Space Quest - the Lost Chapter version 1.0.0 by Andrew Schultz schultza@earthlink.net Please do not reprint this for profit. I wrote this document largely to help preserve good old memories and interest in classic(and especially 'retro') games--both for myself and for others. If you really would like to post this on your website, please send me a polite e-mail addressing me by name and referring to this game specifically. If I don't know you I generally give away one FAQ at a time at first. Warning--this document has a lot of spoilers, but it also has info on where to get the 'right' version of this game in section 1. ** AD SPACE ** My web page: http://www.geocities.com/SoHo/Exhibit/2762 ================================ 1. INTRODUCTION 1-1. SPACE QUEST IN GENERAL 1-2. ABOUT THIS SPIN-OFF 1-3. ABOUT AGI 2. COMMANDS, ETC. 3. ALL ITEMS 4. LOCATION MAPS 4-1. ABOVE GROUND 4-2. BELOW WATER 4-3. THE SHIP: FIRST PASS 4-4. WEIRD MAZE 4-5. PAST THE WEIRD MAZE 4-6. THE CITY 4-7. THROUGH THE TRANSPORTER 5. WALKTHROUGH 6. MOST CHALLENGING THINGS 7. HOW TO GET POINTS(AND LOSE THEM) 8. WAYS TO DIE, AND BUGS 9. DID YOU NOTICE...? 10. VERSIONS 11. CREDITS ================================ 1. INTRODUCTION 1-1. SPACE QUEST IN GENERAL Space Quest, which revolves around a bumbling janitor Roger Wilco, non sequiturs, ugly evil aliens, and exotic planets where explosions just seem to happen, was created by Sierra and six chapters were created. The ones created by Sierra are: The Sarien Encounter Vohaul's Revenge Pirates of Pestulon Roger Wilco and the Time Rippers The Next Mutation The Spinal Frontier SQTLC is not an official entry in the Space Quest series but more like a tribute. It's a good one although it does share some of the overdone bits I didn't always like about Space Quest. There's also a Space Quest Collection for avid collectors; it's a bit expensive on eBay but you may be able to pick up separate late ones early and find the rest "underground"--well, the Internet's sorta underground with all the cables it needs to use and such. I say no more. In this fan fiction the author accounts for the vast amount of time elapsed between Space Quest II and Space Quest III. It's well programmed and uses AGI's capabilities and skirts its limitations well, with lots of colorful wildlife running and swimming around too. You don't actually do much in space but it's a definite huge quest. 1-2. ABOUT THIS SPIN-OFF It's written by someone named Vonster da Monster entirely in AGI, the engine Sierra used for King's Quest I-III, Leisure Suit Larry, Space Quest I-II, Black Cauldron, and other games. As for SQTLC(the obvious acronym,) I quite like it. The author uses many features of AGI to the capacity and skirts some limitations cleverly. If you are a programmer I encourage you to download the latest AGI Editor which AFAIK is not endorsed by Sierra but someone named Peter Kelly started work on it. Eric Fullerton managed to tweak the interface to make it quite colorful, and you can of course look at this game through it all and cheat that-a- way. In fact I very well may have...but in any case it's neat to see how a game is put together from the ground up. Blah, blah, technical stuff...if you wish to download this game, you can search for "space quest +the lost chapter" on Google which should kick you to the official site, which for now is at... http://frostbytei.com/space/ You'll want to click on "download tlc" because that has the very latest version with ALL bug fixes. There should be a bunch of files dated 7/18/2001. 