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1993-03-03
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==========================
== THE ELECTRONIC GAMER ==
==========================
SPACE QUEST V WALKTHRU
STARCON
After exiting the simulator, go north and enter first door on right. If
you want to cheat, wait until the monitor isn't looking. The correct SAT
answers are, in order: d,e,e,c,e,c,e,d,a,a. Now, get out of there and head
south for the broom closet. Open the closet and pick up the cones and the
scrub-o-matic. Head into the open hallway which leads to the promenade.
Once on the promenade, take the elevator down and head for the Great Seal.
To clean it, first use the cones, then use the scrub-o-matic. Now, ride'em
until the emblem shines. (If using EGA, you should download Sierra's SQ5 patch
which overrides this puzzle.) When you're finished, get ready to meet Bea and
have your SAT's scored.
After this, head back up the elevator and through the halls until you see
a crowd. Go over to the bulletin board and look up your SAT scores. Next, you
should eventually wind up in command of the Eureka.
EUREKA
The Eureka is divided into four main sections which are called Bridge,
Science Lab, Engineering, and Pod Bay. Get yourself to the bridge and sit
down in the chair you've earned. Flo is your communications officer while
Droole does the driving and shooting. You'll also notice a set of three
buttons on the right side of your chair; keep these in mind.
In order to go somewhere you must tell Droole to lay in a course, enter
the coordinates, go to light speed, and go to regular speed when Droole says
you're approaching the destination. Almost all coordinates can be found in
the "Galactic Enquirer" in Gir Draxon's predictions.
First, tell Flo to hail Starcon; this will open the space doors. Set your
first course for Gangularis. Order regular speed, then light speed once you've
cleared Starcon. Don't forget to go to regular speed once you're close. Once
you've stopped, order Droole to activate the Refuse Retrieval System (RRS).
Next, leave the bridge and go to Engineering. Open the RRS hatch on the upper
right-hand side and meet Spike. At this time, you'll want to get some items
from Cliffy's toolbox -- it's on the left side of the screen.
You'll need the laser torch, Noevart anti-acid tablets, spare fuse, and
hole-punch. Clean the box after you're done. Head back to the bridge and set
your course for Peeyu. Activate the RRS again and pay attention to the
message. Next, exit the bridge and go to the Science Lab. Walk east, then turn
around and walk west. Spike will jump you and then automatically end up in
your inventory. Walk to the Habitube (maroon canister), open it, and put Spike
in. Next, add the Noevart anti-acid tablets and close the Habitube.
Go back to the bridge and set a course for Kiz Uruzgabi (KU in the
Enquirer). Once there you must face WD-40. Immediately beam down by going to
the Science Lab, standing on the transport pad, and ordering it to energize.
KIZ URUZGABI
As soon as you beam down, head north into the secret cave under the
waterfall. Next, go east to the area with the hollow log bridge. Go toward
the branch near the waterfall, away from the hollow log. Try to grab it. After
you land, pick the branch up. Now, head back into the cave inside the
waterfall. When you emerge, go to the cave on the left (instead of east like
you did before). You will arrive at yet another waterfall. This part is
tricky -- you may want to save here.
You should see a giant boulder at the upper right hand side of the screen.
Head for this as quickly as possible. Walk across the chasm and USE the
boulder to climb up to it. Once there, use your branch on it. If you were fast
enough, the boulder will go and bowl WD-40 over. If not, keep trying until
you get her. Now, come down from the hill and make your way back to the hollow
log bridge.
Walk over to the fruit trees to the right of the bridge and try to grab
them. When this doesn't work, use the branch to hit the fruit. Grab it when it
swings close to you. Go back down to where you first beamed down (west, then
south). You should see WD-40 arise from the water. Go back up to the hollow
log.
Now, go into the hollow log and hide (seeing Roger's eyes) and wait for
WD-40. When she's close, use the fruit on her. Emerge from the log to the left
and collect her head. Go back to the spot you beamed down to and Cliffy will
pick you up. Once back on board, speak to Cliffy about WD-40. He should give
you a device. Next, beam back down to Kiz Uruzgabi. You should be on the ledge
where WD-40's ship is cloaked.
Walk around until you hit her ship. Then, use WD-40's device on yourself.
You should see an anti-grav pad. Use it and go inside WD-40's ship. Once here,
head for a panel on the right.
