------------------------------------------------------------------------------ The 10th Incarnation of the increasingly misnamed OFFICIAL SPACE QUEST FAQ featuring personal additions by former Guy from Andromeda, SCOTT MURPHY (marked with a + throughout the contents list) and an introduction by JESS MORRISSETTE, the webmaster of the first SQ fansite, "The Virtual Broomcloset" (see section [1]) ------------------------------------------------------------------------------ ĿĿĿ Ŀ T H E O F F I C I A L Ŀٳij by Troels ķ ķ ķ ķ ķ ķ Pleimert ͸ Ը ɼ Ը ɼ Ը ͸ ͸ ͸ ͸ Version: 2.0 ͼ ͼ ͼ ͼ ķ ķ ͼ ͸ ķ ķ ķ ۳ ӷ ͸ ͼ ͼ ͼ ͼ ͼ ͼ ASCII by T.Pleimert Edited by Craig Alexander Quote of the Version: "I think I'm overdue for a vacation. I'm not even gonna THINK about anything brave or heroic for at least, ah, six months. I'll be kicking back on some sandy beach, soaking up x-rays. Heck, maybe I'll even check out Robertaland!" -- Roger Wilco CONTENTS: 0. Disclaimer # 1. Introduction to the FAQ ..................... by Jess Morrissette 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 mwww.geocities.comembers 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 2.3.8 The Space Quest 6 Interactive Demo 2.3.8.1 Solution for the SQ6 demo 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 2.4.11 Droole 2.4.12 Flo 2.4.13 Cliffy } 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 Two ways to beat Elmo Pug in Nukem Dukem Robots (SQ3) 3.1.5 Three 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) } 3.1.9 Three ways to beat the Monolith Burger sequence (SQ4) 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 4.8.7 King's Quest IV # 4.8.8 Leisure Suit Larry I EGA # 4.8.9 Quest for Glory II # 4.8.10 Take a Break! Pinball # 4.8.11 Leisure Suit Larry I (Russian version) # 4.8.12 Leisure Suit Larry II # 4.8.13 Conquests of the Longbow # 4.8.14 Quest for Glory II - Trial by Fire 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. + This tag means, the section contains personal input from Scott Murphy. (The tag will only appear in this version) ------------------------------------------------------------------------------- [0] DISCLAIMER, otherwise known as LEGAL QUAGMIRE ------------------------------------------------------------------------------- This document is the sole property of Troels Pleimert, (C) 1996-1997. It may not be redistributed, copied, sold, or publicated without explicit written permission from the author. (E-mail will do just nicely.) No alterations of any kind may be submitted to this document without prior notice and permission from the author. The author reserves the right to rewrite contributions, add/subtract information at his discretion, and decide who lives and who dies. Remember the Golden Rule, folks: DO NOT CHARGE ANYTHING FOR THIS DOCUMENT! Do not try to sell this, either for money or for any other goods, no matter how insignificant. If some slimy creep is trying to SELL you this FAQ, contact me and I'll give it to you for free. This FAQ is written, maintained and is the sole property of Troels Pleimert. Although it has been approved and "officialized" by Sierra, it is not a Sierra-product, and Sierra does not support or redistribute it. All comments and so forth regarding this FAQ should be directed to ME, and not Sierra. Enough quagmire already... Let's FAQ! ------------------------------------------------------------------------------- [1] INTRODUCTION ------------------------------------------------------------------------------- [1] An Introduction to the FAQ by Jess Morrissette -------------------------------- The date was June 15, 1987. It was my birthday and I had just received a copy of Space Quest I: The Sarien Encounter from my parents. That entire day, my best friend and I were glued to the monitor, working our way out of the Arcada and down to Kerona. As a matter of fact, one of my other gifts that birthday was a cassette recorder. I still have an audio tape of my friend and me the first time we played Space Quest, cracking up at the jokes and brainstorming our way through the puzzles. Jump ahead to November, 1995. I toiled away in my dorm room at school, working on my first website. I had just discovered the Internet a couple of months prior when I first came to college. I was busy teaching myself to use graphics programs, writing walk-throughs, and preparing Roger Wilco's Virtual Broomcloset for release on November 29. Day and night I was glued to my monitor, working on the site. When I released it, it was the only Space Quest site on the Web. That first day, other than myself, I had two visitors. Jump ahead to today, June 15, 1997. It's been exactly ten years since I played my first Space Quest game. We've seen sequels come and go, sending Roger to the past, the future, and even into cyberspace. Perhaps even more impressive is the following Roger Wilco has developed on the Internet. Just a little over a year and a half ago, there was one Space Quest website. Today, there are a couple of dozen sites devoted to Roger, with new sites appearing by the week. Perhaps most impressive, though, is this document you are reading now: The Space Quest FAQ. Troels Pleimert (the maintainer of the FAQ) and I have been corresponding for quite awhile now. When this Danish wonder first contacted me, I realized I had found a kindred spirit -- another person who appreciated Space Quest as much as I did. In the early days, he started out by doing some great articles for the Broomcloset. However, one day when he mailed me the first version of the Space Quest FAQ, I knew he was really on to something. This document, even in its earliest stages, was a treasure trove of facts and trivia about the Space Quest universe. From seasoned Space Quest veterans to those new to Roger Wilco, the FAQ had something for everyone. Of course, this was only the first incarnation. It grew... Soon, Troels began expanding the FAQ, including everything from character biographies to voice credits for the CD-ROM versions. Input from Space Quest designers like Scott Murphy, Mark Crowe, and Josh Mandel, brought more inside stories to the FAQ than Roger has sponge mops. Today, the document appears on sites all around the Internet, outclassing FAQs for 'other' games, like Quake and Duke Nukem. By version 2.0, the FAQ is a massive document, serving as the official, Sierra-approved tome of Space Quest knowledge. Each installment is full of more Space Quest surprises than the last, and all are a joy to read. Once again, I'm glued to my monitor. Jess Morrissette Webmaster of the first Space Quest fan site ever, "The Virtual Broomcloset" [1.1] Author Profile ---------------------- Greetings, fellow WilcoWorshippers! 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. Ah, 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, 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. And now, with Space Quest 7 in the horizon, things are really picking up... Jess Morrissette, the Virtual Broomcloset webmaster, has written his own very touching introduction to the FAQ, as a tribute to the 10th incarnation of it, which you will find at section [1]. [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: Sorry, but I don't go on IRC, for two reasons: 1. No time. 2. No time. Now I realize, that technically speaking that's only one reason, but I thought it was such an important one, it was worth mentioning twice... ICQ: I've been connected to the ICQ network. My number is 1428949. Wilco's Domain: http://www.geocities.com/area51/4800 ANY comments/critiques/contributions would be welcomed. 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. :) Please ensure to keep my mail quota above 10 per day... :) [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 5.3.2 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 (please, not Fronzel Neekburm!) 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. 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: Your name (please, not Fronzel Neekburm!) 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? Well, take a look at my mail list. It'd be a bit hard to send out each version via snail-mail to fifty different people. 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 denis@shaw.wave.ca 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 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 Liam Smith Australia ldsmith@dynamite.com.au Jason Hadricky US Jason@Hadricky.com Tom Seabourne US spacesheep@geocities.com The Mysterious Sleeray (Who knows?) sleeray@geocities.com Joseph Sutedja Indonesian sutedja@pdq.net Eric Yeo Malaysia yeowh@pl.jaring.my Janez Kranjc Slovenia rogerwilco@mindless.com Trevor Senecal Canada tror@hotmail.com Dave Vos Can/American jhvos@bhip.infi.net Dan Cerulo American sky-blue.erie@worldnet.att.net Nicholas Cross Australian gcross@mail.usyd.edu.au Theodore Reiker Hungarian reiker@usa.net Devin Sperling USA platypu1@ix.netcom.com Vsevolod Alexeev Russia ourown@dol.ru Daniel Lagerkvist Sweden fronzel@hotmail.com Scott Murphy USA scott.murphy@sierra.com David Liu Singapore davidliu@mbox2.singnet.com.sg Matthew Arcilla Phillipines viper@world.net.ph Daniel Stacey Australia daniels@tne.net.au Andy Wynn USA stevew2@icon.net Andrew Aldrich USA phatbooch@hotmail.com Peter Kelly USA ptrkelly@ozemail.com.au Matias Jakobsen Denmark k_arthur@hotmail.com Emma Roos Sweden pt94ero@student.hk-r.se Mike Schock US jschock@conpoint.com Diego Calugi Italy scalugi@biuno.dada.it There are currently 67 people on the mail list! Thanks for all the lovely response, guys (and two girls)! 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 65 on it, and three 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 received, 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! :) [1.6.1] What's new in this version? ------------------------------------- There's so much in this version, I couldn't even BEGIN to put it down. But a brief overview of the cool stuff in this edition of the Space Quest FAQ: * Personal additions by former Guy from Andromeda, Scott Murphy. You can find them by going to the sections marked with a + in the contents list. * Jess Morrissette, maintainer of the first ever SQ site, The Virtual Broomcloset, wrote a really touching intro, which you can find in section [1]. Hmm. That means you've read it already. Oh well. * Lots more SQ sightings in other games. * Plot inconsistencies, cameos, easter eggs, the lot. And plenty of 'em. :) [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: (Same as v1.4) 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 Version 1.8 Rewrote entire section 4. More SQ sightings, Spike as character description, and more hints. This is a big one. Don't be late, Johnny. Quote: "Enough smarm already. Let's funeral!" - Gary Owens Version 1.9 Fixed major screwup with Vohaul's name. Plenty of cool secrets for SQ1EGA; an SQ-sighting in KQ4; more "How to" hints; better cheats for SQ1 and SQ2; review and solution for the SQ6 demo; Flo, Cliffy and Droole as character descriptions; and section 4.6.7 now exists. :) Quote: "Fronzel Neekburm. If I had a buckazoid for every time I'd seen that name, I'd be sittin' pretty. I could afford one of those fancy furlined doughnut thingies! Uh, anyway, what was I saying?" -- The Dew Beam Inn manager [1.7] News in the Space Questiverse ------------------------------------- * THE SPACE QUEST COLLECTION Leslie Balfour informed me, that the upcoming Space Quest Collection won't be out until the end of August. However, a rolling promo for Space Quest 7 will be featured on the CD, and the Current Inside Copy AVI will appear in higher resolution! My usually well-informed sources (cough cough) says 14th of August. But Sierra's been pushing the release date so much, who knows...? * LESLIE BALFOUR INTERVIEW Leslie Balfour, co-designer of upcoming Space Quest 7, is featured at the Celebrity Interview Library at Wilco's Domain, which you can find at http://www.geocities.com/Area51/4800/interviews.html * THE BROOMCLOSET SPRINGS BACK TO LIFE! It was perhaps a few months ago that the Space Questiverse was shocked by the closing of the first and undisputed best of the Space Quest fansites, The Virtual Broomcloset. The reason was, according to webmaster Jess Morrissette, creative stagnation. Now, however, a breath of inspiration suddenly washed over Jess, and the Broomcloset is about to spring back to life with a new look, new content, and