromeda Story 2.2.1 Why did the Two Guys break up? 2.2.2 If Mark Crowe left the duo, why did he do SQ5 solo? 2.2.3 Why did Josh leave the SQ6 project? 2.3 A brief overview of the six Space Quest games 2.3.1 Space Quest 1: The Sarien Encounter 2.3.2 Space Quest 2: Vohaul's Revenge 2.3.3 Space Quest 3: The Pirates of Pestulon 2.3.4 Space Quest 4: The Time Rippers 2.3.5 Space Quest 5: The Next Mutation 2.3.6 Space Quest 6: The Spinal Frontier 2.3.7 Space Quest 1: The Sarien Encounter VGA 2.4 The Characters } 2.4.1 Roger Wilco, Ace Janitor } 2.4.2 Roger Wilco Jr. } 2.4.3 Beatrice Wankmeister } 2.4.4 Sludge Vohaul 2.4.4.1 Sludge or Slash? } 2.4.5 Captain Quirk } 2.4.6 Sharpei } 2.4.7 Stellar Santiago 2.4.8 The Gippazoid Novelty Company # 2.4.8.1 Free Labion Terror Beast Mating Whistle? 2.4.9 The Labion Terror Beast # 2.4.10 Spike } 2.5 Release dates } 2.5.1 When is Space Quest 7 coming out? 2.6 Credits for all Space Quest games 2.7 Voice credits 2.7.1 Space Quest IV 2.7.2 Space Quest VI 2.7.2.1 Who is Ray Trace? 2.7.3 The Cast of "Current Inside Copy" 2.8 Awards 3. Hints 3.1 How to ... 3.1.1 How to avoid the Sequel Police in the Skate-o-Rama (SQ4) } 3.1.2 Three ways to avoid the security droids in the Super Computer (SQ4) 3.1.3 How to cut the card right on Genetix (SQ5) 3.1.4 How to beat Elmo Pug in Nukem Dukem Robots (SQ3) # 3.1.5 Two ways to beat Quirk at Battle Cruiser (SQ5) # 3.1.6 How to avoid the Sequel Police on Xenon (SQ4) # 3.1.7 Two ways to kill the Arnoid Annihilator on Phleebhut (SQ3) # 3.1.8 Two ways to kill the Orat on Kerona (SQ1) 3.2 Need more hints? 3.2.1 I've lost my manual! Can you give me the copy protection? 4. Behind the Scenes 4.1 Space Quest I 4.1.1 Cameos 4.1.2 Easter Eggs 4.1.3 Spoofs and References 4.1.4 Plot inconsistencies } 4.1.5 How to Get More Points 4.1.6 Cheats and Debugs 4.1.7 Fun Facts 4.2 Space Quest I VGA } 4.2.1 Cameos 4.2.2 Easter Eggs 4.2.3 Spoofs and References 4.2.4 Plot inconsistencies 4.2.5 How to Get More Points 4.2.6 Cheats and Debugs 4.2.7 Fun Facts 4.3 Space Quest II } 4.3.1 Cameos 4.3.2 Easter Eggs 4.3.3 Spoofs and References 4.3.4 Plot inconsistencies 4.3.5 How to Get More Points 4.3.6 Cheats and Debugs 4.3.7 Fun Facts 4.4 Space Quest III } 4.4.1 Cameos 4.4.2 Easter Eggs 4.4.3 Spoofs and References 4.4.4 Plot inconsistencies 4.3.5 How to Get More Points 4.4.6 Cheats and Debugs 4.4.7 Fun Facts 4.5 Space Quest IV 4.5.1 Cameos 4.5.2 Easter Eggs 4.5.3 Spoofs and References 4.5.4 Plot inconsistencies 4.5.5 How to Get More Points 4.5.6 Cheats and Debugs 4.5.7 Fun Facts 4.6 Space Quest V } 4.6.1 Cameos 4.6.2 Easter Eggs 4.6.3 Spoofs and References 4.6.4 Plot inconsistencies 4.6.5 How to Get More Points 4.6.6 Cheats and Debugs 4.6.7 Fun Facts 4.7 Space Quest VI } 4.7.1 Cameos 4.7.2 Easter Eggs 4.7.3 Spoofs and References } 4.7.4 Plot inconsistencies 4.7.5 How to Get More Points 4.7.6 Cheats and Debugs } 4.7.7 Fun Facts 4.8 Space Quest in other games } 4.8.1 Leisure Suit Larry III 4.8.2 King's Quest II 4.8.3 Jones in the Fast Lane } 4.8.4 Quest for Glory I / Hero's Quest I } 4.8.5 Police Quest I # 4.8.6 Police Quest 4: Open Season 4.9 What the Sierra guys didn't think of 4.9.1 How to escape the Sequel Police on Estros in SQ4 4.9.2 How to get speech & text in SQ4 4.9.3 How to skip the Skate-o-Rama sequence in SQ4 4.9.4 How to get past the Skate-o-Rama sequence in SQ4 4.10 Working Titles 5. Last words } 5.1 Credits } 5.2 FAQuotes 5.3 Want to know more about Space Quest? } 5.3.1 Books } 5.3.2 Internet sites } This tag means, the section contains an update. # This tag means, the section is totally new. PLEASE NOTE, that the tags might not be completely correct in this version, due to the massive change in layout. Try to ignore this, as it will be corrected in the next version. ------------------------------------------------------------------------------- [0] DISCLAIMER ------------------------------------------------------------------------------- You may distribute this document freely, give it to all your friends and upload it to your favourite boards, AS LONG AS YOU DON'T MAKE ANY ALTERTATIONS TO IT WHATSOEVER without explicit written permission from the writer (which just so happens to be me). It may not be forwarded or quoted without proper credit given to the author (that's me). If you release this FAQ to any site and/or board, I'd appreciate it if you'd contact me and tell me about it. See section 1.3 for contact details. Also, for all you greedy bastards out there, DO NOT CHARGE ANYTHING for this document. If some jerk is trying to sell you this FAQ, don't pay him -- contact me, and I'll give it to you for free. Yep, that's right -- this is a FREE FAQ! No money involved! Although this FAQ has been approved and "officialized" by Sierra, it is not the property nor work of them. This FAQ is complete fan-written material. It is not a Sierra-product, nor do I work for Sierra. So questions about this FAQ should not be directed to Sierra, but to the author (which just so happens to be me). This document was written by and is the sole property of Troels Pleimert. All Space Quest-names, places, titles or related issues are (C) Sierra On-Line. All other copyrighted names belong to their respective owners. (I don't want to get LucasArts(TM) or Creative Labs(TM) on my backs.) ------------------------------------------------------------------------------- [1] INTRODUCTION ------------------------------------------------------------------------------- [1.1] Author Profile ---------------------- My name is Troels Pleimert, and I am a 16 year old Danish WilcoWorshipper and high school sophomore. My first Space Quest game was SQ2, which I played sometime in 1987 on an old 8086 with a Hercules-monitor. Then, when a mail- order company screwed up my order for Sam & Max, I got the remake of SQ1 as a token of apology. I immediately ordered the SQ Collection afterwards, and got really hooked. Today, I live with my parents and annoying kidbrother in a nice, two-story house with a garden we never use and a masochistic pet cat in the small Danish town of Holbaek. I love computer gaming, the Internet and playing around with musical instruments. And of course, working on this FAQ, which I find to be an enormous, but quite enjoyable task. I consider myself the "Freelance Space Quest Historian". I have taken it upon myself to study the history of Space Quest as thoroughly as I can. I can answer any question about Space Quest that you throw at me, provided the information can be retrieved from some valid source of information (not much info is provided through the games themselves, but it doesn't take much to piece the info from the documentations and websites and e-mails together). I got this idea from a friend of mine who was a complete Star Wars fanatic, and could answer absolutely ANY question you threw at him about Star Wars -- down to the planet names in the galaxy where the action takes place. I'm trying to be like that. If you wish to test my knowledge, please don't let me stand in your way. Enough blabber already. Let's FAQ!!! [1.2] The FAQ story --------------------- The idea for this FAQ came, when I first got on the Internet. A friend told me of this Space Quest-site, called the Virtual Broomcloset. I had previously made a few music modules with the SQ3 theme, and so I wrote the webmaster of the Closet (Jess Morrissette) an e-mail, asking him if he'd correspond with me through snail-mail (at the time, I did not yet have an e-mail address). I sent the mail via the local library's internet-access, and after a short while, Jess replied. When sending him the modules, Jess got very excited and posted them on his page. And I kept sending him stuff through snailmail, until I finally got an e-mail address. Up until the summer of 96, I was contributing a lot of written material for Jess' page (the Sludge Vohaul-story, the Space Quest- story, the trivia, etc.). Then I got myself a copy of 3D Realms's Duke Nukem 3D, and it had this really great Apogee FAQ attached. So I figured, why not do the same with Space Quest (seeing as I knew a lot about Space Quest). I wrote the first FAQ during the summer of 96, and picked out information all around. (At the time, I was also getting to know Denis Lemire, who contributed a great deal too.) When I finished the first FAQ, I contacted Jess and asked him to spill his collective knowledge about the series. During that process, he also gave out the URL of Bill Shockley's homepage, and I sent Bill my FAQ. Bill sent back a reply, telling me to ask away. Getting a few extra tidbits from Bill, version 1.1 was on the way. When I saw the number of Space Quest-sites popping up (every time a new one pops up, either Jess tells me or I tell Jess), I figured: Let's spread the damn thing! So every time a new SQ-site would open up, I sent the webmaster a mail and asked, if he wanted to post the FAQ. And in almost every case, he did. The idea about an HTML-FAQ came from Denis Lemire, webmaster of the Space Quest Network. When asking for permission to do so, I gave him green light to proceed and -- after a few slowdowns, due to freenet-problems -- Denis got the FAQ up. A little while after Denis started work on the HTML FAQ, a fellow named Daniel Lundmark also made the same request. The FAQ can also be viewed on his page, in HTML format. Now the FAQ has been described as "the most thorough batch of SQ info ever" and has even been officialized and approved by Sierra On-Line. Now that the Broomcloset is dead, I have more time to concentrate on other tasks. I'm hoping to become a "regular freelance writer" for Matan Kalman's Popular Janitronics On-Line magazine, and thinking up ideas for other people's webpages. And I've got my own page, Wilco's Domain, to think about too. Yep. Things are looking up. :) [1.3] How to Contact the Author --------------------------------- Although I spend a lot of time on this FAQ, I simply love getting mails of any kind. One of the great moments in my life is when Netscape reports, that I have a number of e-mails waiting. If you want me to do something for your website, feel free to contact me. If you want to post my FAQ on your page, feel free to contact me. If you want to piss me off, feel free to contact somebody else. ;) Snailmail: Troels Pleimert Blomsterhaven 11 DK-4300 Holbaek Denmark E-mail: bjpl@post2.tele.dk IRC: I don't go on the IRC anymore, and it's not even my fault. My local library erased mIRC and bunged on some security sh*t, so we can't bring it back. Shucks. However, I have mIRC at home, but I rarely use it -- and if I do, it's late night. But, *if* you're *very* lucky, my nick is RogerWilc. Wilco's Domain: http://www.geocities.com/area51/4800 ANY comments/critiques/contributions would be welcomed...no matter h o w insignificant. Hint beggars are also welcome -- check section 3.2 for more information. I'm also looking for more people to correspond with. My addressbook is getting hungry. :) I AM NOT RECIEVING ENOUGH E-MAIL. PLEASE SEND ME MORE E-MAIL. [1.4] How to get this and future versions of this FAQ ------------------------------------------------------- Well, that one's easy. So far. All you have to do is check section 5.2.2 of this FAQ for Internet-sites. The sites marked with an asterisk have my FAQ posted, or will in the near future. I also have a mail list offer, see section 1.5. [1.4.1] WEBPAGE-OWNERS, CHECK THIS OUT! ----------------------------------------- If you have your own homepage (about SQ or something else), and would like to post my FAQ on it, please send me an e-mail (bjpl@post2.tele.dk) with the following information: Your real name (not Dr. Beleauxs or Sludge Vohaul) Your e-mail address Your homepage URL Your nationality (I want to see how far this thing goes) Where you read the FAQ, and which version Any comments/critiques/questions/additions/valuable info You will then, shortly afterwards, recieve an e-mail from me, that'll most likely give you permission to do so. Note, that you can't just post the FAQ and not tell me about it -- I might take serious action. Although I prefer you to tell me first, THEN post it, you can do it the other way around. When you register your homepage, you will automatically be on my mail list, and will get the FAQ sent to you via e-mail every time there's a new release, plus you'll recieve those handy little FAQ Gifts every now and then. See section 1.5 for more details. [1.5] The FAQ mailing list ---------------------------- For those of you interested in recieving latest versions of the FAQ to your mail server the instant it's finished, write an e-mail to me (see 1.2) with the following information (more, if possible): Your name (REAL name, not "Roger Wilco" or "Stellar Santiago") Your e-mail address Your homepage (if applicable) Your nationality (I wanna see how far this thing goes, ;) Where you read this FAQ and which version Any comments/critiques/questions/additions/valuable info Soon after that, you'll recieve a mail from me, which will say something like "you've now been added to my mail list; good for you! :) ". This means, that whenever I finish a new version of this FAQ, you get it! Free of charge! How's that for fast service? If you do NOT get a reply from me within a week, your e-mail did not get through properly. Try re-sending it. I always reply mail list subscribers. You also get some of the neat FAQ Gifts, I send out. Usually, this involves music modules, cute graphics, Windows-material, that sort of stuff. Just to let you know how much I love you. ;) Note, that while I'd love to, I cannot make a mail list by snailmail. Why? Simply because if I get enough response to this FAQ, I'm not going to be able to send future versions to ten people every time I make an update. I'm a poor highschool student, and I simply cannot afford it. Someday, there might be hope, however. BUT, feel free to write in ANY comments you might have, using snail-mail. ALL comments/suggestions/contributions will be welcomed and most likely responded to. Flames will be returned, horribly mutilated, and you'll probably be the victim of some serious mail terror from me in the future. And no, I'm not kidding. :| [1.5.1] The FAQ mail list members ----------------------------------- The current members on my mailing list are the following nice guys (and one girl): Name Nationality E-mail ------------------------------------------------------------------------------ Jess Morrissette US jess@wiw.org Kevin Wallace US wilcoweb@geocities.com Kara Johnson (Djamine) US kjohnson@ncinter.net Daniel Lundmark Sweden dan.lun@infoscandic.se Denis Lemire Canada ve6tmk@oanet.com Tom Gray Canada grayed@telusplanet.net Matan Kalman (TSR) Israel kalman_f@netvision.net.il Gunnar Nordenberg Sweden bertil.nordenberg@mbox200. swipnet.se Matthew Gies Canada lgies@compusmart.ab.ca Stephen Gill US gill@freenet.msp.mn.us Craig Alexander US craig.alexander@sierra.com Grant Chen US zznnchen@msn.com Guy Lavoie Canada lavoieg@vir.com Josh Mandel US josho@josho.com Claudio Matsuoka Brazilian claudio@kanopus.com.br Itay Cohai Israel icohai@ort.org.il Sean Hill Canada hillrr@sk.sympatico.ca David Diaz Cuban-America diazman@earthlink.net Tovi Almozlino Israel ctdiv_cs@netvision.net.il Michael Hutchison US Michael.Hutchison@sierra.com John M. Higginson US johnhigginson@juno.com Jim Seley US jseley@kansas.net Fred Zanfardino US guybrush@orbiter.com Joseph Seymour US lordsoth@ix.netcom.com Tom DeVries US raptor021@aol.com Domen Novak Slovenia novakdom@perftech.si Florian Heise Australia florian@OntheNet.com.au Douglas Peltz US dpeltz@gte.net Christian Giegerich Germany Cyberwilco@t-online.de Andre Stein Australia andre@magna.com.au Fernando Andres Jimenez Costa Rica fandres@geocities.com Jarred Olsen US yoda@whoever.com Tomer Fishman (Deep Freeze) Israel tomerfi@shani.net Allan Wong China awong@att.net.hk Mor (Miki) (whatever) Israel morme@bushwack.gilo.jlm.k12.il Leonard Kramer Denmark lkramer@vip.cybercity.dk Thor (Valhalla?) s39903@gettysburg.edu Justin Barker US justbark@mindspring.com Larry Petersen US gamer8000@hotmail.com 41 Thanks for all the lovely response, guys (and girl)! Keep 'em coming! ;) It's amazing how this thing's grown since when there was only 1 guy on the list, Jess Morrissette. Now there's more than 40 on it, and two of them are even Sierra-employees! Note, that they're not posted in any particular order (if anyone thought so). I tried to put them in the order they were recieved, but I messed up somewhere... [1.6] Revision history ------------------------ Yes, the Official Space Quest FAQ has lived a long and relatively useful life. And it's far from over yet! Technically, you COULD order back issues from me, but what good would that do? :) [1.6.1] What's new in this version? ------------------------------------- * Phewweeeee! FINALLY got that smeggin' layout change done. Lotta work was put into that one. Hope you enjoy it... (if not, then ***tough!!!