You may want to save here as this puzzle is time-consuming. First, open
the latches on the top and bottom. Then, turn the dials and keep trying to
open the side panels. After some trial-and-error, they should open: be
patient. Finally, grab the device and get out of there. Once back on board,
lay in a course for the Spacebar. Once there, don't forget to orbit before
beaming down, Roger.
THE SPACEBAR
Sit with Flo and Droole but don't drink anything. You'll need your drink
later. A salesman will give Roger a business card and a package of Space
Monkeys. Next, Captain Quirk will challenge you to Battle Cruiser. This is
just like Battle Ship. The trick here is to save at the start of the contest.
Then, once you've found out where all of Quirk's ships are, restore and blow
him away; or, you could try to be honest.
Now, Cliffy will get into a fight and be arrested. Go back to your table
and use the Space Monkeys on your drink. Go east to the detention center. Turn
off the shield generator at its console on the right. Cliffy is in the second
cell on the left.
Talk to him then go west, back to the transporter. Beam up to the Eureka.
Open the habitube and get Spike. Beam back down. Return to the detention
center. Use Spike on Cliffy's cell. Once you're safely back on the Eureka,
lay in a course for Klorox II.
KLOROX II
After orbiting and beaming down, head for the structures to the north. You
can only enter one building: make it so. Try to use the computer console. Save
your game here because the pukoid is dangerous. The trick to avoiding his
hawkers is to wait until after he's spit, then turn your head. After a little
bit of this fun, Droole will rescue you.
Next, grab the white piece of paper on the floor. You'll get the computer
code. Use the computer and enter "80869" as the access code. Read away. Exit
the building and go up to the ridge. Now, try to walk west from here. It may
be difficult but there is a secret path here. You should emerge looking at a
Genetix canister. It gives Genetix's coordinates, "41666." Now, use your
communicator to beam up.
Once back on the bridge, you'll receive a transmission from the Goliath.
Set your course for Thrakus. Orbit Thrakus and have WD-40 scan it (center
switch on captain's console). Exit the bridge and go down to the pod bay.
Astro Chicken is on the cabinet on the far left but you don't need him.
On the right, you'll find cabinets with oxygen tanks and a mask. Grab both.
Activate the elevator with the console and head back to the Science Lab. Put
your mask on before you beam down.
THRAKUS
Once you're down, head over to the escape pod. Look inside it. Grab the
gray coat and deactivate the homing beacon. Head west and Bea will attack
you. After you go off the cliff and Bea asks for help, give her the gray coat.
After she goes up, immediately try to use your communicator. Then, grab the
vine she throws down. If all goes well, you should beam up just in time.
Bea will give you the Goliath's warp drive motivator. Open up the
Cryotube which is next to Spike's habitube. Pick Bea up and put her in the
Cryotube. Look at the side of the Cryotube and examine its controls. Set the
Cryofreeze for 10 seconds and press start. Head for the bridge.
The Goliath should appear. Immediately order Droole to raise shields.
After the Goliath fires, order Droole to take evasive action. When he asks,
tell him to head directly into the asteroid field. Cliffy will now get himself
into trouble. Go down to the Pod Bay.
Activate the Pod through the control console. Enter the pod. Save here.
Cliffy is the red dot on the radar. The trick is to rotate the pod until
Cliffy is right in front of you. When he's fairly close, activate the pod's
arm (right hand) and open the claw (right thumb button). Now, keep maneuvering
the pod until Cliffy's chest is near the open claw. When he's in range, close
the claw. Head for the Eureka (green dot on the radar) and get as close as
possible. You'll automatically dock.
Get up to the bridge. Set your course for Genetix, "41666." Orbit the lab.
Before you beam down make sure you take the hole-punch from Cliffy's tool box.
GENETIX
After the accident, buzz around the water a little bit. A creature will
jump out and land on your communicator turning it on. Go to the communicator
and speak to Flo, telling her of your predicament. Next, buzz over to the west
and enter the lab via the card-key hole. Take note of the lock mechanism. You
open the lock's tumblers by breaking certain beams. You'll need to know which
later.
Once inside the lab, fly over to the flashing terminal on the lower right
side. You press the buttons by walking on them. First reset. Then, look at
Projects, Accounting, and Activity. After you go through all the data, access
the Systems option. Select dome 3 and select Security. Cycle through the
cameras until you see WD-40 and Cliffy beaming down. Fly away from the
terminal and leave the lab.