1-3. ABOUT AGI I don't know all that much about AGI, but you can download the editor here: http://www.classicgaming.com/agisci/agiutil.shtml It's basically broken down into a series of commands you can understand in English, such as ISSET, RESET, SET(for variables telling if a door is open,) animation handling, and variables v1..v3 and more to set or tell the program horizontal and vertical position, score, previous room visited, and other things. It uses if/then/elses and good junky syntax(i.e. if said("get","potato","fork") { print"You get the hot potato with the fork." }) It naturally has some limitations such as only 256 rooms(rooms include cut scenes actually) or animations but SQTLC uses many rooms as bunkers; they are guard points you can only go east from. 2. COMMANDS, ETC. The syntax is a bit tricky but much of what you'll commonly use is just USE PANEL or PUSH GREEN BUTTON or GET. You must DIVE(with half your body submerged) and EXIT WATER(near the top of the screen) to swim underwater and get out respectively. You don't have to use perfect English; "LOOK FRUIT" is the same as "EXAMINE FRUIT" and often on examining something you'll find something else to examine. One nice thing about this game is that the slowdown caused by so many monsters wandering around works to your advantage--the "fastest" game option is no longer lightning, and you can make it quicker than the formerly cutting-edge "fast." So look to use that speed--until you have a tricky puzzle that requires attention to detail or lots of typing in a short time period! There are also places where you need to struggle to find the right place to take something and you can hit F3 to repeat a command(i.e. TAKE ROD when you can't tell where it is) until you get it right--this also works when you want to talk to a roaming alien. There's also one hatch that's particularly nasty to climb down. Another nice thing about the AGI engine is how it allows you to type in a command for getting ready on the next screen and then after you move around you can fire it right off. This is nice when dealing with hostile wildlife. They may go fast, but you are prepared. I've found that arrows/home/pageup/end/pagedown work better for me than the number pad in terms of moving around. Also note that to move around just a bit you can hit a key and hit it quickly again. That moves and freezes you quickly. Some commands also require you to get the order right. For instance USE A ON B may not work but ATTACH B TO A may. But the most important thing to note from this is SAVE YOUR GAME. It's just an F5 key--and F7 to restore--and generally I use the score as a save name(here I use 1-xxx if you rolled over the score.) You'll probably forget it at first--and later after solving a big puzzle. That's the way of this sort of game. But the less you have to retrack, the better. This is a taxing game and anyone who can get through without a single slip up is quite good. Oh and there's a maze where you might want to save multiple times to get the trial and error down. Instead of hitting ALT-TAB or WINDOWS: RIGHT CLICK: (C)lose you can hit ALT-Z to leave. TAB/F4 shows what items you have although some computers make your full screen a small window. The latest version also has mouse support but I didn't really find it useful; quite frankly I think Sierra's AGI games helped me get used to 3. ALL ITEMS (later) 4. LOCATION MAPS Note that the numbers mean the room according to the AGI editor. AGI allows 256 rooms and many can be reused because it also keeps track of the room you were at. This game does so and also uses some rooms as de facto cut scenes, i.e. if you die there's a dark screen showing you in pain, and each different sort of pain is a different room. Details are added below maps where I find them expedient. 4-1. ABOVE GROUND 8--7 | 115-111-112-113-114 23 130-131-132-133 129-+ | | | | | | | | | 116 6-63-22-21-20-10-4--5--3--2--138-135-134--+ | | | | | | | | | | 83 83 83 85 85 84 139-136----137 | 143 You start at location 129. One card is in the ship at 143. 2 = fishing ground. 131 has mould. 132 has flower. Diving: 2<->11, 3<-> 4-2. BELOW WATER 4-2-1. MAIN SECTION 175-+ 77-76 | | 24-19-18-17-15-16-14-13-12-11-71-72-73-74-75 | | | | | | | | | | 30 31-27-28-29-65 61-36-34-35 | | | | | | | | | 32-50-55-56-57 58-38-39<-+ | | | | | | ^ 33-51-26-25-59-60-62-37-68-128 | | | | | | | | 66 67 67 67 67 67 67 67 11 features a Tiny Toothed Terror Fish that blocks your way. 25 has a hole to 81, if you PULL CORAL. 30 features a bag in the lower left corner. 38, 39 and 58 feature killer clams which are fun to try to get by. 56 leads to 54, if you go west behind the most prominent root. 60 has a hole you must search to find a jar cover. 