*** -- I'm *not* restoring the old layout again!) * Added a section, describing the weirdness of the alleged FREE Labion Terror Beast Mating Whistle. (Section 2.4.8.1) * Added Spike as a character description. (Section 2.4.10) * Added "Rank" to all character descriptions (Section 2.4.1 - 2.4.10) * Added two more "How to ..." -- how to get Quirk in Battle Cruiser (3.1.5) and how to avoid the SP-droids on Xenon (3.1.6). I also moved the "how to mash the Arnoid" section up to 3.1.7, because of the new layout. * Added another sighting of Space Quest in a different game. This time, PQ4 was the target. (Section 4.8.6) * A few updates around the Release Dates (Section 2.5). Once again re-wrote the SQ7 section (section 2.5.1). * Added another way to beat the Security Drones in the Super Computer. (Section 3.1.2) * Removed the Collector's Items section (previously 2.9). It didn't seem important anymore. * More "usual" updates. :) [1.6.2] Revision history list ------------------------------- Version 1.0 First edition. This never made it on any sites, but then again, it was so small it didn't deserve it. Version 1.1 Major hints update, lots of small updates and a few helpful additions here and there. Can now be found as HTML on The Virtual Broomcloset (see 5.2.2) Version 1.2 Damn, I've been getting some great feedback! Thanks a lot and keep 'em coming! I've updated on the section about SQ7, more cameos and a few minor updates. Added a news section. Also, the credits and info on websites have expanded A LOT. ;) Version 1.3 A few updates here and there. The overview now also contains a few opinions on the other aspects of the game, and there's been a minor change in structure. Added a section on funny things occuring in SQ. Added more info about the mail list. Now posted on four different sites. Version 1.4 Contains a lot of restructurations. Added a "Quote of the Version", which I stole from Michelle "Wolfy" David. Added an FAQuotes section, to brag about. ;) Added the more thorough overview on "What's new in this version?" Quote: "Ah, gimme a break. Lemme put my boots on. It's getting deep in here!" - Gary Owens Version 1.4b Fixed some errors in version 1.4. Nothing big, but could probably have caused some confusion for some people. :) Quote: "Ah, gimme a break. Lemme put my boots on. It's getting deep in here!" - Gary Owens Version 1.5 A few updates here and there. Lots of new sections, and two new logos. Quote: "Is THAT what that was for? Holy SHIT!" - Scott Murphy Version 1.6 Added major cheat for SQ3, how to beat Elmo Pug and cast list for Inside SQ. Updates include Sludge Vohaul's name problem, rewrote section on SQ7 dirt, new review of SQ1VGA, minor layout changes and new logo. Plus the usual updates in the cheats and cameos section, and a few VERY amusing programmer in-jokes in the "What you (didn't want to) know" section. Quote: "I won't go down without a fight, Quirk! I know kung fu, karate, tai-kwon-do, and several other Chinese words!" - Roger Wilco Version 1.7 Space Quest in Other Games additions, great cheat for SQ2, removed "Favourite Links". Other great additions to the "usual sections." Quote: "You're not sure what that is, but you bet it'd look cool spewing through the propellars." - Gary Owens [1.7] News in the Space Questiverse ------------------------------------- Here's a new section, devoted to new info about Space Quest - short info and news, mostly. Here we go... * SPACE QUEST 7 - THE GAME!!! According to Sierra Publishing manager, Craig Alexander, a Space Quest 7 project should currently be underway. Scott Murphy IS working on a design as we speak! Craig estimates the release date from 1« - 2 years. You can check up more SQ7 news by going to http://www.geocities.com/area51/4800 and clicking on the section about SQ7 Dirt. * NEW SPACE QUEST GAME? Chris Geroux, the webmaster of ScumSoft HQ, has created a new AstroChicken game, using Maxis Klik-N-Play package. It's actually pretty neat. Download it at http://www.geocities.com/Area51/Vault/5837 * SPACE QUEST COLLECTION, #3 Just to remind you, Sierra is working on releasing a third Space Quest Collection with all new goodies. The package will contain all SIX Space Quest games, so if you want to buy the SQ Collection, I suggest you wait until this one hits the stores. Craig Alexander of Sierra Publishing has confirmed, it will be out in two months time. * JOIN THE DISCUSSION Space Quest fans can join in on the discussion at SierraWeb's Space Quest-forum, "Janitorial Times". Visit http://www.sierra.com/messages/sq * MUSICAL MADNESS Space Quest is known for having great music. Now, thanks to my good pal Tom Lewandowski, my website Wilco's Domain is now the largest library of Space Quest music files, ready for download. (Just another excuse to plug my website... ;) Go to http://www.geocities.com/area51/4800 and click on "Musical Interludes". ------------------------------------------------------------------------------- [2] THE BASIC HISTORY OF SPACE QUEST ------------------------------------------------------------------------------- [2.1] What is Space Quest? ---------------------------- Well, very basically, Space Quest is the brainchild of two guys from the galaxy Andromeda, whose names are frequently mistaken for Scott Murphy and Mark Crowe (see 2.2). Space Quest is about a space janitor, named Roger Wilco, who first appeared in Space Quest 1: The Sarien Encounter, back in october 1986 (release dates, see 2.4). The game sported "beautiful" low-res graphics, using the then newly-introduced EGA-card and parser interface. By todays standards, the game looks sorta primitive, but back then in 1986, users and competitors were breathless (lawsuits still pour in about the casualties), and the game reviewers gave Space Quest top reviews. A classic was born, and Space Quest immediately attracted a cult following, with it's sorta far-out humor and main character charm. So far, six Space Quest games have been released, and "The Sarien Encounter" was re-released in 1991 with new VGA-graphics and sound card support. Over the years, Roger has grown from brown-haired to blond, from EGA to VGA and from janitor to Space Captain to janitor again. [2.2] The Creators of Space Quest, or, The Andromeda Story ------------------------------------------------------------ The Two Guys from Andromeda, or Mark Crowe and Scott Murphy as they're often mistaken for, are the glorified creators of the Space Quest series. Scott Murphy was, and still is, a veteran programmer at Sierra On-Line, and Mark Crowe was a graphics designer for Sierra, but moved to Sierra's sister company, Dynamix, right after the completion of "Space Quest IV". But between then, they had worked together on Space Quest games for five years. Scott first met Mark when he was designing the graphics for "The Black Cauldron". Scott was de-bugging the program. He and Mark got together and decided to do a game of their own, in their favourite genre - science fiction. But when they approached Ken Williams with the proposal to do a humorous science fiction game, Ken told them no. A funny scifi game just wouldn't sell, he said. But The Two Guys were determined and went on to program the first four rooms of the Sarien Encounter in their spare time. Scott programmed, Mark did graphics and Ken loved the demo and gave them green light to proceed. After work on Space Quest IV was finished, the Two Guys from Andromeda suddenly split up. Scott Murphy left Roger Wilco indefinately, and Mark Crowe moved to Sierra's sister company, Dynamix, in Oregon. (See 2.2.1) So, Mark Crowe put on a flight suit and flew Space Quest V solo as his first Dynamix-job. Although Space Quest V was labelled a Sierra product, it was produced by Crowe and his buddies over at Dynamix. He turned up a Star Trek- parody of the larger, with numerous references to just about any science fiction film or television series around. After that, Mark Crowe moved to do other projects for Dynamix, and the Space Quest series was put in the hands of Josh Mandel, a contributing writer for most Sierra-adventures since 1991, including "Space Quest IV" (where he wrote the bogus hint book and the software box parodies in the bargain bin). You can read more about the beginning of the Space Quest-series in my interview with Ken Williams, which you can read on my homepage. The address is http://www.geocities.com/area51/4800/ken.htm. [2.2.1] Why did the Two Guys from Andromeda break up? ------------------------------------------------------- After Space Quest IV was complete, Scott Murphy said the following thing to an interviewer: "We won't be doing another Space Quest. That's not to say, there won't be anymore games in the series, just that we won't be doing it. Although we have no solid idea of what we want to do next, we've lived with Roger Wilco for a long time now, and though we like him a lot, we're ready for a break." Later, Scott would realise, that what he said wasn't exactly true. After completion of Space Quest IV, Mark Crowe - the other Guy from Andromeda - moved to Sierra's sister company Dynamix to work there. He took on the job of designing Space Quest V solo, and although it was labelled a Sierra-product, Space Quest V was produced at Dynamix by Mark and his new buddies. The Two Guys broke up, mostly because of exhaustion. They'd been working since 1986 with cooking up nothing but Space Quest games. Although they both loved the Space Quest series, of course, working on one type of game for half a decade - that can get pretty tiring. None of them wanted to be remembered just for the Space Quest series. The small and virtually featureless town of Oakhurst was also getting to Mark a bit, so he made some arrangements to be moved to Dynamix in Eugene Oregon, while directing one of the Police Quest-games. One of the reasons for Mark's transfer was apparently his love for the 'mech series (Mechwarrior, Earthsiege, etc.). When Mark moved, the Two Guys was effectively no more. Scott moved to the Product Design department to take on a slightly less stressful task. You can read more about this at my EXCLUSIVE INTERVIEW with Mark Crowe at my homepage, "Wilco's Domain", at http://www.geocities.com/area51/4800! [2.2.2] If Mark Crowe left the duo, why did he do SQ5 solo? ------------------------------------------------------------- According to Craig Alexander, Sierra was swamped with projects in Oakhurst. Dynamix volunteered to do the next SQ, and Mark Crowe wanted to move to Dynamix anyway, so he grabbed the opportunity. However, the upcoming SQ7 will be produced in Oakhurst, just like SQ6... Mark Crowe himself tells the story this way... "Let's see. It was back in '90/'91 that I was directing Police Quest III after SQ4 released. SQ4 had been a particularily stressful development (I still consider it to be my masterpiece product) and I was ready to move on to something different for my next project. I was very impressed with the work Jeff Tunnel was doing at Dynamix, and was ready for a life change so I came on board here in Eugene, Oregon. I had a few product ideas in mind that utilized Dynamix's adventure game development system, but shortly after my arrival, I was asked to do SQ5 using Sierra's SCI. "I was aware, that Josh [Mandel] was working on a design for SQ5 at that point in time. I don't know about all the politics surrounding that. They asked me to do SQ5, I had some ideas for a story so I said SURE!" You can read more about this at my EXCLUSIVE INTERVIEW with Mark Crowe at http://www.geocities.com/area51/4800! [2.2.3] Why did Josh Mandel leave the SQ6 project? ---------------------------------------------------- So Josh Mandel set out to design "Space Quest VI", but just as the project neared completion, Josh had to leave the project. Scott Murphy took over, did the rest of the design and writing work and got "Space Quest VI" shipped. Josh has said, that he really thinks it was unfair of the marketing guys to market the game as a "Scott Murphy solo job". In fact, Josh had originally designed the whole game, and only needed some more text before he left. Scott was kind enough to write Josh in the game credits as both designer and writer, but this wasn't the case with the "Popular Janitronics" documentation, where Josh was only given writer credits. The box also had the rather misleading phrase: "Scott Murphy does a stand out solo job". Josh Mandel left the project, and Sierra, because of some management problems - apparently, Sierra had ticked him off real good. Josh Mandel moved to Legend and Scott Murphy took over the SQ6 project. Josh Mandel is currently working on a new, wacky adventure game, called "Callahans Crosstime Saloon", which makes heavy use of digitized actors and Josh's unmistakeable brand of weird humor. You can read more at my exclusive interview with Josh Mandel at http://www.geocities.com/area51/4800. [2.3] A brief overview of the six Space Quest games ----------------------------------------------------- Here follows a brief overview of the individual stories in the Space Quest games. NOTE, that the mini-reviews of the games, placed below the overviews, have nothing to do with my personal opinion, but is the general feel of what I've been hearing from other people. An example would be the SQ6-minireview, which is presented in a, oh shall we say, sour tone. Much of the criticism in that review are colliding with my personal beliefs, and I find some of it unfair. But I'd feel really stupid if I were to just print my own opinions. If you want my own opinions, mail me. ;) [2.3.1] Space Quest I: The Sarien Encounter --------------------------------------------- Space Quest I introduces astro-janitor Roger Wilco, who was set out on board the spacelab Arcada, which was sent out to test the new Star Generator - a powerful device, capable of igniting a lifeless planet into a new sun. This was becoming nessecary, as the sun of Xenon - Roger's homeplanet - was slowly dying. But, after having tested the Generator, the Arcada sent a message back to Xenon, saying the device was working perfectly and that they were returning home. This message was unfortunately intercepted by the evil Sariens, the ruthless outlaws of the galaxy (Earnon). They boarded the Arcada, stole the Generator and was going to use it to destroy Xenon and otherwise wreac terror to the galaxy. Roger Wilco, however, goes unnoticed and escapes with the plans for the Generator, only to crash land on the desert planet, Kerona. He managed to flee the planet, with a little help from some underground dwellers and the scummy side of the planet called Ulence Flats. Infiltrating the Deltaur, he found the Generator, set it to self destruct and blasted out of there in the Captains Personal Escape Pod to see the Deltaur blow to bits. He returned to Xenon to get his reward - and rewarded he was. The Golden Mop, the most prestigious award in his line of duty, was his. He was awarded the title of HERO OF XENON and life was good. :) Space Quest I was a terrific start to the Space Quest saga. Being released in 1986, it didn't support much else than EGA 16 colors and PC-honker music, but back then it was a technological wonder. It was also the first Sierra-game to include arcade-sequences, where the player had to influence the games outcome by keyboard manipulations in real-time - such as the acid-drop puzzle and the skimmer-sequence. When Scott Murphy & Mark Crowe (who first met during production of "The Black Cauldron") decided to do a funny scifi game, Ken Williams - Sierra's CEO - told them no. It just wouldn't sell, he said. But being determined, Scott and Mark went on to create a little demo, eventually turning out to be the first four rooms of The Sarien Encounter, which they showed to Ken. Ken gave 'em green light to proceed, and the Sarien Encounter was then released. The game recieved great reviews and immediately attracted a cult following (that's us, friends). [2.3.2] Space Quest II: Vohaul's Revenge ------------------------------------------ In Space Quest II, Roger Wilco finds himself faded and still a lowly janitor on the orbital station XOS4 (Xenon Orbital Station IV). But his adventuring days aren't over - he soon finds himself kidnapped and brought before the almighty Sludge Vohaul, who is a bit ticked off at him for foiling his Sarien operation in Space Quest I. Roger is sent off to the planet Labion to work in Vohaul's orium mines, but Roger escapes (using mostly dumb luck), survives the planet Labion (which is absolutely stocked with dangers), infiltrates Vohaul's asteroid and pulls the plug on him... or so he thought. Due to the great success with Space Quest I - The Sarien Encounter, Scott and Mark was pressed into doing a sequel. I read somewhere, that it's always the second part which is the hardest to do, and SQ2 demonstrates that quite well. The game is not much of a technological enhancement to The Sarien Encounter - still low-res EGA and PC-speaker. Furthermore, it's not that "Space Questey" as it's preceedor or it's sequels. As Jess Morrissette so fittingly pointed out, "It's more like Roberta Williams on a particularily funny day." Still, the game is fairly good, although not as humorous as one might expect from a Space Quest game. [2.3.3] Space Quest III: The Pirates of Pestulon -------------------------------------------------- Space Quest III is Vohaul free. After Roger killed Vohaul and climbed into the sleep chamber of an escape pod, the pod is picked up by a garbage freighter with no regards for organic lifeforms. After blasting out of the freighter in an old spacecraft called the Aluminum Mallard, Roger stops at the desert planet of Phleebhut to ask for directions back to his home planet of Xenon. However, unknown to Roger, a vicious Arnoid Annihilator droid is after Roger, having been sent by the Gippazoid Novelty Company, who isn't quite that happy about Roger's little act of mail fraud against the company in Space Quest II (when he ordered the Labion Terror Beast Mating Whistle). Vanquishing the Arnoid, Roger stops for a quick burger at Monolith, where he discovers a help-message from the Two Guys from Andromeda, the creators of the Space Quest series. They're being held captive by ScumSoft Inc., a software company of the worst kind! Having rescued the Two Guys after infiltrating the ScumSoft complex, Roger steers directly into a black hole and winds up in a parallel universe - at a planet, called Earth - where he drops off the Two Guys in front of what appears to be a software company called Sierra On-Line. :) And so, he flies off into the nebula-set, course unknown... This is the big one, folks! Space Quest III has time and time again been recognized as the greatest, funniest and most good-looking Space Quest ever. The humor and character of Roger is really pinned down, and the graphics are outstanding - almost resembling VGA at some points. Now using Sierra's SCI development system, rather than the AGI-system used in SQ1 and SQ2, the graphics quality has gone a few notches up (now being hires EGA-graphics), and sound card support has been added. Still only AdLib MIDI music, but with an excellent rock'n'roll theme composed by Supertramp band member Bob Siebenberg, it's definately something worth listening to loud. Although it's probably one of the easiest SQ-games (the game itself could probably have been larger), but you do get to meet several unique characters around. Also, the story fits in perfectly with the previous games, and could very well be an excellent ending to the saga... but oh no, luckily the Two Guys weren't that stupid. ;) [2.3.4] Space Quest IV: Roger Wilco and the Time Rippers ---------------------------------------------------------- In Space Quest IV, Roger - still on the way home to Xenon - stops off at the desert planet of Magmetheus to have a quick drink. Here, he is intercepted by the Sequel Police, a gang of killer robots, created by the evil Sludge Vohaul. Say, didn't Roger pull his plug in Space Quest II? Obviously not. He has now been reborn in the circuits of a super computer in the future, and has travelled back in time to kill Roger. But Roger is saved in the nick of time by two Time Rippers, and Roger is sent hurtling through a time hole to the future of Space Quest XII: Vohaul's Revenge II. From here, he steals a time pod, travels to the mountains of Estros in Space Quest X, the Galaxy Galleria Shopping Mall in the same SQ, Ulence Flats in Space Quest I and back to Space Quest XII for a final showdown with Vohaul. Without wanting to ruin the surprise for you, (but I'm going to anyhow), Vohaul has taken over Roger Jr.'s body - but Roger manages to rescue Junior and save Xenon... for now. And so, Roger is sent through time again, back to Space Quest IV and onwards to Space Quest V. With Space Quest IV, the graphics quality and sound went even more notches up. Now using Sierra's SCI-system with VGA 256-color handpainted graphics and videocaptured animation, and with some excellent AdLib-MIDI music and digitized SoundBlaster soundeffects, Space Quest IV definately ranks as one of the best Space Quests ever. The score by Mark Seibert and Ken Allen is probably the best score in the entire Space Quest history - I can't think of one piece of music that doesn't sound good! The humor is a little more "dark" and risque, but that's a definate improvement in most opinions. The game itself was, as the Two Guys pointed out, an attempt to keep the faithful SQ-crowd occupied, while at the same time trying to attract more fans. Result: Success. The story is a very good one indeed, even though it deals with time travel (just see, how miserably LucasArts did it with Day of the Tentacle). It's very far out, but then again, that's the big idea with Space Quest. The