Talk to Cliffy (don't land on him or he'll swat you). Walk north to the
garbage dumpster to find your body (Brundlefly). After recombination, head
back toward the lab and use Cliffy's hole-punch on the traveling salesman's
business card.
You'll notice that the punch can be used in nine places over the card: three
columns (up and down) of three rows (left to right). You should punch out
the 1st and 3rd rows in column 1, the second row in column two, and the 1st
and 3rd rows in column three. It should like the number five if you rolled it
on dice. Use this card on the lab's lock.
Enter the lab and open the cabinet on the left by pressing the black
button. Grab the nitrogen tanks. Exit the lab and beam back up to the Eureka.
Spike will now jump out of his habitube and suggest something. When Cliffy
asks what it means, tell him you should do the transporter manual bypass.
Look at the Cryotube to control it. Set it for 10 seconds on defrost and
press start. Now, open the Cryotube and pick up Bea. Then, place her on the
transport pad. After she's cured, put her back in the Cryotube. Go back to
the bridge and lay in a course for Gingivitis.
GINGIVITIS/THE GOLIATH
As soon as you drop out of light speed, order Cliffy to activate the
cloaking device (Captain's console, left switch). Go to the science lab. After
Cliffy presents his idea, use the look icon to examine the Goliath until you
pick the spot Cliffy thinks would be safe. Once you've found the spot, go to
the pod bay. Make sure you have the laser torch. Then, activate the pod and
get in. Pick the spot on the Goliath Cliffy recommended. It should be the
second bulkhead to the right of the engines.
Once you've made contact, open the pod bay doors, Hal. Use your laser
torch to cut open the bulkhead. Roger will show up in the Goliath's warp
section. Don't move for the moment. Wait until a pukoid enters and patrols the
walkway. The instant he leaves and closes the door, head for the door. When
you appear in the hall, don't move. Use the floor grating to open it up and
get inside.
You'll want to save here: this part is pretty tedious. Note the level
numbers on the wall of the maze. You want to get up to level 2. There are
maze GIFs available for this part, but it's really more trial-and-error. The
maze always opens in some part towards the rear. You'll find a door leading to
the elevator shaft. Each time you get to the shaft, you want to go up. Up is
whatever way Roger's head is pointed. You want to avoid the elevator cars.
Each time you go back into the maze, peek around for a while to give the
elevator cars time to get out of the way. Eventually, you should make it to
level 2.
Once on level 2, from the elevator access hatch, go south, south, west,
south, east, and south. You'll see the shield power switch. Turn it off. The
Goliath's crew will grab you. Assuming you brought the nitrogen tubes back
from Genetix, WD-40 will beam aboard and save you. She'll bring you to the
transporter room.
You and Cliffy will hide and wait for the pukoids to come in. Be ready to
talk to Cliffy to give him the signal. Wait for the pukoids to all come in and
stand on the transporter. When the three doors close, signal Cliffy. Don't
celebrate yet! Have Flo tell Cliffy to beam you back over to the Eureka.
ENDGAME
As soon as you beam back over, head for the bridge. Order Droole to fire.
Then, order Droole to activate the RRS. Next, activate the self-destruct
(Captain's console, red button). Press the icon that looks like a mushroom
cloud. Exit the bridge and go to the science lab. Try to beam over to the
Goliath. When this fails go back to Engineering and enter the access hatch on
the right side (NOT the RRS containment unit!).
Once in the hatch, remove the transporter's blown fuse (it's the center
fuse in the group closest to you). Replace it with the spare fuse you got from
Cliffy's tool box. Exit the hatch and get back to the science lab, avoiding
the Quirk-Blob.
Back in the science lab, open the Cryotube to release Bea. After she beams
over, open the Habitube to get Spike. Get on the transporter and energize.
This isn't over yet....
You'll beam into the Goliath's warp drive section. Head for the warp drive
unit -- a console on the upper right of the screen with a flashing red
light. Install the warp drive motivator Bea gave you. Now that the drive is
back on-line, it's Miller time. Head for the bridge and feel proud.
SPACE QUEST V is published and distributed by Sierra On-Line, Inc.
This walkthru is copyright (c) 1993 by Noah Kadner. All rights reserved. Not
to be distributed without permission.