plenty of cool things to browse. Among them, probably the coolest interview with Scott Murphy thus far. You can check out this fabulous piece of HTML at: http://www.wiw.org/~jess/roger.html * PINKUNZ ON PATROL If you've enjoyed some of Chris Geroux's other games based on the Space Quest series, such as Orat Sportz Soccer or Eureka Trash Pickup, here's another cute arcade game. It is based on the cute little purple guys in Space Quest 2, labelled "Pinkunz" by Justin Barker, and revolves loosely around the profile Justin wrote about them on his website. Once again, it'll be programmed in Maxis Klik-n-Play and I'll be throwing a few musical tidbits in there. Look for it soon at Chris' webpage, ScumSoft HQ: http://www.geocities.com/Area51/Vault/5837 * SPACE QUEST NOVELS Two more Space Quest novels are in the works, both of which with original stories, as opposed to the first novel which was basically The Sarien Encounter in novel form. These two new novels are: "Lone Voyager" by Troels Pleimert "Future's History" by Daniel Stacey Both will be made avaliable at Wilco's Domain (Area51/4800), and you should expect to see some previews sooner or later. (No, really, I mean it this time.) ------------------------------------------------------------------------------- [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 (most noticeably the EARTHSIEGE series), 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). More info on the beginning of the SQ-series can be found when browsing the Celebrity Interview Library, back at my website at http://www.geocities.com/Area51/4800/interviews.html [2.2.1] Why did the Two Guys from Andromeda break up? ------------------------------------------------------- The Two Guys from Andromeda broke up shortly after work on SQ4 was complete. There was no big feud or fall-out between the two, they just plain and simple went their seperate ways. One of the Guys, Mark Crowe, was offered to move to Eugene, Oregon to work for Sierra's sister company, Dynamix, while the other Guy, Scott Murphy, began juggling other projects. Scott Murphy tells it this way: "It wasn't so much 'running out of ideas' as it was that we needed some change. Each Space Quest except for a few months before SQ4 were done back to back to back. I felt that we had been forced into a very deep rut due to that. It's like every farmer knows, that he must allow fields to fallow a season or two so that they may regain their richness and to not be drained of potential." However, maybe it was the fresh air in Oregon, but shortly after Mark's transfer to Dynamix, he began work on SQ5. (More on that in section [2.2.2]) After SQ5's release, however, Mark let go of Roger, and has not since done any work on a Space Quest project. After SQ5's release, Sierra decided they wanted another SQ, and called upon Scott Murphy to do it. However, he was currently busy programming for Police Quest IV, so Sierra recruited Josh Mandel, a contributing writer to most Sierra products since 1990, to do the design work. Scott later joined the team as creative consultant, but ended up having influences on storyline and design as well. Shortly before SQ6 was finished, Josh packed his stuff and left Sierra due to some sort of management problem. Scott Murphy was left with the job of getting SQ6 done, which he did. Not only that, but Scott Murphy is now collaborating with Leslie Balfour and Jay Lee to create upcoming Space Quest VII. I guess they just can't let Roger go... [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 is being 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/mark.html. [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. 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". Scott Murphy tells it this way: "I agree with Josh as far as the credits go. I can't agree that it 'only needed text', though." [Previously, I had stated that SQ6 only needed extra text when Scott joined the project. My mistake. -ed] "The Popular Janitronics deal was just an oversight, to the best of my recollection. Josh did the bulk of the design of SQ6. Sierra was making promises they weren't keeping and, after being told that I was the one they wanted to design the game, I was later relegated to the title of 'creative consultant' because the project I had been involved with at the time (Police Quest IV) ran several months late. I wasn't made aware of Josh's involvement until he'd been working on it for at least a couple of months. This meant that Josh ran his design past me, we talked about it, but things were pretty much on their way, I think Josh might agree that it wasn't a good time to be a Sierra employee. At any rate, from the control I had over things I want to personally apologize to Josh. He put tons of effort and time into it. I take a major chunk of responsibility for credit problems at the software end. (I had my own bitter personal feelings about a few things from that time, I must admit.) I want to publically apologize to Josh for this. It was a difficult situation for both of us. The 'solo job' thing I honestly had no clue about until I got my packaged copy of the game. Anyway, Josh did get screwed over and I hope he accepts my too-late apology for any part I may have played. I made a mistake I'm not proud of." 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's latest project, "Callahan's Crosstime Saloon", is out now. You can read more at my exclusive interview with Josh Mandel at http://www.geocities.com/area51/4800/josho.html. [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 are now my OWN reviews, and NOT the general views of the SQ-population! [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 beginning of the Space Quest series. The game sported really beautiful low-res EGA-graphics, drawn exclusively by one man: Co-designer Mark Crowe. SQ1 was also the first Sierra-game that used the position of the on-screen character as part of the puzzle -- you had to move Roger through drops of acid, evade grate monsters in underground caves ... and need I mention the skimmer sequence? The game's interface is the old-style "type-til-you-bleed" parser interface. Although for the most part it works very well, its vocabulary of synonyms isn't mammothly large, and it has a problem with accepting full- sentence input, as opposed to the basic "verb-noun" adventure-ish input. However, for a game released in 1986, SQ1 is a technological wonder. The story is perhaps one of the best in the entire series, and does a good job in keeping the player locked to his seat throughout the game. [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. After the great success of The Sarien Encounter, the Two Guys were pressed into service again, and a year later, in the paeolithic age of 1987, they turned up Space Quest 2: Vohaul's Revenge. As the title suggests, this installment is a very melodramatic servicing. The overall look is nearly indistinguishable from SQ1, as the graphics quality and interface are completely identical. The story of the game kinda reminds me of a King's Quest game set in outer space, and humor in the game is very scarce. Plus, it's not a great technological improvement over SQ1. Jess Morrissette, webmaster of The Virtual Broomcloset, once stated: "It's more like Roberta Williams on a particularily funny day." I rest my case. [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... SQ3 has time and time again been recognized as the funniest, best-looking and overall greatest Space Quest game so far. The graphics are outstanding, the interface works at its best, the story is so far out it's a stroke of genius, and most importantly, the humor is unbeatable. Although the graphics are still 16 color EGA, the resolution has gone a few notches up to 320x200, and at various points, the graphics comes close to 256 color VGA. The graphics artwork is still a one-man job, still drawn by co-designer Mark Crowe, which only serves to make the graphic presentation even more impressive. SQ3 is also one of the first Sierra-games to support music cards. The Adlib and the Roland MT-32 were the most popular sound cards at the time, as no SoundBlaster cards yet existed. The MT-32 was definitely preferable, since it had within its power to play "digital" midi. Scott Murphy states, that "the Roland MT-32 made the AdLib sound like a PC speaker at the very best. There's an unbelievable difference!" All the music was composed by former SuperTramp band member, Bob Siebenberg, which provides the game with a very good rock'n'roll soundtrack. Even though the interface is still a "type-til-you-bleed" parser interface, the parser understands almost everything you try, and the puzzles in the game are logic and unobstrusive. The only thing I can think of that speaks against SQ3 is the length of the game -- the game is relatively short, and ends very quickly. Upon release, SQ3 was swamped with awards and was even awarded the Best Adventure Game of the Year. And it still stands as one of the best games in the history of Space Quest. [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 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 think of 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, particularly 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... SQ5 was unfortunately developed without the sarcastic input of Scott Murphy, the story of which you can read about in section [2.2] of this FAQ. Developed at Dynamix, though using Sierra's SCI development system, SQ5 is presented like an animated comic book, and with a broad serving of Star Trek parodies. The graphics are still VGA 320x200x256, but they have a cleaner look than SQ4 (no pun intended), and even though animation in closeups are scarce, the animation that IS in the game is very well done, occasionally utilizing video captured actors, painted over with computer graphics. The sound is also stunning. All that's missing are the voice over actors -- do wonder why Sierra didn't release SQ5 on CD-ROM with voices. [The answer you can find in section [4.6.7]. The sound effects and music are extremely well done, and it's easy (particularly during the WD40 fight) to hear that the music/sfx guys, Christopher Stevens and Tim Clarke, had a good sense of humor as well. :) The only criticism I can think of, is the lack of acidic sarcasm, which was the trademark input of Scott Murphy. The game IS extremely funny, and contains a lot of gags, but it's easy to see that Mark Crowe's visual type of humor takes the forefront instead, and the merciless parody of popular culture has been pushed a few notches down. There's a lot of slapstick and sightgags in the game, and if you're into that -- and get a kick out of great Star Trek parodies -- SQ5 is a great game. And it definately takes the role as one of the best games in the series, beyond a shadow of a doubt. [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. The first of the SQ games to come out on CD-only. SQ6 is one of the weirdest, best-looking, funniest, and challenging games in the series. It may sound like I'm contradicting myself, considering what was written here in previous versions of the FAQ, but I looked it over and realized that a lot of the info was very unjustful to the game. I was giving it criticism after criticism, hardly giving it any words of compliments, which the game most definitely deserves. Anyway, SQ6 made the big move to Super-VGA graphics (640x480x256 resolu- tion). The graphics were finer, more detailed, and the animation was terrific. SQ6 also took advantage of raytracing technology, and tries to bring back the old SQ4 look, while keeping Roger's goofiness and the sillyness of the situations intact. The sound behind the game, however, could've been better. The music is very much based on string-instruments, which in itself is fine, but with hardly any other instruments to back them up, it sounds a little empty. Don't get me wrong, SQ6 has its fair share of chart stoppers, just like all the other games in the series, but not as many as one would hope. Scott Murphy had this to say about the music of SQ6: "Personally, I think the music for Space Quest 6 sucked hard for the most part. The musician we originally had relocated to Dynamix very early into the programming process, unfortunately." The sound effects are there, but they don't make a lasting impression, and they seem to be very low in number. The voice actors are good, although if it came to a fight, I'd still vote for Jeff Bender, who played Roger in SQ4. But the voice actors in SQ6 ARE very talented, and I was relieved to see Gary Owens back in action as the narrator. Roger and him have some very interesting conversations together, although unfortunately, it's easy to hear that the dialogue was recorded seperately. 