game was also released as a CD-ROM game with full speech later on, being one of the first Sierra CD-games. The voices all belonged to Sierra- employees (see 2.6.1), but they're doing a very good job in my opinion. One exception, however, is the featured narration of Laugh-In's Gary Owens, who is a terrific narrator, but obviously not a Sierra-employee. There's also some added music and lots of new sound effects on the CD-version, particularily in Windows. On a related note, Jess Morrissette's Virtual Broomcloset ran a survey on which game the public liked best, where the majority chose SQ4 (SQ6 came in second). [2.3.5] Space Quest V: The Next Mutation ------------------------------------------ In Space Quest V, Roger has reached Xenon and is attending the StarCon Academy in the hopes of becoming a starship captain. His dreams come true, with the help of cheat and dumb luck, and he is given command of his own starship - although it's only a garbage scow, whose job is to collect trash from planets in the G6 quadrant. But Roger is soon whirled into another plot of galactic importance, when a hideous mutation spreads out and Roger's commanding officer, the scummy captain Quirk, gets infected and plans to destroy the StarConfederacy. Roger takes action, and manages to defeat Quirk, save StarCon, and gets a new starship. But then, he returns to Xenon... Space Quest V was designed without Scott Murphy (the story of that, you can read about in section 2.2 / 2.2.1). Still, it's a perfectly funny SQ-game with excellent cartoon graphics (using the Dynamix game engine, previously used in games like Rise of the Dragon) and some stunning digitized sound effects. The score is also one of the best ever, dangerously breathing the Seibert/Allen team down the neck. Space Quest V was developed at Dynamix in Eugene, Oregon, where Mark Crowe had moved. (Contributed by Craig Alexander) [2.3.6] Space Quest VI: The Spinal Frontier --------------------------------------------- After returning to StarCon from his adventures in Space Quest V, Roger finds himself decommisioned from Captain to Second Class Janitor and posted on the SCS DeepShip 86 under the command of Commander Kielbasa. However, Roger soon finds himself kidnapped during shore leave on Polysorbate LX by two galactic, hired goons called Nigel Rancid and Singent Flembukit. Roger is, however, soon rescued by Corpsman Stellar Santiago, who later on finds herself subjected to a hideous mind altering project. Roger must rescue her, by having himself shrunk to microscopic size and injected into her body. Released as a CD-only product, Space Quest VI was probably a bit of a disappointment to most SQ-fans. The humor was a bit on the corny side, and the voice actors weren't as good as they might've been. The music also seems to have been cooked up at the last minute, and the sound effects are - well - just there, without making any good impression. Still, the cartoonish SVGA graphics and excellent animation (especially terrific near the ending) are enough to keep you rolling until the end. The story is probably one of the weirdest ever in the Space Quest history, and almost gets too much from time to time. Some have been complaining about the outrageous difficulty of the puzzles. This is because, when Scott Murphy took over production of SQ6, he and Josh didn't get as much in contact as they probably should have. For instance, the time released pill in Stellar's stomach. He had been researching quite a bit on the subject - how they worked, how they were activated and so forth. When Scott took over, the clues were not placed as well as Josh had in mind - actually, no clues were placed with that particular puzzle. [2.3.7] Space Quest I: The Sarien Encounter VGA ------------------------------------------------- In 1991, Sierra had a "brilliant" idea. Why not release the old mid 80's hits as VGA-games, and at the same time getting the chance to boast of their new SCI-system? Among these new releases were Leisure Suit Larry I, King's Quest I, Police Quest I... and Space Quest I - The Sarien Encounter. All of these remakes flopped with a bang. Space Quest I added VGA-graphics, digitized sounds and icon interface. But the storyline was the same, unaltered -- with a few of the puzzles being slightly altered, due to the fact that we were running with icons now instead of parser. Technically speaking, SQ1 is great. But it's an empty feeling to be playing a game, that you've already played, in a new version. It's like watching one of those colorized Laurel & Hardy shows. Also, some graphic design genius thought it'd be looooovely to add that special touch of "1950 scifi B-movie" feel. It's very nice, but kinda reminds me of the old-style "Invasion from Mars" or "Star Trek TOS (The Original Series)". On another note, Roger has suddenly dyed his hair. The EGA-version featured him as brown-haired, but in the VGA-version he's blond. Fashion reasons? But the endless humor and excellent score by Ken Allen and Mark Seibert gives the game a great boost. And well... after all it's *still* Roger Wilco we're talking about. :D [2.4] The Characters ---------------------- Here's a list of the most prominently featured characters throughout the Space Quest series -- all the main characters should be listed here, but if there's a character you'd like a more thorough description of, please contact me (bjpl@post2.tele.dk) and tell me about it. I'll see what I can do. But, without further ado, let's get started... [2.4.1] Roger Wilco, Ace Janitor ---------------------------------- Name: Roger Wilco Rank: Janitor Second Class Birthplace: Xenon City Hospital Planet, Galaxy: Xenon, Earnon Age: Unknown (between 30-35, according to Tovi Almozlino) Starred in: Space Quests 1-6 (incl. SQ1VGA) Roger Wilco is (if nobody's noticed), the hero of the Space Quest-series... or should I say, anti-hero. Roger Wilco was born on his home planet of Xenon, to his mom and dad, whom were both avid janitors. Roger comes from a family of janitors, so after finishing graduate school, Roger's parents enrolled him in The High-School Of Custodial Arts, hoping that he'd follow in the family's footsteps. After majoring in Industrial Waste, Roger moved to NucleoTherm Hazardous Substance Containment Services, where he was transferred to the spacelab Arcada. This was a big move for Roger -- with all those veterans at NucleoTherm, HE was the one who went along on the mission, that could very well save the entire galaxy. After his adventures in Space Quest I (see 2.3.1), Roger was honored and awarded with the Golden Mop, the most prestigious award in janitorial history, he was promoted to Head Janitor and transferred to Xenon Orbital Station 4. However, this was not the big break, Roger was hoping for. Turns out, that Roger was the ONLY janitor on XOS4. But, he was soon to be captured from that station and nothing was ever heard from Roger until Space Quest V, where he appeared as a freshman on the StarConfederation Academy, hoping to be a starship captain. Scoring perfect on his SAT, Roger was awarded command of the garbage scow, SCS Eureka, where he proceeded to clean up the galaxy -- and some rather ruthless pukoids, who were bent on galactic domination (again). (See 2.3.5) But then, Roger was decomissioned because he caused some serious damage to some very important StarCon material, and Roger was stationed as Janitor Second Class aboard the DeepShip 86 (see 2.3.6). Roger then, for some reason, stole a shuttle and fled the DeepShip 86 -- only to return the next day, claiming to have saved the life of a high ranking crewmember, that of Corpsman Stellar Santiago. [2.4.2] Roger Wilco Jr. ------------------------- Name: Roger Wilco, Jr. Rank: Freedom fighter Birthplace: Xenon Planet, Galaxy: Xenon, Earnon Age: 19 (at time of Space Quest 12) Starred in: Space Quest 4 Little is known about Roger Wilco's son, Roger Jr., as Roger himself only has met him through time travel. Roger Jr. is the son of Roger Wilco and his future wife, Beatrice Wankmeister (See 2.4.3). In the future of Space Quest 12, Roger Jr. is a freedom fighter, and is responsible for bringing the Roger Wilco of our time to Space Quest 12 in order to stop the Vohaul Virus from taking over Xenon and making it the last Space Quest ever (See 2.3.4). [2.4.3] Beatrice Wankmeister ------------------------------ Name: Beatrice Wankmeister Rank: Ambassador for the G6 quadrant Birthplace: Unknown Planet, Galaxy: Unknown, Earnon (speculation: Xenon, Earnon) Age: Unknown (between 25-30, according to Tovi Almozlino) Starred in: Space Quest 4 (minor role) and Space Quest 5 (starring role) Beatrice Wankmeister is Roger's wife; well, at least she's gonna be, according to Roger's un-born son, Roger Jr. (see 2.4.2). Roger first saw Bea as a hologram -- the one, Roger Jr. showed him after defeating Vohaul in the Space Quest IV ending sequence. In Space Quest V, Bea plays a more active role -- here, she falls in love with Roger, but is mortally infected with the pukoid virus. This does not kill her, however, as Roger manages to find a cure. Very little is known about Beatrice. She is a high ranking officer in StarCon -- she is the ambassador for the G6 quadrant (the galaxy of Earnon). Her first encounter with Roger was when Roger was still studying at the academy, and to be honest, his first impression wasn't that favorable. But later on, things changed. After Roger's exploits in Space Quest V, he was transferred to the SCS DeepShip 86 (see 2.3.6), and Beatrice was supposedly dropped off at a starbase where she flew off to the embassy and continued her work as ambassador. This means, that the two of them didn't see each other at all throughout Space Quest 6, and we've not really heard anything from Bea yet. Bea's future, however, looks a little dim. During the ending sequence in Space Quest IV, Roger Jr. accidentally lets out a bit of info on Bea's fate. His exact words are, "She was quite beautiful, wasn't she?". The "was" bit hints, that she's not really alive and well during Space Quest 12, but then again, that's only speculation. Bea and Roger are, at present, not married yet, but hopefully soon will in the near future. According to Roger Jr. ("This is my mother and your wife...") Roger DOES marry Bea. But we'll just have to see, what with Stellar Santiago getting in the way all of a sudden... You can read more about Bea's background at Jess Morrissette's Virtual Broomcloset, http://www.wiw.org/~jess/roger.html. Just check out the section called "Bea's Diary". [2.4.4] Sludge Vohaul ----------------------- Name: Sludge Vohaul Rank: Former head scientist of the Xenonian Scientific community Birthplace: Unknown (speculation: Xenon, Earnon) Planet, Galaxy: Xenon, Earnon Age: Unknown (he's dead, you know!) Starred in: Space Quests 1, 2 and 4 (incl. SQ1VGA -- although he does not have a feature role) Sludge Vohaul is one nasty character, and is undoubtly the most dangerous adversary, Roger has ever encountered. Vohaul has time and time again popped up to make Roger's life miserable, and has almost succeeded each time. During Space Quest I, Vohaul's original name was Slash Vohaul, and he was the original creator of the Star Generator. Sludge's (Slash's) original purpose for the generator was to be able to destroy entire planets. However, when Xenon's sun was burning out, the Xenon scientific community stole his invention and planned to use it to save Xenon. This pissed Sludge off real good, and he vowed to gain his invention back and reap revenge on Xenon. Sludge had some rather unfavorable friends (unfavorable to the galaxy of Earnon, anyway), and he arranged for his "disappearance" shortly after the Arcada set out to test the Generator (see 3.2.1) and was transferred to the Sarien battlecruiser Deltaur. The Sariens owed him a favor, and Sludge commanded them to attack the Arcada and steal the Generator back. Then, he would use the Generator on Xenon and thusly killing everybody on the planet. The plan failed, as every Space Quest I player would know, and Vohaul was presumed dead when the battlecruiser Deltaur exploded. Not quite, however. Vohaul managed to escape the cruiser, but not without serious damage. In fact, he was only kept alive through tubes and hoses. Changing his name to Sludge, he build up a vast empire, owning orium mines, slave colonies and an army of monkey men. He desired revenge on the man who had crippled him so, and he sent out a few of his armies to fetch Roger Wilco and bring him before him. Sludge still held a grudge toward Xenon, as he planned to infest the planet with genetically engineered salesmen, who would turn the entire planet into driveling vegetables, thereby having an entire planet under his command. The plan failed, once again, as Roger infiltrated his hidden asteroid in the Rutheminon galaxy and pulled the plug on Vohaul (see 3.2.2). Vohaul was once again presumed dead. However, Sludge had been experimenting with brainwave recording, and he had recorded his own brainwave patterns and stored them on a disk (Vohaul himself states in SQ2, that he used to test all of his inventions on himself). When the asteroid exploded, Vohaul's brainwave disk somehow survived and was found years later by a Xenon survey team, somewhere between Space Quest 11 and 12. When running analysis on the disk, Vohaul's brainwave patterns spread through the Super Computer and Vohaul effectively became the Computer. He used his new power to destroy almost all of the population on Xenon -- some, however, managed to flee, and some tried to fight back. Discovering how to time travel, Vohaul tried to kill off Roger in a previous Space Quest game. This technology, however, was stolen by the freedom fighters and used to bring Roger to the future to conquer Vohaul. Roger did just that, and Vohaul is now, for the third time, presumed dead. You can read more about the story of Sludge Vohaul at the Virtual Broomcloset, http://www.wiw.org/~jess/vohaul.html. Or learn what REALLY happened to Sludge in my fan fiction story, "A Final Vengeance", at http://www.geocities.com/area51/4800/fanfiction.html! [2.4.4.1] Sludge or Slash? ---------------------------- There was previously a major fight going on about the name of Sludge Vohaul. The whole mess concerns the data cartridge found aboard the Arcada in Space Quest I, which gives the name Slash Vohaul. However, part 2 clearly drops the name Sludge Vohaul several times. An explanation for this was that Slash was supposedly Sludge's "good" brother, trying to stop him from using the Star Generator for evil. However, the following proof will clearly demonstrate that this is all a hunk of bull. True, the reason why Sludge changed his name is still a mystery, or who knows -- maybe he *did* have a brother called Slash -- but at least we know that the following "evidence" is untrue in several ways. The text I'm referring to was written in an OEM-version of SQ4. The precise text should read: "Having earned a substancial promotion, our intrepid hero went on to save the Universe from the evil maniac Sludge Vohaul, brother of the inventor of the Star Generator, and his race of hideous Insurance Salesmen, as told in Roger's second adventure, VOHAUL'S REVENGE." While almost all the info in this text is horribly wrong, the fact that it's written for the OEM-version kinda explains everything. The OEM-version wasn't even, as far as I've been told, released by Sierra. It's obvious that the dope who wrote this didn't know what he/she was talking about. For you newbies out there ... The inventor of the SG was SLUDGE Vohaul, not Slash (why else would Sludge be so pissy at Xenon?) and Slash was, as far as I can tell, not Sludge's brother, but Sludge's original name. Mail me your comments on this subject to bjpl@post2.tele.dk. [2.4.5] Captain Quirk ----------------------- Name: Raemes T. Quirk Rank: Captain Birthplace: Unknown Planet, Galaxy: Unknown Age: Unknown (speculation: 30-40) Starred in: Space Quest 5 Captain Quirk was a high ranking officer in StarCon, before he started dealing with the wrong people. Quirk was involved in the plan, proposed by Ambassador Beatrice Wankmeister (see 2.4.3), to rid the universe of the so- called Sludge Bandits, who were illegaly dumping toxic waste around the galaxy. However, he was also secretly involved with these Sludge Bandits themselves (actually PERFORMING the illegal dumping activities from the StarCon flagship, the SCS Goliath) who in turn were one of StarCon's most prized, scientific research installations. The plan to rid off the bandits was the beginning of Captain Raemes T. Quirk's demise. The research installation, Genetix, had created a mutagenic substance, that caused serious genetic damage to the victim -- a nasty side-effect, that gradually puked out the victim and resulted in dangerous insanity and violent behavior. The project, scheduled for termination, found a "shortcut" on how to get rid of the substance, rather than spending thousands on finding an authorized dumping zone. Captain Quirk was secretly carrying the slop to one of his stops, the colony of Klorox II (where Quirk was in charge of delivering supplies). Here, he dumped the sludge into the desert. Unfortunately, a survey team got in contact with the sludge and were genetically altered, then attacked the colony, under the control of the brainwashing effect of the mutagenic slop, and in turn attacked Quirk's ship, the Goliath. The entire crew of the Goliath were infected, and Quirk became bended on galactic domination -- starting with destroying the Star Confederacy! Janitor Roger Wilco, now sporting the title of Captain, infiltrated the Goliath and put an end to the pukoid mutation and saved the crew of the Goliath... However, when Quirk tried to escape, Roger's ship (the garbage scow SCS Eureka) had no other choice than to suck Quirk up into the trash containment compartment. Setting the ship to self destruct, Wilco and his crew escaped the blast in the SCS Goliath. Quirk was still in the trash containment compartment when the Eureka blew up. He is assumed deceased. [2.4.6] Sharpei ----------------- Name: Sharpei Rank: Widow of an Admiral Birthplace: Unknown Planet, Galaxy: Unknown Age: Unknown (speculation: at least 90) Starred in: Space Quest 6 Sharpei was the widow of a high ranking StarCon officer, Admiral Blundt- phang (as stated in SQ6), and she had contacts in high places. She was, unfortunately, horribly corrupt with power. Her intense fear of death made her start a retirement home project as cover for some hideous research, that could effectively transfer her mind into the body of another. The research was conducted by a certain Doctor Beleauxs, who almost completed the project, when a certain janitor Second Class found evidence through cyberspace, that could very well destroy his career. Beleauxs then decided to help Roger defeat Sharpei and save his friend, who had become the victim of this mind transfer experiment. Roger managed to defeat Sharpei, who withered and died in the brain of Corpsman Stellar Santiago after a fearsome battle. Corpsman Stellar Santiago is alive and well 'till this day, however, Sharpei is a thing of the past. NOTE: The correct spelling of Sharpei's name is "Sape" (like Sade). However, it's pronounced "Sharpei". Josh figured, that since nobody would ever think