Space Quest 1: Roger Wilco in the Sarien Encounter чит-файл №1

Quote of the Version:

"You're not sure what that is, but you bet it'd look cool spewing through
the propellars!"
-- Gary Owens

CONTENTS:

0. Disclaimer

1. Introduction
1.1 Author Profile
} 1.2 How to contact the author
1.3 The FAQ story
1.4 How to get this (and later) versions of this FAQ
1.4.1 WEBPAGE-OWNERS, CHECK THIS OUT!
1.5 The FAQ mail list
1.5.1 The FAQ mail list members
} 1.6 Revision history
} 1.6.1 What's new in this version?
} 1.6.2 Revision history list
} 1.7 News in the Space Questiverse

2. The Basic History of Space Quest
2.1 What is "Space Quest"?
2.2 The Creators of Space Quest, or, The Andromeda Story
} 2.2.1 Why did the Two Guys break up?
} 2.2.2 If Mark Crowe left the duo, why did he do SQ5 solo?
2.2.3 Why did Josh leave the SQ6 project?
2.3 A brief overview of the six Space Quest games
2.3.1 Space Quest 1: The Sarien Encounter
2.3.2 Space Quest 2: Vohaul's Revenge
2.3.3 Space Quest 3: The Pirates of Pestulon
2.3.4 Space Quest 4: The Time Rippers
2.3.5 Space Quest 5: The Next Mutation
2.3.6 Space Quest 6: The Spinal Frontier
2.3.7 Space Quest 1: The Sarien Encounter VGA
2.4 The Characters
2.4.1 Roger Wilco, Ace Janitor
2.4.2 Roger Wilco Jr.
2.4.3 Beatrice Wankmeister
} 2.4.4 Sludge Vohaul
2.4.4.1 Sludge or Slash?
2.4.5 Captain Quirk
2.4.6 Sharpei
2.4.7 Stellar Santiago
2.4.8 The Gippazoid Novelty Company
2.4.9 The Labion Terror Beast
} 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
} 2.9 Space Quest Collector's Material

3. Hints
3.1 How to get more points
3.1.1 Space Quest I EGA
3.1.2 Space Quest I VGA
3.1.3 Space Quest II
3.1.4 Space Quest III
3.1.5 Space Quest IV
3.1.6 Space Quest V
} 3.1.7 Space Quest VI
3.2 How to avoid the Sequel Police in the Skate-o-Rama (SQ4)
3.3 How to avoid the security droids in the Super Computer (SQ4)
3.4 How to cut the card right on Genetix (SQ5)
3.5 How to beat Elmo Pug in Nukem Dukem Robots (SQ3)
} 3.6 Need more hints?
# 3.6.1 I've lost my manual! Can you give me the copy protection?

4. Funny Stuff
4.1 Cameos
} 4.1.1 Space Quest I
} 4.1.2 Space Quest I VGA
4.1.3 Space Quest II
} 4.1.4 Space Quest III
} 4.1.5 Space Quest IV
4.1.6 Space Quest V
} 4.1.7 Space Quest VI
4.2 Cheats
4.2.1 Space Quest I cheat
} 4.2.2 Space Quest II cheat
4.2.3 Space Quest III cheat
4.2.4 Space Quest V cheat
4.3 Space Quest in other games
4.3.1 Leisure Suit Larry III
4.3.2 King's Quest II
# 4.3.3 Jones in the Fast Lane
# 4.3.4 Quest for Glory I / Hero's Quest I
# 4.3.5 Police Quest I
4.4 What the Sierra guys didn't think of
4.4.1 How to escape the Sequel Police on Estros in SQ4
4.4.2 How to get speech & text in SQ4
4.4.3 How to skip the Skate-o-Rama sequence in SQ4
4.4.4 How to get past the Skate-o-Rama sequence in SQ4
4.5 What you didn't (want to) know about Space Quest
4.5.1 Space Quest I
} 4.5.2 Space Quest II
4.5.3 Space Quest III
4.5.4 Space Quest IV
} 4.5.5 Space Quest V
} 4.5.6 Space Quest VI
4.5.7 Space Quest I VGA
4.5.8 The series in general
4.6 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.

-------------------------------------------------------------------------------
[0] DISCLAIMER
-------------------------------------------------------------------------------

You may distribute this document freely, give it to all your friends and
upload it to your favourite boards, AS LONG AS YOU DON'T MAKE ANY ALTERTATIONS
TO IT WHATSOEVER without explicit written permission from the writer (which
just so happens to be me). It may not be forwarded or quoted without proper
credit given to the author (that's me).
Also, for all you greedy bastards out there, DO NOT CHARGE ANYTHING for this
document. If some jerk is trying to sell you this FAQ, don't pay him --
contact me, and I'll give it to you for free. Yep, that's right -- this is a
FREE FAQ! No money involved!
I would like to point out, that this document is NOT the property of Sierra
On-Line, nor do I work for them. However, judging by the way I've been
getting good response from employees within Sierra itself, I guess they
approve it. ;)
This document was written by and is the sole property of Troels Pleimert.
Don't mess with me...I know Jess Morrissette!
All Space Quest-names, places, titles or related issues are (C) Sierra
On-Line. All other copyrighted names belong to their respective owners.
(I don't want to get LucasArts(TM) or Creative Labs(TM) on my backs.)
Some contributions are listed without names. These contributions were
mostly contributed by employees at Sierra, or people who could get in a bad
position if they accidentally let something secret slip. ;)

-------------------------------------------------------------------------------
[1] INTRODUCTION
-------------------------------------------------------------------------------

[1.1] Author Profile
----------------------

The old "About the Author"-section was starting to get boring, so I decided
to breathe some life into it...

Name: Troels Pleimert
Birthdate: October 31st 1980 (isn't that the American Halloween?)
Current age: 16
Address: Blomsterhaven 11, DK-4300 Holbaek
Nationality: Danish
Sex: Yes, please.
E-mail: bjpl@post2.tele.dk
Homepage: http://www.geocities.com/area51/4800 "WilcoWorld"
IRC nick: RogerWilc
Favourite
pasttimes: Internet, computer game playing, drawing comics,
writing, music composing
Three favourite
comp. games: "Space Quest III", "Space Quest V", "Space Quest IV"
Three favourite
tv-shows: "Red Dwarf", "The X-Files", "Earthworm Jim"
Three favourite
movies: "Blade Runner", "Johnny Mnemonic", "Spaceballs"...
well, if it's scifi, I'll watch it.
Three favourite
IRC-channels: x-files, danmark, spacequest
Total dislikes: Intellectual television broadcasts, kidbrothers,
slow or malfunctioning computers, bananas
Favourite
whale-species: Humpbacked whale

How do you like THEM camels?! :D

[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 Studio'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 a summer vacation, and picked out information all around. (At the
time, I was also getting to know Denis Lemire, who contributed a great deal
too.)
When I finished the first FAQ, I contacted Jess and asked him to spill his
collective knowledge about the series. During that process, he also gave out
the URL of Bill Shockley's homepage, and I sent Bill my FAQ. Bill sent back a
reply, telling me to ask away. Getting a few extra tidbits from Bill, version
1.1 was on the way.
When I saw the number of Space Quest-sites popping up (every time a new one
pops up, either Jess tells me or I tell Jess), I figured: Let's spread the
damn thing! So every time a new SQ-site would open up, I sent the webmaster
a mail and asked, if he wanted to post the FAQ. And in almost every case, he
did.
The idea about an HTML-FAQ came from Denis Lemire, webmaster of the Space
Quest Network. When asking for permission to do so, I gave him green light to
proceed and -- after a few slowdowns, due to freenet-problems -- Denis got the
FAQ up.
A little while after Denis started work on the HTML FAQ, a fellow named
Daniel Lundmark also made the same request. The FAQ can also be viewed on
his page, in HTML format.
Kara Johnson, who runs "Djamine's Domain", has also said she want to HTML
the FAQ, and it's now on her page.
Jess Morrissette and Kevin Wallace (from WilcoWeb) are, as far as I know,
the only two who has the FAQ posted as a pure textfile, although it can also
be downloaded as a textfile from "Popular Janitronics On-Line" (Matan Kalman's
Space Quest page).

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. I'm personally
corresponding with Mark Crowe, Ken Williams and Craig Alexander, and Josh
Mandel himself has promised he'll put in a good word for me if I ever apply
for a position at Legend Entertainment.
Now that the Broomcloset is dead, I have more time to concentrate on other
tasks. For instance, I have also gotten my own section at Matan Kalman's
"Popular Janitronics On-Line" (see 5.2.2), and I am constantly thinking up new
stuff for Space Quest-sites all around. And I've also got my own homepage to
worry about.
Yep. Things are looking up. :)

[1.3] How to Contact the Author
---------------------------------

Although I spend a lot of time on this FAQ, I simply love getting mails of
any kind. One of the great moments in my life is when Netscape reports, that
I have a number of e-mails waiting.
If you want me to do something for your website, feel free to contact me.
If you want to post my FAQ on your page, feel free to contact me. If you want
to piss me off, feel free to contact somebody else. ;)

Snailmail: Troels Pleimert
Blomsterhaven 11
DK-4300 Holbaek
Denmark

E-mail: bjpl@post2.tele.dk

IRC: I don't go on the IRC anymore, and it's not
even my fault. My local library erased mIRC
and bunged on some security sh*t, so we can't
bring it back. Shucks.
However, I have mIRC at home, but I rarely
use it -- and if I do, it's late night.
But, *if* you're *very* lucky, my nick is
RogerWilc.

Homepage (personal): http://www.geocities.com/TimesSquare/3176

Homepage (SQ): http://www.geocities.com/area51/4800

ANY comments/critiques/contributions would be welcomed...no matter h o w
insignificant. Hint beggars are also welcome -- check section 3.6 for more
information.
I'm also looking for more people to correspond with. My addressbook is
getting hungry. :)

[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 4.2.2
of this FAQ for Internet-sites. The sites marked with an asterisk have my
FAQ posted, or will in the near future.
I also have a mail list offer, see section 1.5.

[1.4.1] WEBPAGE-OWNERS, CHECK THIS OUT!
-----------------------------------------

If you have your own Space Quest homepage, and would like to post my FAQ on
it, please send me an e-mail (bjpl@post2.tele.dk) with the following informa-
tion:
Your real name (not Dr. Beleauxs or Sludge Vohaul)
Your e-mail address
Your homepage URL
Your nationality (I want to see how far this thing goes)
Where you read the FAQ, and which version
Any comments/critiques/questions/additions/valuable info
* NEW! * Your favourite whale-species!
You will then, shortly afterwards, recieve an e-mail from me, that'll most
likely give you permission to do so. Note, that you can't just post the FAQ
and not tell me about it -- I might take serious action. Although I prefer
you to tell me first, THEN post it, you can do it the other way around.
When you register your homepage, you will automatically be on my mail list,
and will get the FAQ sent to you via e-mail every time there's a new release,
plus you'll recieve those handy little FAQ Gifts every now and then. See
section 1.5 for more details.