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 [2.3.8] The Space Quest 6 Interactive Demo -------------------------------------------- The story of the SQ6 playable demo takes place aboard the DeepShip 86. It's a perfectly normal, trivial, boring day. Roger is cleaning the outside windows of the DeepShip, and the bridge is buzzing with normal, trivial, boring activity. Suddenly, the Bjorn Collective appears, in their impossible-cube- shaped spaceship, beams aboard the bridge and transforms all crew members into scoops of lemon sorbet. Roger is the only one to go unnoticed. He ventures inside and must rescue his crewmates by defeating the head Bjorn, who is currently sucking out all the data from the ships harddrive. The SQ6 playable demo deserves a mention in this FAQ, because it is a totally unique story and has almost nothing to do with the real game. None of what goes on in the demo happens in SQ6. It's a little mini-game in itself. The entire game takes place aboard the DS86, with only four rooms avaliable to explore: The shuttlebay, Roger's quarters, the bridge and 8-Rear. The SQ6 demo is only avaliable on CD, because the demo has also gone through the voice-over process. You should be able to get it through Sierra, or by looking through some of the old magazine cover-CD's you no doubt have lying around. :) [2.3.8.1] Solution for the SQ6 demo ------------------------------------- Originally, this FAQ was intended to bear the solutions for all six games, but that would've used up too much space, and the walkthroughs for the games are avaliable many other places. However, not so many offer the walkthrough for the SQ6 demo. You start out in the shuttlebay. (SHUTTLEBAY) Open the hatch to the DS86 shuttle (middle, right row). (DS86 SHUTTLE) Open the glove compartment. Take the duct tape and pliers. Combine the duct tape and pliers. Go outside and use the ComPost to travel to Roger's quarters. (ROGER'S QUARTERS) Take the ClapMaster from the dresser. Use the pliers with reinforced handle on the plug, where one of the ClapMaster pins are stuck. Combine the pin with the ClapMaster. Travel to 8-Rear. (8-REAR) Look in the ComPost entity database under "Bjorn". Find the replicator code for Bjorn Chow. Use the Mr. Soylent food replicator in 8-Rear to get some Bjorn Chow (replicator code 7469410). Travel to the bridge. (BRIDGE) Put the Bjorn Chow on Commander Kielbasa's command center/scratching post. The Bjorn leader will start chowing down on it. Put the ClapMaster into the socket on the command center/scratching post. Roger will automatically use the ClapMaster to fry the Bjorn. After the Bjorn leader is dead, search him and get the Sorbet Bioconverter belt. In your inventory, click the HAND-icon on the belt. Computer... end simulation... [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 Creakworm Wankmeister ---------------------------------------- Name: Beatrice Creakworm Wankmeister (Submitted by Jeff Budzynski) Rank: Ambassador for the G6 quadrant Birthplace: Unknown Planet, Galaxy: Unknown, Earnon (speculation: Xenon, Earnon) Age: 29, at time of SQ5 (Submitted by Nate Chomilo) 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: Brother of Slash Vohaul, Xenon's lead scientist 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. As things've turned out, Slash Vohaul was Sludge's good-natured brother, who had his invention kidnapped by Sludge, who was cooperating with the Sariens. 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 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. Scott Murphy also states, that Sludge has another reason for being mad at Xenon. In his own words: "He was originally a siamese twin." [Not Slash. -ed] "The other twin got the good organs and Sludge was sold off to research. He has not lived peacefully with this knowledge. Kinda put him in a full time pissy mood. Never quite made peace with that." However, none of this is mentioned in any of the games. Sludge states, in Space Quest 2, that the reason why he stole the Generator was to make Xenon pay. According to Scott, he also holds a grudge against his parents for playing with his genetics. However, he *did* work with Slash on the Generator, until he found out it was to be used for *saving* lives rather than destroying them, as he states in SQ2, and confirmed by Scott Murphy. The plan failed, as every Space Quest I player would know, and Vohaul was presumed dead when the battlecruiser Deltaur exploded. Scott Murphy states that "the tubes and hoses were not from the Deltaur incident. He wasn't aboard." This is true, however, in the Sarien Encounter novel (which is fan-written), Vohaul is aboard the Deltaur, manages to escape, but is killed by the shock. However, as Scott correctly states, he is not aboard the Deltaur in the game -- at least, we never hear about him in Space Quest I. It it up to you to decide if you want to consider fan-written material valid information. 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. 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. Scott Murphy notes: "Vohaul is presumed dead, but his disk still remains on the floor of the super computer in Space Quest 12. Another thing that should be noted is that, as mentioned in Space Quest 2, he was the mastermind behind the Sarien involvement in SQ1." 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! Thanks to Matan Kalman, for reasons I am too humiliated to disclose at present time... [2.4.4.1] Sludge or Slash? ---------------------------- Sigh... Okay, I guess this proves that EVERYBODY can be wrong at SOME points. The following letter, which was written by Scott Murphy to Matan Kalman (webmaster of Popular Janitronics On-Line), demonstrates that I've been sadly mistaken all along concerning Slash's "double-identity"... Okay, Matan, you can stop laughing now! "The backstory at that time was that Slash Vohaul was actually related to Sludge Vohaul, who we later found out was the mastermind behind what the Sariens were up to. He kept track of his brother's activities. Sludge saw this as an excellent opportunity to gain access to the most powerful device in the universe -- or weapon, as he saw it -- and knew he could exact his personal revenge on Xenon and those he held very bitter contempt for. And if a few (million) innocent beings were also wasted, in his mind, it was their fault for being in the wrong place at the wrong time. Well, Slash died and we never followed up on him. Sludge was then brotherless, or so it seems.... hahahaha!" Gee, cryptic guy, eh? :) [2.4.5] Captain Raemes Tipper Quirk ------------------------------------- Name: Raemes Tipper Quirk (Submitted by Jeff Budzynski) Rank: Captain Birthplace: Unknown Planet, Galaxy: Unknown Age: 38, at time of SQ5 (Submitted by Nate Chomilo) 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 says: "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. Thanks to Matan Kalman. [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. [2.4.11] Droole ----------------- Name: Droole Rank: Weapons/navigations officer Birthplace: Unknown Planet, Galaxy: Unknown Age: 102, at time of SQ5 (Submitted by Jeff Budzynski) Starred in: SQ5 Droole's background is a sad one, to be perfectly honest. He was the weapons officer on the SCS Stupendous, but was reassigned after having opened fire on one of StarCon's own robotic freighters. His new post was at the SCS Eureka. Droole is a rare species with a red, almost hood-like facial configuration. The only recognizable feature about his face is his two bulging white eyes. Droole is very protective of his personal heritage, particularly his mother, and prefers to keep his past in the shadows. Droole was on the SCS Eureka throughout Space Quest 5, serving under Captain Roger Wilco, and managed to live through it. However, when Roger was decommisioned in SQ6 and assigned to the SCS DeepShip 86, Droole faded out of the spotlight and nothing was ever heard from him again. [2.4.12] Flo -------------- Name: Florence Qwerty Rank: Communications Officer Birthplace: Unknown Planet, Galaxy: Unknown Age: Forty-something (Submitted by Jeff Budzynski) Starred in: SQ5 Flo used to serve on the SCS Phlegm, but a feud with her previous self- important male scum-- er, Captain, left her serving as communications officer aboard the SCS Eureka. Flo's past is somewhat shrouded in secrecy, but she has alledgedly had over fourteen husbands, and managed to divorce them all. Serving under Captain Roger Wilco throughout SQ5, she developed the proverbial hots for him after his heroic deeds rescuing the Eureka's chief engineer Cliffy from an exploding spacebar. This soon turned to jealousy when the Eureka rescued Ambassador Beatrice Wankmeister from the planet Thrakus, which (if nobody's been paying attention) was Roger's wife-to-be. After surviving the adventures of SQ5, Flo -- like the rest of the crew of the SCS Eureka -- faded into the background and nothing was ever heard from her again. [2.4.13] Cliffy ----------------- Name: Clifford Crawford Rank: Chief engineer Birthplace: Unknown Planet, Galaxy: Unknown Age: 51, at time of SQ5 (Submitted by Jeff Budzynski) Starred in: SQ5 Cliffy is -- or rather, was -- the Chief Engineer for the garbage scow SCS Eureka, fixing things that weren't broke, and breaking things that needed fixing. Being an incredibly handy guy, Cliffy unfortunately also had a knack for getting in trouble. This is demonstrated perfectly when he managed to get in a fight with a member of the SCS Goliath in the Nova Station spacebar, which resulted in him being thrown in the slammer. He was rescued by Captain Roger Wilco, commanding officer of the SCS Eureka. Very little is known about Cliffy's past assignments, but it seems he was assigned to the SCS Eureka around the same time as Flo and Droole. Roger was their second captain; the first one managed to blow himself out of the airlock by "accident". Like the rest of the Eureka-crew, nothing was heard from Cliffy after Space Quest 5. Although he still owes Roger two favors: One for saving him in the EVA pod, another for rescuing him from jail. [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 The first four games were also released on the Amiga. Also re-released by KIXX for this format. (Submitted by Theodore Reiker) Space Quests 1, 2 and 3 were released on the Atari ST. SQ4 is uncertain. Also re-released by KIXX for this format. An "equivalent" of SQ1VGA was also released for the Apple Macintosh, utilizing the same techniques as the Apple- version of SQ4. (Submitted by Theodore Reiker) An old release, which came out on 5 1/4" and possibly 3 1/2" disks was called "The Space Quest Saga", which included Space Quests 1, 2 and 3. Any more information? Another edition of "The Space Quest Saga" was released in 1993, which included Space Quests 1 (VGA only), 2, 3 and 4 (disk version). It was released on 3 1/2" disks only. (Submitted by Theodore Reiker) A "Space Quest Collection" CD was released on June 22nd 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. This new box was entitled "Roger Wilco Unclogged". (Submitted by Craig Alexander) A new Space Quest Collection is in preparation, which will include Space Quests 1-6, a promo for Space Quest 7, the Current Inside Copy AVI in higher resolution, and perhaps even a version of this FAQ. It is planned to be released near the end of August. (Submitted by Leslie Balfour) 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. Ms. Astro Chicken (an arcade sequence in SQ4) was released as independent freeware on a single HD disk (actual game size is around 440k). This was released in November, 1991. This disk is no longer avaliable through Sierra, but Kevin Wallace has the game avaliable for download on his webpage, WilcoWeb. See section 5.3.2. (Submitted by Theodore Reiker) A package entitled "Nick's Picks" was released around 1993, which included three arcade sequences from the VGA Space Quest games: The Ms. Astrochicken game and Monolith Burger sequence from SQ4, and the Skimmer sequence from