of pronouncing it correctly, he spelled it like it was supposed to be pronounced. Also, Sharpei (Sape) does not have a last name, for that same reason. [2.4.7] Stellar Santiago -------------------------- Name: Stellar Santiago Rank: Leutenant First Class Birthplace: Unknown Planet, Galaxy: Unknown Age: Unknown (around Roger's age) Starred in: Space Quest 6 Corpsman Stellar Santiago and Roger are old friends, although strangely enough, nothing is ever heard of her up until Space Quest 6. They met when Stellar heard about Roger at the academy -- any guy who can go from janitor to Captain to janitor again and save the world a few times is bound to be worth somebodys attention. Stellar volunteered to be his "shadow", to tail him and sorta make sure he didn't get himself in trouble. Actually, she was secretly tailing him from onboard the DeepShip 86, when Roger was kidnapped by Nigel Rancid and Singent Flembukit and the signal vanished. Rather than bringing in Beatrice Wankmeister for Space Quest 6, designer Josh Mandel decided that Roger's lovelife needed a little twist. In order to perhaps induce a little romantic feud and something a bit more exciting and threatening to the relationship than a glob of mutation, Stellar was introduced and developed a crush for Roger. Although their relationship doesn't exactly blossom during Space Quest 6, it's quite obvious that we can expect at least _some_ sort of romantic competition and triangle in part 7. I've been promised more Stellar-background soon. [2.4.8] Gippazoid Novelty Company ----------------------------------- The Gippazoid Novelty Company is most displeased with Roger's actions in Space Quest II, where he ordered a Labion Terror Beast Mating Whistle without paying for it. This is an event, that has come back to haunt Roger throughout two adventures altogether (SQ2 not counted for). In Space Quest III, Gippazoid tried to take care of business by sending an Arnoid Annihilator droid after Roger. The Arnoid caught up with Roger on the desert planetoid of Phleebhut, but according to the Novelty Company, the unit was malfunctioning and consequently didn't get the job done. Therefore, they tried again. In Space Quest V, they send another collection droid after Roger -- this time in the form of a female annihilator-model, WD-40. She too was disabled, but re-programmed to join Roger's crew (Roger, at this time, was captain of the garbage scow SCS Eureka). Roger has still not paid for that whistle, and he probably never will. [2.4.8.1] Free Labion Terror Beast Mating Whistle? ---------------------------------------------------- The Two Guys from Andromeda made a horrible mistake when designing Space Quest II. In this game, Roger orders a Labion Terror Beast Mating Whistle. In later games, he is pursued across the galaxy by two bill collectors from the creators of the whistle, the Gippazoid Novelty Company, because he didn't pay for the whistle. In theory, that's all mighty fine, but try examining the order form when playing SQ2. The description sais: "Free Mating Whistle". When asked about the incident, Mark Crowe -- former Guy from Andromeda -- stated: "Hmmm, uuhh!... Perhaps a billing computer malfunction at Gippazoid? Yeah! That's the ticket!" Every snafu is born by the responsible person. When asked about who held the blame, Mark Crowe confessed: "I'm afraid I'm responsible for the mail fraud scheme. It was a quick solution to the problem of how to tie Arnoid to the previous game's storyline." On a side note, my fan fiction story "Shore Leave" tries to get ahold of the situation, and perhaps try to save it. It is avaliable by going to my website at http://www.geocities.com/area51/4800 and accessing Roger Wilco's Fan Fiction Library. [2.4.9] The Labion Terror Beast --------------------------------- The Labion Terror Beast is a native inhabitant of the planet Labion. Terror Beasts are of a very violent and primitive nature, and will basically chow down on anything in sight. Making its way by means of whirling, almost nothing can stand in the way of a Terror Beast without sustaining considerable damage. However, Terror Beasts are incredibly stupid, and are easily confused. When they're confused, they either get violently upset, or just stand around and look stupid. Terror Beasts are also very fond of puzzles and games, but generally get violent when they can't figure something out. This information was provided courtesy of the Labion Chamber of Commerce upon request from Daniel Lundmark of Sweden. [2.4.10] Spike ---------------- Spike is a creature of unknown origin, which Roger found on the planet Peeyu while on garbage patrol in Space Quest 5. Spike has a unique ability to produce a waste product, which has the same effect on substances as highly concentrated acid. This ability proved to be quite an immense danger to the SCS Eureka and its crew, so Roger had Spike put into a small specimen habitat. Spike proved to be a great help in freeing the Chief Engineer of the SCS Eureka from prison, and in finding a cure for the genetic mutation caused by the primordial soup. Unfortunately, Spike also has a bad habit of clinging to people's faces. To many SQ-fans' great disappointment, Roger's new pet wasn't included in Space Quest 6. The reason for this, Josh Mandel explains, is that Beatrice Wankmeister probably has him planetside. He was too much of a danger to be aboard a starbase or spaceship, and the habitats were found to be too cruel. The only place where he could roam free was on a planet. My thanks to Brett Rhymestine for forwarding Josh's letter to me for inclusion in this FAQ. [2.5] Release dates --------------------- Here follows the release dates for all the Space Quest games. All dates are for the first version, since Space Quest I kept coming out in newer versions until 1987, and Space Quest II did the same until the end of 1987. The SQ1 on the Space Quest Collection CD is the version from 1987. Space Quest I: The Sarien Encounter October 1986 Space Quest II: Vohaul's Revenge October 1987 Space Quest III: The Pirates of Pestulon March 1989 Space Quest IV: Roger Wilco & The Time Rippers (Disk Version) Winter 1990/91 (?) Space Quest IV: Roger Wilco & The Time Rippers March 1991 (CD-ROM version) Space Quest V: The Next Mutation March 1993 Space Quest VI: The Spinal Frontier March 1995 Space Quest I: The Sarien Encounter VGA September 1990 A "Space Quest Collection" CD was released on June 22. 1994, celebrating Sierra's 15th anniversary. The CD contained Space Quests 1-5 (with both EGA and VGA versions of SQ1 and the talking version of SQ4), plus a hilarious AVI-file entitled "Current Inside Copy", which featured ex-Sierra artist Barry T. Smith, desperately trying to get the inside scoop on the Space Quest series. Other tidbits include the Fun Seekers Guide, a hypertext document on The History of Space Quest and a slideshow demo of Sierra's strategy game, "Outpost". A new version of the Space Quest Collection, with a new box and everything, was released in September 1995. (Submitted by Craig Alexander) Sierra has still no release date set for the upcoming Space Quest Collection, release #3, which will include all six SQ-games, more goodies and perhaps even this FAQ. But they're currently working on it, according to Sierra Publishing-manager, Craig Alexander. Space Quest I VGA was also released on CD-ROM by the software company, KIXX, who re-releases old classics. The game was just like the disk version (with both the English and Spanish versions, oddly enough), and the rest of the CD was stocked with demos from various companies, mainly Sierra, LucasArts and US Gold. The version of the game is older than the one on the Collection CD. The CD *is* authorized by Sierra, who licensed SQ1 to KIXX for the occasion. The CD was released in 1994; the rest of the date is unknown at this time. Space Quest 2 and 3, and perhaps also SQ1 EGA, have also been re-released by KIXX, but only as disk versions (no CD). Release dates unknown. Still looking for the precise dates ...! [2.5.1] When is Space Quest 7 coming out? ------------------------------------------- Once again, SQ7 news is thriving. However, due to release gaps between FAQ releases, you might want to check the latest SQ7 news on my website at http://www.geocities.com/area51/4800 and click on SQ7 Dirt. Craig Alexander has informed me, that Scott Murphy IS working on an sq7 design, and a game should be underway! He estimates the release date to be in 1« - 2 years. However, an e-mail from Ken Williams state that an SQ7-project was cancelled, apparently because it didn't feel "Space Questey", and turned out more like an action/adventure than a pure adventure game. Let's hope the SQ7 project WILL eventually pull through!!! Again, go to my webpage for the latest news. [2.6] Credits for all Space Quest games ----------------------------------------- SPACE QUEST 1: THE SARIEN ENCOUNTER (EGA VERSION) Designed by Scott Murphy & Mark Crowe Graphics by Mark Crowe Programmed by Scott Murphy, Sol Ackerman and Ken Williams Music by Mark Crowe Development system by Jeff Stephenson & Chris Iden SPACE QUEST 2: VOHAUL'S REVENGE Designed by Scott Murphy & Mark Crowe Graphics by Mark Crowe Programmed by Scott Murphy Music by Mark Crowe Development system by Robert Heitman, Jeff Stephenson & Chris Iden SPACE QUEST 3: THE PIRATES OF PESTULON Designed by Scott Murphy & Mark Crowe Graphics by Mark Crowe Programmed by Scott Murphy, Doug Oldfield, Ken Koch & Chris Smith Music by Bob Siebenberg Sound effects & music editing by Mark Seibert Development system by Jeff Stephenson, Robert Heitman, Pablo Ghenis & Stuart Goldstein SPACE QUEST 4: ROGER WILCO & THE TIME RIPPERS Designed by Scott Murphy & Mark Crowe Graphics design by Mark Crowe Programmers Scott Murphy, Doug Oldfield, Dan Carver, Neil Matz, Bob Andrews, Max Deardorff, Oliver Brelsford, Carlos Escobar, Brian K. Hughes, Randy MacNeill, Doug Oldfield, Raoul Said & Jerry Shaw Artists Jon Bock, Jane Cardinal, Jeff Crowe, Mark Crowe, Max Deardorff, Desie Hartman, Eric Kasner, Jim Larsen, Nathan Larsen, Suzi Livengood, Cheryl Loyd, Michael A. Milo, Gerald More, Cheryl Sweeney, Willis Wong, Dana Dean, Don Waller, Karen A. Young Music and sound effects Ken Allen, Rob Atesalp, Mark Seibert, Rick Spurgeon, Orpheus Hanley, Aubrey Hodges & Veronica Oldfield System development Jeff Stephenson, Robert E. Heitman, Pablo Ghenis, Dan Foy, Larry Scott, Terry McHenry, Mark Hood, Eric Hart, Ken Koch, Chris Smith, Jack Magne, Martin Peters Additional material by Josh Mandel Quality Assurance Bill Hilton, Matt Genesi, Mike Harian & Dan Scott CD-producer Dan Carver SPACE QUEST 5: THE NEXT MUTATION Designed by Mark Crowe Assistant director David Selle Programmers David Sandgathe, Hugh Diedrichs, Nancy Hamilton, Joe Nelson & Geoff Rosser Art director Shawn Sharp Lead production artist Mike Jahnke Artists Kerrie Abbott, Ron Clayborn, Rhonda Conley, Jarrett Jester, Sean Murphy 3D art Cyrus Kanga, Peter Lewis, Joel Mariano Additional art David Aughenbaugh, Robert Caracol, Ian Gilliand Music & sound effects by Christopher Stevens & Tim Clarke Theatrical coordinater Sher Alltucker Q&A Manager Forrest Walker Lead tester Gregg Giles Tester Gerald Azenaro, Tucker Hatfield, Eli Haworth, Dan Hinds, Corey Reese, Nat Rudulph & Chris Singleton SPACE QUEST 6: THE SPINAL FRONTIER Executive producers Craig Alexander & Jerry Bowerman Designed by Josh Mandel & Scott Murphy Written by Scott Murphy & Josh Mandel Programmers Steve Conrad, William Shockley, Michael Lytton, Arijit De, Sterling Butts & Oliver Brelsford Art design Michael Hutchison & John Shroades Artists John Shroades & Chris Willis (Background art) Michael Hutchison, Deanna Yhalkee, Karin Nestor, Frankie Powell, Barry Sundt (Animators) Chris Willis, Jason Piel, Alberto Eufrasio, Jason Zayas (additional animation) Chris Willis & Michael Hutchison (3D art) Music direction Dan Kehler Music by Dan Kehler & Neil Grandstaff Testing Mike Jones, Sharon Simmons, John Trauger, John Ratcliffe & Lynne Dayton System development Larry Scott, Ed Critchlow, Dan Foy, Ken Koch, Terry McHenry, Chris Smith, Greg Tomko-Pavia & Mark Wilden [2.7] Voice casts ------------------- [2.7.1] Space Quest IV ------------------------ The interesting thing about the voices in Space Quest IV, is that all the voices (except for the narrator's) were provided by Sierra On-Line employees. For instance, Jeff Bender is a programmer, Barry Smith is a former artist, Jane Jensen went on to create "Gabriel Knight", Mark Seibert did the music, so did Orpheus Hanley and Scott Murphy even plays Vohaul. Neat, huh? Narrator ......................................... Gary Owens Roger Wilco ...................................... Jeff Bender Roger Wilco Jr. .................................. Stuart Moulder Monochrome Boy, Hz So Good Salesbot, Bartender ... Barry Smith Zondra ........................................... Kelli Spurgeon Maebot ........................................... Jane Jensen Sludge Vohaul, The Mustard ....................... Scott Murphy Sequel Police 1, Man in Arcade Bin ............... Mark Seibert Sequel Police 2 .................................. Orpehus Hanley Monolith Burger Manager .......................... Josh Mandel The Pickle ....................................... Neil Matz The Lettuce ...................................... Max Deardorff The PermaBuns .................................... Bill Hilton The Mayonnaise ................................... Vana Baker The Ketchup ...................................... Bill Shockley [2.7.2] Space Quest VI ------------------------ A word of caution. The voice credits listed in the manual is INCORRECT. This list is from the game, which seems to be more correct. Weird, isn't it? Narrator ......................................... Gary Owens Roger Wilco, DeepShip 86 Computer, Cyberspace Director ......................................... William Hall Stellar Santiago, Sharpei, Wriggley, Sys Inny .... Carol Bach Y Rita Doctor Beleauxs, Commander Kielbasa, Blaine Rohmer, Admiral Toolman ................... Jarion Monroe Endodroid, Singent Flembuckit, Nigel Rancid ...... Tom Chantler Djurkwhad, Dorff, Fester Blatz, Manuel Auxveride . Joe Paulino Pa Conshohocken, P'tooie ......................... Charles Martinet Elmo Pug, Circuit Sidney ......................... Doug Boyd Waitron .......................................... Lucille Bliss Jebba the Hop .................................... Denny Delk [2.7.2.1] Who is Ray Trace? ----------------------------- A voice credit for Charles Martinet reads "Ray Trace". According to designer, Josh Mandel, this character does not exist in the actual game, and was supposed to be a joke. There. Hope that's cleared up now. :) [2.7.3] The cast of "Current Inside Copy" ------------------------------------------- The movie I'm referring to can be found on the Space Quest Collection CD in the subdirectory AVI as INSIDESQ.AVI. However, no cast is ever given, and although most of the people appearing in the movie are playing themselves, some take on different roles. Here's the cast list: Dramatic voice-over ..................................... Scott Murphy Barry T. Smith .......................................... Himself Mark Hood ............................................... Himself Scott Murphy ............................................ Himself Jim Thomas .............................................. Himself Sabine Duvall ........................................... Herself Roberta Williams ........................................ Herself Bruce Balfour ........................................... Himself Jane Jensen ............................................. Herself Lori & Cori Cole ........................................ Themselves Apollonia Jones ......................................... Leslie Balfour Dr. F. X. Appleby ....................................... Neil Grandstaff Scott (1st interviewer) ................................. Scott Murphy Bill (2nd interviewer) .................................. Bill Shockley 1st interviewee (nerd) .................................. Nathan Gams 2nd interviewee (roadie) ................................ Chris Willis 3rd interviewee (SQ-fanatic) ............................ Neil Matz 4th interviewee (Ken-fanatic) ........................... Ken Eaton 5th interviewee (Andromeda-guy) ......................... Josh Mandel Barry's camera guys ..................................... Daryl Smith Steve Conrad Sound man during Sabine's interview ..................... Richard Powell Special thanks to Josh Mandel for helping me filling the gaps in this thing. [2.8] Awards -------------- Space Quest I - The Sarien Encounter "SPA GOLD MEDAL" - Software Publishers Association Space Quest II - Vohaul's Revenge Space Piston Magazine Award Space Quest III - The Pirates of Pestulon "SPA 1989 Excellence in Software Award: Best Fantasy Role Playing Adventure Program" - Software Publishers Association "Best PC EGA Graphics" - Game Player's Magazine "Game of the Month" - Game Player's Magazine, August/September 1989 "Excellence in Musical Achievement Award" - Computer Gaming World Space Quest IV - Roger Wilco and the Time Rippers ? Space Quest V - The Next Mutation ? Space Quest VI - The Spinal Frontier "Game of the Month" - Windows Magazine, August 1995 "Golden Triad Award Winner" - Computer Gaming World, September 1995 ------------------------------------------------------------------------------- [3] HINTS ------------------------------------------------------------------------------- [3.1] How to ... ------------------ This section gives out hints on completing certain puzzles that causes the most problems for gamers. [3.1.1] How to escape the Sequel Police in the Skate-o-Rama in SQ4 -------------------------------------------------------------------- Especially in the CD-ROM version, the Sequel Police in the Skate-o-Rama is causing much grief to a lot of frustrated gamers. However, by gathering information around, coupled with a few of my own experiences, this is how you should go about it. First, attract the attention of the Sequel Police. This is done by walking into the arcade and then walking upwards until the pod materializes. Then walk out before the SP spots you. You should then proceed to the right and stop near the stairs at Hz So Good. Set the speed to the ABSOLUTE MAXIMUM here, then proceed down the stairs. Now, you should immediately speed up to the top of the dome, near the "U" in "Space Quest" on the title bar. It may take you several tries. The big idea is to click up there real quick, BEFORE the Sequel Police enters into view and starts shooting, because he rarely misses his shot. After you're successful, SAVE YOUR GAME. The most annoying thing in sequences like these is to screw up later on and then having to do all this over again. Now you're up inside the dome. Fly to the left. Here, wiggle upwards until a couple of Sequel Police enters view (if you just fly downward, there will be an SP waiting for you on the stairs). Now quickly fly down, then land on the stairs and proceed upward. Take the moving walkway to the right, enter the arcade and steal the time pod. The reason for this is, that in the disk version, some events were based on the speed of your computer. However, that was taken out of the CD-ROM