[1.5] The FAQ mailing list
----------------------------

For those of you interested in recieving latest versions of the FAQ to your
mail server the instant it's finished, write an e-mail to me (see 1.2) with
the following information (more, if possible):
Your name (REAL name, not "Roger Wilco" or "Stellar Santiago")
Your e-mail address
Your homepage (if applicable)
Your nationality (I wanna see how far this thing goes, ;)
Where you read this FAQ and which version
Any comments/critiques/questions/additions/valuable info
*NEW!* Your favourite whale-species
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 sent out. Usually, this
involves music modules, cute graphics, Windows-material, that sort of stuff.
Just to let you know how much I love you. ;)
Note, that while I'd love to, I cannot make a mail list by snailmail. Why?
Simply because if I get enough response to this FAQ, I'm not going to be able
to send future versions to ten people every time I make an update. I'm a poor
highschool student, and I simply cannot afford it. Someday, there might be
hope, however. BUT, feel free to write in ANY comments you might have, using
snail-mail. ALL comments/suggestions/contributions will be welcomed and most
likely responded to. Flames will be returned, horribly mutilated, and you'll
probably be the victim of some serious mail terror from me in the future. And
no, I'm not kidding. :|

[1.5.1] The FAQ mail list members
-----------------------------------

The current members on my mailing list are the following nice guys (and
one girl):

Name Nationality E-mail
------------------------------------------------------------------------------
Jess Morrissette US jess@wiw.org
Kevin Wallace US wilcoweb@geocities.com
Kara Johnson (Djamine) US kjohnson@ncinter.net
Daniel Lundmark Sweden dan.lun@infoscandic.se
Denis Lemire US ve6tmk@oanet.com
Tom Gray Canada grayed@telusplanet.net
Matan Kalman (TSR) Israel kalman_f@netvision.net.il
Gunnar Nordenberg Sweden bertil.nordenberg@mbox200.
swipnet.se
Matthew Gies Canada lgies@compusmart.ab.ca
Stephen Gill US gill@freenet.msp.mn.us
Craig Alexander US craig.alexander@sierra.com
Grant Chen US zn_chen@wow.com
Guy Lavoie US 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

Thanks for all the lovely response, guys (and girl)! Keep 'em coming! ;)
It's amazing how this thing's grown since when there was only 1 guy on the
list, Jess Morrissette. Now there's more than 15 on it, and two of them are
even Sierra-employees! Note, that they're not posted in any particular order
(if anyone thought so). I tried to put them in the order they were recieved,
but I messed up somewhere...

[1.6] Revision history
------------------------

[1.6.1] What's new in this version?
-------------------------------------

Additions:

* Cheat for Space Quest 2
* Found Space Quest-references in Quest for Glory and Jones in the
Fast Lane
* "Who is Ray Trace?" added under SQ6
* Remarked how I feel about copyprotections under "Hints"

Updates:

* Rewrote section on SQ7
* Plenty of cool updates on the "usual sections"
* Removed my "favourite links" section. It was just too large.

[1.6.2] Revision history list
-------------------------------

Version 1.0 First edition. This never made it on any sites, but then
again, it was so small it didn't deserve it.
Version 1.1 Major hints update, lots of small updates and a few helpful
additions here and there. Can now be found as HTML on The
Virtual Broomcloset (see 5.2.2)
Version 1.2 Damn, I've been getting some great feedback! Thanks a lot and
keep 'em coming! I've updated on the section about SQ7, more
cameos and a few minor updates. Added a news section. Also,
the credits and info on websites have expanded A LOT. ;)
Version 1.3 A few updates here and there. The overview now also contains
a few opinions on the other aspects of the game, and there's
been a minor change in structure. Added a section on funny
things occuring in SQ. Added more info about the mail list.
Now posted on four different sites.
Version 1.4 Contains a lot of restructurations. Added a "Quote of the
Version", which I stole from Michelle "Wolfy" David. Added an
FAQuotes section, to brag about. ;) Added the more thorough
overview on "What's new in this version?"
Quote: "Ah, gimme a break. Lemme put my boots on. It's getting deep
in here!" - Gary Owens
Version 1.4b Fixed some errors in version 1.4. Nothing big, but could
probably have caused some confusion for some people. :)
Quote: "Ah, gimme a break. Lemme put my boots on. It's getting deep
in here!" - Gary Owens
Version 1.5 A few updates here and there. Lots of new sections, and two
new logos.
Quote: "Is THAT what that was for? Holy SHIT!" - Scott Murphy
Version 1.6 Added major cheat for SQ3, how to beat Elmo Pug and cast list
for Inside SQ. Updates include Sludge Vohaul's name problem,
rewrote section on SQ7 dirt, new review of SQ1VGA, minor
layout changes and new logo. Plus the usual updates in the
cheats and cameos section, and a few VERY amusing programmer
in-jokes in the "What you (didn't want to) know" section.
Quote: "I won't go down without a fight, Quirk! I know kung fu,
karate, tai-kwon-do, and several other Chinese words!"
- Roger Wilco

[1.7] News in the Space Questiverse
-------------------------------------

Here's a new section, devoted to new info about Space Quest - short info
and news, mostly. Here we go...

* SPACE QUEST 7
There's been some hefty talk about a new sq game in the series!
Seems to me we may see a project after all. Check the updated sq7-
section of this FAQ (2.5.1), or visit my sq7 webpag at
http://www.geocities.com/area51/4800/sq7.html

* NEW SPACE QUEST PAGES
New Space Quest fanpages are flooding in at the moment. Three new
have arrived, and a fourth -- Colin McEvoy's "Keronian Bar" -- is
coming soon.
Roger Wilco's Space Quest Page:
http://inreach.com/olsen/index.html
The Space Quest Central:
http://users.deltanet.com/~mhiggins/sq.htm
Bigfan's Space Quest Page:
http://www.geocities.com/area51/2131

* SPACE QUEST - THE NOVEL?
In order to practice my writing skills, I'm using Roger's first
adventure as target. In other words, I'm writing SQ1 as a novel.
It won't be released as a "traditional" novel, but I'll release it
on my webpage's fan fiction section. For more information, mail me
at bjpl@post2.tele.dk.

* FAN FICTION
There's been some major updates at my fan fiction area. So if you're
hungry for more adventures with Roger Wilco, though not nessecarily
in game form, this is where you'll find it:
http://www.geocities.com/area51/4800/fanfiction.html

-------------------------------------------------------------------------------
[2] THE BASIC HISTORY OF SPACE QUEST
-------------------------------------------------------------------------------

[2.1] What is Space Quest?
----------------------------

Well, very basically, Space Quest is the brainchild of two guys from the
galaxy Andromeda, whose names are frequently mistaken for Scott Murphy and
Mark Crowe (see 2.2). Space Quest is about a space janitor, named Roger Wilco,
who first appeared in Space Quest 1: The Sarien Encounter, back in october
1986 (release dates, see 2.4). The game sported "beautiful" low-res graphics,
using the then newly-introduced EGA-card and parser interface.
By todays standards, the game looks sorta primitive, but back then in 1986,
users and competitors were breathless (lawsuits still pour in about the
casualties), and the game reviewers gave Space Quest top reviews. A classic
was born, and Space Quest immediately attracted a cult following, with it's
sorta far-out humor and main character charm.
So far, six Space Quest games have been released, and "The Sarien Encounter"
was re-released in 1991 with new VGA-graphics and sound card support. Over the
years, Roger has grown from brown-haired to blond, from EGA to VGA and from
janitor to Space Captain to janitor again.

[2.2] The Creators of Space Quest, or, The Andromeda Story
------------------------------------------------------------

The Two Guys from Andromeda, or Mark Crowe and Scott Murphy as they're
often mistaken for, are the glorified creators of the Space Quest series.
Scott Murphy was, and still is, a veteran programmer at Sierra On-Line, and
Mark Crowe was a graphics designer for Sierra, but moved to Sierra's sister
company, Dynamix, right after the completion of "Space Quest IV". But between
then, they had worked together on Space Quest games for five years.
Scott first met Mark when he was designing the graphics for "The Black
Cauldron". Scott was de-bugging the program. He and Mark got together and
decided to do a game of their own, in their favourite genre - science fiction.
But when they approached Ken Williams with the proposal to do a humorous
science fiction game, Ken told them no. A funny scifi game just wouldn't sell,
he said. But The Two Guys were determined and went on to program the first
four rooms of the Sarien Encounter in their spare time. Scott programmed,
Mark did graphics and Ken loved the demo and gave them green light to proceed.
After work on Space Quest IV was finished, the Two Guys from Andromeda
suddenly split up. Scott Murphy left Roger Wilco indefinately, and Mark Crowe
moved to Sierra's sister company, Dynamix, in Oregon. (See 2.2.1)
So, Mark Crowe put on a flight suit and flew Space Quest V solo as his first
Dynamix-job. Although Space Quest V was labelled a Sierra product, it was
produced by Crowe and his buddies over at Dynamix. He turned up a Star Trek-
parody of the larger, with numerous references to just about any science
fiction film or television series around.
After that, Mark Crowe moved to do other projects for Dynamix, and the
Space Quest series was put in the hands of Josh Mandel, a contributing writer
for most Sierra-adventures since 1991, including "Space Quest IV" (where he
wrote the bogus hint book and the software box parodies in the bargain bin).

You can read more about the beginning of the Space Quest-series in my
interview with Ken Williams, which you can read on my homepage. The address
is http://www.geocities.com/area51/4800/ken.htm.

[2.2.1] Why did the Two Guys from Andromeda break up?
-------------------------------------------------------

After Space Quest IV was complete, Scott Murphy said the following thing
to an interviewer:
"We won't be doing another Space Quest. That's not to say, there
won't be anymore games in the series, just that we won't be doing
it. Although we have no solid idea of what we want to do next,
we've lived with Roger Wilco for a long time now, and though we
like him a lot, we're ready for a break."
Later, Scott would realise, that what he said wasn't exactly true. After
completion of Space Quest IV, Mark Crowe - the other Guy from Andromeda -
moved to Sierra's sister company Dynamix to work there. He took on the job
of designing Space Quest V solo, and although it was labelled a Sierra-product,
Space Quest V was produced at Dynamix by Mark and his new buddies (inciden-
tally, the working title for Space Quest V was "Aces over Xenon", in reference
to the good ol' flight sims from Dynamix).
The Two Guys broke up, mostly because of exhaustion. They'd been working
since 1986 with cooking up nothing but Space Quest games. Although they both
loved the Space Quest series, of course, working on one type of game for half
a decade - that can get pretty tiring. None of them wanted to be remembered
just for the Space Quest series.
The small and virtually featureless town of Oakhurst was also getting to
Mark a bit, so he made some arrangements to be moved to Dynamix, while
directing one of the Police Quest-games. One of the reasons for Mark's trans-
fer was apparently his love for the 'mech series (Mechwarrior, Earthsiege,
etc.).
When Mark moved, the Two Guys was effectively no more. Scott moved to the
Product Design department to take on a slightly less stressful task.