SQ1. Release date unknown. The original package is not avaliable today, but it was included on the Space Quest Collection CD. It is very probable that the music of Space Quest was released on an audio CD entitled "Sierra Soundtrack Collection". Unfortunately, this CD has not been avaliable since 1994. Actual content unknown; release date unknown. (Submitted by Theodore Reiker) Space Quest IV was also released as a part of the CD-ROM bundles entitled "5 feet 10 pack Vol. 1" and "CD Pack Vol.2" from MegaMedia. Still looking for the precise dates ...! [2.5.1] When is Space Quest 7 coming out? ------------------------------------------- So far, the Space Quest 7 team consists of... Scott Murphy - Co-designer and writer Leslie Balfour - Co-designer and writer Mark Aro - Graphics Jay Lee - Programming Bill Shockley - Programming Lori Lucia - Project Manager The team is currently developing a) a Space Quest 7 prototype, which will be a playable demo, and b) a rolling SQ7 promo, which will be included on the upcoming Space Quest Collection CD-ROM. Since the project is still so young, not much has been decided regarding story line, interface, etc. etc. The team will also be trying to introduce a multiplayer aspect to SQ7, as well as a single-player mode. It remains to be decided whether they want to go for the RPG-style in multiplayer, or a hybrid. (Let's hope not.) According to Scott Murphy, SQ7 WILL contain some 3D elements, however, these elements will NOT require the use of a 3D accelerator card, and the game should retain its standard, 2D-alike scrolling view, we have come to know and love from SQ6. Leslie Balfour is avaliable for questions regarding Space Quest 7. You can reach her at . Don't be alarmed if it takes her a little while to get back to you; SQ7 is not the only project underway over in Oakhurst. ;) You can read more about Space Quest 7 at Wilco's Domain's SQ7 Dirt page: http://www.geocities.com/Area51/4800/sq7.html Also check out the Celebrity Interview Library for interviews with Scott Murphy and Leslie Balfour: http://www.geocities.com/Area51/4800/interviews.html [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. According to Scott Murphy, "Jeff Bender is actually a relative by marriage to Mark Seibert. He is a struggling actor, as they say." 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 Flembukit, 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 Scott Murphy ..................................... Himself Scott sez: "I also played myself in a brief discussion/argument between the director (played by William Hall) and the writer (me). I even (lamely) did my lines in French and German for the dubbed versions. (Ugh.) To those of you who speak either of these language, I apologize for it." The argument Scott mentions can be found in the contractor's office in cyberspace. BEFORE taking the number card, look at them. It doesn't work AFTER you've taken the card. [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, due to the inclusion of raytraced graphics in the game. [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 You can also find the script of the movie at my website, located at http://www.geocities.com/Area51/4800. 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 "Best Space Quest Game" - Virtual Broomcloset Survey, 1996 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. Some gamers may have problems when playing SQ4 on a Pentium. The timer that controls the arrival of SP droids is poorly programmed, and will cause them to appear too soon. Disabling the internal CPU cache in your BIOS- setup will correct the problem. An external cache, if present, should not cause any problems. (Submitted by Hagix) [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 Furfoot 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 the 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 been given a 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 Ŀ confuse some people, here's a more thorough . . NELO JONES explanation. Cut the first square on the . MERCHANT OF top row and the third square. On the second . . VENUS row, cut the second square. On the third row, cut exactly as the first row. So it's basically just a big X. If you fail the puzzle, it will allow you to try again. This happens five times; the fifth time will kill Roger. [3.1.4] Two ways 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. John Maier submitted the following method: The EASIEST way to win the Robo Match in SQ3 (that's Nukem Dukem Robots, John ;) -ed) is to hit the up arrow 2 or 3 times, then just start walking, and push Pug to the wall, then don't take your finger off the right arrow, and you've got it made! He will punch, but can't hurt you. Thanks, John! There's also an unconfirmed rumor of a cheat combination for the fight. See section 4.4.6 for more information. [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. And wouldn't you know it? Tomer Fishman pops up with another method: Instead of just going wild and guessing every time, you need to fire only at every other space (so it finally looks kinda like a checkered flag, or a chess gameboard), because no ship takes only 1 square, so you can understand there'll not be a ship there. Here's an ASCII- diagram to explain: []--[]--[]--[]-- | [] fired and missed --[]--()--[]--[] | () fired and hit []--()++()--[]-- | ++ not fired but know it's there --[]--()--[]--[] | -- not fired and know nothing's there []--[]--[]--[]-- | --[]--[]--[]--[] | (the ship is the Starbase, of course) If you don't understand (and I'm sure you won't--I'm not a good ASCII-artist), just e-mail me and I'll send you a gif from the game so you can understand... 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, and Tomer Fishman for the third. (Nice ASCII, Tomer. Don't give up your day job. :) [3.1.6] How to avoid the Sequel Police on Xenon (SQ4) ------------------------------------------------------- Here's a solution for those who can't seem to reach the patrol ship on Xenon, and who are playing on a Pentium CPU, courtesy of the ever-wonderful Mr. Hagix... Here's the explanation, in his own words: "I found the reason why so many people (including me) are having problems with SQ4. The timer that controls the arrival of enemies (droids and policemen) is ill-programmed and does not work with the internal processor cache of a Pentium CPU. I disabled the internal CPU cache in the BIOS setup (an external cache, if present, does not cause any trouble) and ran SQ4 again. The game itself was only slightly slower, but now it behaves properly. For instance, at the Sequel Police patrol ship on Xenon, Roger should have about three seconds to climb in before the patrols arrive. When played with enabled cache, the guards are already there when Roger enters the screen, so he's dead before he can move one step. The same goes for all other time-critical puzzles, like stealing the time pod at the SP HQ or the Skate-o-Rama sequence." My everlasting thanks! [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). [3.1.8] Two ways to kill the Orat on Kerona (SQ1) --------------------------------------------------- Killing the Orat-monster on Kerona in Space Quest I can be done in two ways. One is the easiest, but very impractical; the next one is harder but works better. Here goes... Method 1: The Easy, But Impractical Enter the Orat-cave. Throw the water canister at him. This is impractical, because Roger quickly gets thirsty, and has to reach the hidden elevator before fainting from the heat. Method 2: The Harder, But Preferable (And Funnier) Don't kill the Spiderdroid with the stone/rib portion (depending on which version you're playing). Instead, walk up to the Orat cave, making sure the Spiderdroid is following you, then enter the cave. EGA VERSION: Quickly walk behind the rocks in the lower portion of the screen so that neither the Orat nor the droid can follow you. The Orat and Spiderdroid will collide. VGA VERSION: Click the WALK or HAND-icon on the small collection of rocks in the center of the room. Roger should crouch down behind one of them when done correctly. (This is hard, because you have to click in a certain spot.) There. :) [3.1.9] How to beat the Monolith Burger sequence (SQ4) -------------------------------------------------------- In the Monolith Burger sequence, just turn the speed all the way down. Then it's childs play. (Submitted by John Maier) This one works, but the speed will steadily increase, so after the 15th-17th burger it becomes rather tough even with the lowest speed setting. (Submitted by Vsevolod Alexeev) You can also do it easily by using the keyobard. When the empty bun begins its way right, the cursor is positioned over the leftmost ingredient; pressing the up arrow moves the cursor to the burger whereever it is and follows it; the down arrow will move you back to the selected ingredient; left and right cycles through ingredients; enter works as a left-click. So the sequence ---- always places the selected ingredient and moves on to the next one. Repeat it 6 times to get a perfect burger. After a while, you should be able to do the combination as fast as lightning. There is a bug in the programming, though, and sometimes the ingredient visibly appears one or two seconds after the click. Do not be afraid of that and just continue kicking the keys--it's nothing more than a visual annoyance! Six times the mentioned key sequence (at any key speed) will make a burger (and, more importantly, a buckazoid) whatever is displayed on the screen. (Submitted by Vsevolod Alexeev) Another, slightly simpler, method is to keep on going inside Monolith after Roger's been fired. The owner will rehire him. To the best of my knowledge, you can only do this until you have enough money to purchase the dress, afterwhich he'll tell you to take a hike. (Submitted by Vsevolod Alexeev) [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 in the Land of the Lounge Lizards (LSL1) Sierra Leisure Suit Larry Goes Looking for Love (In Several Wrong Places) (LSL2) Sierra Leisure Suit Larry: Passionate Patti in Pursuit of the Pulsating Pectorals (LSL3) Sierra Leisure Suit Larry: Passionate Patti Does A Little Undercover Work (LSL5) Sierra Leisure Suit Larry: Shape Up or Slip Out (LSL6) Sierra Leisure Suit Larry: Love for Sail (LSL7) Sierra Space Quest I: The Sarien Encounter Sierra Space Quest II: Vohaul's Revenge Sierra Space Quest III: The Pirates of Pestulon Sierra Space Quest IV: R.W. and the Time Rippers Sierra Space Quest V: The Next Mutation Sierra Space Quest VI: The Spinal Frontier 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 Mean Streets (Tex Murphy I) Access Software The 7th Guest Trilobyte / Virgin The 11th Hour - The Sequel to the 7th Guest Trilobyte / Virgin The Pandora Directive (Tex Murphy IV) Access Software (Entertainment Level) 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/messages, 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. The answer is no. Doing so is a violation of copyright laws. People writing me for copy protection codes should not expect a reply, and if they do, don't expect it to be friendly. People who're stupid enough to pirate a great game like Space Quest don't deserve to be able to play the game. 