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- S P A C E Q U E S T I V W A L K - T H R O U G H
-
- Ok. You've finally bought Space Quest IV and have spent the last few days
- secluded in the computer room. Chances are you've gotten to a point in the
- game where you are so frustrated you are seriously thinking of calling the
- Sierra BBS hint line (and to hell with the long-distance charges). You can't
- buy a hint book, because you spent all your money on the game.
- This file is going to replace the frustration with a groan of disbelief.
- You will smack yourself on the forehead and say "Why didn't I think of that?,
- I must be some kind of pathetic nimnal that I couldn't figure that out!"
- Enough with the sarcasim. On with the show.
-
-
- S P A C E Q U E S T I V :
-
- R O G E R W I L C O A N D T H E T I M E R I P P E R S
-
-
- Roger has dropped out of the time rip, and is now in Space Quest XII.
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- Take time to explore the scenery before consulting this hint file. At all
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- costs, you must avoid the old man. One encounter with him, and you'll see why.
-
-
- One screen left of Rogers starting location, you will notice a damaged
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- speeder. Examine it using the EYE and HAND icon. Opening the glove box you
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- will find a laptop computer. Take it, as it will be very useful later on.
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- You will also notice a piece of rope located one screen right of the starting
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- location. Take that also. By now, you have probably seen the Energizer bunny
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- walking around in various places, (Boy, he's everywhere nowadays isn't he?)
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- Walk between the red columns on the upper right hand side of the screen. Go
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- into the inventory and select the rope. Now, click the rope icon onto the
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- ground. You'll hear the bunny approaching, and when he walks into the noose,
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- click the HAND icon onto the rope. Great, you've got him, you bunny snatcher
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- you! Go into the inventory, and click the EYE onto him. Take out the battery
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- with the HAND icon and put it into the laptop with the ARROW icon.
-
-
- You will find a downed battle tank close to the bank. If you examine it, you
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- will see some ordnance inside. If you take it, you'll get 25 points. The only
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- problem is you'll blow up if you go anywhere. Putting it back will take away 20
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- points, leaving you with 5 more points. Examine the sewer grates that are
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- visible along the roadside. If you click the HAND icon onto one of them, you
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- can enter the sewers, (This is the place you'll blow up if you have the ordnance
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- in your inventory). Examine the office. Hmmm...that pad on the upper left looks
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- important. Take the jar on the table, and examine the desk blotter. Lifting
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- it up will reveal a button, which Roger will press automatically. Watch the
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- hologram, as it will explain the reason why Xenon looks like a disaster area.
-
-
- Opening the sewer door on the lower left will bring Roger into the sewers.
-
- As you walk around, you will notice that a green ooze tends to follow you about.
-
- Using the jar, try to get a bit of the acid. The method I use is going left
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- across the screen from the door, and down to the T in the tunnels. The ooze
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- will follow you. Go into the side tunnel until the acid passes by, at which
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- point it will stop. Walk out and use the jar to snag some of the acid. Don't
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- get too close tho, as the ooze will eat you if you take too long. Once you have
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- some acid, go left through the tunnel to the ladder in the next screen. Click
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- the HAND icon onto it and Roger will climb it. You will see some type of patrol
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- craft set down, and either pick up or drop off some men. As soon as the icon
-
- changes, click the WALK icon onto the craft, and guide Roger to it (You still
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- can't take the ordnance while on your way to the craft. The Sequel Police will
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- come and shoot you.) Once you get to the craft, enter the landing gear bay by
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- clicking the WALK icon on it. Roger will climb in, and will get a ride to the
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- Super Computer Landing Bay.
-
-
- Ok. You've arrived at the first hurdle. Most of you probably had a difficult
-
- time trying to figure out what to do next. If you go right, into the room with
-
- the tube-like thing, the SP guard standing there will shoot you. If you go
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- left, you will observe a timepod arrive, and a guard will climb out and talk to
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- another guard. Standing there too long will be rewarded with a laser beam in
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- the chest. Gee, that timepod looks so inviting doesn't it? It's just sitting
-
- there, door open and everything. As soon as the guard gets out and starts
-
- walking over to his companion, click the HAND onto the timepod. Roger will
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- walk over to it, and climb inside. Hurray! You've just finished 22% of the
-
- game, and should have 69 points. Here's where the copy protection kicks in.