You can read more about this at my EXCLUSIVE INTERVIEW with Mark Crowe at
my homepage, "Wilco's Domain", at http://www.geocities.com/area51/4800!

[2.2.2] If Mark Crowe left the duo, why did he do SQ5 solo?
-------------------------------------------------------------

According to Craig Alexander, Sierra was swamped with projects in Oakhurst.
Dynamix volunteered to do the next SQ, and Mark Crowe wanted to move to
Dynamix anyway, so he grabbed the opportunity. However, if the plans for the
new SQ7 comes through, it will no doubt be produced in California, just like
Space Quest 6.

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
my homepage, "Wilco's Domain", at http://www.geocities.com/area51/4800!

[2.2.3] Why did Josh Mandel leave the SQ6 project?
----------------------------------------------------

So Josh Mandel set out to design "Space Quest VI", but just as the project
neared completion, Josh had to leave the project. Scott Murphy took over,
did the rest of the design and writing work and got "Space Quest VI" shipped.
Josh has said, that he really thinks it was unfair of the marketing guys to
market the game as a "Scott Murphy solo job". In fact, Josh had originally
designed the whole game, and only needed some more text before he left. Scott
was kind enough to write Josh in the game credits as both designer and writer,
but this wasn't the case with the "Popular Janitronics" documentation, where
Josh was only given writer credits. The box also had the rather misleading
phrase: "Scott Murphy does a stand out solo job".
Josh Mandel left the project, and Sierra, because of some management
problems - apparently, Sierra had ticked him off real good. Josh Mandel moved
to Legend and Scott Murphy took over the SQ6 project. Josh Mandel is
currently working on a new, wacky adventure game, called "Callahans Crosstime
Saloon", which makes heavy use of digitized actors and Josh's unmistakeable
brand of weird humor.

[2.3] A brief overview of the six Space Quest games
-----------------------------------------------------

Here follows a brief overview of the individual stories in the Space Quest
games.
NOTE, that the mini-reviews of the games, placed below the overviews, have
nothing to do with my personal opinion, but is the general feel of what I've
been hearing from other people. An example would be the SQ6-minireview, which
is presented in a, oh shall we say, sour tone. Much of the criticism in that
review are colliding with my personal beliefs, and I find some of it unfair.
But I'd feel really stupid if I were to just print my own opinions.
If you want my own opinions, mail me. ;)

[2.3.1] Space Quest I: The Sarien Encounter
---------------------------------------------

Space Quest I introduces astro-janitor Roger Wilco, who was set out on
board the spacelab Arcada, which was sent out to test the new Star Generator -
a powerful device, capable of igniting a lifeless planet into a new sun. This
was becoming nessecary, as the sun of Xenon - Roger's homeplanet - was slowly
dying. But, after having tested the Generator, the Arcada sent a message back
to Xenon, saying the device was working perfectly and that they were returning
home. This message was unfortunately intercepted by the evil Sariens, the
ruthless outlaws of the galaxy (Earnon). They boarded the Arcada, stole the
Generator and was going to use it to destroy Xenon and otherwise wreac terror
to the galaxy.
Roger Wilco, however, goes unnoticed and escapes with the plans for the
Generator, only to crash land on the desert planet, Kerona. He managed to flee
the planet, with a little help from some underground dwellers and the scummy
side of the planet called Ulence Flats. Infiltrating the Deltaur, he found
the Generator, set it to self destruct and blasted out of there in the Captains
Personal Escape Pod to see the Deltaur blow to bits. He returned to Xenon to
get his reward - and rewarded he was. The Golden Mop, the most prestigious
award in his line of duty, was his. He was awarded the title of HERO OF XENON
and life was good. :)

Space Quest I was a terrific start to the Space Quest saga. Being released
in 1986, it didn't support much else than EGA 16 colors and PC-honker music,
but back then it was a technological wonder. It was also the first Sierra-game
to include arcade-sequences, where the player had to influence the games
outcome by keyboard manipulations in real-time - such as the acid-drop puzzle
and the skimmer-sequence.
When Scott Murphy & Mark Crowe (who first met during production of "The
Black Cauldron") decided to do a funny scifi game, Ken Williams - Sierra's
CEO - told them no. It just wouldn't sell, he said. But being determined,
Scott and Mark went on to create a little demo, eventually turning out to be
the first four rooms of The Sarien Encounter, which they showed to Ken. Ken
gave 'em green light to proceed, and the Sarien Encounter was then released.
The game recieved great reviews and immediately attracted a cult following
(that's us, friends).

[2.3.2] Space Quest II: Vohaul's Revenge
------------------------------------------

In Space Quest II, Roger Wilco finds himself faded and still a lowly janitor
on the orbital station XOS4 (Xenon Orbital Station IV). But his adventuring
days aren't over - he soon finds himself kidnapped and brought before the
almighty Sludge Vohaul, who is a bit ticked off at him for foiling his Sarien
operation in Space Quest I. Roger is sent off to the planet Labion to work
in Vohaul's orium mines, but Roger escapes (using mostly dumb luck), survives
the planet Labion (which is absolutely stocked with dangers), infiltrates
Vohaul's asteroid and pulls the plug on him... or so he thought.

Due to the great success with Space Quest I - The Sarien Encounter, Scott
and Mark was pressed into doing a sequel. I read somewhere, that it's always
the second part which is the hardest to do, and SQ2 demonstrates that quite
well.
The game is not much of a technological enhancement to The Sarien
Encounter - still low-res EGA and PC-speaker. Furthermore, it's not that
"Space Questey" as it's preceedor or it's sequels. As Jess Morrissette so
fittingly pointed out, "It's more like Roberta Williams on a particularily
funny day."
Still, the game is fairly good, although not as humorous as one might
expect from a Space Quest game.

[2.3.3] Space Quest III: The Pirates of Pestulon
--------------------------------------------------

Space Quest III is Vohaul free. After Roger killed Vohaul and climbed into
the sleep chamber of an escape pod, the pod is picked up by a garbage freighter
with no regards for organic lifeforms. After blasting out of the freighter in
an old spacecraft called the Aluminum Mallard, Roger stops at the desert planet
of Phleebhut to ask for directions back to his home planet of Xenon. However,
unknown to Roger, a vicious Arnoid Annihilator droid is after Roger, having
been sent by the Gippazoid Novelty Company, who isn't quite that happy about
Roger's little act of mail fraud against the company in Space Quest II (when
he ordered the Labion Terror Beast Mating Whistle). Vanquishing the Arnoid,
Roger stops for a quick burger at Monolith, where he discovers a help-message
from the Two Guys from Andromeda, the creators of the Space Quest series.
They're being held captive by ScumSoft Inc., a software company of the worst
kind! Having rescued the Two Guys after infiltrating the ScumSoft complex,
Roger steers directly into a black hole and winds up in a parallel universe -
at a planet, called Earth - where he drops off the Two Guys in front of what
appears to be a software company called Sierra On-Line. :) And so, he
flies off into the nebula-set, course unknown...

This is the big one, folks! Space Quest III has time and time again been
recognized as the greatest, funniest and most good-looking Space Quest ever.
The humor and character of Roger is really pinned down, and the graphics are
outstanding - almost resembling VGA at some points.
Now using Sierra's SCI development system, rather than the AGI-system used
in SQ1 and SQ2, the graphics quality has gone a few notches up (now being
hires EGA-graphics), and sound card support has been added. Still only AdLib
MIDI music, but with an excellent rock'n'roll theme composed by Supertramp
band member Bob Siebenberg, it's definately something worth listening to loud.
Although it's probably one of the easiest SQ-games (the game itself could
probably have been larger), but you do get to meet several unique characters
around. Also, the story fits in perfectly with the previous games, and could
very well be an excellent ending to the saga... but oh no, luckily the Two
Guys weren't that stupid. ;)

[2.3.4] Space Quest IV: Roger Wilco and the Time Rippers
----------------------------------------------------------

In Space Quest IV, Roger - still on the way home to Xenon - stops off at
the desert planet of Magmetheus to have a quick drink. Here, he is intercepted
by the Sequel Police, a gang of killer robots, created by the evil Sludge
Vohaul. Say, didn't Roger pull his plug in Space Quest II? Obviously not.
He has now been reborn in the circuits of a super computer in the future, and
has travelled back in time to kill Roger. But Roger is saved in the nick of
time by two Time Rippers, and Roger is sent hurtling through a time hole to
the future of Space Quest XII: Vohaul's Revenge II. From here, he steals a
time pod, travels to the mountains of Estros in Space Quest X, the Galaxy
Galleria Shopping Mall in the same SQ, Ulence Flats in Space Quest I and back
to Space Quest XII for a final showdown with Vohaul. Without wanting to ruin
the surprise for you, (but I'm going to anyhow), Vohaul has taken over Roger
Jr.'s body - but Roger manages to rescue Junior and save Xenon... for now.
And so, Roger is sent through time again, back to Space Quest IV and onwards
to Space Quest V.

With Space Quest IV, the graphics quality and sound went even more notches
up. Now using Sierra's SCI-system with VGA 256-color handpainted graphics and
videocaptured animation, and with some excellent AdLib-MIDI music and digitized
SoundBlaster soundeffects, Space Quest IV definately ranks as one of the best
Space Quests ever. The score by Mark Seibert and Ken Allen is probably the
best score in the entire Space Quest history - I can't think of one piece of
music that doesn't sound good!
The humor is a little more "dark" and risque, but that's a definate
improvement in most opinions. The game itself was, as the Two Guys pointed
out, an attempt to keep the faithful SQ-crowd occupied, while at the same
time trying to attract more fans. Result: Success.
The story is a very good one indeed, even though it deals with time travel
(just see, how miserably LucasArts did it with Day of the Tentacle). It's
very far out, but then again, that's the big idea with Space Quest.
The game was also released as a CD-ROM game with full speech later on,
being one of the first Sierra CD-games. The voices all belonged to Sierra-
employees (see 2.6.1), but they're doing a very good job in my opinion. One
exception, however, is the featured narration of Laugh-In's Gary Owens, who is
a terrific narrator, but obviously not a Sierra-employee. There's also some
added music and lots of new sound effects on the CD-version, particularily in
Windows.
On a related note, Jess Morrissette's Virtual Broomcloset ran a survey on
which game the public liked best, where the majority chose SQ4 (SQ6 came in
second).