67 features more killer clams there's no point in trying to get by. But you can escape back where you were. 68 leads north to 67. 73 features the metal bar. 77 has a puffy fish in a hole. 4-2-2. A SMALL DIVERSION 121-120 | | 55 56(both via diving) 4-2-3. PAST THE TENTACLES 172-171---------***-175 | 160 173-168-169 ***-***---------***-***-*** 162 161 164 165 ***-163-177 170-***-***-*** (176) 4-3. THE SHIP: FIRST PASS 205---206 +--200 | | . | | . (shaft) +----202------203 . | 204 . | exa.mine . +----201... 210 . . 207 (elevator) . . 208 . . 209--213--214 | | 215--216 4-4. WEIRD MAZE Here's a by-room list of which room leads to which others. Note that 40 and 42 look the same as do 44 and 45. However, these can be told apart as 45 only appears after you go through 44(or retreat from 46,) and 40 only appears going south from 42. (41,43->41; 42,47->42; 46,48->46) | 40 | (41,43->43; 46,48->48; 47,42->47) (40,44,81->81; 42,46->46) | 41-44 | (81,44,40->40; 46,42->42) 41 | 42 | 40 (40,44->40; 46,48->46) | 44-43 | 48 (48,45->48; 41,46->41)-44-(43->43; 45,48->45; 41,46->46) 44-45-46 (40->44; 41->45)-46-47 | (44,40->40; 46,42->42; 47,43->43; 45,41->41) 40 | 46-47 (40,44->44; 43, 49->43) | 48-(43,49->49; 40,44->44) 48-49-(211/212/191) 4-5. PAST THE WEIRD MAZE (211/212/191)-190-100 | 186 | 187-185 underwater is straightforward... 102 . . 101--181--180--188--219--218--(back to enclosure, 217->185) 4-6. THE CITY (die) 142-140-179 194--192--193 | | | | | | 197-198--+ 178--195--196--141(die) . . 101/ 104 4-7. THROUGH THE TRANSPORTER The ship has 13 levels. You start on #2. 5, 8 and 9 are unimportant, and 12 is not critical to finish the game but has something neat. Room # 231 = elevator. On there you type PUSH ONE or whatever--no "1" allowed. 109/108 = guards blocking your way. Basically they block your way everywhere so you'll get hot if you try to run past them. LEVEL 1 LEVEL 2 LEVEL 3 236--237 231 152 | | | +>>>231 | 109-255-158-108 238 ^ | | 321 | ^ | | | (teleport) +--223--221--220 227-226 LEVEL 4 LEVEL 6 LEVEL 7 147-146-148 166 231<<<+ 79-80 231 | | | ^ | | 231 | | | ^ 52-234-184-108 | | 109-158--222--225--108 109--183--149--108 LEVEL 10 LEVEL 11 LEVEL 12 231 159 231 150-151 231 | * | * 119/ | | * | * 118--230 235--107--108 229------233 * = restricted access LEVEL 5/8/9 231 231 231 | | | | | | 53-239-232 228 182 5. WALKTHROUGH I've tried to be spare with the annotations. Stuff that's critical is in ALL CAPS. More empirical stuff is wedged between asterisks. General note: NSEW = not a direction, but moving across screens UDRL. Generally if you see an opening in one direction--where there's colored background at the bottom--you can probably sneak in that way. S. S. S. examine ship. examine cockpit. GET GREY CODE CARD(5) *must have full text there* N. N. N. W(at the upper part of the screen). GET FLOWER(5) when just below/right of the flower. E. W(through bottom half, ignore the animal) and now W behind the first of the shrubs. If you did it right you'll appear very close to the red bush but not behind. If not you can leave to the west and go up/down to get closer to it. You'll want to be able to see all of yourself except your feet. GET MOULD(5) and EAT MOULD(10) so you can breathe underwater. W. S. to the part where a lake is in the SW. W. W. W. CLIMB TREE. N(in the upper left) and E. Walking on the branch, GET FRUIT(5) and EAT FRUIT(5). This gets you a worm. W. S. S. W. W. GET NAIL(5). BEND NAIL(5). Now there are two ways to get to the other side. First you can DIVE, W, EXIT WATER. Or you can go south and quickly hit NW. You may have to do this twice, but you can avoid the monster that way. Next thing to do is get the bone: this part is painful but sadly necessary. Get it over with ASAP. Go west until you can't any more, then go south. There's a bag in the southwest corner. Go over it and GET BAG. N. E. S. Go south until just before the clams(retreat north when you see them if you overshoot) and then go all the way east. Once you approach a cavelike structure get to the east edge in the southeast corner and head down. Save the game. Now you'll need to go east, northeast and quickly north before going back east. It's tough to avoid the tentacles but start just