version, so that things were timer-based. This also means, that some sequences are a bit harder in the CD-version, including the Skate-o-Rama. Tom Gray has informed me, that the Sequel Police appear in the Skate-o-Rama when you cross the window pane in the dome, that is one up and one in from the outside. Where they enter in view, however, is random. [3.1.2] Three ways to escape the security droids in the Super Computer in SQ4 ------------------------------------------------------------------------------- My method: When Roger enters the Super Computer, two droids are waiting for him in there. The big idea is to get Roger to the left from where he enters, but since there's a droid waiting for him in that direction, no can do right now. In stead, walk up, so that the droid to the left is following Roger. Follow the walkway, then go down the stairs. You should see the droid above following Roger ahead. Wait, until a droid comes into view from the left (may take some time). Now walk up the stairs (there's a droid here, but if you're quick, it won't notice you), go right, follow the walkway, then go left and follow that walkway until you reach the Control Center. On print, it seems difficult, but really, it's enormously easy. Matan Kalman from Popular Janitronics On-Line's method: Go to the elevator that takes you to the second level. Before going up, wait for the 2nd droid to pass upstairs. Go up the elevator (I call it the transportovator, -ed), and while the 1st robot gets in the transportovator, you get in too. That'll leave him on the second level, and you will be alone on the first one. You have to time it, so that you enter the transportovator while the droid does too. That leaves you free to wander about the first level for a peroid of time. Use this time to get to the control chamber. Tanaquil Furfott submitted this method, which is probably the easiest of all: When you exit the tunnel with the lasers, stand there for a few seconds. A droid should appear on the walkway you're on, heading straight for you. Go back into the tunnel as fast as you can. Wait there for about ten seconds. Go out again. The droid will be gone. Hurry and left to the command room. No droids should bother you. From here, you just enter the code and flush the droids--which I find extremely rewarding. Yeah, me too, Tan! :) Thanks very much, Mate and Tanaquil! [3.1.3] How to make the card right on Genetix (SQ5) ----------------------------------------------------- While on Genetix, you're supposed to enter this secret lab. However, it's card locked. When you were a fly, you no doubt flew through the door lock to the laboratory (because you can't complete the game if you haven't). Later on, however, you must enter it when you've been turned back to your old, janitorial self. Here's what to do. In Cliffy's tool box on board the Eureka, there's a hole punch, which you should've grabbed (otherwise, beam back and grab it, then beam back down). While you were in the spacebar, you should've gotten this business card from the salesbeast. Combine the two items. Now, while you were a fly, you should've taken the time to examine the lock mechanism - noticed, which locks clicked and which didn't. But okay, if you bummed that puzzle, here's a nifty ASCII-diagram on how to cut it: Because the spaces between the dots can ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ confuse some people, here's a more thorough ³ . . NELO JONES ³ explanation. Cut the first square on the ³ . MERCHANT OF³ top row and the third square. On the second ³ . . VENUS ³ row, cut the second square. On the third ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ row, cut exactly as the first row. So it's basically just a big X. [3.1.4] How to beat Elmo Pug at Nukem Dukem Robots (SQ3) -------------------------------------------------------- Some people have been having trouble with this, so I thought I'd share my collective knowledge on this well-executed beat-em-up sequence in Space Quest III. There's a little sneaky trick to it. Pug is very simpleminded, and will go after you no matter what. So just stand still and punch him whenever he gets close enough. He'll back off, then come at you again -- over and over and over. However, keep your fingers on both the punch *and* the block, since he has a nagging habit of launching surprise attacks at you. Use this technique to quickly beat Pug and escape with the Two Guys. [3.1.5] Two ways to beat Quirk at Battle Cruiser (SQ5) -------------------------------------------------------- Brett Rhymestine submitted the following method: Start playing the game. When they are giving you the instructions to the game, save. Then play the game and when you hit a ship, write down the coordinates. It doesn't really matter if you lose, just try and get all or most of the coordinates down. Then restore the game. His ships will all have the same coordinates as they did before. All you have to do is look at the ones you wrote down, punch 'em in and blow 'em up. I myself use a different method, which I find to be slightly easier: Start playing the game. Save here, then go absolutely probe-and-laser wild; do everything humanly possible to obtain one of Quirk's coordinates. Now restore your game and shoot the ship down you got before. The smart thing is, you get all your probes back, and you get extra probes for every ship you blast. When you've destroyed the ship, save your game once again, then go probe-and-laser nuts again. Repeat the process to beat Quirk. Remember that this sequence is especially tricky, because if you nail one of Quirk's ships, you gain points. But if he shoots down one of YOUR ships, you LOSE points. If he finds one of your ships during the game, it is best to restore your game and start again. Quirk is very simpleminded (figures), and will not shoot at the same spot again. Thanks to Brett Rhymestine for the first mentioned method. [3.1.6] How to avoid the Sequel Police on Xenon (SQ4) ------------------------------------------------------- After exiting the manhole cover on Xenon, a lot of people (and I do mean A LOT) are complaining that they can't get to the gear compartment on the patrol craft before getting shot by Sequel Policebots. Every third hint beg I get is about this puzzle, and I cannot understand it. This should NOT cause ANY problems AT ALL to ANY gamers! I have NEVER encountered this problem, not while playing myself OR watching somebody else. And still, this puzzle seems to cause people to kick themselves in the head of frustration. Anyway, allow me to contribute with a few tips that might help ... While you're in the manhole cover, wait for the ship to land and ALL OF THE DROIDS TO EXIT THE SCREEN. Then exit the manhole cover, exit the screen to the right as fast as you can and click the HAND-icon on the gear compartment. You can also try this method: Exit the manhole cover, then see if you can exit the screen to the north (set the speed to max). Exit right, then exit down and click on the gear compartment. I got a mail saying that this should work. Maybe it would also be a good idea to set the game speed to maximum when playing this sequence--it might or might not help. I would especially like to see TONS of contributions to this section!!! Throw ANY helpful tips you might have at me! Anything! My thanks to those who have already contributed on this section. [3.1.7] How to beat the Arnoid Annihilator on Phleebhut (SQ3) --------------------------------------------------------------- When killing the Arnoid-droid on Phleebhut, there are two ways to do it. One is to mash him in the engine inside the big Mog-statue, which I'm sure most of you did. Simply walk to the left after he lets you go outside Fester's and proceed through the opening in the foot. Take the elevator up, and position yourself behind the pulley on the second floor, behind the machine. Wait for the Arnoid to pop up, and just as he is near the machine, swing the rope. Crash, klink klink klink, smack. Droid dinner. And look - there's a nice invisibility belt for you too. There's also an alternative method, however. To do this, you need to have bought an Orat-on-a-Stick at Fester's. (That gives you points too.) Now, when the Arnoid gives you to the count of ten, go down once, then proceed left until you reach a sort of hole in the ground. Go 1 screen down, and stay behind your Aluminum Mallard (the Arnoid is waiting in front of it). Now, proceed to the left. You should see an overhang with a couple of nasty pods hanging in it. Don't walk under them - just position yourself behind the "foot" of the overhang (where there aren't any pods). If you've done this right, the Arnoid should then walk in under the pods and get chowed. Now, use the Orat-on-a-Stick to get his belt (you must be positioned to the left of the pods). [3.2] Need more hints? ------------------------ If you need a hint, I can help you out on the following games... Day of the Tentacle LucasArts Full Throttle LucasArts Indiana Jones & The Fate of Atlantis LucasArts (Team path walkthrough, hints only for Fists and Wits Path) Loom LucasArts Monkey Island 2: LeChuck's Revenge LucasArts Sam & Max Hit the Road LucasArts The Secret of Monkey Island LucasArts Gabriel Knight: Sins of the Fathers Sierra Gabriel Knight: The Beast Within Sierra Leisure Suit Larry 1-7 (the entire series) Sierra Space Quest 1-6 (the entire series) Sierra Torin's Passage Sierra Beneath a Steel Sky Virgin Inherit the Earth: Quest for the Orb New World Computing Kyrandia II: Hand of Fate Virgin / Westwood NEW! Mean Streets (Tex Murphy I) Access Software The Pandora Directive (Tex Murphy IV) Access Software ("Lombard Street", Entertainment Level only) Under a Killing Moon (Tex Murphy III) Access Software Woodruff & The Schnibble of Azimuth Coktel Vision Daniel Lundmark of Sweden has volunteered to help me with this little, un-official hintline. E-mail him at dan.lun@infoscandic.se. Daniel has completed a lot of the games mentioned above, plus all paths to Indiana Jones and the Fate of Atlantis, King's Quest 6, Ultima 8, and the three first Police Quests. If you need Space Quest hints, visit Sierra's Space Quest forum, "Janitorial Times", at http://www.sierra.com/messages/sq. By going to http://www.sierra.com/entertainment, you can also click your way through other Sierra forums, like Larry and Gabriel Knight. Walkthroughs can also be acquired from this great Sierra-spoiler site, http://www.voicenet.com/~xavier/hints.html. [3.2.1] I've lost my manual! Can you give me the copyprotection? ------------------------------------------------------------------ Ever since I started visiting the Sierra SQ forum and answering hint questions, I've been getting this one a lot. People write me, say they've lost their manual and can't get past the copy protection. It's nothing personal, and it's not because I don't want to believe you, but Sierra would literally kick my virtual ass if I gave out the protection codes. Actually, they have already: I used to give out the solution to the Datacorder puzzle in sq6, because originally the game wasn't supposed to carry a protection. However, Scott Murphy was too lazy to look through Josh Mandel's design work, and accidentally left out the in-game hints to this puzzle. So the manual writers put the solution document in the manual instead. But, after I gave out the solution to a few people, the webmistress of SierraWeb, Cindy Vanous, sent me a mail and basically kicked my ass, though very politely. The bottom line is: No, I can't help you. At the moment, I'm very good friends with the folks from Sierra, and I'd like to keep it that way. I can answer all other hint questions regarding the sq-series, but I'm not giving out the copy protection. If you've really lost your manual, call Sierra at 1-800-757-7707 or e-mail them at support@sierra.com and ask for a replacement manual. (Submitted by Cindy Vanous, Sierra-webmistress) ------------------------------------------------------------------------------- [4] BEHIND THE SCENES ------------------------------------------------------------------------------- [4.1] Space Quest I --------------------- [4.1.1] Cameos ---------------- The Blues Brothers has a cameo appearance in the Ulence Flats bar. They can sometimes be found on stage, performing their act. However, it's random when they choose to appear. ZZ-Top also appears. When you press "DON'T PRESS" inside the escape pod, you wind up in King's Quest I. Incidentally, the picture is in 16 color EGA -- but the IBM PC version was only in 4 color CGA. The 16 color version was released for the IBM PCjr. (Submitted by Jeff Houser) Correction: There IS a 16-color version of KQ1, avaliable on the King's Quest Collection CD. (Submitted by Peter Kelly) [4.1.2] Easter Eggs --------------------- Currently, I have not heard of any Easter Eggs in Space Quest I. [4.1.3] Spoofs and References ------------------------------- The planet Kerona is a spoof on a reported alien crash site in 1987. (Submitted by Jimmbo) [4.1.4] Plot Inconsistencies ------------------------------ When you broke the slot machine in the Ulence Flats bar, a message sais that the Gippazoid Novelty Company would pay you back. (Submitted, inadvertedly, by Jess Morrissette) The address for the Gippazoid Novelty Company in SQ1 differs from the one written in the SQ2 "Space Piston" manual. A minor whoopsie. [4.1.5] How to Get More Points -------------------------------- To top off the tasteless trait, kissing a Sarien will earn you an extra point. (Submitted by Douglas Peltz) While useless, the plant on Kerona gives you a few extra points. Does anyone know, what this stuff is for? I know, in the VGA version you use it to beat the grate monster, but does it have any uses in the EGA version? Talk to one of the guards on the Deltaur. Eventually, he'll ask you if you've played King's Quest II. Answering yes will award you a few points. When entering the armory aboard the Deltaur, you're supposed to get a gun and grab a gas bomb on the counter while the droids away. After having dropped the bomb on the Sarien guard by the Star Generator, you can return to the armory, show your ID, then grab the second gas bomb for an extra point. The droid will return and tell you, that you've already got a gun. The second gas bomb, however, is useless. Extra points are awarded for how many Sarien guards you shoot after losing your helmet. [4.1.6] Cheats and Debugs --------------------------- The basic "AGI-cheat" applies to Space Quest I too, although in a very abridged format. In later versions, the cheat has been almost deleted. Here's the entire cheat, though, which can also be used with more of Sierra's old AGI-games, such as "King's Quest III" and "Leisure Suit Larry I". While playing, press ALT+D. Two info screens should appear; clear them with the enter-key. Now type the following: GIMME GIMME Gives you all items in the game TP Changes room; prompts for a room number Specify wrong room number and you go to DOS ROOM Displays room number SHOW VAR Show variable. In Space Quest I, number 90 is your amount of buckazoids. CHANGE VAR Change variable. In the version that comes with "The Space Quest Collection" (version 2.2), only the TP and SHOW VAR-cheat works. The game does not recognize either GIMME GIMME, ROOM or CHANGE VAR. [4.1.7] Fun Facts ------------------- The Two Guys tried to sneak a Toys-R-Us parody in the game, with the droid company Droids-B-Us. They were caught at it, however, and were sent to court. As far as I know, they won the lawsuit. A remark in Space Quest IV, when you return to Ulence Flats, states: "Smells like another lawsuit coming back to haunt the Two Guys from Andromeda." Mark Crowe (yeah, the graphic artist) originally composed the theme song. On the original box of Space Quest I, there was supposedly a screw-up with the picture of the Two Guys. The film was overdeveloped, and the Sierra half-dome in the background was mirrored. (Submitted by Jeff Houser) [4.2] Space Quest I VGA ------------------------- [4.2.1] Cameos ---------------- The Xenonian man who awards you with the Golden Mop in the ending sequence is none other than King Graham from the King's Quest series. (Submitted by Domen Novak) The Warbird from Star Trek pops up occasionally when you select the wrong coordinates for your ship. It also appears during the introduction sequence. (Submitted by Fred Zanfardino) The bar on Ulence Flats has both the Blues Brothers and ZZ-Top (performing what is perhaps the best tune in the entire game), and also the appearance of Madonna, accompanied by the very fitting remark: "Her taste in clothes is almost as bad as her taste in music." When leaving Ulence Flats, the time pod from Space Quest IV pops up. (Submitted by Daniel Lundmark) The droid in the armory aboard the Deltaur, who supplies you with your laser gun, is Marvin, the ever-popular paranoid android with superintelligence from Douglas Adams' "Hitchhikers Guide to the Galaxy". Unfortunately, since I have not yet read this fantastic book (or so I've heard it should be), I cannot confirm this - but I intend to do so. (Submitted by Daniel Lundmark) The triple-breasted hooker from Hitchhiker's Guide to the Galaxy -- Eroticon VI -- is sitting in the bar. (Submitted by Tovi Almozlino) On the screen where you can see the bar entrance -- behind the bar, you can see the nose of a Star Trek: TNG shuttle sticking out. The Droids-B-Us viewscreen contains a lot of spoofs. Here's some: * The Dalek robots from BBC's "Doctor Who" (pur-suit! pur-suit!) * The Lost In Space babysitter droid (Danger!!! Danger!!!) * "Max" is the Maximillian droid from "The Black Hole" (Contributed by Fred Zanfardino) * There's an Arnoid arm on the counter, from SQ3. (Corrected by Fred Zanfardino) * The head on the counter is described as an "Ultron-17". Ultron is a robot character from a Marvel comic, and looks exactly like the head in SQ1VGA. (Submitted by Fred Zanfardino) * The DEF-TECH droid on the screen is the Riflemen mech from Battletech. (Submitted by Platypu1@ix.netcom.com) * The HU-1D droid is "Huey" from the movie Silent Running. (Submitted by Platypu1@ix.netcom.com) Instead of King's Quest I, you wind up at Nottingham Castle, featured in "Conquests of Camelot" when you press "DON'T TOUCH" in the escape pod cockpit. The closet door in the Arcada shuttle-entrance bears the logo of a sword through a planet -- which is used by the Alternate Federation in the Star Trek TOS episode "Mirror Mirror". (Submitted by Fred Zanfardino) The panel in the room looks a lot like the panels did on the old Enterprise. (Submitted by Fred Zanfardino) The robot working as storedroid for Droids-B-Us is Robbie from the classic science fiction-movie "Forbidden Planet". (Submitted by Fred Zanfardino) [4.2.2] Easter Eggs --------------------- Currently, I know of no Easter Eggs in Space Quest I VGA. [4.2.3] Spoofs and References ------------------------------- Not only is the Droids-B-Us still there, it even has a modified version of the Toys-R-Us giraff logo. When entering the hologram's area on Kerona, the theme song starts out like the theme song from "2001: A Space Oddysey", but then changes into something different. [4.2.4] Plot Inconsistencies ------------------------------ Well, the slot machine no longer informs you that Gippazoid will pay you back. But