[2.3.5] Space Quest V: The Next Mutation
------------------------------------------

In Space Quest V, Roger has reached Xenon and is attending the StarCon
Academy in the hopes of becoming a starship captain. His dreams come true,
with the help of cheat and dumb luck, and he is given command of his own
starship - although it's only a garbage scow, whose job is to collect trash
from planets in the G6 quadrant. But Roger is soon whirled into another plot
of galactic importance, when a hideous mutation spreads out and Roger's
commanding officer, the scummy captain Quirk, gets infected and plans to
destroy the StarConfederacy. Roger takes action, and manages to defeat Quirk,
save StarCon, and gets a new starship. But then, he returns to Xenon...

Space Quest V was designed without Scott Murphy (the story of that, you
can read about in section 2.2 / 2.2.1). Still, it's a perfectly funny SQ-game
with excellent cartoon graphics (using the Dynamix game engine, previously
used in games like Rise of the Dragon) and some stunning digitized sound
effects. The score is also one of the best ever, dangerously breathing the
Seibert/Allen team down the neck.
Space Quest V was developed at Dynamix in Eugene, Oregon, where Mark Crowe
had moved. (Contributed by Craig Alexander)

[2.3.6] Space Quest VI: The Spinal Frontier
---------------------------------------------

After returning to StarCon from his adventures in Space Quest V, Roger
finds himself decommisioned from Captain to Second Class Janitor and posted on
the SCS DeepShip 86 under the command of Commander Kielbasa. However, Roger
soon finds himself kidnapped during shore leave on Polysorbate LX by two
galactic, hired goons called Nigel Rancid and Singent Flembukit. Roger is,
however, soon rescued by Corpsman Stellar Santiago, who later on finds herself
subjected to a hideous mind altering project. Roger must rescue her, by having
himself shrunk to microscopic size and injected into her body.

Released as a CD-only product, Space Quest VI was probably a bit of a
disappointment to most SQ-fans. The humor was a bit on the corny side, and
the voice actors weren't as good as they might've been. The music also seems
to have been cooked up at the last minute, and the sound effects are - well -
just there, without making any good impression. Still, the cartoonish SVGA
graphics and excellent animation (especially terrific near the ending) are
enough to keep you rolling until the end.
The story is probably one of the weirdest ever in the Space Quest history,
and almost gets too much from time to time. But still, it's a great game,
with some great humor, occasionally.
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 (reminds me of a cool
graffiti I once read in a bathroom: "I hate my hair and I want to dye". All
Nirvana-fans are gonna kill me for this). Anyways, the EGA-version featured
him as brown-haired, but in the VGA-version he's blond. Fashion reasons?
But the endless humor and excellent score by Ken Allen and Mark Seibert
gives the game a great boost. And well... after all it's *still* Roger Wilco
we're talking about. :D

[2.4] The Characters
----------------------

Here's a list of the most prominently featured characters throughout the
Space Quest series -- all the main characters should be listed here, but if
there's a character you'd like a more thorough description of, please contact
me (bjpl@post2.tele.dk) and tell me about it. I'll see what I can do.
But, without further ado, let's get started...

[2.4.1] Roger Wilco, Ace Janitor
----------------------------------

Name: Roger Wilco
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.
Birthplace: Xenon ("I was born 19 years ago on Xenon")
Planet, Galaxy: Xenon, Earnon
Age: 19 (at time of Space Quest 12)
Starred in: Space Quest 4

Little is known about Roger Wilco's son, Roger Jr., as Roger himself only
has met him through time travel. Roger Jr. is the son of Roger Wilco and
his future wife, Beatrice Wankmeister (See 2.4.3). In the future of Space
Quest 12, Roger Jr. is a freedom fighter, and is responsible for bringing the
Roger Wilco of our time to Space Quest 12 in order to stop the Vohaul Virus
from taking over Xenon and making it the last Space Quest ever (See 2.3.4).

[2.4.3] Beatrice Wankmeister
------------------------------

Name: Beatrice Wankmeister
Birthplace: Unknown
Planet, Galaxy: Unknown, Earnon (speculation: Xenon, Earnon)
Age: Unknown (between 25-30, according to Tovi Almozlino)
Starred in: Space Quest 4 (minor role) and Space Quest 5
(starring role)

Beatrice Wankmeister is Roger's wife; well, at least she's gonna be,
according to Roger's un-born son, Roger Jr. (see 2.4.2). Roger first saw Bea
as a hologram -- the one, Roger Jr. showed him after defeating Vohaul in the
Space Quest IV ending sequence. In Space Quest V, Bea plays a more active
role -- here, she falls in love with Roger, but is mortally infected with the
pukoid virus. This does not kill her, however, as Roger manages to find a
cure.
Very little is known about Beatrice. She is a high ranking officer in
StarCon -- she is the ambassador for the G6 quadrant (the galaxy of Earnon).
Her first encounter with Roger was when Roger was still studying at the
academy, and to be honest, her 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
Birthplace: Unknown (speculation: Xenon, Earnon)
Planet, Galaxy: Xenon, Earnon
Age: Unknown (he's dead, you know!)
Starred in: Space Quests 1, 2 and 4 (incl. SQ1VGA -- although
he does not have a feature role)

Sludge Vohaul is one nasty character, and is undoubtly the most dangerous
adversary, Roger has ever encountered. Vohaul has time and time again popped
up to make Roger's life miserable, and has almost succeeded each time.
During Space Quest I, Vohaul's original name was Slash Vohaul, and he was
the original creator of the Star Generator. Sludge's (Slash's) original
purpose for the generator was to be able to destroy entire planets. However,
when Xenon's sun was burning out, the Xenon scientific community stole his
invention and planned to use it to save Xenon.
This pissed Sludge off real good, and he vowed to gain his invention back
and reap revenge on Xenon. Sludge had some rather unfavorable friends
(unfavorable to the galaxy of Earnon, anyway), and he arranged for his
"disappearance" shortly after the Arcada set out to test the Generator (see
3.2.1) and was transferred to the Sarien battlecruiser Deltaur. The Sariens
owed him a favor, and Sludge commanded them to attack the Arcada and steal the
Generator back. Then, he would use the Generator on Xenon and thusly killing
everybody on the planet.
The plan failed, as every Space Quest I player would know, and Vohaul was
presumed dead when the battlecruiser Deltaur exploded.
Not quite, however. Vohaul managed to escape the cruiser, but not without
serious damage. In fact, he was only kept alive through tubes and hoses.
Changing his name to Sludge, he build up a vast empire, owning orium mines,
slave colonies and an army of monkey men. He desired revenge on the man who
had crippled him so, and he sent out a few of his armies to fetch Roger Wilco
and bring him before him.
Sludge still held a grudge toward Xenon, as he planned to infest the planet
with genetically engineered salesmen, who would turn the entire planet into
driveling vegetables, thereby having an entire planet under his command. The
plan failed, once again, as Roger infiltrated his hidden asteroid in the
Rutheminon galaxy and pulled the plug on Vohaul (see 3.2.2). Vohaul was once
again presumed dead.
However, Sludge had been experimenting with brainwave recording, and he had
recorded his own brainwave patterns and stored them on a disk (Vohaul himself
states in SQ2, that he used to test all of his inventions on himself). When
the asteroid exploded, Vohaul's brainwave disk somehow survived and was found
years later by a Xenon survey team, somewhere between Space Quest 11 and 12.
When running analysis on the disk, Vohaul's brainwave patterns spread
through the Super Computer and Vohaul effectively became the Computer. He
used his new power to destroy almost all of the population on Xenon -- some,
however, managed to flee, and some tried to fight back. Discovering how to
time travel, Vohaul tried to kill off Roger in a previous Space Quest game.
This technology, however, was stolen by the freedom fighters and used to bring
Roger to the future to conquer Vohaul. Roger did just that, and Vohaul is
now, for the third time, presumed dead.

You can read more about the story of Sludge Vohaul at the Virtual
Broomcloset, http://www.wiw.org/~jess/vohaul.html.

Or learn what REALLY happened to Sludge in my latest fan fiction story,
"A Final Vengeance", at http://www.geocities.com/area51/4800/fanfiction.html!

[2.4.4.1] Sludge or Slash?
----------------------------

There was previously a major fight going on about the name of Sludge
Vohaul. The whole mess concerns the data cartridge found aboard the Arcada
in Space Quest I, which gives the name Slash Vohaul. However, part 2 clearly
drops the name Sludge Vohaul several times.
An explanation for this was that Slash was supposedly Sludge's "good"
brother, trying to stop him from using the Star Generator for evil. However,
the following proof will clearly demonstrate that this is all a hunk of bull.
True, the reason why Sludge changed his name is still a mystery, or who
knows -- maybe he *did* have a brother called Slash -- but at least we know
that the following "evidence" is untrue in several ways.
The text I'm referring to was written in an OEM-version of SQ4. The precise
text should read:

"Having earned a substancial promotion, our intrepid hero went on to
save the Universe from the evil maniac Sludge Vohaul, brother of the
inventor of the Star Generator, and his race of hideous Insurance
Salesmen, as told in Roger's second adventure, VOHAUL'S REVENGE."

While almost all the info in this text is horribly wrong, the fact that
it's written for the OEM-version kinda explains everything. The OEM-version
wasn't even, as far as I've been told, released by Sierra. It's obvious that
the dope who wrote this didn't know what he/she was talking about.
For you newbies out there ... The inventor of the SG was SLUDGE Vohaul,
not Slash (why else would Sludge be so pissy at Xenon?) and Slash was, as far
as I can tell, not Sludge's brother, but Sludge's original name.

Mail me your comments on this subject to bjpl@post2.tele.dk.

[2.4.5] Captain Quirk
-----------------------

Name: Raemes T. Quirk
Birthplace: Unknown
Planet, Galaxy: Unknown
Age: Unknown (speculation: 30-40)
Starred in: Space Quest 5

Captain Quirk was a high ranking officer in StarCon, before he started
dealing with the wrong people. Quirk was involved in the plan, proposed by
Ambassador Beatrice Wankmeister (see 2.4.3), to rid the universe of the so-
called Sludge Bandits, who were illegaly dumping toxic waste around the
galaxy. However, he was also secretly involved with these Sludge Bandits
themselves, who in turn were one of StarCon's most prized, secret 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 resulting 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, attacked the colony 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
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: Corpsman Stellar Santiago
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.

[2.4.9] 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,
and was requested by Daniel Lundmark.

[2.5] Release dates
---------------------

Here follows the release dates for all the Space Quest games. All dates
are for the first version, since Space Quest I kept coming out in newer
versions until 1987, and Space Quest II did the same until the end of 1987.
The SQ1 on the Space Quest Collection CD is the version from 1987.

Space Quest I: The Sarien Encounter October 1986

Space Quest II: Vohaul's Revenge October 1987

Space Quest III: The Pirates of Pestulon March 1989

Space Quest IV: Roger Wilco & The Time Rippers
(Disk Version) Winter 1990/91 (?)