below where the wall begins, and when you can see 4 pixels of your face through the tentacle, move NE two strokes and N two strokes and then E quickly. This isn't exact, but you need to change directions a few times. Save the game if you're able to go east a bit and then motor east; you may need to go southeast a bit. Then head SW when you hit the wall and back SE into the corner--because if you turn south your legs may kick up and hit a tentacle, but going SE against a wall looks like going E except for the whole going at a ninety degree angle to what makes sense bit. You can then GET BONE(5). Geez, only 5 points for THAT?!?! N/W/ and then the S/SW/W turn will be a bit tough, but with practice you can determine where the sensitive areas are. W. W. W. W. SEARCH HOLE(10) once you're over it. This gets you the cover you'll need later. W. W. N. (Enter between the stump roots.) GET FISHING LINE(5) in the hole in the tree. GET JAR(5) by the grass in the bottom center. FILL JAR WITH WATER(5) and then USE HOOK ON FISHING LINE(5) and USE WORM ON HOOK(5). S to exit and then M. E. N. E. E. E. EXIT WATER in the north portion. Leave the water(brown part of shore) and E. Save the game. East of the lake, CATCH FISH(10) and you should throw out a net after a bit. It'll show the fish rushing to catch the worm. Now be quick here as you ATTACH TERROR FISH JAR(5). Not great English but you need the "TERROR FISH" to get things working. An extra bonus here is that you can now go east from the cave below as it's no longer guarded. So, once back in the water, DIVE and E. E. E. GET METAL. E. E. N. Here's where there's a problem with the game if you have the old mouse support version. You won't be able to move once you leave the water. I suppose you could use AGI editor to change new.room(76) in LOGIC.075 to new.room(77) but in fact there are problems with the game later. So instead EXIT WATER. W. Go by the hole in the north wall, GET FISH(10) and PUT FISH IN BAGGIE(10) so it doesn't eat you when you re-enter the water. E. S. W. W. W. W. W. W. N. LET GO PUFFY FISH(20) and it will eat the tentacled thing in front. GET TENTACLE(10). It's a bit tougher here to judge what's going on. Often you'll need to exit on top or bottom of one side.I'll say W-up or W-down for that. W. W-up. W. S. E. E. examine ship. examine cockpit. GET GREEN CODE CARD(10). W. W. N. E. E. E-d. E. E. (down through hole) W. W and now have "USE FRUIT"(15) typed before going W-down and hit enter when you, err, enter. So much for that shark. GET PAPER crumpled in the left(10) and E. E. E. (through hole) W. W. W. There's a tentacled thing off to the W-down. You can either USE PIECE OF TENTACLE(have it typed before entering) or zigzag diagonally back and forth to get past the tentacled creature. But in any case you don't get points either way. You just need to head E-d. E gets you to an oracle room. EXAMINE ORACLE. TOUCH ORACLE(5). The room inverts. EXAMINE ORACLE(5). You get a vision. W. W and zigzag back up or USE TENTACLE/(PIECE OF TENTACLE) and E. E-u. E. Now you can tackle the ship. W. W. W. W. W. W. W. You should be under the entrance now. EXIT WATER and USE METAL DOOR to open it. ENTER SHIP. USE PANEL to go through the door slightly north. E. In the NE corner, GET ROD(5). W. S. W. go NE in this room a bit and EXAMINE. You should find a gun. TAKE GUN(5). Back W, then E. E. USE PANEL and USE CONTROLS and go to the right of the hatch that's now open to CLIMB LADDER. It's tough to see and figure out and there's a risk of falling down(so save the game,) but bump around a bit and you should get it to work. In the room below you need to futz with the switches. PULL LEVER(to the left). PUSH GREEN BUTTON. USE ROD COMPARTMENT(10). PUSH RED BUTTON. PULL LEVER(to the right.) FLIP SWITCH(15). Now you can CLIMB LADDER back up, your work here being done. N. W. Save game and USE PANEL. Be careful stepping across the wires. GET ROPE(10) and GET MAGNET(10) which should be pretty clear to see--the other two items aren't important. ATTACH MAGNET EXTENDO ROPE(10). S. W. (step onto the elevator, the circular thing--upper part) (2 screens before...) Save the game. Start