the Arcada cartridge STILL reads "Slash Vohaul". [4.2.5] How to Get More Points -------------------------------- Many people don't know this, but when you're aboard the Arcada, you should take the time to visit the Star Generator lab. On the base is a small magnet, which you should grab along. When reaching Ulence Flats later on in the game, attach the magnet to the Slots-o-Death machine to win each time. Some people don't know about this, because they're used to the EGA version, where the magnet-item (or Widget) doesn't exist. Search the dust in the back of the bar. There's some extra cash in there. This is something you can't do in the EGA-version. [4.2.6] Cheats and Debugs --------------------------- There are no cheat modes or debug modes for Space Quest I VGA. [4.2.7] Fun Facts ------------------- Gosh, it looks sorta empty here, doesn't it? [4.3] Space Quest II ---------------------- [4.3.1] Cameos ---------------- Check the comic book documentation, that comes with the game. There's a lot of silly secrets in there. Here's the most obvious: * Spock is sitting in the bar, saying "Look at the action that just walked in. Nice biped material, eh?" (Public notice: I remember somebody contributing this to me via e-mail, but I lost that mail in the limbo void of my disorganized mail program. Will the contributor please raise his hand?) * R2D2 is a part of Vohaul's asteroid * David Letterman appears, disguised as David Letterdroid * Darth Vader's TIE-fighter is flying out of a McDonalds, throwing Happy Meal containers * The old USS Enterprise is lurking in the background * Mr. Potato Head is disguised as an asteroid * Vohaul's back is made up of a photo camera, a VCR and a Pampers diper * Fred Flintstone appears in the corner of Orat's cave, saying "Barn? Is that you?" * When examining Orat, Roger's shoulder emblem is not the Xenon logo, but the Sierra logo. The kissing alien in Vohaul's asteroid does look a bit like the alien in Ridley Scott's "Alien", doesn't it? ED-201 from the RoboCop-movies can be seen in Vohaul's asteroid. He's the thing chasing you away from the escape pods - however, he has cleverly been re-labelled "Vohaul MarrowMatic". [4.3.2] Easter Eggs --------------------- While playing, type CHEAT and press return. This will bring you to an alternate "THE END" screen (as the one seen in Space Quest I), with 255 points out of 250. [4.3.3] Spoofs and References ------------------------------- A grafitti on the bathroom wall aboard Vohaul's asteroid reads: "KING GRAHAM CROSS DRESSES." Tee-hee... :) When Roger is caught in the hunters snare on Labion, he dreams he is Leisure Suit Larry. [4.3.4] Plot Inconsistencies ------------------------------ One of the best known plot inconsistencies in the history of Space Quest is the one concerning the Gippazoid Novelty Company and their Labion Terror Beast Mating Whistle. In SQ3 and SQ5, Roger is pursued by bill collectors from the Agency, demanding that he pays for the whistle. However, in SQ2, try examining the order form for the whistle--it reads "FREE Labion Terror Beast Mating Whistle". See also section 2.4.8.1. The Gippazoid Novelty Company is called the "Jippazoid Novelty Company" in the manual. Oops. [4.3.5] How to Get More Points -------------------------------- On Xenon Orbital Station 4, take the time to check out the lockers in the decontamination room. The things in there will prove useful later. There are two ways to evade the hovercraft patrols in the Labion jungle. When you hear the sound, you can quickly exit the screen and then return -- the craft will be gone. However, this doesn't award you any points. In stead hide behind a bush or tree so that Roger is COMPLETELY out of view. This way, the hovercraft won't notice Roger, and they won't come back either. You can also defeat the Labion Terror Beast two ways. The first is to simply exit the screen after you've blown the whistle. However, if you throw the cubix rube puzzle at him when he's whirling towards you, you get points for this, and the beast will be incapacitated. If you don't have the cubix puzzle, then you obviously didn't check the XOS4 lockers... ;) When shooting down the guard near the launch ramp, use the following mile-long sentence: "shoot rock with jockstrap at guard". This is supposed to earn you extra points. Of course, this is assuming you have the jockstrap; if you don't, you probably didn't check the lockers. ;) [4.3.6] Cheats and Debugs --------------------------- Typing BACKSTAGE or DBG while playing will activate the debug-mode. See the SQ1EGA cheats section for details on using this. (Submitted by Peter Kelly) [4.3.7] Fun Facts ------------------- When you have to deactivate the salesman launch in Vohaul's asteroid, the code "TITS" will also work. (Submitted by Peter Kelly) Sierra got a letter from an angry mom because of the use of a jockstrap as inventory item. This also made the marketing guys very anxious when Josh Mandel decided to make the DeepShip 86 look like a jockstrap... ;) Mark Crowe, the graphic artist and co-designer, was not only working on ALL the graphics for Space Quest II, but was also working on ALL the graphics for Al Lowe's first Larry-game, "Leisure Suit Larry in the Land of the Lounge Lizards". Phew, I don't think Mark either slept nor ate during the production of those two games! [4.4] Space Quest III ----------------------- [4.4.1] Cameos ---------------- Inside the programmer's cubicles in ScumSoft, there are two guys walking down the aisles with big whips. The one to the left is Ken Williams -- founder and CEO of Sierra On-Line, and the one to the right is Rick Cavin, who was Head of Production at the time. Ken Williams also appears during the end sequence. When arriving at Monolith Burger, the old USS Enterprise (from the original series) warps out of there. Arnold Schwarzenegger plays the Arnoid Annihilator droid. How silly of me to forget. (Submitted by Matan Kalman) [4.4.2] Easter Eggs --------------------- [4.4.3] Spoofs and References ------------------------------- The ships in the junk freighter are also spoofs on some well recognized ships from other scifi-movies. There's a TIE-fighter from Star Wars, being re-described as a bow-tie fighter from the "cologne-wars" (the original movie mentions the "clone wars"). The ship, Jupiter 2, is from the old "Lost in Space" series. There's also an old-age rocket, built by the ACME-company, a blatant reference to Warner Bros. (Submitted by Fred Zanfardino) Fester Blatz has a postcard from Arrakis in his shop on Phleebhut. Arrakis is the planet from the movie "Dune" with all the valuable spice and annoying sandworms, etc. etc. The Aluminum Mallard is a spoof on the Millenium Falcon from Star Wars. (Submitted by Tovi Almozlino) [4.4.4] Plot Inconsistencies ------------------------------ Check section 4.3.4 for an interesting plot inconsistency about the credentials of the Arnoid Annihilator droid ... [4.4.5] How to Get More Points -------------------------------- When seated in the Aluminum Mallard pilot seat, try searching it. This will reveal a few buckazoids, some lint and a few points to your score. If you buy the Astro Chicken hat at Fester's on Phleebhut, you get points for it. You can wear it when inside World-o-Wonders, but Roger will lose the hat when he's captured by the Arnoid. Also, I discovered that wearing it doesn't give you points. Completing the Astro Chicken game in Monolith Burgers gives you a lot of extra points (since you're SUPPOSED to complete it, even though you can finish the game without doing it). By the way, if you don't know how to translate the message, write it down then buy a Monolith Fun Meal. :) When selling the glowing gem to Fester Blatz, sell it for 425 buckazoids. 425 buckazoids is the highest amount, and it will only come up ONCE! If you've said no to 425 once, you'll never get the chance again. (Submitted by Matan Kalman, with stuff added by myself) Ummm... silly me. Actually, it DOES earn you 10 extra points to kill the Arnoid with the overhang pods. Check section 4.5.3 to see how. Shoot all the Skull Fighters in the shoot-em-up sequence during the end to get full points. [4.4.6] Cheats and Debugs --------------------------- This entire section was contributed by Anthony Roche. To access Debug in SQ3 or any other SCI 16 color game, press the two [Shift] keys at the same time, then while holding those two keys down press the [-] (minus) key on your numeric key pad (Num Lock must be off). A little debug window should appear in the upper right-hand corner of your screen. To exit debug, just press [Shift-d]. While in Debug, you can teleport, get any item, and do a lot more interesting (albeit useless) little tricks by editing the animation and sound files. I'm sure there are a lot more things that you can do that I haven't yet figured out. But anyway, here's what I know (by the way, debug is VERY case sensitive): To teleport: While in Debug, press [g] (for global variable). This should open up another little window at the bottom of the screen. The variable that controls what room you are in is 13, so type 13 in this window and hit [Enter]. Now you should see the number assigned to the room you are currently in. Delete that, and enter a different number. Exit Debug, and you should be in a different room. Experiment to figure out the room assignments. Obviously, the easiest way to figure out a room's number is to simply go to that room, and see what number is currently stored in global variable 13. All points in the game have room numbers, including the opening sequence. By the way, if you enter a number that isn't assigned to any room at all, you will get an error message and the game will abort itself. To get an object, hit [i] (for inspect) from the main window. In the resulting window, type in Inv. Another window should open up, labeled Inv. This is a collection (Inv includes all objects in the game), so hit [c] for collection. Hit [Enter] repeatedly until you see the object you want. This object's window represents all of the object's attributes, all of which you can change. The one you want to change is location. Thus, hit [e] for edit and type location. In the resulting window contains the number assigned to the room where the object can normally be found. Delete that, and type in 'ego'. When you exit Debug, you will have the object. Another way to do this is to simply inspect the object itself, by hitting [i] from the main window then entering the name of the object and editing it's location. This is quicker than the aforementioned method, however, as previously stated Debug is very case-sensitive, which makes it difficult to enter the object's name correctly. For example, if you want the orat-on-a stick, you would have to figure out exactly what to enter; [Orat-on-a-Stick], [Orat on a Stick], and [Orat-on-a-stick] are all completely different things to inspect, as far as Debug is concerned. Trying to inspect something which Debug doesn't recognize will result in a window filled with nonsense characters. Thanks, Andy! If you discover anything, that Andy hasn't written here, please e-mail him or me and share. :) [4.4.7] Fun Facts ------------------- If you order a Big Belcher Combo at Monolith Burger, after you've eaten it, when you go back to your ship, Roger will come back out and throw up. Yummy. (Submitted by Tovi Almozlino) There's a small signature, that probably shouldn't have been in the game, hiding in the introduction sequence. The picture, where the droid is monitoring the escape pod and pressing a few buttons - there, in the right lower corner, there's a signature reading "Crowe" (as in the graphic artist, Mark Crowe). [4.5] Space Quest IV ---------------------- [4.5.1] Cameos ---------------- The theme music from Quest for Glory is occasionally played in the Software Excess-store in the Galaxy Galleria, made out to sound like a pc internal speaker. Luke Skywalker's little, red speeder is disguised as the crashed skimmer on Xenon at the beginning of the game. Leisure Suit Larry is mentioned in the hologramatic recording in the Xenon sewer headquarters. King Graham makes a cameo appearance in Space Quest IV, in the pterodactyl nest on Estros. Just wait for a few seconds in the nest, and you'll see something very small streak across the sky. This is, in fact, King Graham being carried by a condor (from King's Quest I). You should disable turbo if you have a fast machine, since he's a pretty fast flyer. Leo Kramer found out, this happens in both CD and disk versions. Also, in the Big & Tall store in the Galaxy Galleria, you can sometimes find a guy near the bargain selection, rummaging around, occasionally pulling out a pair of shorts with red spots. This is former Sierra On-Line programmer, Bob Andrews. Bob Andrews himself explains how to find him: "Having me show up is actually pretty simple. Go to Big & Tall after clearing out the ATM and changing back to your Roger clothes, but before buying the adapter plug from Radio Sho...er, Hz So Good." NOTE: This only happens in the CD-ROM version of Space Quest IV. During your visit to Ulence Flats, the Blues Brothers will also appear on stage, since they also appear in Space Quest I. The owl from King's Quest V, Cedric, appears in the Miss Astrochicken game in Buckazoid Bill's Arcade & Sushi Bar. (Submitted by Matan Kalman. Name by Peter Kelly) The trash can in Buckazoid Bill's Arcade and Sushi Bar (in the Galaxy Galleria) is actually one of the agents from "Get Smart". Try talking to it, you'll see what I mean. (Submitted by Fred Zanfardino.) [4.5.2] Easter Eggs --------------------- The game contains a secret time code, which takes you to the surface of Ortega in Space Quest III. The time code is very easy to explain. Type in the entire top row from left to right, and then type the leftmost key in the middle row. You get a pretty funny message when you exit the pod, but you should probably save your game before trying. :) (Submitted by Matias Jakobsen) NOTE, that if any of you have any news on other, secret time codes, let me know! Matan Kalman (see 5.1) has informed me, that the only places you can visit during Space Quest IV is: Space Quest I: The Sarien Encounter (game related) Space Quest III: The Pirates of Pestulon (secret) Space Quest X: Latex Babes of Estros (game related) Space Quest XII: Vohaul's Revenge II (game related) [4.5.3] Spoofs and References ------------------------------- The electronics store in the Galleria in the disk version of SQ4 was called "Radio Shock", in reference to a large chain of radio shacks in the States, which was called "Radio Shack". The CD-ROM version of SQ4 changed this to "Hz So Good". My guess is, The Two Guys got their asses kicked for calling it Radio Shock. (Submitted by Tomer Fishman) All the games in the software box, except three, are parodies of other games. The exceptions are the SQ4 hintbook, the box for "King's Quest 48: Quest for Disk Space" and the Checkerboard Construction Set from ScumSoft. Here is a list of the parodies: * "Boom" is a parody on LucasArts' "Loom". The author of the original game was called Brian Moriarty, but is renamed Morrie Brianarty in SQ4. The parody box describes the game as having no interface, no conflicts, no puzzles, no other characters and no chance of dying; as does "Loom". :) * "Sim Sim" from MaxThis is a parody on the Sim-games from Maxis - obviously, Josh Mandel (who wrote the boxes) think, Maxis is releasing too many Sim- games. ;) (I'm liable to agree with him.) * "Where in the World is Hymie Lipschitz (And Who Really Cares?)" from BroderBuns, is of course a parody on the Carmen Sandiago games from BroderBund. (The company parody name is probably the best of the lot, ;) * "It Came For Dessert" from Enemaware is a parody on an old Amiga-adventure called "It Came from the Desert" from Cinemaware, featuring a horde of really big ants. Another note is, that the box mentions "Defender of the Crown Rib Roast", which is a parody on an earlier strategy game by the same company, with the same title - except for the rib roast part. * "Cluck Egger" lets you design a chicken and make it fly over real barnyard scenery. This is a parody on a flight simulator, called "Chuck Yeager". (Name correction by Daniel Lundmark) [4.5.4] Plot Inconsistencies ------------------------------ Deddi Shy submitted this interesting idea... "In the mall in Space Quest 4, it is said about the Dandy Recipe Beamer, that the uplink won't be up until summer 2735, which indicates that the game takes place sometime before that. However, in Space Quest 6, the sign near the information superhighway offices sais it's to be completed "Never", scratched out fro "9345", scratched out from "8345", scratched out from "7345", scratched out from "6345". This indicates that the game takes place much later in time than SQ4. To top it, the mall scene from SQ4 is supposed to be in the future." I replied to him and posed a suggestion that maybe the Xenonian calendar doesn't work the way ours does. But Deddi managed to knock that one out of the sky... "When you untangle the hookah hoses in the beginning of SQ6, Roger is reminded of his childhood celebrating Christmas. If he celebrates Christmas, he should also count the years from the birth of Jesus (like we do)." Any comments? Please mail them to *both* Deddi and me . Also see 4.7.4 for an interesting plot inconsistency, involving the Autobucks ATM-card found in the Galaxy Galleria... [4.5.5] How to Get More Points -------------------------------- On the surface of Xenon in Space Quest X, if you walk up and to the left, there's a destroyed tank on the pavement. If you examine it, take the unstable ordnance, then put it back, you get points for doing so. You also get points for hiding from the security droid on the surface of Xenon. Just hide behind something big. :) In Space Quest I, you get points for dodging the first Monochrome Boy on his sandbike. After that, you should probably do your best to avoid them. ;) In the Super Computer, you should examine one of the plugs in the railing. Then go back to the Galaxy Galleria (don't worry, the Sequel Police won't be there) and purchase a PocketPal Adapter Plug in Hz So Good. When you then go back to Space Quest X and insert the PocketPal into the plug, you get extra points for that. Oh ... the second time you insert it ... well ... see for yourself. The Monolith Burger sequence in the Galaxy Galleria is a real stinker. If you take on the challenge, it'll earn you 3 points. However, if you chicken out and SKIP the sequence, 3 points will be deducted from your score! Isn't that bitchy? A note about Space Quest IV. There's a bug in the programming - sometimes, the game won't give you points when you really should get them. So, I've never gotten a full score in Space Quest IV. [4.5.6] Cheats and Debugs --------------------------- Unfortunately, I currently know of no cheat or debug mode for Space Quest IV. [4.5.7] Fun Facts ------------------- You can talk to the ingredients in Monolith Burger. Also try sniffing and tasting them. This can only be done in the CD-ROM version of SQ4, though. It's possible to hear the sound file for Space Quest IV CD-ROM? Yes, all the voices and sound effects! It takes approx. an hour and a half to hear the entire thing, but it's possible! To do this, get yourself a copy of a DOS wave-player. There's a wave-player called "PlayAnyFile" (PLANY.EXE) which is excellent for the job. Now, on your Space Quest IV CD, play the file RESOURCE.AUD. With PLANY, you need to set the sampling frequency a bit up to hear it in the correct speed, but it's possible! Then the big question comes to mind: What can you use this for? Well... nothing, actually, unless you have approx. 