-
-
- The screen will show some algebra-like symbols. Find the corresponding
-
- symbols on the page in the Space Piston magazine that came with the game. Enter
-
- the top letter first, and the side letter second. If you did it right, it will
-
- show Roger in the timepod, with a view of the controls. Looking at the readout,
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- you will notice that the glyphs on the screen match those on the keypad. Copy
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- the glyphs down, as they will be needed later. The code on the readout is the
-
- time co-ordinates of the Landing Bay. You must enter a code that will take you
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- away from the time Roger's in now. What? You don't know any? Did you watch the
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- introduction? What were the co-ordinates of Magmetheus? Enter the co-ordinates
-
- of the planet using the keypad. If you've entered the correct co-ordinates,
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- Roger will travel through time to the planet Estros, and into Space Quest X.
-
-
- Wander around Estros for a while, taking in the scenery, and looking for a way
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- out. There isn't one, is there? Have you seen the giant shadow go overhead?
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- As soon as you do, go to the timepod and walk down the stairway into the screen
-
- below. You should be scooped up by the giant bird. The bird takes you to his
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- nest, and drops you inside. When the SP guard arrives, search him. Open the
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- piece of paper you find. Hey, those look like time co-ordinates don't they?
-
- But only the last three glyphs. Save the paper, as you will get the rest of the
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- code later. To get out of the nest, go through the hole in the side. When the
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- women appear, go with them. They take you to their base, and strap you into a
-
- chair. Listen carefully to the woman in the black swimsuit when she tells you
-
- about the shaver. Didn't Dirty Harry say that?
-
-
- The sea slug will appear, and the women will run away. This is a tricky part.
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- When the clamps release you, immeadiately press the red button with the HAND
-
- icon. This will stun the beast, allowing Roger to stand up. See those tanks on
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- Roger's right? Pick one up, and throw it into the beast when it drags you to
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- its mouth. Congradulations! You have defeated the sea slug in exactly the same
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- manner as the guy in JAWS I did. The women will be so grateful they will take
-
- you shopping, and into the next hurdle.
-
-
- At the Galaxy Galleria, the women will drop a credit card. Pick it up and
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- examine it. I'll bet its got lots of money on it! Explore the mall. Buy a new
-
- outfit at the men's store, and try out the 0-gee rink. You will discover a bank
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- machine next to the software store. Won't let you take anything out will it?
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- That's because you don't look like the woman on the card. If you want any cash,
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- you'll have to look like her. That is the entire point of the mall scene. You
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- have to make enough money to buy some clothes at Sacks to look like her. What
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- do you need to buy with the credit card? Go to Radio Shock and look through the
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- catalog. You'll notice that you can't buy very much. Everything is either way
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- too much money, or is unavailable. You can, however, buy one thing. The laptop
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- connector is on sale for 1,999 buckazoids. You need enough money to buy some
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- clothes at Sacks to take the money on the credit card. Go to Monolith Burgers
-
- and talk to the manager with the TALK icon (Don't wimp out). You will get to the
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- burger-making facilities. I can't help you here, except to say that using the
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- keyboard instead of the joystick or mouse is best. You'll need to make 60
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- buckazoids total, so try to get at least 30 burgers made. When the manager
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- throws you out, he will throw his cigar butt as well. Follow it down the ramp,
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- and pick it up at the entrance. As usual, it is important later on in the game.
-
-
- If you have accumulated more that 65 buckazoids, go to the software store.
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- Look around in the box of slop...er..bargain bin. You will see a Space Quest IV
-
- hint book. It costs 5 buckazoids. Do you have enough? If you don't, go back
-
- to Monolith and work (You can only go back 2 more times when you get thrown out
-
- the first time.) If you do, purchase it. Click the HAND icon onto it to use
-
- it. Go through the book, revealing the hints and laughing at random.