walking east and type SHOOT GUN before entering the next screen. You'll want to start at the top and move diagonally down quickly, or start down and move DR. Then SHOOT GUN once you're really close. The alien's bullet is delayed a bit so you can just cap him outright. Be prepared to head down and avoid the next alien's bullet before hitting F3 to re-fire. Being close in is the easiest way to do things. Yay! S. E. S. E. GET SUIT(5) on the east side. Right of the helmet, PUSH GREEN BUTTON and GET HELMET(5) and you'll get a pressure suit(10). W. N. W. N. W. (step on elevator, up 2 floors) W. EXIT SHIP. W. W. N. (save game here as paths are tricky) W. W. W. W. S. CLIMB MOUNTAIN(1/3 of the way from the right side of the base of the sort-of stairs) and N. N. N. Save here and then head west from where you stood. Just after you disappear, push west again to stop. GET STONE WITH BONE(5) and you'll get a purple stone. "GET STONE" just nets a plain stone. CLIMB MOUNTAIN and head all the way down. S. Save again--you can walk east from a couple screens and fall when you flip to the next. E. E. E. E. S. E. DIVE. S. S. S. S. E. E. E. PULL CORAL when you're near it and ENTER HOLE. and now you're ready to tackle the weird maze. Don't worry about the transporter to the east yet. ** SOLUTION TO WEIRD MAZE ** The weird maze depends on where you were before to determine where you go next. There's one T-shaped corridor where you can't go right until you unlock the correct code. The path works as follows: rm 81 S to rm 41 rm 41 E to rm 44 rm 44 E to rm 46 rm 46 S to rm 40 rm 40 S to rm 48 rm 48 E to rm 44 rm 44 E to rm 45(2 E-W hallways in a row, you're not seeing things) rm 45 E to rm 46 rm 46 S to rm 41 rm 41 S to rm 42 rm 42 S to rm 40 rm 40 S to rm 47 rm 47 W to rm 46 rm 46 S to rm 43 rm 43 S to rm 48 rm 48 E to rm 49 i.e. S E E S S E E E S S S S W S S E. Now you're on the other side, yay! a glut of panel pressing is your reward. Be sure you noted the way you got through unless you want to read my exciting account of how to get back; the maze is cruel but it does let you go back the same way you went in. look panel. USE PANEL. E. USE PANEL. (gets you to 2nd area.) USE PANEL. PUSH GREEN BUTTON. (kicks you to next room) PUSH GREEN BUTTON in the NE corner. Then swim east and USE PANEL and PUSH GREEN BUTTON to get out of the next room. Back to walking. E-W provides nice scenery but as for getting stuff done S. S. E. (NE corner) look panel. USE PANEL. (walk on circle below craft.) look. look panel. FLIP GREEN SWITCH. PUSH BLUE BUTTON. PUSH RED BUTTON. Now you're cruisin'. W. W. W. W. WEAR PRESSURE SUIT. EXIT CRAFT. You'll be just UL of where you want to be, so go DR to where the craft seems to have a hole, examine crashed ship, examine hole, GET BOX EXTENDO ROPE(20). W. You'll run through an automated screen and then just left of the big tower that almost looks like a lipstick tube, go straight up and left to get to the box in the upper left. ENTER BAY. You'll need clearance. USE BOX. This will let you enter the city. E. USE PANEL. E. E. S. E. E. N. E. E. TAKE MASK(10). TAKE OUTFIT(10). W. W. S. W. W. N. W. S. USE PANEL to close the bay door. W. Step on the circle. FLIP GREEN SWITCH. PUSH BLUE BUTTON. PUSH RED BUTTON and now EXIT CITY. E. E. E. E. and you should dock. W. N. N. W. USE PANEL. Float left to the other door. PUSH GREEN BUTTON and you'll be kicked to the left. W. Now you're at the panel at the maze's end. ** THE WAY BACK ** rm 49 W to rm 48 rm 48 N to rm 43 rm 43 N to rm 46 rm 46 E to rm 47 rm 47 N to rm 40 rm 40 N to rm 42 rm 42 N to rm 41 rm 41 N to rm 46 rm 46 W to rm 45 rm 45 W to rm 44 rm 44 W to rm 48 rm 48 N to rm 40 rm 40 N to rm 46 rm 46 W to rm 44 rm 44 W to rm 41 rm 41 N to rm 81 N and out from here. You should have all you need now to complete the rest of the game. W. W. W. N. N. N. W. EXIT WATER. USE METAL DOOR. ENTER SHIP. USE PANEL. E. ENTER POD. USE GREEN CODE CARD. [zapped to new location] WEAR MASK. W. N. The rest of the game revolves around the elevator which fortunately is a quick one. PUSH FOUR. E. N. LISTEN ALIENS(5) anywhere in this room. E. You'll want to talk to the tormeenian in the