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. ------------------------------------------------------------------------------- [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) Addendum: Not only do you wind up in KQ1, you also hear Ken and Roberta Williams (the Sierra On-Line CEO's) discussing inside the castle: - Ken? Did you hear something? - It was probably just the gators entertaining another Space Quest player. Go back to sleep, 'Berta. (Submitted by Theodore Reiker) Ken Williams had a cameo appearance in Space Quest 1, as chronicled in section 4.1.2 of this FAQ... [4.1.2] Easter Eggs --------------------- You can step around the left side of Droids-B-Us, walk as far north from there, and then step partially behind it. Type "TAKE LEAK" and you'll get one of three oh-so-clever messages. (Sorry, no graphics.) Oh yeah, there's also a spare buckazoid stashed there. And no, it isn't affected by the easter egg, so you have no biohazard problems. (Submitted by Scott Murphy) In early versions of Space Quest I, when you typed "ken" in the first screen aboard the Arcada, Ken Williams would walk onto the screen and complain that the game was behind schedule. Doing it twice would produce the message "Dave? Dave's not here". This does NOT work with version 2.2, which is supplied with the Space Quest Collection CD. (Submitted by Peter Kelly using AGI LOGIC) At any time during play, typing "scott" or "scott murphy" will provide you with a personal message from co-designer and programmer Scott Murphy, asking you to drop him a line at Sierra and tell him if you enjoyed playing or not... (Submitted by Peter Kelly using AGI LOGIC) This does not seem to work with the old version 1.0X, but with version 2.2 (supplied with the Collection) only! (Submitted by Theodore Reiker) [4.1.3] Spoofs and References ------------------------------- The planet Kerona is a spoof on a reported alien crash site in 1987. (Submitted by Jimmbo) Scott Murphy's two cents: "I don't know what Jimmbo is talking about regarding Kerona. That had to be accidental. I'd like to claim we did it but the truth is it was actually our favorite beer at that time. (There was an additional reason but it's too sophomoric for even me to mention.) More details, Jimmbo! You've peaked my curiosity." Jimmbo later responded, saying he'd heard it on the Discovery Channel. Can somebody confirm what Jimmbo stated? When you approach the Deltaur, the inside view of the ship with your droid resembles the rebel attack on the Death Star from Star Wars. (Submitted by Theodore Reiker) The mugger at Ulence Flats is one of the headhunters working for Jabba, who tried to kill Han Solo in the Mos Eisley cantina in the first Star Wars film. (Submitted by Theodore Reiker) The Sarien Spider Droid is actually derived from the Imperial Scout Droid from The Empire Strikes Back. (Submitted by Theodore Reiker) The building of Tiny's Used Spaceships at Ulence Flats has a similar design to Luke Skywalker's home on Tattoine. (Submitted by Theodore Reiker) The Sarien Guard aboard the Deltaur is a King's Quest fan. Besides of his mention of KQ2, which awards you bonus points (see [4.1.5]), you can actually talk with him about KQ3 (yes, he just bought it for 128,000 buckazoids at Tiny's Holodisk Shop), and his favorite massacre was The Great Daventry Rout. (Submitted by, yes you guessed it, Theodore Reiker) Check section 4.1.5, where Scott Murphy explains who is *really* behind all this King's Quest business in SQ1... [4.1.4] Plot Inconsistencies ------------------------------ When you broke the slot machine in the Ulence Flats bar, a message says 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. According to Scott Murphy, "Gippazoid simply got bigger and had to relocate for more office space." Yeah...right. :) The droid at Deltaur's weapons dispensary says "Silly human", but Roger is dressed in a Sarien uniform, and the guards aboard the ship recognizes him as a Sarien. (Submitted by Theodore Reiker) One possible explanation is, that the droid meant to say "human-OID", which means a human-like person, i.e. walking on two feet, etc. In that case, it wouldn't have been mistaking, because Sariens are a type of humanoids. [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) Scott Murphy adds: "Kissing the Sarien was all Ken Williams' doing, as was the KQ2 reference(s). We let him do some programming and just because he runs the company he thinks he can do whatever he wants. Go figure." 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. [4.1.6] Cheats and Debugs --------------------------- Thanks to Per Hansson of Sweden, I now have the complete AGI-cheat list in my possession. The cheat is activated by pressing ALT+D during play. Clear the following message screens. Now, type the following: TP Asks for room number. (It's a warp-code, ok?) Incorrect room number will throw you to DOS. GET OBJECT Gives you an object, 1-23 is allowed SHOW FLAG Displays one of 256 flags SET FLAG Set one of 256 flags RESET FLAG Reset one of 256 flags SHOW VAR Show one of 256 variables SET VAR Change one of 256 variables (#90 is buckazoids) POSITION Change position of on-screen character In Space Quest 1, a few extra cheats have been added: CLOCK Displays a clock in the upper right corner DRINK FLIGHT SUIT Magically change into flight suit DRINK JETPACK Magically change into wearing the jetpack BE ALIEN Magically change into Sarien officer NO HELMET Magically change into Sarien officer sans helmet CASH Gives you any amount of cash ($0-200) (The extra cheats were submitted by Peter Kelly using AGI LOGIC.) Also, there's a way to quickly beat the slot machine, which only works with version 2.2. While playing the slot machine, type "holy shit" (trust me on this). This will let you choose what type of symbol you want next time you roll. (Submitted by Peter Kelly using AGI LOGIC) [4.1.7] Fun Facts ------------------- A few details were altered between version 1.0X and version 2.2 of Space Quest 1. For instance, the Data Archive retriever aboard the Arcada. V1.0X describes it as a D12 model, but V2.2 describes it as a DX model. Also, the claw is slightly longer than the D12, but looks the same length when it is holding the cartridge. (Submitted by Peter Kelly) 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) Scott Murphy corrects: "The film wasn't overdeveloped. Some doofus (translation: a well intended but exceptionally incompetent individual who is constantly in the dark due to the very close proximity of his/her head and ass) doing the final layout for that second box just put the film in backwards. There are only a few thousand of them out there. Collectors items, maybe?" [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." Scott Murphy adds: "The ZZ Top thing was a problem for us. Somehow after a couple of years they found out about their satirical cameo appearance. Even though we didn't portray them in any bad light, someone there had no sense of humor about it. We then got one of those real solid envelopes in the mail with the return address overloaded with names of supposed importance, at least in their eyes. The policy decision at Sierra was that it is easier to make a change to the game rather than go to court and spend a bunch of shark money (legal fees) even if we were found to be within our rights. We do have free speech in this country, but it ain't cheap." 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". (Submitted by Daniel Lundmark) The triple-breasted hooker from Eroticon VI (another Hitchhiker's Guide to the Galaxy reference) 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 Devin Sperling) * The HU-1D droid is "Huey" from the movie Silent Running. (Submitted by Devin Sperling) Instead of King's Quest I, you wind up at Nottingham Castle, featured in "Conquests of the Longbow" 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 ------------------------------ The planet Kerona is stated to have only one known settlement, which is Ulence Flats (the Keronian underground city is not a "known settlement"). However, when looking at the mountains in Ulence Flats, you're told about a place called "Yomammy National Park" (a spoof on the Yosemite National Park, which lies in close proximity to the Sierra Oakhurst HQ). [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 diaper * 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 ------------------------------- The bathroom aboard Vohaul's asteroid also makes references to Al Lowe (designer of Leisure Suit Larry) as fell as Johnny Williams, whom is affectionately referred to as "Brownfog" around the Sierra-offices. (In SQ2, if you sit long enough in the toilet stall, you will eventually get a message that states, that something smells around here, and that the name "John" suddenly springs to mind.) (Submitted by Scott Murphy) Vohaul's monkey men seems to be a poke at the monkeys from "The Planet of the Apes". (Submitted by Theodore Reiker) Trivial, but true: The Cubix Rube is a spoof on Rubic's Cube, a little puzzle made by Erno Rubik, a Hungarian. (Submitted by Theodore Reiker, who "just happens" to be a Hungarian too. :) A grafitti on the bathroom wall aboard Vohaul's asteroid reads: "KING GRAHAM CROSS DRESSES." King Graham is, of course, the ruler of the Kingdom of Daventry in the King's Quest series. When Roger is caught in the hunters snare on Labion, he dreams he is Leisure Suit Larry. The Labion Terror Beast is clearly a spoof on the Tazmanian Devil. (Submitted by Daniel Lundmark) [4.3.4] Plot Inconsistencies ------------------------------ The cryo chamber at the end of the game seems to have a strange effect on boots. When Roger climbs in the chamber in SQ2, his boots are purple, but when he emerges again in SQ3, they've suddenly become black. (Submitted by Daniel Stacey) 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". Scott Murphy blushes: "Mark and I both missed it. I hadn't a clue until I read it here. I don't think either of us thought that if you actually bought this game, you'd be looking that closely." 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. (Submitted by Peter Kelly) Here's the complete SQ2 cheat list, courtesy of Per Hansson: TESTER Display coordinates of character TP Warp-code; asks for room number. Incorrect room number bombs you to DOS. GET OBJECT Gives you any object, asks for object no. SHOW FLAG Show one of 256 flags. SET FLAG Change one of 256 flags. RESET FLAG Clear one of 256 flags. SHOW VAR Show one of 256 variables. SET VAR Change one of 256 variables. POSITION Change character's position on-screen. SHOW PRI Show priorities for current room. SHOW MEM Shows memory allocation information. WHO Tells you who you are. (Displays the name you entered at the start of the game.) CLOCK Displays clock. PRAY Says you have one minute left. (Hmmm.) Here's something to try... Type the following, in sequential order: DBG (or BACKSTAGE) SET FLAG 5 SET FLAG 68 TP 95 Note, that simply typing "CHEAT" while playing will also do this. :) [4.3.7] Fun Facts ------------------- When aborting the salesman launch in SQ2, the code TITS will also work. (Submitted by Peter Kelly using AGI LOGIC) The reason: The original code was SHSR. If you did what Kubric and Clarke did to get the name HAL in 2001, you'd get the word TITS. They simply took the name "IBM" and used the previous letter in the alphabet. So "I" becomes "H", "B" becomes "A" and "M" becomes "L". Same thing with the SQ2 code. (Submitted by Scott Murphy) 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, which is a blatant reference to the Terminator-droid from the Terminator-movies. (Submitted by Matan Kalman) [4.4.2] Easter Eggs --------------------- [4.4.3] Spoofs and References ------------------------------- The game's subtitle, "The Pirates of Pestulon", could be a twist of the musical "The Pirates of Penzance". (Submitted by Mike Schock) ScumSoft is a parody on Microsoft, and Elmo Pug seems to bear a striking resemblance to Microsoft CEO, Bill Gates. (Submitted by Daniel Stacey) 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"). (Check [4.4.7] for additional information.) 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, and about Roger's boots... [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. :) Alternatively, if you *have* already bought a Fun Meal and found the decoder wheel inside, just "use" it on the Astrochicken end screen. The encryption code will appear at the bottom of the screen. (Submitted by Leonard Kramer) 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. 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 owner. 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. :) Some corrections by Andrew Aldrich. Scott Murphy makes a quick, meaningless, but stylish note: "Ah, the good old Debug window. It was a real great tool for development. You players weren't supposed to get that 'feature'." There's also an unconfirmed rumor, that it's possible to cheat during the Nukem Dukem Robots sequence in ScumSoft. Pressing the N or M key should bring up a debug-window. Some people claim this is the ticket to cheating your way through the fight, although I have yet to find a use for it. (Valuable contributors to the issue: Tovi Almozlino and Domen Novak) [4.4.7] Fun Facts ------------------- "We did get censored by Ken Williams in SQ3. In one of the early screens inside the junk freighter, there is a Star Wars-type craft in the lower left. Mark had spray painted graffiti-style on the wing 'The Empire Sucks!'