Space Quest IV: Roger Wilco & The Time Rippers March 1991
(CD-ROM version)

Space Quest V: The Next Mutation March 1993

Space Quest VI: The Spinal Frontier March 1995

Space Quest I: The Sarien Encounter VGA September 1990

A "Space Quest Collection" CD was released on June 22. 1994, celebrating
Sierra's 15th anniversary. The CD contained Space Quests 1-5 (with both EGA
and VGA versions of SQ1 and the talking version of SQ4), plus a hilarious
AVI-file entitled "Current Inside Copy", which featured ex-Sierra artist
Barry T. Smith, desperately trying to get the inside scoop on the Space Quest
series. Other tidbits include the Fun Seekers Guide, a hypertext document on
The History of Space Quest and a slideshow demo of Sierra's strategy game,
"Outpost".

A new version of the Space Quest Collection, with a new box and everything,

Sierra is planning another Space Quest Collection, which will be out after
Christmas, according to Craig Alexander. It will contain Space Quests 1-6.
I've been told that the Current Inside Copy-avi will be included in hi-res and
there's even a chance that this FAQ will be published on it! :)

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 have also been re-released by KIXX, but only as disk
versions (no CD). Release dates unknown.

Still looking for the precise dates ...!

[2.5.1] When is Space Quest 7 coming out?
-------------------------------------------

Again, I've rewritten this section because we've been getting some cool
sq7-rumors lately.

Rumor has it, that Scott is working on a design for sq7, and there has been
some hefty talk about a potential project. Seems to me we can look forward to
seeing sq7 someday after all! The game is still far from finished, and it's
not sure if a game will ever be made (due to the fact that Scott has some
medical problems, which makes it hard for him to commit to a game), but keep
your fingers crossed.

For you guys out there who don't know what I'm on about, the story is as
follows: After sq6, Sierra CEO Ken Williams did not want to start another sq-
project, because -- according to him -- the sq games were beginning to sell
bad. However, lately, he seems to have changed his mind. He has assured me,
that he in no way wants the series to end, and really wants another. And there
*has* been some heavy talk of sq7 around the ranks of Sierra.

If you want to help push Sierra to create another sq game, check my sq7
page at http://www.geocities.com/area51/4800/sq7.html. You'll find mail-
addresses there for some of the important guys at Sierra, some of which are
directly responsible for bringing sq7 to life, plus additional sq7 info,
including excerpts from certain mail correspondances. Maybe I'm going out on
a limb creating this page, but I think it's for a good cause.

[2.6] Credits for all Space Quest games
-----------------------------------------

SPACE QUEST 1: THE SARIEN ENCOUNTER (EGA VERSION)
Designed by Scott Murphy & Mark Crowe
Graphics by Mark Crowe
Programmed by Scott Murphy, Sol Ackerman and Ken Williams
Music by Mark Crowe
Development system by Jeff Stephenson & Chris Iden

SPACE QUEST 2: VOHAUL'S REVENGE
Designed by Scott Murphy & Mark Crowe
Graphics by Mark Crowe
Programmed by Scott Murphy
Music by Mark Crowe
Development system by Robert Heitman, Jeff Stephenson & Chris Iden

SPACE QUEST 3: THE PIRATES OF PESTULON
Designed by Scott Murphy & Mark Crowe
Graphics by Mark Crowe
Programmed by Scott Murphy, Doug Oldfield, Ken Koch
& Chris Smith
Music by Bob Siebenberg
Sound effects
& music editing by Mark Seibert
Development system by Jeff Stephenson, Robert Heitman, Pablo Ghenis
& Stuart Goldstein

SPACE QUEST 4: ROGER WILCO & THE TIME RIPPERS
Designed by Scott Murphy & Mark Crowe
Graphics design by Mark Crowe
Programmers Scott Murphy, Doug Oldfield, Dan Carver, Neil
Matz, Bob Andrews, Max Deardorff, Oliver
Brelsford, Carlos Escobar, Brian K. Hughes,
Randy MacNeill, Doug Oldfield, Raoul Said &
Jerry Shaw
Artists Jon Bock, Jane Cardinal, Jeff Crowe, Mark
Crowe, Max Deardorff, Desie Hartman, Eric
Kasner, Jim Larsen, Nathan Larsen, Suzi
Livengood, Cheryl Loyd, Michael A. Milo,
Gerald More, Cheryl Sweeney, Willis Wong,
Dana Dean, Don Waller, Karen A. Young
Music and sound effects Ken Allen, Rob Atesalp, Mark Seibert, Rick
Spurgeon, Orpheus Hanley, Aubrey Hodges
& Veronica Oldfield
System development Jeff Stephenson, Robert E. Heitman, Pablo
Ghenis, Dan Foy, Larry Scott, Terry McHenry,
Mark Hood, Eric Hart, Ken Koch, Chris Smith,
Jack Magne, Martin Peters
Additional material by Josh Mandel
Quality Assurance Bill Hilton, Matt Genesi, Mike Harian
& Dan Scott
CD-producer Dan Carver

SPACE QUEST 5: THE NEXT MUTATION
Designed by Mark Crowe
Assistant director David Selle
Programmers David Sandgathe, Hugh Diedrichs, Nancy
Hamilton, Joe Nelson & Geoff Rosser
Art director Shawn Sharp
Lead production artist Mike Jahnke
Artists Kerrie Abbott, Ron Clayborn, Rhonda Conley,
Jarrett Jester, Sean Murphy
3D art Cyrus Kanga, Peter Lewis, Joel Mariano
Additional art David Aughenbaugh, Robert Caracol, Ian Gilliand
Music & sound effects by Christopher Stevens & Tim Clarke
Theatrical coordinater Sher Alltucker
Q&A Manager Forrest Walker
Lead tester Gregg Giles
Tester Gerald Azenaro, Tucker Hatfield, Eli Haworth,
Dan Hinds, Corey Reese, Nat Rudulph &
Chris Singleton

SPACE QUEST 6: THE SPINAL FRONTIER
Executive producers Craig Alexander & Jerry Bowerman
Designed by Josh Mandel & Scott Murphy
Written by Scott Murphy & Josh Mandel
Programmers Steve Conrad, William Shockley, Michael Lytton,
Arijit De, Sterling Butts & Oliver Brelsford
Art design Michael Hutchison & John Shroades
Artists John Shroades & Chris Willis (Background art)
Michael Hutchison, Deanna Yhalkee, Karin
Nestor, Frankie Powell, Barry Sundt (Animators)
Chris Willis, Jason Piel, Alberto Eufrasio,
Jason Zayas (additional animation)
Chris Willis & Michael Hutchison (3D art)
Music direction Dan Kehler
Music by Dan Kehler & Neil Grandstaff
Testing Mike Jones, Sharon Simmons, John Trauger, John
Ratcliffe & Lynne Dayton
System development Larry Scott, Ed Critchlow, Dan Foy, Ken Koch,
Terry McHenry, Chris Smith, Greg Tomko-Pavia
& Mark Wilden

[2.7] Voice casts
-------------------

[2.7.1] Space Quest IV
------------------------

The interesting thing about the voices in Space Quest IV, is that all the
voices (except for the narrator's) were provided by Sierra On-Line employees.
For instance, Jeff Bender is a programmer, Barry Smith is a former artist, Jane
Jensen went on to create "Gabriel Knight", Mark Seibert did the music, so did
Orpheus Hanley and Scott Murphy even plays Vohaul. Neat, huh?

Narrator ......................................... Gary Owens
Roger Wilco ...................................... Jeff Bender
Roger Wilco Jr. .................................. Stuart Moulder
Monochrome Boy, Hz So Good Salesbot, Bartender ... Barry Smith
Zondra ........................................... Kelli Spurgeon
Maebot ........................................... Jane Jensen
Sludge Vohaul, The Mustard ....................... Scott Murphy
Sequel Police 1, Man in Arcade Bin ............... Mark Seibert
Sequel Police 2 .................................. Orpehus Hanley
Monolith Burger Manager .......................... Josh Mandel
The Pickle ....................................... Neil Matz
The Lettuce ...................................... Max Deardorff
The PermaBuns .................................... Bill Hilton
The Mayonnaise ................................... Vana Baker
The Ketchup ...................................... Bill Shockley

[2.7.2] Space Quest VI
------------------------

A word of caution. The voice credits listed in the manual is INCORRECT.
This list is from the game, which seems to be more correct. Weird, isn't it?

Narrator ......................................... Gary Owens
Roger Wilco, DeepShip 86 Computer ................ William Hall
Stellar Santiago, Sharpei, Wriggley, Sys Inny .... Carol Bach Y Rita
Doctor Beleauxs, Commander Kielbasa,
Blaine Rohmer, Admiral Toolman ................... Jarion Monroe
Endodroid, Singent Flembuckit, Nigel Rancid ...... Tom Chantler
Djurkwhad, Dorff, Fester Blatz, Manuel Auxveride . Joe Paulino
Pa Conshohocken, P'tooie ......................... Charles Martinet
Elmo Pug, Circuit Sidney ......................... Doug Boyd
Waitron .......................................... Lucille Bliss
Jebba the Hop .................................... Denny Delk

[2.7.2.1] Who is Ray Trace?
-----------------------------

A voice credit for Charles Martinet reads "Ray Trace". According to
designer, Josh Mandel, this character does not exist in the actual game, and
was supposed to be a joke. There. Hope that's cleared up now. :)

[2.7.3] The cast of "Current Inside Copy"
-------------------------------------------

The movie I'm referring to can be found on the Space Quest Collection CD
in the subdirectory AVI as INSIDESQ.AVI. However, no cast is ever given, and
although most of the people appearing in the movie are playing themselves,
some take on different roles. Here's the cast list:

Dramatic voice-over ..................................... Scott Murphy
Barry T. Smith .......................................... Himself
Mark Hood ............................................... Himself
Scott Murphy ............................................ Himself
Jim Thomas .............................................. Himself
Sabine Duvall ........................................... Herself
Roberta Williams ........................................ Herself
Bruce Balfour ........................................... Himself
Jane Jensen ............................................. Herself
Lori & Cori Cole ........................................ Themselves
Apollonia Jones ......................................... Leslie Balfour
Dr. F. X. Appleby ....................................... Neil Grandstaff
Scott (1st interviewer) ................................. Scott Murphy
Bill (2nd interviewer) .................................. Bill Shockley
1st interviewee (nerd) .................................. Nathan Gams
2nd interviewee (roadie) ................................ Chris Willis
3rd interviewee (SQ-fanatic) ............................ Neil Matz
4th interviewee (Ken-fanatic) ........................... Ken Eaton
5th interviewee (Andromeda-guy) ......................... Josh Mandel
Barry's camera guys ..................................... Daryl Smith
Steve Conrad
Sound man during Sabine's interview ..................... Richard Powell
Jim Thomas' Secretary ................................... (Help!)

Special thanks to Josh Mandel for helping me filling the gaps in this thing.