middle and it may require some wiggling up to get close to him. Move left/right and hit up if you're not really in his booth yet. TALK TORMEENIAN and when you get a prompt to type the item, say PURPLE STONE(5) and you'll get a clearance card. W. W. Go left of the blobbies and ORDER FIERY FROST. Go around to the right edge of the bar and GET FIERY FROST. Go left of them again and ORDER TORMEENIAN SPECIAL. GET TORMEENIAN SPECIAL. E. S. W. N. PUSH THREE. S. E. N. Avoid the blobby unless you just saved and want some humor value, then TALK VORAKIAN(the one on the chair, when you're close.) He'll give you information you need for the clearance code--not something you can write down but an actual flag in the game itself. PUSH ONE. E. E. N. W. Catch up to the Tormeenian pacing around and GIVE TORMEENIAN SPECIAL TO ALIEN(5). The syntax here is a bit iffy(I kept offering it to TORMEENIAN--but with no Vorakian around I guess the aliens don't need to be specifically defined) so be ready with this exact phrase. You get a Ukey spanner for your efforts. E. S. W. W. N. PUSH TWELVE. PUSH GREEN BUTTON. W. Now switch game settings to fastest and after a while the aliens will go away leaving a time machine. Just waiting gets you (6) points as they start chatting. E. N. PUSH TEN. E. N. (wait a while, listen to conversation--this tells you two pieces of technical equipment needed for floor eleven) (5) S. W. N. PUSH SEVEN. W. N. W. Walk up to the Tormeenian on the right and GIVE UKEY SPANNER TORMEENIAN(5) to get a Mkey Wrench, mmkay? E. S. E. N. PUSH ELEVEN. E. N. W. HELP TORMEENIAN. At the prompt type "Promak Deviation Test"(not case sensitive) which gets you no points but GIVE FLOWER TORMEENIAN(15) does. Walk over to the Vorakian. HELP VORAKIAN. The response here is "frazilator"(10) and now you're all alone! Stand where the Vorakian was and THROW FIERY FROST IN HATCH(5). [Note: You can throw the MKEY WRENCH in the hatch first and then detour to level 12 and get another Fiery Frost. But somehow you hold onto your wrench when you open up a space vacuum. Go figure.) But don't throw the other item in the hatch...there's still work to do! E. S. W. N. PUSH SIX. W. N. To figure what's going on, type help tormeenian. examine dna decoder. examine scanning surface. ATTACH HAIR SCANNING SURFACE(10). S. E. N. **Detour time** PUSH TWELVE. FLIP SWITCH. PUSH GREEN. Move close to pole and USE ROPE ON POLE. Slow the game options down. PUSH RED BUTTON(10). The time machine floats to space along with a few thingamabobs you don't need any more. PUSH GREEN BUTTON, quickly, or you'll suffocate. E. N. (get another fiery frost if you need to) **End detour** PUSH ELEVEN. E. N. W. THROW FIERY FROST(or MKEY WRENCH) IN HATCH(5 + 10). E. You'll be captured. CLEAN WALLS(+25) in your cell. Wait around. The conclusion is rather long. (+25) You win, sort of, well you survived at any rate! 501 out of 511 ain't bad! 6. MOST CHALLENGING THINGS The tentacled beast is the MOST CHALLENGING thing to get past. I've tried to describe the progress but found it's really trial-and-error and noticing that 6-9-8 with the number pad is the best way to do it, and you need to start near the bottom. 7. HOW TO GET POINTS(AND LOSE THEM) You probably get a total of 511 points in this game although I've only found 501. The score rolls over at 256 and thus although most everything gives +5x points, there's one thing that gives six. Early basics ---------------- +5 Get hair(any time) +5 Get mould(in path by bushes) +5 Get flower(on ledge) +5 Get grey code card(by crashed ship in clearing) +10 Eat mould(anywhere)--now you can breathe underwater. Fishing puzzle ---------------- +5 Get fruit(on tree you can climb) +5 Eat fruit(nets you the worm) +5 Get nail(020) +5 Bend nail into hook(090) +5 Get fishing line(underwater swamp tree hole) +5 Get jar(underwater swamp tree hole) +5 Fill the jar with water(anywhere, best just after you get it) +10 Get jar cover(southeast below-swamp area, search in hole) +5 Attach hook to fishing line(090) +5 Bait hook with worm(090) +10 catch fish(easy edge of swamp) +5 Put fish in jar(right after you catch it, east edge of swamp) ** EXACT LANGUAGE