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- Be especially watchful of the hint about the Timepod. It's the only legitimate
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- hint in the book. It will reveal the first three glyphs of the code you stole
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- from the SP guard in the bird's nest. If you still have enough money, go to
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- Sacks. Chances are, the clerk won't help you. Oh well, you'll have to keep
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- yourself busy for awhile. Go to Monolith and work. Once you're finished, go to
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- Sacks and talk to the clerk. She will probably help you now. Once you've tryed
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- on the clothes, she will ask you for 60 buckazoids as payment. Pay her and walk
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- over to the bank machine. The bank machine will now accept you as the woman,
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- and will give you some options. Select the balance (wow, 2,001 buckazoids!).
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- Now select the Clean House option. Go to Radio Shock and buy the connector.
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- But which one is the right one? Maybe you'll get lucky. Choose one and exit
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- the store. Go to Sacks and enter the change room. You will change out of the
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- dress, and back into the normal clothes.
-
-
- If you're at this point on your own, congrats. You must really be a great
-
- adventure game player! But now what? There is nothing to do except walk
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- around, and some of the stores have even closed. Go to the arcade, and enter
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- using the topmost doorway. Walk up the screen, staying close to the bank of
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- machines separating both halves of the screen. When you get to the globe-like
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- change machine, (yes, that's what that is) some SP guards will appear. One will
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- walk out of the arcade, and another will start to walk in your direction. AS
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- SOON AS THE FIRST GUARD EXITS AND THE ICON IS USEABLE, walk out of the arcade.
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- You must avoid the guards and get into the timepod. If you go out of the
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- arcade, then go back in using the bottom doorway, the guard inside will shoot
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- you. You need to evade both guards and get to the timepod. Here's how I did
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- it: As soon as you exit the arcade, go down the walkway to the 0-gee rink
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- entrance. Enter the rink and swim to the next screen on the left. A guard
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- will arrive and start to shoot at you, and will miss continuously (gee, they're
-
- usually crack shots aren't they?) When you enter the next screen, go up
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- IMMEADIATELY. You will swim to the upper region of the rink. As before,
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- immeadiately go right. Then go down when Roger is about an inch from the edge
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- of the screen. With any luck, the guards should miss you here as well. Swim to
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- the entrance on the left side, and go up the mall. There is a guard behind you,
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- so walk on the walkways. Get to the arcade, and go into the bottom doorway.
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- The guards should be absent. Get into the timepod, and take down the
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- time co-ordinates just in case. Enter the co-ordinates for Space Quest XII, and
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- proceed to go there. When you arrive, go left two screens to the place where
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- the guard used to be. Pouring the acid you got in the sewers onto the doorlock
-
- will allow Roger to enter and leave the Super Computer building at will. Go
-
- into the tunnel and you will observe three gate-like things in the tunnel. If
-
- you try to go through them, you'll get zapped. There is a keypad on the wall,
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- but it doesn't seem to do anything that you can see. You can't see the problem
-
- because there are lasers in the three gates. Perhaps if you got some smoke you
-
- might be able to see the lasers. You've got a stogie, but no matches. Well,
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- you'd better get some then!
-
-
- Go back to the timepod and enter the co-ordinates that the hint book and the
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- SP guard gave you (Enter the glyphs in that order). Wow, you're all the way
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- back in Space Quest I! Take a look around the place, (laughing at the graphics)
-
- and when you're finished go into the bar. Examine the bar. You will see
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- matches on the counter, which you must pick up. If you try to drink at the bar,
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- the cheeseballs standing there will object to the fact that you aren't using
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- monochrome. After they throw you out, kick over the sand bikes. They will come
-
- out, and search for you. If you want to go directly to the timepod and miss out
-
- on a possible 15 points: go from the car lot to the upper right. You should
-
- arrive at the timepod. If you do want 15 points: then walk around. One of the
-
- cheeseballs will try to run you down. If you jump out of the way just in time,
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- I believe it's possible to get 5 points. Avoid all three of them, and you can
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- receive 15 points (I'm not sure about this tho. It might not be true). Get
-
- into the timepod and go back to Space Quest XII. Go to the tunnel, and go
-
- inside. While in the tunnel, use the matches with the stogie. You will produce
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- smoke, and the laser beams will be visible. Using the keypad, align the lasers
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- so the beams are straight up and down. Do this for all three, and then just
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- walk through them. Walk through the tunnel exit and breath a sigh of relief,
-
- because you're nearly finished!