. I thought it was great. The Empire were the bad guys. No one was insulted. Then Ken popped up out of nowhere and wanted to see what we had. He got a bit bent out of shape about that and insisted that we remove it. We explained and pleaded, but he was firm onthis one. Never understood it. But then, you just have to remember all the things you HAVE gotten away with. (HA!)" (Submitted by Scott Murphy) [Editor's Note: The Star Wars-craft is still there, but the spray paint has been removed. It is now labelled a "bow-tie fighter" from the "cologne wars".] 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. 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 security droids in the Super Computer look exactly like the Probots (Imperial Probe Droids) in Star Wars: The Empire Strikes Back. (Submitted by Zon-Nan Chen) 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. Also playing is: The Space Quest theme, the King's Quest theme, and the Leisure Suit Larry theme. (Submitted by Theodore Reiker) 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." On a side-note, Bob is also responsible for the CD-ROM-only ATM machine image, and his cameo also has an appearance in Bruce Balfour's Dagger of Amon Ra. 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.) According to Scott Murphy, "This cameo was conceived by programmer Jerry Shaw. He was in his Don Adams period at that time." [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 ------------------------------- On the destroyed streets of Xenon, if you click the tongue icon on the fortress in the background, the game responds with: "The only way your tongue would reach that far was if you were in a Leisure Suit Larry game!" (Submitted by Mike Schock) One of the questions in the hintbook reads: "I can't find the one-armed man anywhere." The answer is given as, "Ask Bob". This is a reference to Twin Peaks. (Submitted by Theodore Reiker) When arriving at the Galaxy Galleria, there's a huge crowd in front of the Software Excess store. When talking to one of the people in the crowd, he'll inform you that "the Two Geeks from Andromeda are in there, signing copies of their latest release". (Submitted by Theodore Reiker) The whole inside artwork of the Super Computer resembles an H.R. Giger album (the art designer of Alien and Species). Remember the alien ship on LV-426 (Alien)...? (Submitted by Theodore Reiker) A small reference to the "Frogger" game, published for systems such as the Atari VCS 2600, ColecoVision, Apple ][, etc. It's the one that shows a frog, jumping from log to log. (Submitted by Theodore Reiker) The subtitle for Ms. Astro Chicken, "Flight of the Pullet", may have been a poke at Spectrum Holobyte's "Flight of the Intruder". (Submitted by Theodore Reiker) The "Ms." in the title "Ms. Astro Chicken" is a spoof on the old console games PacMan (Namco) and Donkey Kong. It was a trend to rerelease a game with kiddie graphics and a title like "Ms. PacMan" or "Donkey Kong Jr.", just like the nowadays trend with the secret "kids" mode in famous 3D fighting games (i.e. "Virtua Fighter Kids", "Toshinden Kids", etc.) (Submitted by Theodore Reiker) The title for Space Quest X, "Latex Babes of Estros", seems to be a poke at the old Infocom text adventure, "Leather Goddesses of Phobos". (Submitted by Theodore Reiker) The name of the arcade game, "Monaco Princess Stunt Drivin'", is an interesting mixture of the titles "Super Monaco Grand Prix", "Stunt Driver" and Tengen/Domark's "Hard Drivin'" series. (Submitted by Theodore Reiker) 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) Scott Murphy corrects: "Radio Shack did whimper and, no, we didn't get our asses kicked. The way it worked from the company side is that it is easier and far more economically sensible to make an art and writing change than go to nearly any level of litigation. It's costly and time consuming. Oh, and did I mention costly? Mark and I hated to have to make any changes submitted from outside the team but on occasion you could see the logic. (Sometimes I really hate logic!)" 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. * "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. * "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 from "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 and the cigar stump from 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 ------------------- "Amazingly enough, no women's organization sued us." [Previously, this FAQ stated that The Two Guys were sued by a women's rights group. Again, my mistake. -ed] "I was practically astounded and disappointed by the lack of protest. NOT that I want that. No way. I just thought someone would say something." (Submitted by Scott Murphy) The Super Computer's hard disk contains King's Quest XLIII and Leisure Suit Larry IV. The hologram of the scientist talks about a virus actually emerging from an LSL game, and Roger Jr. refers to it as the "Vohaul Virus". In this case, Al Lowe really wrote the LSL4 game, which was stolen by the Sequel Police droids using a time warp, then infected by the evil Sludge Vohaul. (Submitted by Theodore Reiker) 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. The RESOURCE.AUD file on the Space Quest IV CD-ROM version is *not* encoded, meaning it's a big pile of wave-files, which you can listen to with a standard player, and if you have the space for the temporary file, you can also steal the voice files. You should actually try listening to it! There are some interesting files hiding in there, which didn't make it into the actual game! In Space Quest IV, there's an appearance by an Eveready Energizer-bunny. Sierra wrote Duracell and asked for permission, since the bunny is owned by Duracell everywhere except in the States, where they lost it to Eveready. Later, they got an angry letter about it. Scott Murphy adds to the story: "Our legal counsel at the time did contact Duracell asking permission to use a likeness of the bunny in our game. I'm sure they thought this as amusing as the rest of us did. I don't think he'll ever forget this nor live it down. He eventually contacted some- one by phone at Eveready and got a verbal agrement with a token fee in exchange and all looked fine. Hey, free advertising or 'product placement', as they call it now. After the disk version had been out for a full year and we had been working away on the CD speech version of SQ4 we did get one of those letters from a different member of the Eveready company. Ken's thought and rationalization for continuing to use it on the CD version was that we had already sold most of the number of units we expected to sell, we had the verbal agreement, it was a legal parody blah blah blah... Anyway, the back of the rabbit has a black and copper looking battery in it, it was ignored and finally went away." 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. According to Sean Murphy, who was an artist on Space Quest V at the time, it is *not* the Lone Ranger, as Daniel Lundmark suggested in previous versions of the FAQ. I'll let him explain: "We did a lot of video-capture for the game; most of the characters you see walking around are actual actors who were videotaped and then modified in Deluxe Paint (I played Roger Wilco!). A couple of the artists got up in random costumes (much of them lifted from the 'Betrayal at Krondor' costume library, which was being made at the same time and shot in the same studio) to play background characters and such; the two characters in that scene are artists wearing bizarre, random sci-fi costumes (I know one of them was artist Rhonda Conley; I can't remember who the other one was). Unfortunately because of the low resolution, it's hard to make out who they are." In the manual for SQ5, you can see Sean as Roger in the "Production of Space Quest V" section. He's the one dressed as Roger about to be set on fire, and being hoisted bodily onto a scanner. He says himself that "that shot involved some serious acrobatics". (Submitted by Sean Murphy) 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 Tazmanian Devil appears in the Genetix lab. Try opening the cage that "makes an odd whirring sound" (but save your game before doing so). Daniel Lundmark suggests it might also be the Labion Terror Beast from Space Quest 2. (Submitted by Helge the Moose) 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 ------------------------------- When Roger is shuttled to his new command, it is mentioned that he "underwent a week of extensive Captains training on the planet Oakhurst". Oakhurst is, as we all know, the seat for the Sierra On-Line HQ. (Submitted by Domen Novak) 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. (Submitted by Tomer "The Ex-Trekkie" Fishman) 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. It might also be a reference to two employees at Dynamix, named Piotr (credited "Peter" in 1992) and Darek Lukaszuk. (Submitted by Theodore Reiker) * 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, Scotty (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 - Thanks to Tovi Almozlino) 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 --------------------------- In previous versions, I was looking for info regarding a cheat for SQ5 that allowed you to view other death-messages. The cheat is as follows: When you're dead and on the Restore/Restart/Quit screen, there's an invisible button a few centimeters below the word "Space" on the title bar. The message should change. Jason Hadricky informed me, that this *only happens in a beta version of SQ5*, and thusly does not work with the version supplied with the Collection, nor the SQ5 that is sold in the stores today. Anyway, the cheat also has a reputation for crashing the game often, sooo... Thanks to Jason Hadricky. [4.6.7] Fun Facts ------------------- Ever wondered why SQ5 wasn't released on CD, now that SQ4 and SQ6 were? Sean Murphy, graphics artist at Dynamix at the time (now an Origin-employee) explains: "I can't say for certain; I seem to recall that we had actually started work on doing just that [preparing a CD-ROM version of SQ5]. I think that politics and the fact that Dynamix was going through a very rough financial period at that time prevented us from doing any supplemental work on it . . . I suspect that the management was eager to move on to another 'big profit' project instead of spending time and resources for a 'gold' version of an already-released game." (Submitted by Sean Murphy) Although SQ5 was designed and created at Dynamix, the game utilizes Sierra's SCI system. This was because when Sierra CEO Ken Williams saw that Dynamix was doing adventure games, he wanted them to use Sierra's adventure development system instead. The Russian version of this game changed a lot. For instance, Flash Gordon's listing on the Grade-o-Matic in the Academy is changed to Boris Yeltsin, some music themes were replaced by those from old Soviet movies, and the word "buckazoid" is translated to "babking"; a derivative of the corresponding slang word for "money" - babki, which literally means something else. If you're not grasping any of this, that's probably because you're not Russian. (Submitted by Vsevolod S. Alexeev) [4.7] Space Quest VI ---------------------- [4.7.1] Cameos ---------------- Hang around inside the Arcade hall on Polysorbate LX. Eventually, the theme from Quest for Glory will play. If you click with any icons on the screen, though, the music will stop and the normal bleeps-and-bloops will resume. (Submitted by Domen Novak) 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. Although it's an Imperial shuttle, and it's described as a Rebel shuttle, it might be because after the defeat of the Empire, the Rebels acquired a bunch of these ships. The type of ship looks like a Lambada-class shuttle. (Submitted by Andrew O'Brien) * The ship in the bottom right row is a marine dropship from the Alien movies. (Corrected by Theodore Reiker) * A Star Trek-shuttle (with the unmistakeable NCC-1701D insignia) is located in the middle of the left row. * The shuttle in the upper left corner could be from Battlestar Galactica. (Submitted by Christian Giegerich) * Could the bottom left ship be from Lost In Space? When talking to the ship, Roger asks if there's any little genius teenage brats in there. * The red shuttle in the bottom-right corner is "Shuttle 2" from the old TV-series, "Thunderbirds". (Submitted by James Dangerfield) 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." Scott Murphy adds: "The Pelvis Brelsford poster was fun being had at the expense of Oliver Brelsford, our third and final Project Manager on SQ6. Oliver already had some SQ background from his tour of programming duty on SQ4. Well, maybe it was a tribute. One of the great things about Oliver as a project Manager is that he has very, very high caloric needs so he always makes sure we have as much food and junk as we need to get through those long, long days and nights." 