200 megs of memory. Then you could steal some of the voice files. The Two Guys were brought to trial by the Women's Organization because of the Latex Babes of Estros. I think they won, but I'm not sure. When the game was under development, Sierra's legal department were not sure, if they'd get away with the cute little bunny on Xenon. So, they wrote a carefully crafted letter to Duracell, asking for permission. But since no response ever came, they went ahead and released the game with the bunny in it. Then, after the release, they instantly get a letter from the Everready Energizer-people, saying they're in biiiig trouble. They sent the letter to the wrong people! (Because the bunny belongs to Duracell in all other parts of the world than the US, where they lost it to Energizer.) In Space Quest IV, a lot of voice files were cut from the game, but are still in the compressed RESOURCE.AUD file. Such as a couple of absolutely hilarious files, where Roger reads the items in Hz So Good, in stead of Barry Smith. Also, they tried using Creative Labs' sound engine for the same part, but in truth, it didn't sound that good. (They used the engine from the SoundBlaster test program/electronic psycho analyst, "Dr. Sbaitso". But in truth, Creative Labs actually stole it from an old Amiga-engine.) (Submitted by Matan Kalman, info on the engine added to by myself.) Co-writer, Josh Mandel, posed as Hymie Lipschitz for the parody box cover. The glasses, hair and other accessories aren't his own, but it's him underthere. ;) [4.6] Space Quest V --------------------- [4.6.1] Cameos ---------------- One of the ships in the Academy landing bay has an engine like the one on the old USS Enterprise. (Submitted by Tomer Fishman) One of the Skull Fighters from Space Quest III is in the Academy landing bay. When you enter the Rotunda area at the StarCon Academy, the guard in the foreground is playing an old game called "Missile Command", and doing a poor job too. (Submitted by Fred Zanfardino) Elvis has a cameo appearance. Go to the main rotunda in the Academy, then follow the walkway to the right. Elvis rounds the corner. Near where Elvis appears, there's another guard blocking your admission to the south. He's playing another old game, called "Asteroids". (Submitted by, yes you guessed it, Fred Zanfardino) Obi-Wan Kenobi and Darth Vader are battling out their famous lightsaber- fight in the StarCon Academy. When in the hallway, walk north until you reach the entrance to the main rotunda. Worf from Star Trek: The Next Generation is sitting in the classroom in the Academy. However, he has been re-labelled "Woof" and is described as the Academy's ambu-jitsu champion. Both Flash Gordon and Albert Einstein are mentioned on the gigantic grade machine. Incidentally, they both fail. ;) The Astro Chicken from Space Quest III makes a quick appearance aboard the Eureka. Take the lift down to the shuttlebay and look to the far left. There's an array of lockers there. Open the one to the far left and watch. :) After setting the space monkeys loose, freeing Cliffy from the prison cell and returning to the lounge, two guys are teleporting away. Daniel Lundmark from Sweden claims, it might be the Lone Ranger and his partner beaming away, but we're not really sure. Ideas? The PacMan also makes a guest appearance in the Goliath ventilation system. On level 8, find the intersection, which leads in all directions. Go left. Roger will exit the screen, but come back, followed by the PacMan. For you kids out there, PacMan is an old (veeery old) main character in an old (veeery old) arcade game. Patrick Stewart (who plays Jean-Luc Picard on Star Trek: TNG) stars as the mutant colonist on Klorox II. The Tasmanian Devil appears in the Genetix lab. Try opening the cage that "makes an odd whirring sound" (but save your game before doing so). The bridge simulator looks a little like The Millenium Falcon, doesn't it? (Check the leftmost engine when Roger walks away from the sim -- straight out of Star Wars!) [4.6.2] Easter Eggs --------------------- Go down to the pod bay and open the locker to the far left in the screen. The AstroChicken will pop out. [4.6.3] Spoofs and References ------------------------------- One of the ships in the Academy landing bay is for sale. It shows a telephone number and tells you to ask for Fester Blatz (who owned the World-o-Wonders shop in SQ3). Another ship is described as "belonging to the Two Guys from Andromeda". When entering the Rotunda area aboard the Academy, the moon outside is described as "one of the nine moons of Nova", in reference to a Dynamix game called "Nova 9". Also, exit the screen to the right. The planet in the background here is called "Vulcan", in reference to Star Trek. The planet Vulcan is Spock's homeplanet. The main theme song, played during the introduction sequence, was made out to be a spoof on the title song from Star Trek - The Old Series. All the planets in Space Quest V are either parodies of something, or just names that have been horribly misspelled? Here's the most obvious... * Thrakus Mark Crowe told me, that Thrakus is not a spoof on anything. He just liked the sound of it. :) * Kiz Urazgubi Try "mispronouncing" it, and you'll come up with the colorful phrase: "Kiss your ass goodbye." * Lukaszuk II Mispronounce this and it'll become a very unsubtle greeting to the competitor, LucasArts. * Gingivitis A disease. * Monostadt VII This is a treatment for women's vaginal yeast infections. (Yummy!) (Submitted by tons of people) * Klorox II A cleaning fluid. * Gangularis Also a disease. * Commodore LXIV If I were to tell you that LXIV is the Roman numeral equivelent to 64, what ancient home computer would you be thinking of then? * Peeyu An utterance of disgust, often used in combination with horrible smells. "Pee-yuu, that STINKS!" * Spittoonie In the Old West, a "spitoon" was the little bucket in which guys would spit in their tobacco. Hell of a job to clean, I'll bet. (Submitted by Guy Lavoie) It might also be a spoof on Luke Skywalker's home planet, which was called Tattoine (hope that's correctly spelled, for all you Star Wars-fans out there...) The coordinates to Klorox II are 90210 - same as in that totally ridiculous television series? The moons of Klorox II are called Larry, Moe and Curly. The Genetix logo, shown in the hidden laboratory, only slightly resembles the Dynamix logo (as does the name itself). The slogan is a steal from Dow, having been re-written "We play God so you don't have to". The original slogan read "We work hard so you don't have to". The sequence where the Eureka picks up the trash bag is accompanied by the theme song from Stanley Kubric's "2001: A Space Oddysey"? The sequence where Roger must rescue Cliffy in the asteroid field is also a direct steal from that very same movie - even down to the rescue method (with the claws and everything). Captain Quirk has a Dynamix-coffee cup. It's visible during the sequence, where the Eureka picks up the secret signal from the Genetix corporation. Nelo Jones, the guy who sells you the Space Monkeys in the spacebar, is a spoof on the original Star Trek-episode, "The Trouble with Tribbles". Tribbles are, as you may or may not recall, small furry creatures, that breed a lot. So are Space Monkeys, as you can see. :) (Submitted by Tovi Almozlino) The entire Spacebar sequence is a steal from the Star Trek TOS episode, "The Trouble with Tribbles". Not only does Nelo Jones show up, as mentioned in the above contribution from Tovi, and sells you rapidly-growing space monkeys (the original had a salesman called Cyrano Jones who sold Kirk tribbles). Also, Cliffy (from the Enterprise) gets in a fight with a guy who calls the Enterprise a garbage scow. The exact same thing happens when Quirk and Roger come down from their game of Battle Cruiser, where Cliffy is fighting with a member of the Goliath, because he called the Eureka a garbage scow (although in this case, it actually IS a garbage scow). (Submitted by Fred Zanfardino) WD40 is a parody on a lubricant. (Submitted by Guy Lavoie) Captain Raemes T. Quirk is a parody on Captain James T. Kirk from the original Star Trek series. (Submitted by Itay Cohai) Spike is obviously made up to look like the small, fast and incredibly annoying aliens from the "Alien"-movies. (Just watch that patented cling-to-your-face-stunt!) [4.6.4] Plot Inconsistencies ------------------------------ See 4.7.4 for an interesting plot inconsistency about the well-being of the SCS Eureka... [4.6.5] How to Get More Points -------------------------------- When arriving for garbage pickup at Klorox II, tell Flo to "Hail Ship". Captain Quirk will respond, give you hell and order you not to use the channel again. But you get points for it. When the Eureka has picked up the huge blob in the containment area at the end of the game, order Flo to abandon ship, then set the auto destruct. This will give you a few extra points. When you've fixed the transporter and beamed Bea aboard the Goliath, remember to take Spike out of the container before beaming. If you just beam without taking him, you won't get points. (Submitted by Matan Kalman) You are awarded with less points if Quirk blows up your ships in "Battle Cruiser". Finishing "Battle Cruiser" without getting hit by Quirk will give you that puzzle's maximum points. (Submitted by Matan Kalman) [4.6.6] Cheats and Debugs --------------------------- I've heard about a cheat for Space Quest V, that lets you watch all the death sequences like a slideshow. When you're dead and located on the famous "Restore/Restart/Quit" screen, click the cursor about eight inches below the word "Space" in "Space Quest". This has never worked for me, but if anyone makes it work, lemme know. A feeble guess would be, that it has been removed in future versions (and thusly not working for users with the Collection). [4.7] Space Quest VI ---------------------- [4.7.1] Cameos ---------------- R2D2 from the Star Wars-movies has been reduced to a GenBlood-blender in Fester's "Implants-N-Stuff". E.T. is sitting in Boot Liquor on Polysorbate LX. The gravedigger at Stellar's funeral is also the gravedigger at St. Louis Cemetery 1 in "Gabriel Knight: Sins of the Fathers". (Submitted by Scott Clark). The posters on the wall in Nigel and Singent's apartment also contain a few cameos. For instance, there's a poster for GABRIEL NORTON, a sewer worker who doubles as a psychic investigator. Also, there's an alien lounging atop a time pod. Look up in your Space Quest IV "Space Piston" issue - the centerfold is the exact same picture. The shuttles in the DeepShip shuttlebay are all parodies of some popular science fiction material. Unfortunately, I'm not as brilliant at American culture as I probably should be, so I've only found three... * The Star Wars-shuttle to the left. (Actually, it's described as a Rebel-shuttle, but if you look closely, it's an Imperial shuttle.) * Ripley's ship from the movie "Alien" is the green ship in the bottom right corner. * A Star Trek-shuttle (with the unmistakeable NCC-1701D insignia) is located in the middle of the left row. Help me out here! Where are the other shuttles from? When you escape the DeepShip in the StarCon shuttle, several "Star Wars" Storm Troopers (relabelled "Storm Poopers") crawl out from everywhere to stop you, just like they tried to do with the Millenium Falcon in the 1st (4th) Star Wars flic. The alien from the Ridley Scott's sci-fi thriller "Alien" pops up after Wriggley (pun intended, I guess) helps you with re-firing the shuttle's engines. Elvis sometimes pops up in 8-Rear. He is also the victim of a poster manipulation in Nigel and Singents apartment - however, he has been re-labelled "Pelvis Brelsford - The Rock'n'Roll Programming Sensation." Laurel and Hardy are disguised as guard nanites near the entrance to the brain. Elton John appears during the transformation of Magnum in the shuttlebay entrance. The frog from Loony Tunes also appear, with it's cane and top hat, singing "Hello my baby, hello my honey...", when Magnum transforms. (Submitted by Richard Bunnell) The frog appears in the Warner Bros. cartoon, "One Froggy Evening". (Submitted by Fred Zanfardino) The Road Runner gets a mention in cyberspace - the unmistakable bowl of "Free Bird Seed" is below a huge rock. The Tyrell Corporation from "Blade Runner" is visible through the window in the Dew Beam Inn (after you've taken the elevator up). There's also a Blade Runner-advertising ship flying by when you first enter the apartment terrace (y'know, the ones that keep saying: "Time to start a new life in the colony worlds!") [4.7.2] Easter Eggs --------------------- If you play Stooge Fighter III on the birthdays of three programmers, the names of the stooges will change. The following birthdays work ... * Michael Lytton April 11th * Steve Conrad January 3rd * Bill Shockley December 29th If you enter 8-Rear and your computer date is set to Halloween or Michael Lytton's birthday, Circuit Sydney's head will start following you around, with its eyes glowing. If you Ctrl+Click on the video screen in 8-Rear 7 times, the programmer's "Renegade Credits" will appear. You'll also be rewarded by Roger saying "I'm Roger Wilco and I'll kick your ass! I know where you live" at the end. If there's a nebulae in the 8-Rear window, click on it several times. Eventually it should start to palette cycle. In the cyberspace file room, there's a secret drawer under "S", that you don't really need in order to complete the game. You can find it by looking at the outline of the drawers - the drawers with a slightly thicker outline than the others can be opened. Among the files in the drawers, two instantly spring to eye: "Space Quest 7" and "Space Quest Team". Among the many movie titles on the Polysorbate Theater-marquee, one reads "MICHELE ALESHIRE, WILL YOU MARRY ME?". Michele Aleshire is Bill Shockley's fiancee, and they were recently married. (Submitted by Craig Alexander) [4.7.3] Spoofs and References ------------------------------- Jebba the Hop is a spoof on the evil snail-guy, Jabba the Hutt, in the third (fifth) Star Wars movie. (Submitted by Itay Cohai) Several elements from "Back to the Future" are mentioned in the Popular Tecktronics CD-ROM at Nigel and Singent's apartment. Check under the section "Building a Time Machine out of a DeLorean". When using Doctor Beleauxs' computer's communications system, the name "Plodigy" pops up. This is a spoof on "Prodigy", and yes, it's as slow as the artists made it out to look like in SQ6! ;) Dorff mentions "Daventry VIII" as a planets name when Roger's locked up in the brig, occasionally. Daventry is, as we all know, the home of the characters in the King's Quest series. When talking to the portal in the Ascend-o-Pad on Delta Burksilon, you get a highpitched voice saying "If you're going in there, Graham, I'm staying out here!". This is from King's Quest V, where Cedric the Owl sais that to King Graham. (Names brought on by Fred Zanfardino) 8-Rear is a spoof on 10-Forward, the ship's lounge on "Star Trek: The Next Generation". The Bjorn collective is a spoof on the Borg from Star Trek: The Next Generation. (Submitted by Douglas Peltz) Sci-fi authors William Gibson and Isaac Asimov have both been turned into drink choices at Orion's Belt. (Submitted by Douglas Peltz) Check out page 10 of the Popular Janitronics manual that comes with SQ6. Under ANNOUNCEMENTS, there's a bit titled "Public Notice: Fictitious Business Name Statement", which confirms everybody's true fear: That Sierra-programmer Bill Shockley is doing business as a cyberdate!! ;) Doctor Hayden Beleauxs' computer monitor is from Cyberdyne, which we all know is the evil computer system in the Terminator-movies. The opening sequence is kidding around with the movie JUDGE DREDD, in which Stallone is also stripped, although they didn't go as far out as in SQ6. (Submitted by Christian Giegerich) About the name of the DeepShip 86... "DeepShip" is a re-write of the colorful phrase, "being in deep shit". "86" is a slang phrase for dying. The name might also come from the third Star Trek series, which was entitled Deep Space Nine. (DS9 thingy submitted by Tomer Fishman) The name kielbasa, as in Commander Kielbasa, is actually that of a Polish sausage. (Submitted by Tovi Almozlino) The arcade games on Polysorbate LX are all spoofs on some recognizable games. * "NBA ToeJam" --> Acclaim's "NBA Jam" * "Mixed up Mother Theresa" --> Roberta Williams' "Mixed Up Mother Goose" * "Stooge Fighter III" --> Capcom's "Street Fighter II" * "Secret Recipes of the Luftwaffe" --> LucasArts' "Secret Weapons of the Luftwaffe" * "Beat the Crap out of Urkel" --> (Urkel was the annoying geek-star of a comedy show in 80's. He would constantly play accordion and act all stupid and clumsy.) * "Dull Kombat II" --> Acclaim's "Mortal Kombat II" * "Disembowling for Dollars" --> ? As a side remark, the parody on MK2 features two clay fighters fighting, as in the game "Clay Fighter", but they're pitted against each other on a tall, narrow stone bridge like in the first MK-game from Acclaim. Hmm... Commander Kielbasa's scratching post/command center is capable of getting him to level six of "Super Nunzio World". (This is a parody of Nintendo's all-time crap game, "Super Mario World".) Also, a part of the console looks exactly like those annoying Super Nintendo joypads. The cyberspace receptionist is called Sys Inny - a name which, when pronounced "correctly", becomes a Windows system file, SYSTEM.INI. (Name correction by Tovi Almozlino) One of the building machines in cyberspace is a spoof on one of the weapons in DOOM? The yellow machine to the left is called a BFD-9000 Cyberearth mover - the seventh weapon in DOOM is called a BFG-9000. A graffiti in the brig on the DeepShip 86 reads "Sarek Lies!", in reference to Star Trek, where one of the characters is a Vulcan named Sarek. When talking to the brig replicator, Roger will say: "Tea. Earl Grey. Hot," in reference to Captain Picard in Star Trek: The Next Generation. During Stellars funeral, Roger sais: "Of all the souls I have encountered in my cleaning, her's were the most scu ... scuff ... SCUFF- RESISTANT! ". This sequence is completely reminiscant of the burial scene in "Star Trek II" (or was that number three?), where Kirk gives Spock his last words before they shoot the coffin into outer space. When Roger is being chased by the gigantic gallstone in Stellar's digestive systems, Josh Mandel was clearly trying to get on LucasFilm's nerves. That's a downright steal of the opening sequence in the Indiana Jones movie, "Raiders of the Lost Ark". The Vulgar nervegrip is obviously a spoof on the Vulcan nervegrip, that Spock so often uses in the original Star Trek series. The sentence "Big Brother is watching you!", which appears on the scrolling board in the shuttlebay entrance, an often-used sentence in the book "1984". (Submitted by