[2.8] Awards
--------------

Space Quest I - The Sarien Encounter
"SPA GOLD MEDAL" - Software Publishers Association
Space Quest II - Vohaul's Revenge
Space Piston Magazine Award
Space Quest III - The Pirates of Pestulon
"SPA 1989 Excellence in Software Award: Best Fantasy Role Playing
Adventure Program" - Software Publishers Association
"Best PC EGA Graphics" - Game Player's Magazine
"Game of the Month" - Game Player's Magazine, August/September 1989
"Excellence in Musical Achievement Award" - Computer Gaming World
Space Quest IV - Roger Wilco and the Time Rippers
?
Space Quest V - The Next Mutation
?
Space Quest VI - The Spinal Frontier
"Game of the Month" - Windows Magazine, August 1995
"Golden Triad Award Winner" - Computer Gaming World, September 1995
                               
[2.9] Space Quest Collector's Material
----------------------------------------

This is where I'll try to tell you about what fan material (y'know, stuff
like baseball caps and coffee mugs) are currently out there. I can start out
by telling you: Not much, I'm afraid. If you know of anything, or have made
anything, please let me know and I'll put it here.
Anyway, here goes...

* SPACE QUEST SCREEN SAVER *
While surfing the Net, I came across this: An advertisement for a Space Quest
screen saver, which contains 22 images from three artists. There should also
be a 50 image expansion. I don't know if it's still avaliable, or if it has
anything to do with Sierra's Space Quest at all, but here's the number to
call: 1-800-727-NOVA The product number is 1608-S and costs $16. The
webpage is http://www.novaspace.com/ss/ssquest22.htm.

* THE SPACE QUEST WIN95 SCREEN THEME *
This is a screen theme for your Windows 95 environment, that contains back-
ground image and sound effects. It also contains, as opposed to every other
screen themes out there, replacements for the startup and shutdown pictures.
I've stopped long ago sending this thing by e-mail, because it's 1 meg big,
and that takes 10 minutes to send. However, I'm in the midst of acquiring a
distribution-ftp site and I'll have a limited edition of it on my webpage
sometime. Please, no further theme requests! If you want me to inform you
when and where you can download it, e-mail me at bjpl@post2.tele.dk. I'll
inform you. Promise.

* SPACE QUEST WINDOWS ICON SET *
A set of icons for Windows by Colin McEvoy. Note, that these are not mouse
icons, but desktop icons. You can download them from The Virtual Broomcloset,
http://www.wiw.org/~jess/roger.html.

* SPACE QUEST WINDOWS MOUSEICON SET *
A set of mouse icons for Windows by Kevin Wallace. You can download them at
his site, http://www.geocities.com/area51/5970, or e-mail him at
wilcoweb@geocities.com.

I myself am also the owner of a Space Quest 6 T-shirt, a Space Quest IV
poster and a Roger Wilco-baseball cap. However, these were made by taking a
picture down to one of them copy-shops, who copy images onto whatever you
want. They're damn good quality too, but just remember, SELLING THEM IS A
VIOLATION OF SIERRA'S COPYRIGHTS! DO NOT SELL THEM, I REPEAT, DO NOT SELL
THEM! And no, I'm not selling mine! ;)

-------------------------------------------------------------------------------
[3] HINTS
-------------------------------------------------------------------------------

[3.1] How to get more points
--------------------------------

Here's a few guidelines on how to get extra points in the Space Quest
games. See 1.2, if you have any contributions.

[3.1.1] Space Quest I EGA
-----------------------------

While useless, the plant on Kerona gives you a few extra points. Does
anyone know, what this stuff is for? I know, in the VGA version you use it
to beat the grate monster, but does it have any uses in the EGA version?

Talk to one of the guards on the Deltaur. Eventually, he'll ask you if
you've played King's Quest II. Answering yes will award you a few points.

When entering the armory aboard the Deltaur, you're supposed to get a gun
and grab a gas bomb on the counter while the droids away. After having dropped
the bomb on the Sarien guard by the Star Generator, you can return to the
armory, show your ID, then grab the second gas bomb for an extra point. The
droid will return and tell you, that you've already got a gun. The second
gas bomb, however, is useless.

Extra points are awarded for how many Sarien guards you shoot after losing
your helmet.

[3.1.2] Space Quest I VGA
-----------------------------

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.

[3.1.3] Space Quest II
--------------------------

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. ;)

[3.1.4] Space Quest III
---------------------------

When seated in the Aluminum Mallard pilot seat, try searching it. This will
reveal a few buckazoids, some lint and a few points to your score.

If you buy the Astro Chicken hat at Fester's on Phleebhut, you get points
for it. You can wear it when inside World-o-Wonders, but Roger will lose the
hat when he's captured by the Arnoid. Also, I discovered that wearing it
doesn't give you points.

Completing the Astro Chicken game in Monolith Burgers gives you a lot of
extra points (since you're SUPPOSED to complete it, even though you can finish
the game without doing it). By the way, if you don't know how to translate
the message, write it down then buy a Monolith Fun Meal. :)

When selling the glowing gem to Fester Blatz, sell it for 425 buckazoids.
425 buckazoids is the highest amount, and it will only come up ONCE! If you've
said no to 425 once, you'll never get the chance again. (Submitted by Matan
Kalman, with stuff added by myself)

Ummm... silly me. Actually, it DOES earn you 10 extra points to kill the
Arnoid with the overhang pods. Check section 4.5.3 to see how.

Shoot all the Skull Fighters in the shoot-em-up sequence during the end to
get full points.

[3.1.5] Space Quest IV
--------------------------

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.

[3.1.6] Space Quest V
------------------------

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)

[3.1.7] Space Quest VI
--------------------------

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)

[3.2] How to escape the Sequel Police in the Skate-o-Rama in SQ4
--------------------------------------------------------------------

Especially in the CD-ROM version, the Sequel Police in the Skate-o-Rama
is causing much grief to a lot of frustrated gamers. However, by gathering
information around, coupled with a few of my own experiences, this is how
you should go about it.
First, attract the attention of the Sequel Police. This is done by walking
into the arcade and then walking upwards until the pod materializes. Then
walk out before the SP spots you. You should then proceed to the right and
stop near the stairs at Hz So Good. Set the speed to the ABSOLUTE MAXIMUM
here, then proceed down the stairs. Now, you should immediately speed up to
the top of the dome, near the "U" in "Space Quest" on the title bar. It may
take you several tries. The big idea is to click up there real quick, BEFORE
the Sequel Police enters into view and starts shooting, because he rarely
misses his shot. After you're successful, SAVE YOUR GAME. The most annoying
thing in sequences like these is to screw up later on and then having to do
all this over again.
Now you're up inside the dome. Fly to the left. Here, wiggle upwards
until a couple of Sequel Police enters view (if you just fly downward, there
will be an SP waiting for you on the stairs). Now quickly fly down, then land
on the stairs and proceed upward. Take the moving walkway to the right, enter
the arcade and steal the time pod.
The reason for this is, that in the disk version, some events were based on
the speed of your computer. However, that was taken out of the CD-ROM version,
so that things were timer-based. This also means, that some sequences are a
bit harder in the CD-version, including the Skate-o-Rama.

Tom Gray has informed me, that the Sequel Police appear in the Skate-o-Rama
when you cross the window pane in the dome, that is one up and one in from
the outside. Where they enter in view, however, is random.

[3.3] How to escape the security droids in the Super Computer in SQ4
------------------------------------------------------------------------

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 has submitted another method, which he believes is easier.
I quote:
"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 in 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.

This version works for both disk and CD-ROM versions of "Space Quest IV".

There is also a section on how to escape the Sequel Police on Estros, see
4.4.2!

[3.4] How to make the card right on Genetix (SQ5)
-----------------------------------------------------

While on Genetix, you're supposed to enter this secret lab. However, it's
card locked. When you were a fly, you no doubt flew through the door lock to
the laboratory (because you can't complete the game if you haven't). Later on,
however, you must enter it when you've been turned back to your old, janitorial
self.
Here's what to do. In Cliffy's tool box on board the Eureka, there's a
hole punch, which you should've grabbed (otherwise, beam back and grab it, then
beam back down). While you were in the spacebar, you should've gotten this
business card from the salesbeast. Combine the two items.
Now, while you were a fly, you should've taken the time to examine the lock
mechanism - noticed, which locks clicked and which didn't. But okay, if you
bummed that puzzle, here's a nifty ASCII-diagram on how to cut it:
Because the spaces between the dots can
+---------------------+ confuse some people, here's a more thorough
ж . . NELO JONES ж explanation. Cut the first square on the
ж . MERCHANT OFж top row and the third square. On the second
ж . . VENUS ж row, cut the second square. On the third
+---------------------+ row, cut exactly as the first row. So it's
basically just a big X.

[3.5] How to beat Elmo Pug at Nukem Dukem Robots (SQ3)
--------------------------------------------------------

Some people have been having trouble with this, so I thought I'd share my
collective knowledge on this well-executed beat-em-up sequence in Space Quest
III.

There's a little sneaky trick to it. Pug is very simpleminded, and will go
after you no matter what. So just stand still and punch him whenever he gets
close enough. He'll back off, then come at you again -- over and over and
over. However, keep your fingers on both the punch *and* the block, since he
has a nagging habit of launching surprise attacks at you.

Use this technique to quickly beat Pug and escape with the Two Guys.

[3.6] Need more hints?
------------------------

If you need a hint, I can help you out on the following games...

Day of the Tentacle LucasArts
Full Throttle LucasArts
Indiana Jones & The Fate of Atlantis LucasArts
(Team path walkthrough, hints only for Fists and Wits Path)
Loom LucasArts
Monkey Island 2: LeChuck's Revenge LucasArts
Sam & Max Hit the Road LucasArts
The Secret of Monkey Island LucasArts

Gabriel Knight: Sins of the Fathers Sierra
Gabriel Knight: The Beast Within Sierra
Leisure Suit Larry 1-6 Sierra
Space Quest 1-6 (naturally) 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
The Pandora Directive (Tex Murphy IV) Access Software
("Lombard Street", Entertainment Level only)
Under a Killing Moon (Tex Murphy III) Access Software
Woodruff & The Schnibble of Azimuth Coktel Vision

Daniel Lundmark of Sweden has volunteered to help me with this little,
un-official hintline. E-mail him at dan.lun@infoscandic.se. Daniel has
completed all of the above mentioned (except Gabriel Knight & Woodruff), plus
all paths to Indiana Jones and the Fate of Atlantis, King's Quest 6, Ultima 8,
and the three first Police Quests.

If you need Space Quest hints, visit Sierra's Space Quest forum,
"Janitorial Times", at http://www.sierra.com/messages/sq. By going to
http://www.sierra.com/entertainment, you can also click your way through
other Sierra forums, like Larry and Gabriel Knight.

Walkthroughs can also be acquired from this great Sierra-spoiler site,
http://www.voicenet.com/~xavier/hints.html.

[3.6.1] I've lost my manual! Can you give me the copyprotection?
------------------------------------------------------------------

Ever since I started visiting the Sierra SQ forum and answering hint
questions, I've been getting this one a lot. People write me, say they've
lost their manual and can't get past the copy protection.