NEEDED HERE: it's TERROR FISH and not fish +5 Put cover on jar(090) Restricted areas underwater ---------------- Right of terror fish: +5 Get baggie(south of below ship) +10 Get puffy fish(through cavern terror fish guarded) +10 Put fish in baggie(before reentering water) +10 Get piece of metal(cave right of terror fish) Small cave in north wall: +20 Let go Puffy Fish(first room) +10 Get tentacle(after letting puffy fish go: *NOT NECESSARY TO WIN) +5 Examine oracle(once screen inverts) +5 Touch oracle(when you first see it) +15 Use fruit(to get rid of shark) +10 Get alien paper(once shark's dispatched) +10 Get green code card(169) Bone for stone ---------------- +5 Get bone(once past tentacles in the tight squeeze) +5 Get purple stone(in cave: GET STONE WITH BONE, not just GET STONE) In the ship, part 1 ---------------- +5 Get gun(by elevator area/above) +5 Get turbo rod(against NE wall of pod room) +15 Flip the switch to get the rod to work(hatch chamber) +10 Put turbo rod in compartment(hatch chamber) +10 Get extendo rope(after ship starts) +10 Get magnet(after ship starts) +5 Get helmet(elevator area/below) +5 Get suit(elevator area/below) +10 Helmet + outfit = pressure suit(elevator area) Maze area and beyond including underwater city ---------------- +10 Attach magnet to extendo rope(any time) +20 Get clearance module(inside sunken craft) +10 Get mask(final room in hallway) +10 Get suit(final room in hallway) Beamed up from the sunken ship ---------------- +5 Trade tormeenian special for ukey spanner(level 1) +5 Talk to Vorakian after listening to the aliens(level 3) +5 Listen to aliens(level 4 bar) +5 Trade purple stone for clearance card(level 4 bar) +10 Attach hair on scanning surface(level 6, NE machine) +5 Trade ukey spanner to nice Tormeenian for mkey wrench(level 7) +5 Listen in on aliens(level 10 past security clearance) +10 Talk to Tormeenian(level 11 by bomb) +15 Give flower to Tormeenian(level 11 by bomb) +5 Drop mkey wrench in hatch(level 11 by bomb) +5 Drop fiery frost in hatch(level 11 by bomb) +10 (once both are dropped in) +10 Launch ship without getting sucked into space(in docking bay, level 12) +6 Listen to Tormeenians(in docking bay, level 12) ---------------- +25 Use alien outfit to clean cell +25 Wait around after that, win game ---------------- LOSING POINTS These kill the game unless otherwise noted. -5 Trade spanner to wrong Tormeenian -5 Break bone trying to pry open shuttle door -15 Pull switch up in room 210(reversible) Note you can also stick yourself in a no win situation by launching the experimental ship without having gotten the purple stone. 8. WAYS TO DIE, AND BUGS Roger finds some entertaining ways to die, he really does. I'll try to list the less pedestrian ones first--and partially. This guide will be revamped. --DRINK FIERY FROST. Cool. --EAT FRUIT --PUSH RED BUTTON in bay and then don't PUSH GREEN BUTTON in time while you've used the rope, or just don't use the rope at all. --not turning back from secure areas while on the ship in orbit --leaving your craft without the pressure suit --run into the blobby in the level 3 lobby. --forget to clean off graffiti. --USE GREY CODE CARD and stand on platform without remembering to REMOVE MASK first --CLAMS attack you in the south underwater lake --EELS attack you in the SW underwater lake --getting sucked in by the gelatinous blob south of the terror fish is cool --try to run past tentacles without puffy fish --forget to put puffy fish in bag --descend to floor west of tiny toothed terror fish --running into the tiny toothed terror fish --go south to a place with unlimited water and wait --go north past the plant on the ship's left edge --leave the mountain cave without typing CLIMB MOUNTAIN --that **** octopus thing guarding the bone 9. DID YOU NOTICE...? TALK CRAFT south of where you started(hey, the wildlife aren't up to much) and it will tell you if you have the items you need for certain quests. POP CLAWS in the jail cell for a deluxe Roger! EXAMINE WALLS at various positions from left to right when in the cells. The graffiti is amusing. I also think there's a bug where you can REMOVE MASK in clear sight