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. However, the song he is singing is not an Elton John song, but in fact, the title music from KQ6, "Girl in the Tower". The original piece was only avaliable on the CD-ROM version of KQ6. (Submitted, amongst others, by Christian Giegerich) The frog from Loony Tunes also appear, with its 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 --------------------- In the cyberspace office, clicking the EYE-cursor on the background produces the response: "You saw it here first. A preview of the famed information superhighway. Wow!". However, after six or seven more clicks, Gary will say: "Wow! This makes my nipples hard!" instead. 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 (31st Oct) 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. (Has anybody gotten this to work? My SQ6 thinks I'm an idiot for trying.) 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 ------------------------------- A reference to Wayne's World in one of the shuttles. When looking at it, Gary gives a description, afterwhich Roger delivers the W.W.-clich: "It will be mine, oh yes, it will be mine." (Submitted by Andrew Aldrich) When Roger looks in the mirror, Gary says he sees a brunette overacting in a stone tower, afterwhich Roger squeals, "Mother, mother, come quick!". A reference to King's Quest VI. (Submitted by Andrew Aldrich) The Popular Tecktronics CD-ROM in Nigel and Singent's apartment mentions an e-mail magazine called Mired. This is a spoof on an actual e-mag called "Wired". (Submitted by Domen Novak) Circuit Sydney might be a poke at Data from Star Trek: TNG. (Submitted by Gerald Dangerfield) I personally don't believe it, but I've put it here just in case... A lot of people claim that Commander Kielbasa is a poke at both Jean-Luc Picard from ST:TNG and the Kilrathi's in Origin's Wing Commander series. (Submitted by Tomer Fishman, Gerald Dangerfield, and tons of other people) When Gary during the intro says, "In a deserted warehouse just outside the galaxy", it could be a poke at the Carmen Sandiago game, where each game begins with a similar remark. (Submitted by Steven Stein) Admiral Toolman could be a spoof on the Admiral Tolwyn from the Wing Commander series. (Submitted by Tomer Fishman) The "Abby Normal" brain in Fester's Implants-N-Stuff is from "Young Frankenstein". (Submitted by Cedric Henry) The endodroid is a mixture of the T-1000 Terminator from "Terminator 2: Judgment Day" and Roy Batty, who was the leader of the escaped Replicants in the movie "Blade Runner". This becomes apparent when Roger freezes the endodroid, and makes fun of the "Hasta la vista" phrase from T2. He says, "Frosta la kiester, baby". (Submitted by Theodore Reiker) Blaine Rohmer is obviously a spoof on the Blade Runners, from Ridley Scott's "Blade Runner" movie. Another Star Trek reference: Click the EYE-icon on the Sectors-command in the cyberspace office. Gary says, "You probably want us to say something corny, like 'klingons in sector 2.8, Captain'." (Submitted by Theodore Reiker) Flembukit's multimedia wondermachine, 3DOA, is a spoof on Panasonic's 3DO console. Also manufactured by Goldstar. And yes, the 3DO console is also highpriced and plays a half dozen bad arcade games. ;) (Submitted by Theodore Reiker) One of Singent Flembukit's 3DOA CD's is "The Outpost Project Survival Guide". A spoof on Bruce Balfour's space strategy game, Outpost. (Submitted by Theodore Reiker) Stellar's first name might be derived from Dynamix's Stellar 7 games. (Submitted by Theodore Reiker) Stellar's last name, Santiago, might be derived from Broderbund's "Carmen Santiago" games. An UN-COMPLETE movie title guide to the movies at the Polysorbate LX cinema marquee: * Aliens's (Aliens with Sigourney Weaver, or Sir-Tech's Jagged Aliens?) * Bucket Dreams (Hoop Dreams) * Fist Full of Buckazoids ("Fistfull of Dollars", a Clint Eastwood western) * For a Few Buckazoids More ("For a Few Dollars More", another Clint Eastwood spaghetti western) * Future Schlock ("Future Shock", a scifi thriller in VR, ca.1994) * Gumby vs. Mr Bill (Gumby is a green stop-motion character and Mr. Bill is a character from the TV show Saturday Night Live, fighting as in Godzilla vs. Mothra) * Hudson Hawk Goes to Washington ("Hudson Hawk", Bruce Willis) * Johnny Pneumatic ("Johnny Mnemonic", William Gibson scifi with Keanu Reeves) * Josh Mandela: The Legend Continues (Josh Mandel was the original designer of SQ6, "Mandela" is a reference to Nelson Mandela) * The Last of the Andromedans ("The Last of the Mohicans") * The Last Stoogefighter ("The Last Starfighter") * Linoleum Cheese: A Janitor's Tale (?) * Little Debbie Does Delta Burksilon (an American porn film, Debbie Does Dallas) * Mary Ann vs. Ginger ("Gilligan's Island", the Mary Ann/Ginger sweetness feud) * The Organ ("The Piano") * Outpost: The Movie (A reference to Bruce Balfour's scifi strategy game, Outpost) * Raiders of the Lost Semicircle ("Raiders of the Lost Ark", the first Indiana Jones movie) * Razing Arizona ("Raising Arizona", with Nicholas Cage) * So I Married an Endodroid ("So I Married an Axe-Murderer", horror) * Space Quest 1: The Sarien Encounter * Space Quest 2: Vohaul's Revenge * Space Quest 3: The Pirates of Pestulon * Space Quest 4: Roger Wilco and the Time Rippers * Space Quest 5: The Next Mutation * Space Quest 6: Roger Wilco and the Colon of Doom * Space Quest 7: The Musical * Star Trek XVIII: The Search for Kahn's Implanted Pecs ("Star Trek 2: Kahn's Revenge" and "Star Trek 3: The Search for Spock) * Superman vs. Batman * Tango & Cash XXVII: The Sequel ("Tango and Cash", Sly Stallone) * Think Tank Girl ("Tank Girl", comic based movie) * Triple X-Files ("X-Files", supernatural tv-series) * True Flies ("True Lies", Arnold Schwarzenegger) * Zorbot the Greek ("Zorba the Greek, Anthony Quinn) (Submitted by Theodore Reiker, with gap fill-ins by Leslie Balfour and myself) Beleauxs' books in the lab include "The Hunt for Red Corpuscle" (The Hunt for Red October) and "All I Need to Know I Learned from the Q Continuum" - the Q Continuum is the being-place for the Q entity in Star Trek TNG and DS9. (Submitted by Theodore Reiker) A graffiti on the wall outside the arcade on Polysorbate LX reads "DARMOK+JALOD 4EVER". A reference to the Star Trek: TNG episode, "Darmok". (Submitted by Theodore Reiker) The Qodrac Mobile Photo Booth is a spoof on the Kodak Non-Mobile Photo Booth. (Submitted by Theodore Reiker) The Mister Soylent food replicators is a spoof on an old scifi movie entitled "Soylent Green". The movie is in the future where humans have used up all of the Earth's resources and have to live underground because the air is so polluted. The only thing left to eat on the planet is a nutrient supplement called Soylent Green. Also in the future, the "leaders" decide when you're old enough to die. When it's your "time", you're sent to a special room where you can be "enlightened" before dying. Well, the story goes, two guys who were deemed fit to die, didn't want to. So they got away and began to wander around. They found the "enlightenment room" and found out what they were doing with the dead people. They were processing them into, yes you guessed it, the Soylent Green machines! So now you know what the Soylent Clear jingle means when it says, "Clearly less people, clearly more taste!" (Submitted by "Goober King") During the introduction, Admiral Toolman throws Roger's underpants up into the air, and they turn into the DeepShip 86. This is a take-off of the intro from Stanley Kubric's "2001: A Space Oddysey", in which a monkey throws a skeleton bone into the air which turns into a spaceship. Jebba the Hop is a spoof on the evil snail-guy, Jabba the Hutt, in the third (sixth) 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) The name for the Bjorn collective may have come from a Swedish tennis player, whose name was (and probably still is) Bjorn Borg. (Submitted by Daniel Lundmark) Scott Murphy adds: "The theory on the Bjorn is correct. Tennis great Bjorn Borg was well known to both Josh and I. It was a natural." Almost all the drinks on Polysorbate LX are spoofs of famous scifi writers. - Raymond E. Feisterbray (Raymond E. Feist) - Samuel Douglas Adams (Douglas Adams + Sam Adams (beer)) - Alan Dean Foster's Draft Ale (Alan Dean Foster) - "wicked ale from Ray's Bradbrewery" (Ray Bradbury) - Silverberg Bullet (Robert Silverberg) - Ursula K. LeGuinness Stout (Ursula K. LeGuin + Guinness (beer)) (This one is the winner of the Nebuale award (Nebula Award)) - Harlon Aleison (Harlan Ellison) - Beers Anthony (Piers Anthony) - "a wild-roddenberry flavored stuff" (Gene Roddenberry) - Heinleinekin (Robert Heinlein + Heineken (beer)) - Sappournelle (Jerry Pournelle + Sauvignon (white wine)) - Marion Zima Bradley (Bradley Denton) (Zima is a "clear beverage", a.k.a. "clear beer". Anybody know what Marion stands for?) - Watney's Red Planet (?) - Asimov Cocktail (Isaac Asimov) - William Gibson (William Gibson) Submitted by Theodore Reiker, except two last ones, submitted by Douglas Peltz. Drinks on Polysorbate LX that are not spoofs on scifi writers: - Jurassic Dark (a spoof on Spielberg's "Jurassic Park" movie) - Babylon .45 (a spoof on the tv-series "Babylon V") - Star Beck (a spoof on "Star Trek"; the slogan for this beer is "it makes you go where no man has gone before", a spoof on the wellknown Star Trek opening monologue) - Major Kirin (maybe Major Kira, from Star Trek DS9?) - Red Dog (maybe Red Bull, energy drink?) Submitted by Theodore Reiker, except Major Kirin. The game's "slogan", "In Space No One Can Hear You Clean", is a spoof on Ridley Scott's slogan for the Alien movies, "In Space No One Can Hear You Scream". (Submitted by Theodore Reiker) 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 hightech company that invented the Skynet-chips in the Terminator- movies. (Undying thanks to Tovi here... ;) 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". To be "86'ed" means to be forced to leave a place or premises and be encouraged not to come back. (86 explanation corrected by Scott Murphy) The name might also come from the third Star Trek series, which was entitled Deep Space Nine. (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.) * "More Dull Kombat II" --> Acclaim's "Mortal Kombat II" * "Disembowling for Dollars" --> "Bowling for Bucks" (a US game show) (Submitted by Brad Fellows) 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 "Super Mario World".) Also, a part of the console looks exactly like those Gravis GamePads. (I'm convinced now. It's NOT an SNES joypad!) 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 says: "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 ------------------------------ In Space Quest IV, Roger brings the cigar stump from the mall, and after using it in the Super Computer in SQ12, he DISCARDS it, and does not go back to pick it up after rescuing Roger Jr. But in SQ6, it is lying on the table in Roger's room as a souvenir. (Submitted by Daniel Stacey) When you're in the Holocabana about the DS86 for Stellar's funeral, the chaplain is described as a "holo-chaplain", which means he must be a hologram. However, he leaves through the pneumatic transport system -- if he was a hologram, he wouldn't be able to leave the confines of the room. (Submitted by Dan Cerulo) A possible theory is that he's described as a holo-chaplain because all funerals aboard the DS86 are conducted in the Holosuite, but the LOOK- message to the chaplain reads, "Stunningly real, don't you think?". He IS a hologram. 