It's nothing personal, and it's not because I don't want to believe you,
but Sierra would literally kick my virtual ass if I gave out the protection
codes.

Actually, they have already: I used to give out the solution to the
Datacorder puzzle in sq6, because originally the game wasn't supposed to carry
a protection. However, Scott Murphy was too lazy to look through Josh Mandel's
design work, and accidentally left out the in-game hints to this puzzle. So
the manual writers put the solution document in the manual instead. But, after
I gave out the solution to a few people, the webmistress of SierraWeb, Cindy
Vanous, sent me a mail and basically kicked my ass, though very politely.

The bottom line is: No, I can't help you. At the moment, I'm very good
friends with the folks from Sierra, and I'd like to keep it that way. I can
answer all other hint questions regarding the sq-series, but I'm not giving
out the copy protection.

If you've really lost your manual, call Sierra at 1-800-757-7707 or e-mail
them at support@sierra.com and ask for a replacement manual. (Submitted by
Cindy Vanous)

-------------------------------------------------------------------------------
[4] FUNNY STUFF
-------------------------------------------------------------------------------

[4.1] Cameos
--------------

Sometimes, the artists and/or designers of the Space Quest games incorporate
small cameos into the games. Sometimes, it's other game characters, sometimes
it's famous actors or fictional characters, sometimes it's even Sierra On-Line
employees. Here's a list of some known cameos, and if you know more than those
listed here, contact me (see 1.2).

[4.1.1] Space Quest I
-----------------------

The Blues Brothers has a cameo appearance in the Ulence Flats bar. They
can sometimes be found on stage, performing their act. However, it's random
when they choose to appear. ZZ-Top also appears.

When you press "DON'T PRESS" inside the escape pod, you wind up in King's
Quest I. Incidentally, the picture is in 16 color EGA -- but the IBM PC
version was only in 4 color CGA. The 16 color version was released for the
IBM PCjr. (Submitted by Jeff Houser)
Correction: There IS a 16-color version of KQ1, avaliable on the King's
Quest Collection CD. (Submitted by Peter Kelly)

[4.1.2] Space Quest I VGA
---------------------------

The bar on Ulence Flats has both the Blues Brothers and ZZ-Top (performing
what is perhaps the best tune in the entire game), and also the appearance of
Madonna, accompanied by the very fitting remark: "Her taste in clothes is
almost as bad as her taste in music."

When leaving Ulence Flats, the time pod from Space Quest IV pops up.
(Submitted by Daniel Lundmark)

The droid in the armory aboard the Deltaur, who supplies you with your
laser gun, is Marvin, the ever-popular paranoid android with superintelligence
from Douglas Adams' "Hitchhikers Guide to the Galaxy". Unfortunately, since
I have not yet read this fantastic book (or so I've heard it should be), I
cannot confirm this - but I intend to do so. (Submitted by Daniel Lundmark)

The triple-breasted hooker from Hitchhiker's Guide to the Galaxy --
Eroticon VI -- is sitting in the bar. The remark is given: "You must be
getting dizzy. You're seeing triple!" (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 head on the counter, from SQ3.

Instead of King's Quest I, you wind up at Nottingham Castle, featured in
"Conquests of Camelot" when you press "DON'T TOUCH" in the escape pod
cockpit.

The closet door in the Arcada shuttle-entrance bears the logo of a sword
through a planet -- which is used by the Alternate Federation in the Star
Trek TOS episode "Mirror Mirror". (Submitted by Fred Zanfardino)

The panel in the room looks a lot like the panels did on the old
Enterprise. (Submitted by Fred Zanfardino)

The robot working as storedroid for Droids-B-Us is Robbie from the classic
science fiction-movie "Forbidden Planet". (Submitted by Fred Zanfardino)

[4.1.3] Space Quest II
------------------------

Check the comic book documentation, that comes with the game. There's
a lot of silly secrets in there. Here's the most obvious:
* R2D2 is a part of Vohaul's asteroid
* David Letterman appears, disguised as David Letterdroid
* Darth Vader's TIE-fighter is flying out of a McDonalds, throwing
Happy Meal containers
* The old USS Enterprise is lurking in the background
* Mr. Potato Head is disguised as an asteroid
* Vohaul's back is made up of a photo camera, a VCR and a Pampers
diper
* Fred Flintstone appears in the corner of Orat's cave, saying "Barn?
Is that you?"
* When examining Orat, Roger's shoulder emblem is not the Xenon logo,
but the Sierra logo.

The kissing alien in Vohaul's asteroid does look a bit like the alien in
Ridley Scott's "Alien", doesn't it?

ED-201 from the RoboCop-movies can be seen in Vohaul's asteroid. He's the
thing chasing you away from the escape pods - however, he has cleverly been
re-labelled "Vohaul MarrowMatic".

[4.1.4] Space Quest III
-------------------------

Inside the programmer's cubicles in ScumSoft, there are two guys walking
down the isles with big whips. The one to the left is Ken Williams -- founder
and CEO of Sierra On-Line, and the one to the right is Rick Cavin, who was
Head of Production at the time.

Ken Williams also appears during the end sequence.

When arriving at Monolith Burger, the old USS Enterprise (from the original
series) warps out of there.

Arnold Schwarzenegger plays the Arnoid Annihilator droid. How silly of
me to forget. (Submitted by Matan Kalman)

The Aluminum Mallard is a spoof on the Millenium Falcon from Star Wars.
(Submitted by Tovi Almozlino)

[4.1.5] Space Quest IV
------------------------

The theme music from Quest for Glory is occasionally played in the Software
Excess-store in the Galaxy Galleria, made out to sound like a pc internal
speaker.

Luke Skywalker's little, red speeder is disguised as the crashed skimmer
on Xenon at the beginning of the game.

Leisure Suit Larry is mentioned in the hologramatic recording in the
Xenon sewer headquarters.

King Graham makes a cameo appearance in Space Quest IV, in the pterodactyl
nest on Estros. Just wait for a few seconds in the nest, and you'll see
something very small streak across the sky. This is, in fact, King Graham
being carried by a condor (from King's Quest I). You should disable turbo if
you have a fast machine, since he's a pretty fast flyer. Leo Kramer found out,
this happens in both CD and disk versions.

Also, in the Big & Tall store in the Galaxy Galleria, you can sometimes
find a guy near the bargain selection, rummaging around, occasionally pulling
out a pair of shorts with red spots. According to Jess Morrissette, this is
Sierra On-Line programmer, Bob Andrews.
He's pretty hard to find, actually. The following seems to be an almost
certain way of seeing him, and it was contributed by Jess Morrissette. Clean
out the account, then change back to your old clothes. Then go visit Big &
Tall a few times.
NOTE: This only happens in the CD-ROM version of Space Quest IV.

During your visit to Ulence Flats, the Blues Brothers will also appear on
stage, since they also appear in Space Quest I.

The owl from King's Quest V, Cedric, appears in the Miss Astrochicken game
in Buckazoid Bill's Arcade & Sushi Bar. (Submitted by Matan Kalman. Name by
Peter Kelly)

The trash can in Buckazoid Bill's Arcade and Sushi Bar (in the Galaxy
Galleria) is actually one of the agents from "Get Smart". Try talking to it,
you'll see what I mean. (Submitted by Fred Zanfardino.)

[4.1.6] Space Quest V
-----------------------

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.

Elvis has a cameo appearance. Go to the main rotunda in the Academy, then
follow the walkway to the right. Elvis rounds the corner.

Obi-Wan Kenobi and Darth Vader are battling out their famous lightsaber-
fight in the StarCon Academy. When in the hallway, walk north until you reach
the entrance to the main rotunda.

Worf from Star Trek: The Next Generation is sitting in the classroom in the
Academy. However, he has been re-labelled "Woof" and is described as the
Academy's ambu-jitsu champion.

Both Flash Gordon and Albert Einstein are mentioned on the gigantic grade
machine. Incidentally, they both fail. ;)

The Astro Chicken from Space Quest III makes a quick appearance aboard the
Eureka. Take the lift down to the shuttlebay and look to the far left.
There's an array of lockers there. Open the one to the far left and watch. :)

After setting the space monkeys loose, freeing Cliffy from the prison cell
and returning to the lounge, two guys are teleporting away. Daniel Lundmark
from Sweden claims, it might be the Lone Ranger and his partner beaming away,
but we're not really sure. Ideas?

The PacMan also makes a guest appearance in the Goliath ventilation system.
On level 8, find the intersection, which leads in all directions. Go left.
Roger will exit the screen, but come back, followed by the PacMan. For you
kids out there, PacMan is an old (veeery old) main character in an old (veeery
old) arcade game.

Doesn't the mutated colonist only slightly resemble Patrick Stewart as
Captain Picard from Star Trek: TNG when he transforms back?

The Tasmanian Devil appears in the Genetix lab. Try opening the cage that
"makes an odd whirring sound" (but save your game before doing so).

The bridge simulator looks a little like The Millenium Falcon, doesn't it?
(Check the leftmost engine when Roger walks away from the sim -- straight out
of Star Wars!)

[4.1.7] Space Quest VI
------------------------

Check out page 10 of the Popular Janitronics manual that comes with SQ6.
Under ANNOUNCEMENTS, there's a bit titled "Public Notice: Fictitious Business
Name Statement", which confirms everybody's true fear: That Sierra-programmer
Bill Shockley is doing business as a cyberdate!! ;)

Doctor Hayden Beleauxs' computer monitor is from Cyberdyne, which we all
know is the evil computer system in the Terminator-movies.

R2D2 has been reduced to a GenBlood-blender in Fester's "Implants-N-Stuff".

King Graham is mentioned in the Delta Burksilon's Ascend-o-Pad. Try talking
to the entrance portal. "If you're going out there, Graham, I'm staying in
here!" Anybody know what King's Quest game this is from?

E.T. is sitting in Boot Liquor on Polysorbate LX.

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.

The gravedigger at Stellar's funeral is also the gravedigger at St. Louis
Cemetery 1 in "Gabriel Knight: Sins of the Fathers". (Submitted by Scott
Clark).

The posters on the wall in Nigel and Singent's apartment also contain a few
cameos. For instance, there's a poster for GABRIEL NORTON, a sewer worker who
doubles as a psychic investigator. Also, there's an alien lounging atop a
time pod. Look up in your Space Quest IV "Space Piston" issue - the centerfold
is the exact same picture.

The shuttles in the DeepShip shuttlebay are all parodies of some popular
science fiction material. Unfortunately, I'm not as brilliant at American
culture as I probably should be, so I've only found three...
* The Star Wars-shuttle to the left. (Actually, it's described as
a Rebel-shuttle, but if you look closely, it's an Imperial shuttle.)
* Ripley's ship from the movie "Alien" is the green ship in the
bottom right corner.
* A Star Trek-shuttle (with the unmistakeable NCC-1701D insignia) is
located in the middle of the left row.
Help me out here! Where are the other shuttles from?