Leo Kramer) The name "Polysorbate" (as in Polysorbate LX) is a food additive. (Submitted by Guy Lavoie) [4.7.4] Plot Inconsistencies ------------------------------ During the opening sequence, Admiral Toolman states: "However, due to your successful return of the SCS Eureka, your rescue of the Goliath's crew..." Any SQ5-player would know that Roger blows up the SCS Eureka at the end of SQ5 and returns with the SCS Goliath! Roger offers Jebba the Hop a "free plunge job, day or night". But when trying to take the Autobucks-card in Roger's quarters, you're told that "you have no need for money aboard the DeepShip--everything's free". The Autobucks ATM-card was found in the future of Space Quest 10 in the Galaxy Galleria, where it is fully functional (Roger uses the money from the card to purchase a dress). However, in the present of Space Quest 6, the card is expired. See section 4.5.4 for an interesting plot inconsistency about the Xenonian calendar. [4.7.5] How to Get More Points -------------------------------- You get a few extra points for talking to Sys Inny at the Information Superhighway *without* having the correct number. After having recieved the distress call from Stellar on your ComPost, go up to the bridge and talk to Commander Kielbasa about it. He'll accuse you of having been whiffing cleaning fluid, but nonetheless, you get a point for this. You get five extra points for tossing an M&M in Stellar's stomache acid. (Submitted by F.Chapin) When performing the DNA-scan on Nigel Rancid's personal grooming assistant, take the time to pull the hair out of the grooming assistant before putting it on the DNA-scanner. It IS possible to just put it down, but the little detour described above will earn you some extra points. In cyberspace, put the plank between the destroyed bridge. This also makes cyberspace travelling a bit easier. ;) Before taking the cubed endodroid out to Blaine Rohmer, put it in the fridge in Orion's Belt. This should earn you a few extra points. (Submitted by Richard Bunnell) When inside Boot Liquor on Polysorbate LX, there's a small lump of flesh closely resembling E.T. sitting on the floor. Use the HAND-icon on him up to several times, until Roger pulls his finger and - well... have a guess. Anyway, you get 5 points for doing so. (Submitted by Richard Bunnell) When inside Orion's Belt, try using your HAND-icon on the waitron. Roger will grab her tips, and you get 1 buckazoids plus points. However, she might catch you at it. If that happens, just try again. (Submitted by Matan Kalman) [4.7.6] Cheats and Debugs --------------------------- I am currently unaware of any cheats that might be hiding somewhere in the code of Space Quest VI. [4.7.7] Fun Facts ------------------- In the basement of Orion's Belt, to the far left there's a spider on one of the pipes in the foreground. Click the HAND-icon on it. It will fall screaming to the floor. This can only be done ONCE per game. (Submitted by Chapin) When the game was in development (and Josh Mandel was still on the project), the Marketing Director was a bit concerned about the DeepShip 86 being formed as a jockstrap. He tried to get Josh and Scott to turn it into a "normal" ship, but they ignored him. Then, when the first advertisement for SQ6 comes out, what picture do they use? The DeepShip jockstrap! When you click the EYE-cursor on the background image of the Information Superhighway, Gary sais "You saw it here first: A preview of the famed information superhighway! Wow!" But if you keep on clicking, eventually he'll add "This makes my nipples hard!" to the sentence. :D Josh Mandel wrote Doctor Beleauxs' office, the Ascend-o-Pad (which actually has an overflooding of messages), and the entire DeepShip? One of Josh's favourite hobbies is to write those small, humerous messages, and if you look carefully, roughly all these scenes have different messages to all the icons. The rest of the game, with a few minor exceptions, was written by Scott Murphy, and it's clear that he isn't very big on writing those messages. While on the subject, here's a fun fact: Josh's new game, "Callahan's Cross Time Saloon" (Legend Entertainment) is currently about the size of a 1000 page novel. And that's dialogue ALONE, narration messages unaccounted for. Auch! Beatrice Wankmeister was originally supposed to have a minor role in SQ6, which involved a quick conversation between her and Roger. When Scott Murphy took over the project, he left that scene out, partly because both him and Josh felt, that this whole Beatrice-thing had taken a turn for the worse. The ending for SQ6 was originally supposed to have been entirely different. It involved the beaches of Polysorbate LX with Stellar and Roger riding on the back of a gigantic horseosaurus, in a sort of romantic setting. They come across a statue, which indicates that Polysorbate LX is much more than meets the eye. For it quite clearly resembles.... well, actually, that's the reason why it's not in the game. Josh and Scott couldn't decide what it should resemble. The insignia of the DeepShip 86 reads "DEEPSHIP 86", and below that in small types, "LSL6 BFD". According to an inside friend, the latter part means "Leisure Suit Larry 6: Big F___ing Deal". One of the random exit-messages is "Aren't you glad your middle name isn't Lawrence?" This is actually a poke at designer Josh Mandel, inserted by a programmer, whose name currently remains unknown. In fact, Josh didn't even know about it until reading this FAQ. The reason: Josh's middle name is Lawrence. The only replicator code, that produces a response, is the Bjorn Chow code from the Space Quest 6 demo? (Number 7469410) [4.8] Space Quest in other games ---------------------------------- Throughout certain other Sierra games, Roger has made a small guest appearance, or something from the SQ-series has been given a mention. Here's a list of the currently known SQ-cameos in other games: [4.8.1] Leisure Suit Larry III -------------------------------- Roger Wilco has a cameo appearance in LSL3, in the bar inside the casino (y'know, where Passionate Patti plays the piano). He will sometimes appear (it's random) on a bar stool, drinking away. Elvis also appears on a different stool. It's randomly chosen, when or when not he will show up. Just walk into the bar and out again, then in and out again until he shows up. Not only that, but during the ending sequence, you wind up in the set for Space Quest II: Vohaul's Revenge. Also, during the ending sequence, there's the genetically engineered salesmen from SQ2 and the Monolith Burger-sign from SQ3 on the prop-screen. [4.8.2] King's Quest II ------------------------- After you've been on the magic carpet ride, there's a big rock. Look into the hole and you'll see a plug for Space Quest I. (Submitted by Matan Kalman) The reason is, that both Scott Murphy and Mark Crowe worked on King's Quest II. [4.8.3] Jones in the Fast Lane -------------------------------- The burger bar in this game is called "Monolith Burger". You can also order an "Astro Chicken" there. [4.8.4] Quest for Glory I / Hero's Quest I -------------------------------------------- Go to the Guild Master inside the Guild Hall and ask him about Antwerps. He will tell you that "two strange tourists" almost made the Antwerps extinct. These two strange tourists are, yes you guessed it, the Two Guys from Andromeda. (Thanks to Tovi Almozlino for first reporting it, Fred Zanfardino for additional information, and Matias Jakobsen for showing me.) [4.8.5] Police Quest I ------------------------ In this game, a fellow called the "Gremlin" is angry with the boss, and in once instant, ties a chicken to his desk. When you enter the room and see the chicken on his desk, the theme from Astrochicken is played. (Submitted by Leo Kramer and Fred Zanfardino) [4.8.6] Police Quest IV: Open Season -------------------------------------- When trying to use the computer in Luella Parker's office, the game responds that you don't have time to play Space Quest V: The Final Frontier. (Submitted by Domen Novak) [4.9] What the Sierra guys didn't think of -------------------------------------------- Sometimes, there's a way around puzzles, that Sierra didn't really think of, or there's a funny little bug that'll give you exactly what you need in the game. Whatevers the case, it will be taken under thorough investigation in this little chapter. Note, that the bit about the secret time codes has been moved to "What you didn't (want to) know about Space Quest", section 4.5! You might also want to note, that this entire section of the FAQ only deals with the Space Quest IV CD-ROM version. Although this was not the intention, it seems to be the one, people keep on finding small bugs and odd methods in. Hmm... [4.9.1] How to escape the Sequel Police on Estros in SQ4 ---------------------------------------------------------- Some people are having problems evading the Sequel Police on Estros in Space Quest X. PLEASE BE NOTED, that this only happens in the CD-ROM version of Space Quest IV! I don't think, Sierra had thought one could manage to avoid the Sequel Police on Estros. It's damn hard, and I've only discovered ONE method of doing it, and that involves that you start out in a specific spot. Besides, you can't steal THEIR time pod, you HAVE to make your way to your own. (But if you follow these instructions, you can do just that.) Here we go. First, you HAVE to stand on a specific screen for this to work. From your own timepod, go two screens to the left. Stand around the center of the screen. You need to be able to exit the screen quickly, if a SP-droid shows up. Wait for the SP-droids to appear. Go one screen down and one screen to the right. Go one screen up. You will be discovered! Avoid his shots by quickly going one screen down. Now, let Roger walk over the edge and land in the pool below. Here comes the tricky part. You have to be careful down here, because a SP-droid shows up like *snap* that. So the minute you land, start clicking the walk icon on the stairs, leading up. On few occasions, I've witnessed a droid walking down the stairs, shooting me, or a droid standing there, waiting for me. Anyway, rush up the stairs and further up (an SP-droid will stand on the ledge above you; he won't shoot after you on your way up, though). There! You've reached their time pod! But you can't steal it, unfortunately, so you'll have to go one screen to the right and take your own. Alternatively, you can also go one screen down and be captured by the pterodactyl and complete the game. :) [4.9.2] How to get speech & text in SQ4 ----------------------------------------- Here's a small cheat, I discovered, which can give you speech and text at the same time. This is something, the guys at Sierra did NOT think of, and it might just do funny things to the game - for instance, some of the speech seems to disappear in certain places. Anyway, here's how it's done. You have to be in the Software Excess-store in the Galaxy Galleria (it is not possible to have text & speech before then). Look at a box in the bargain bin. While Gary is talking, press Space. Gary will keep on talking, but a box will appear, asking you whether you want to keep the box or what. Choose exit (you should probably buy the hintbook BEFORE you do this). There! Text and speech! (Now you can't get rid of it, unfortunately.) [4.9.3] How to skip the Skate-o-Rama sequence in SQ4 ------------------------------------------------------ This entire section has been contributed by Stephen Gill. In Space Quest IV CD-ROM, there's a bug (which may have been fixed in more recent versions) in the Skate-o-Rama sequence that makes it easy to beat. When the time pod comes, you can make a beeline past the garbage and the other Sequel Policeman won't notice you. I've tried this with the SQ4CD I have (the one that comes with the SQ Collection) and it didn't work. Have anybody, besides Stephen here, made it work? [4.9.4] How to get past the Skate-o-Rama sequence in SQ4 ---------------------------------------------------------- This entire section has been contributed by Stephen Gill. Another easy way to beat the Skate-o-Rama sequence is to get out of the arcade and ride the moving walkway until you see two Sequel policemen. Then you make a U-turn. Then, when you get up to the stairs, there'll be two Sequel Policemen. Use your walk icon to go onto the stairs. This way, you will avoid the first shot. Then use your walk icon to go into the Skate-o-Rama and you'll avoid the second shot. Then you'll be in the Skate-o-Rama. Go up one scene and then when you begin to see a Sequel Policeman, go down one scene immediately. Then escape the Skate-o-Rama and go into the arcade. [4.10] Working Titles ---------------------- Star Quest 1 --> Space Quest 1 Aces over Xenon --> The Next Mutation Where in Corpsman Stellar Santiago is Roger Wilco? --> The Spinal Frontier ------------------------------------------------------------------------------- [5] LAST WORDS ------------------------------------------------------------------------------- [5.1] Credits --------------- This entire document was written by Troels Pleimert (me) and is his (my) sole property. Don't you DARE copy, reproduce, steal, modify or mutilate this FAQ without my permission (which will probably be given, if you ask politely). But you may spread it around to your friends, give it out to almost anybody, as long as you DON'T CHARGE ANYTHING FOR IT. But I'm pretty sure, it wouldn't even have been remotely as cool as now, if it hadn't been for guys'n'girls like... - JOSH MANDEL for his wealth of cool information and generally being a great guy in every aspect. - MARK CROWE for all his valuable assistance. - KEN WILLIAMS for talking to me about SQ7 and for referring me to Craig Alexander. - CRAIG ALEXANDER for being a great guy with tons of good info. - BILL SHOCKLEY for taking the time to answer a few questions, and for spilling his collective knowledge on SQ6 secrets. - JESS MORRISSETTE for all he's done for me. - MATAN KALMAN for his great contributions. - TOVI ALMOZLINO for his cool contributions - PETER KELLY for his wealth of hush-hush information. - DOUGLAS PELTZ for his cool contributions. - GUY LAVOIE for his groovy contributions. - RICHARD BUNNELL for a couple of good tidbits. - DANIEL LUNDMARK for his good tidbits of good info and for having the strength to convert my FAQ to true HTML with every release. - TOM GRAY for his Skate-o-Rama tidbits and love for a good chat. - SCOTT CLARK for his cameo tidbits. - DENIS LEMIRE for his wealth of groovy tidbits and for posting this FAQ on his site. - ANTHONY ROCHE for his mondus e-mail regarding the Space Quest 3 cheat. - FRED ZANFARDINO for his tons and tons of cameos. - JIMMBO for his great contributions. - TANAQUIL FURRFOOT for his great contributions and unnessecarily cool name. :) - TOMER FISHMAN for his groovy contributions. (He's probably really pissed at me because I called him by his real name, and not his handle, Deep Freeze.) - KARA JOHNSON for her tidbits, death threats, mood swings, etc. - MICHELLE DAVID for giving me the idea for "Quote of the Version", and for accusing me of being a horny bastard. :) - KEVIN WALLACE for posting this FAQ on his site and for all his great contributions. - MATIAS JAKOBSEN for the secret SQ4 time code. - LEO KRAMER for some minor tidbits. But my deepest and most heartwarming thanks goes to none other than the Glorious Two Guys from Andromeda; Scott Murphy and Mark Crowe. Without these Two Guys, I wouldn't have anything to write about, and the world would probably be a lot more boring. If your name is not mentioned here, and you feel it should, then write me and I will put things right! :) PLEASE NOTE, that none of these were placed in any particular order. I'm not the sort of person. ;) [5.2] FAQoutes ---------------- I'm sorry, I just couldn't help myself. Because of all the great response, I've been getting, I thought I'd make it into a little quotes-section. These are all the wonderful quotes, that people have been sending me. "Your FAQ is absolutely marvelous--I'd be surprised if Sierra doesn't offer you a job soon." - Jess Morrissette, "Virtual Broomcloset" "It may be the most complete compendium of Space Quest info, both in front of and behind the scenes, ever." - Josh Mandel, initial SQ6 designer "The FAQ looks great! You've done an extraordinary amount of work." - Michael Hutchison, SQ6 art director "Not everything relates to a females menstrual cycle, you know." - Kara Johnson, "Djamine's Domain" "Yer SQ FAQ is really neat." - Kevin Wallace, "WilcoWeb" "Your FAQ is the best Space Quest FAQ ever written." - Matan Kalman, "Popular Janitronics" "[Your FAQ is] truly great and informative!" - Daniel Lundmark "[Your FAQ is] very well done." - Richard Bunnell "Enjoyed your work and comments." - Tom Gray "I love your Space Quest FAQ's!" - Matthew Gies "Your FAQ makes finding Space Quest info a mop-up job!" - Tovi Almozlino "The FAQ is more than amazing, more than excellent...it's...amazingly excellent!" - Douglas Peltz [5.3] Want to know more about Space Quest? -------------------------------------------- Here's where to get more information about Space Quest. Any contributions? Lemme have 'em. [5.3.1] Books --------------- "SPACE QUEST COMPANION" Peter Spear According to Jess Morrissette, this is a novelization/hint book for Space Quests 1-5. There's a place on the web, where you can order it for $17.95. Go to: http://www.bookpoint.com/cgi-bin/search.pl and search for author Spear, Peter. I can't tell you much about this book, simply because I don't own it. :( "THE OFFICIAL GUIDE TO ROGER WILCO'S SPACE ADVENTURES" Jill Champion & Richard C. Leinecker I intend to investigate this one further, but at the moment, I can only contemplate that it's a gigantic hintbook for all Space Quest games. Sorry. "THE ADVENTURES OF ROGER WILCO: THE SARIEN ENCOUNTER" Malibu Graphics This is a comic book series, published by Malibu Graphics years back. Apparently, they only made three issues. The print run was very small, so these are almost impossible to find. If anybody get their hands on one of these, let me know! If you're interested in Space Quest fiction, there's a lot of Space Quest fan fiction at my webpage at http://www.geocities.com/area51/4800. I am also in the process of writing "The Sarien Encounter" in novel format, but it's as of yet far from finished. Check back on my webpage for previews. (And if you think this is just another senseless plug for my webpage, well, you're right.) [5.3.2] Internet sites ------------------------ (Oh smeg. Due to a vicious dimensional rip with an anti-neutronic gravi- tational flow, it sucked out all the Internet reference material from my harddrive. Next version will have everything put up. Promise. Now, if you'll excuse me, I have a few words to mince with a certain vicious dimensional rip with an anti-neutronic gravitational flow.) THANKS FOR READING THE O F F I C I A L SPACE QUEST FAQ written by Troels Pleimert All Space Quest-material is (C) 1986-1997 Sierra On-Line. This FAQ, however, is (C) 1996-1997 Troels Pleimert. Scope the DISCLAIMER-section for more legal rambling. The FAQ central: http://www.geocities.com/area51/4800/sqfaq.htm The rest of Wilco's Domain: http://www.geocities.com/area51/4800 Hi, Cat!