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 -------------------------------- BUG ALERT! The code of SQ6 contains a bug in the points scoring that allows you to gain as many points as you want. When inside Stellar's stomach, you can retrieve secretion from the Isles of Langerhans, return to the stomach, pour the contents over the pill, then return and get more -- and you get three points for it every time! So, in theory, you can get as many points as you want. (Submitted by Christian Giegerich) 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 --------------------------- Although perhaps not a real cheat, check [4.7.5] for a bug alert concerning the points system. [4.7.7] Fun Facts ------------------- Josh originally wanted to call the SQ6 documentation "Janitalia: The Magazine of Space Janitors", but management wouldn't let him, so it was changed to "Popular Janitronics". In the words of Leslie Balfour, "Josh is a very bad lad". (Submitted by Leslie Balfour) Okay, this is a weird one: In the intro, Kielbasa says "Thank you" 36 times. On the screens shown during that time, there are definitely not 36 crew members. However, if you count ALL the people showing up on the DeepShip, including the 7 storm poopers, excluding the monster in the brig and the gravedigger at the funeral, the summa is 36. Strange. (Submitted by Theodore Reiker) 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! 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 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. Scott Murphy adds to the explanation: "I was doing an EGA AGI conversion of King's Quest 2. Ken Williams was actually the one to suggest that I slip in a mention of Space Quest. I thought of a way that I thought was relatively unobtrusive and not automatic, and put it in a small hole in a rock. In work on a re-release of KQ2 it was reported that Roberta Williams (the designer) found out about it and didn't like it and had it extracted from the game. I think most of them sold had the SQ plug, however." [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. The reason could be because of Josh Mandel's input in this game. [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, Fred Zanfardino and Matan Kalman) [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) Some people have been having troubles getting this to work, for any odd reason. The trouble is, they click it on the closeup of the desk. You're supposed to click the screen of the computer when the entire room is displayed. (Also submitted by Domen Novak) [4.8.7] King's Quest IV ------------------------- When Rosella breaks into the witch's castle to get the chicken that lays golden eggs back, the music from Astrochicken is played. (Submitted by Matan Kalman) [4.8.8] Leisure Suit Larry I EGA ---------------------------------- When dying and being transported underground to be "rebuild", there are a lot of characters from other Sierra games down there. One of them is Roger's navigation droid from Space Quest I. (Submitted by Matan Kalman) [4.8.9] Quest for Glory II ---------------------------- When you ask the astrologer about the model, he'll tell you that it shows the relations between stars called "Xenon", "Ortega", "Phleebhut", etc. Naturally, the aforementioned celestrial bodies have all starred in Space Quest games. (Submitted by Matan Kalman) [4.8.10] Take a Break! Pinball -------------------------------- Released in April, 1992. Developed by Dynamix, published by Sierra (duh). Avaliable for IBM PC and compatibles running Windows 3.1(+) only. Two of the eight tables included were named "Planet Pinball", which featured Roger Wilco in the Space Quest 4 setting. The first table's artwork features a Xenon background from Vohaul's Revenge II (with lanes entitled "Rope Me", "Energize!" and "Shoot the Sewer"). The second one is a Galaxy Galleria table. (Submitted by Theodore Reiker) Also, Roger looks like a distorted Manga character. Blasphemy! [4.8.11] Leisure Suit Larry I VGA (Russian version) ----------------------------------------------------- The Russian translation of Larry I was done by the same people that also translated SQ4 and SQ5 into Russian. In the bathroom, a graffiti on the wall reads "Dr. Vohaul is a bastard! R. Wilco". This only appears in the Russian version of the game. (Submitted by Vsevolod S. Alexeev) [4.8.12] Leisure Suit Larry II -------------------------------- When you're in Los Angeles in the beginning of the game, one of the screens depict a number of shining office blocks and a couple of hedges in the front. (South of the expensive dress shoppe.) If you type "look", you'll be told that "this place looks like it belongs in Space Quest IV, The Coarsegold Encounter". [4.8.13] Conquests of the Longbow ----------------------------------- If you go into the control panel and hit the Sierra-button, the game will give you the credits, then inform you that "no guys from Andromeda" partook in the creation of the game. [4.8.14] Quest for Glory II - Trial By Fire --------------------------------------------- In keapon Laffin's magic shop, there's a collection of Orats-on-a-Stick lining the wall. When you look at them, the game says, "You'll have to agree these are quite clearly 'Orats-on-a-Stick'. Quite useful. Somewhere." (Submitted by Jess Morrissette) [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. - LESLIE BALFOUR for being immensely talkative, and loaded with excellent info. - SCOTT MURPHY for being such a great guy. - LORI LUCIA for great information regarding SQ7. - SEAN MURPHY for his nifty stuff about Space Quest 5. - BILL SHOCKLEY for taking the time to answer a few questions, and for spilling his collective knowledge on SQ6 secrets. - JESS MORRISSETTE for, well, everything. - 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 unnecessarily cool name. :) - TOMER FISHMAN for his groovy contributions. - 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. - JOHN MAIER for his neat-o contributions. ***JOHN, IF YOU'RE READING THIS, EVERY TIME I TRY TO SEND YOU MAIL, MY SERVER SPITS IT BACK AT ME! HAVE YOU CHANGED YOUR ADDRESS???*** - BRAD FELLOWS for having nothing to say, and saying it continuously. - JASON HADRICKY for his cool contributions. - PER HANSSON for his great SQ1/SQ2 cheat lists - NATE CHOMILO for his info from the SQ5 hint book. - JOSEPH SUTEDJA for some good info. - HAGIX for his tremendously helpful SQ4 information. - "GOOBER KING" for his cool SQ6 contribution. - THEODORE REIKER for his massively cool list of contributions for almost all of the games! - DEVIN SPERLING for his cool contributions. - VSEVOLOD S. ALEXEEV for his nifty stuff concerning the Russian version of the games. - CEDRIC HENRY for being generally cool. - ANDREW O'BRIEN for his Star Wars fanaticism. - JAMES DANGERFIELD for some cool stuff. - STEVEN STEIN for his cool suggestions and contributions. - ANDREW ALDRICH for some corrections, etc. - DANIEL STACEY for plot inconsitencies, contributions, and writing nice stuff. :) - 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 that sort of person. Most were just shoved in randomly. Really! [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. "I'm amazed at some of the things all of you have come up with and found in the games. There's some stuff in there that I didn't even know! . . . Good stuff, Troels!" - Scott Murphy, Guy from Andromeda "Love the FAQ!" - Leslie Balfour, SQ7 co-designer (Girl from Andromeda?) "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, SQ6 co-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 by Troels Pleimert." - Matan Kalman, (Gee, thanks.) "Popular Janitronics" "[Your FAQ is] truly great and informative!" - Daniel Lundmark HTML-FAQ maintainer "[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 "Thanks for the FAQ on Space Quest. I was reading it while I was in the audience for Royal Canadian Air Farce waiting for the taping to start and I couldn't stop the giggles. Thanks for the fun." - Andrew Riches, via postcard "I beat SQ6 in two days because I found out most about it in the FAQ before I got the game. It really helped me . . . I couldn't have done it without the FAQ." - Domen Novak, "D.N.'s SQ Page" [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! "THE SARIEN ENCOUNTER" by Troels Pleimert This is a novelization of Space Quest I, written by me, which is only pub- lished on my website, and thusly can't be found in any bookstores. Go to http://www.geocities.com/Area51/4800/fanfiction.html and find it there. If you like it, please let me know (bjpl@post2.tele.dk). "DIE SPACE QUEST STORY" by Jrgen Darr (German Only!) 150 pages, ISBN 3-9011-280-3, Published by Data Becker This is a large hint book / novelization of the first three Space Quest games, in German. (Contributed by Theodore Reiker) "LONE VOYAGER" (IN PREPARATION) by Troels Pleimert Roger Wilco and the crew of the DeepShip 86 encounter an old Earth Voyager satellite with a deranged personality. Very Hitchhiker's-Guide-ish. Look for previews at Wilco's Domain, and upon release it will be published exclusively at the Domain. "FUTURE'S HISTORY" (IN PREPARATION) by Daniel Stacey Details what happened to Roger Jr. and his rebel friends in the future of Space Quest 12. Written by Australian writer Daniel Stacey. Will be published exclusively at Wilco's Domain, and you should expect to see some previews soon. 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. [5.3.2] Internet sites ------------------------ If you're looking for precise, up-to-date links, check out Wilco's Domain's links section at http://www.geocities.com/Area51/4800/sqlinks.htm. - Roger Wilco's Virtual Broomcloset http://www.wiw.org/~jess/roger.html (The fanpage we're all trying to be like...) - Popular Janitronics On-Line http://www.geocities.com/Hollywood/8993 (A monthly fanzine about Space Quest.) - WilcoWeb http://www.geocities.com/Area51/5970 (Kooky Kevin Wallace's page, with lots of graphical goodies and spoofs.) - The Space Quest Network http://www.freenet.edmonton.ab.ca/~lemire/denis (A true old-timer on the Net. Has, well, everything.) - Roger Wilco's Stellar Voyages http://www.usmo.com/~dustin (Well-done website about Roger's latest adventure, SQ6.) - Sludge Vohaul's Page http://www.geocities.com/TimesSquare/2961/frame2b.html (Mainly an informational page. Well done.) - Space Quest ComPost http://www.aim4game/wilco (Enhanced screenshots and great source of information.) - World-o-Wonders http://www.geocities.com/Area51/Corridor/1303 (Visit Fester's World-o-Wonders, with Brains of SQ Heroes and Fester Awards.) - ScumSoft HQ http://www.geocities.com/Area51/Vault/5837 (The main resource for fan-made SQ games. A great place to hang out.) - BigFan's Home Page http://www.geocities.com/Area51/2131 (Mainly deals with walkthroughs and information.) - StarCon 3000 http://www.geocities.com/Area51/Vault/7155 (If you're looking for neat downloads, this is the place to be.) - The Roger Wilco Memorial http://www.geocities.com/Area51/Vault/4994 (A memorial to the memory of our great hero. Sleeray, who runs this site, is also the man behind our Space Quest web ring.) - Roger Wilco's Space Quest Page http://users.deltanet.com/~mhiggins/sq.htm (Mainly deals with downloads and info. Has quite a supply of neat grafx.) - Space Quest Central http://home.inreach.com/olsen/index.html (A neat page, good both technically and content-wise.) - Roger's Space Adventures http://www.sno.net/afonseca/sq.html (A small SQ-fansite that only deals with SQ4.) - The Keronian Bar http://www.geocities.com/Area51/Cavern/3008 (Colin, the icon-god's, homepage. Just started up, so there isn't much content up right now.) - Xenon http://www.yi.com/home/KranjcJanez (A home-"planet", with plenty of neat downloads.) - Space Quest Net http://members.aol.com/BRUISER207/wilco1.html (A relatively young, new homepage. Soon to flourish, I'll wager.) - Roger Wilco: Intergalactic Defender of Justice http://www.idibbs.com/user/roger/top.htm (A personal webpage with an SQ-twist. The webmaster calls himself "Roger Wilco".) - Daniel Lundmark's Gateway to Infinity http://www.infoscandic.se/~dan.lun (Not an SQ-fanpage, but it has this FAQ posted in real HTML-format.) 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. Visit the FAQ central: http://www.geocities.com/area51/4800/sqfaq.htm Editorial Ramblings: There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable. There is another theory which states that this has already happened. Why am I listening to the theme song of Micro Machines 2 while writing this? I should be listening to the tunes of Time Commando! Now that rocks! Or maybe Carmageddon? Ahh, too much cheap supermarket cola again...