-
-
- Now here comes the fun part. You are inside the internal workings of the
-
- Super Computer. Roger must avoid the security droids and find his way into the
-
- control room. As you walk around, you'll notice two things: one, there are
-
- terminals attached to the railings. Here's where you find out if the plug you
-
- bought is the correct one. Examine the connection at the termial and the
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- connector you bought. Do they match? If they do, you must connect the
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- connector to the laptop, and then use the laptop with the terminal (By the way,
-
- connecting the connector BEFORE you match the laser beams will earn you points
-
- for finishing the scene.) If they don't match, restore back to the mall and buy
-
- the right one (ARRRRRRRGH!) Accessing the terminal will allow Roger to view the
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- movements of the security droids, (don't look too long tho. If you do, the
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- droids will get you) Two: you will notice a tunnel entrance at the other end of
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- the complex that the droids don't go into. This is where you must go. After
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- you've found your way there, access the terminal right in front of the tunnel
-
- entrance. Vohaul will tell you he has captured Roger, Jr. (He was probably one
-
- of the Xenon agents that the hologram talked about). Enter the tunnel and go up
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- to the door. You need a code to get inside. What, you don't have it? Sure you
-
- do! Checking the hint book, you will find a hint where it gives you a long
-
- number. Key the number in, and you will enter the Control room for the Super
-
- Computer. Put the security Droid icon into the toilet, as well as the Kings
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- Quest game and the Leisure Suit Larry game (DON'T put the Space Quest IV game
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- into the toilet or you'll abort.) Last of all, putting the brain icon into the
-
- toilet will force the Super Brain to format itself. As quick as you can, find
-
- your way to the beam room. (If you're the smart type, you'll have explored the
-
- complex already like I told you to. The beam room is the room where the face of
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- Vohaul was told by his guards that Roger, Jr had been captured.) When you
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- enter, you will see Roger, Jr suspended in a beam. A bridge will appear, so
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- cross over to the platform. You will then find out that Vohaul has put his mind
-
- into Roger, Jr's body. You must wrestle Vohaul until the beam appears again.
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- You can then throw Vohaul into the beam, and he will be paralyzed, allowing you
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- to retrieve the disk Vohaul threw away. Put the disk into the drive unit beside
-
- the beam, and you will come upon a menu. Here's what you have to do. You must
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- REMOVE Vohaul from Roger, Jr's body, and then put RESTORE Roger, Jr's mind back
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- to where it belongs. If you've done it right, Roger, Jr will talk to you when
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- the beam turns off. Now you can sit back and watch the ending.
-
-
-
- C O N G R A U L A T I O N S
-
-
-
- You have just finished Space Quest IV, with (hopefully) the maximum number of
-
- points. It would be a good idea to save the game every so often, preventing you
-
- from screaming with rage when you have screwed up and died, only to discover you
-
- didn't save it and must go all the way back to the beginning. This file also
-
- has a companion, called SQIVPNTS.TXT. It contains a complete break-down of all
-
- the points available in the game. If by any way you have received your version
-
- of Space Quest IV from a friend and don't have the Space Piston magazine (In
-
- other words, if you're a pirate), I have also created a copy of this table. It
-
- is a file called UIVPPP.TXT. It contains the symbols needed to bypass the
-
- protection.
-
-
- Now all you have to do is wait 2 years or so until the Two Geeks from
- Andromeda get off their lazy butts and invent Space Quest 5. Until that time
- comes, i'm sure there are millions of fans out there, waiting in anticipation.
-
-
-
- This hint file was compiled by Aubrey Hollemans. He managed to finish the game
- in 22 days, despite the fact that he was enrolled in college at the time.
- Aubrey resides (umbrella in hand) in Victoria, BC.
-
-
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