When you escape the DeepShip in the StarCon shuttle, several "Star Wars"
Storm Troopers (relabelled "Storm Poopers") crawl out from everywhere to stop
you, just like they tried to do with the Millenium Falcon in the 1st (4th)
Star Wars flic.

The alien from the Ridley Scott's sci-fi thriller "Alien" pops up after
Wriggley (pun intended, I guess) helps you with re-firing the shuttle's
engines.

Elvis sometimes pops up in 8-Rear. He is also the victim of a poster
manipulation in Nigel and Singents apartment - however, he has been re-labelled
"Pelvis Brelsford - The Rock'n'Roll Programming Sensation."

Laurel and Hardy are disguised as guard nanites near the entrance to the
brain.

Elton John appears during the transformation of Magnum in the shuttlebay
entrance.

The frog from Loony Tunes also appear, with it's cane and top hat, singing
"Hello my baby, hello my honey...", when Magnum transforms. (Submitted by
Richard Bunnell)

The 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!")

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! ;)

[4.2] Cheats
--------------

Previously, I had been searching for somebody, who knew something about an
SCI-cheat. In truth, there are no such intentional cheat - once, an
SCI-remake of an old AGI-game was released, where Sierra forgot to take out
the debug-mode. The debug-mode was activated with the ALT+D key, same as in
the AGI-games. This was an accident; it was not supposed to have been in the
game. It is uncertain if it has happend since then, but it is possible.
So, there's no need to pull your hair in order to find the SCI-cheat. It
doesn't exist.
For those of you who don't know, a so-called "SCI-games" are the first
games, Sierra did in VGA. SCI has been replaced with a new 32-bit programming
language, SCI-32. For example, Space Quest IV (and Space Quest I VGA) were
programmed in SCI, while Space Quest VI was programmed in SCI-32.
However, adding to the confusion is, that the development system used from
about 1988-1990 (used to develop SQ3) is also called SCI.

[4.2.1] Space Quest I
-----------------------

The basic "AGI-cheat" applies to Space Quest I too, although in a very
abridged format. In later versions, the cheat has been almost deleted. Here's
the entire cheat, though, which can also be used with more of Sierra's old
AGI-games, such as "King's Quest III" and "Leisure Suit Larry I".
While playing, press ALT+D. Two info screens should appear; clear them
with the enter-key. Now type the following:

GIMME GIMME Gives you all items in the game
TP Changes room; prompts for a room number
Specify wrong room number and you go to DOS
ROOM Displays room number
SHOW VAR Show variable. In Space Quest I, number 90
is your amount of buckazoids.
CHANGE VAR Change variable.

In the version that comes with "The Space Quest Collection" (version 2.2),
only the TP and SHOW VAR-cheat works. The game does not recognize either
GIMME GIMME, ROOM or CHANGE VAR.

[4.2.2] Space Quest II
------------------------

Typing BACKSTAGE or DBG while playing will activate the debug-mode. See
4.2.1 for details on using this. (Submitted by Peter Kelly)

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.

[4.2.3] Space Quest III
-------------------------

This entire section was contributed by Anthony Roche.

To access Debug in SQ3 or any other SCI 16 color game, press the
two [Shift] keys at the same time, then while holding those two keys
down press the [-] (minus) key on your numeric key pad (Num Lock must be
off). A little debug window should appear in the upper right-hand
corner of your screen. To exit debug, just press [Shift-d].
While in Debug, you can teleport, get any item, and do a lot
more interesting (albeit useless) little tricks by editing the animation
and sound files. I'm sure there are a lot more things that you can do
that I haven't yet figured out. But anyway, here's what I know (by the
way, debug is VERY case sensitive):
To teleport: While in Debug, press [g] (for global variable).
This should open up another little window at the bottom of the screen.
The variable that controls what room you are in is 13, so type 13 in
this window and hit [Enter]. Now you should see the number assigned to
the room you are currently in. Delete that, and enter a different
number. Exit Debug, and you should be in a different room. Experiment
to figure out the room assignments. Obviously, the easiest way to
figure out a room's number is to simply go to that room, and see what
number is currently stored in global variable 13. All points in the
game have room numbers, including the opening sequence. By the way, if
you enter a number that isn't assigned to any room at all, you will get
an error message and the game will abort itself.
To get an object, hit [i] (for inspect) from the main window.
In the resulting window, type in Inv. Another window should open up,
labeled Inv. This is a collection (Inv includes all objects in the
game), so hit [c] for collection. Hit [Enter] repeatedly until you see
the object you want. This object's window represents all of the
object's attributes, all of which you can change. The one you want to
change is location. Thus, hit [e] for edit and type location. In the
resulting window contains the number assigned to the room where the
object can normally be found. Delete that, and type in 'ego'. When you
exit Debug, you will have the object. Another way to do this is to
simply inspect the object itself, by hitting [i] from the main window
then entering the name of the object and editing it's location. This is
quicker than the aforementioned method, however, as previously stated
Debug is very case-sensitive, which makes it difficult to enter the
object's name correctly. For example, if you want the orat-on-a stick,
you would have to figure out exactly what to enter; [Orat-on-a-Stick],
[Orat on a Stick], and [Orat-on-a-stick] are all completely different
things to inspect, as far as Debug is concerned. Trying to inspect
something which Debug doesn't recognize will result in a window filled
with nonsense characters.

Thanks, Andy! If you discover anything, that Andy hasn't written here,
please e-mail him or me and
share. :)

[4.2.4] Space Quest V
-----------------------

I've heard about a cheat for Space Quest V, that lets you watch all the
death sequences like a slideshow. When you're dead and located on the famous
"Restore/Restart/Quit" screen, click the cursor about eight inches below the
word "Space" in "Space Quest".
This has never worked for me, but if anyone makes it work, lemme know. A
feeble guess would be, that it has been removed in future versions (and thusly
not working for users with the Collection).

[4.3] 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:

[4.3.1] Leisure Suit Larry III
--------------------------------

Roger Wilco has a cameo appearance in LSL3, in the bar inside the casino
(y'know, where Passionate Patti plays the piano). He will sometimes appear
(it's random) on a bar stool, drinking away. Elvis also appears on a
different stool.
It's randomly chosen, when or when not he will show up. Just walk into
the bar and out again, then in and out again until he shows up.

Not only that, but during the ending sequence, you wind up in the set for
Space Quest II: Vohaul's Revenge.

[4.3.2] King's Quest II
-------------------------

After you've been on the magic carpet ride, there's a big rock. Look into
the hole and you'll see a plug for Space Quest I. (Submitted by Matan Kalman)
The reason is, that both Scott Murphy and Mark Crowe worked on King's
Quest II.

[4.3.3] Jones in the Fast Lane
--------------------------------

The burger bar in this game is called "Monolith Burger". You can also
order an "Astro Chicken" there.

[4.3.4] Quest for Glory I / Hero's Quest I
--------------------------------------------

According to Tovi Almozlino, The Two Guys from Andromeda are mentioned
several times in QFG1. Apparently, they went to Spielburg and killed plenty
of Antwerps there. In fact, they almost made the Antwerps extinct. (Submitted
by Tovi Almozlino)

If anyone can give me any specific details, I'd appreciate them!

[4.3.5] Police Quest I
------------------------

Apparently, the theme of the AstroChicken makes an appearance in PQ1. From
what I understand, somebody ties a chicken to the boss's desk, which is
accompanied by the theme song of the Astrochicken games. (Submitted by
Leo Kramer)

If anyone can give me any specific details, I'd appreciate them!

[4.4] 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...

[4.4.1] 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. Richard Bunnell sais he's never seen them, which made me
unsure if it's a CD-ROM only thing. Any keen insights? Anyway, here's how
to evade them...
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. :)

[4.4.2] 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.)

[4.4.3] 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?

[4.4.4] 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.

[4.5] What you didn't (want to) know about Space Quest
--------------------------------------------------------

Here, I put the small, funny things that occur during the Space Quest
series. I also put the funny, useless secrets - sometimes called "Easter
Eggs" - in here.
All entries have recently been restructurized in "Did you know--" form,
but since I like the section title so much, I don't want to change it. ;)

[4.5.1] Space Quest I
-----------------------

Did you know ...

- that 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."

- that when you broke the slot machine in the Ulence Flats bar, a message sais
that the Gippazoid Novelty Company would pay you back? (Submitted,
inadvertedly, by Jess Morrissette)

- that the address for the Gippazoid Novelty Company in SQ1 differs from the
one written in the SQ2 "Space Piston" manual? A minor whoopsie.

- that Mark Crowe (yeah, the graphic artist) originally composed the theme
song?

- that on the original box of Space Quest I, there was supposedly a screw-up
with the picture of the Two Guys. The film was overdeveloped, and the
Sierra half-dome in the background was mirrored. (Submitted by Jeff Houser)

[4.5.2] Space Quest II
------------------------

Did you know ...

- that when you have to deactivate the salesman launch in Vohaul's asteroid,
the code "TITS" will also work? (Submitted by Peter Kelly)

- that Mark Crowe, the graphic artist and co-designer, was not only working on
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!

- that the Gippazoid Novelty Company is called the "Jippazoid Novelty Company"
in the manual? Oops.

- that when examining the order form for the whistle, it reads something like:
"This is an order form, you removed from a magazine, for a free Labion
Terror Beast Mating Whistle." Well, if it's free, why are the Gippazoid-
people mad at Roger? ;) (Submitted by Matan Kalman)

[4.5.3] Space Quest III
-------------------------

Did you know ...

- that 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).

- that 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).

[4.5.4] Space Quest IV
------------------------

Did you know ...

- that it's possible to hear the sound file for Space Quest IV CD-ROM? Yes,
all the voices and sound effects! It takes approx. an hour and a half to
hear the entire thing, but it's possible! To do this, get yourself a copy
of a DOS wave-player. There's a wave-player called "PlayAnyFile" (PLANY.EXE)
which is excellent for the job. Now, on your Space Quest IV CD, play the
file RESOURCE.AUD. With PLANY, you need to set the sampling frequency a bit
up to hear it in the correct speed, but it's possible! Then the big question
comes to mind: What can you use this for? Well... nothing, actually,
unless you have approx. 200 megs of memory. Then you could steal some of the
voice files.

- that 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)

- that The Two Guys were brought to trial by the Women's Organization because
of the Latex Babes of Estros. I think they won, but I'm not sure.

- that when the game was under development, Sierra's legal department were
not sure, if they'd get away with the cute little bunny on Xenon. So, they
wrote a carefully crafted letter to Duracell, asking for permission. But
since no response ever came, they went ahead and released the game with the
bunny in it. Then, after the release, they instantly get a letter from the
Everready Energizer-people, saying they're in biiiig trouble. They sent the
letter to the wrong people! (Because the bunny belongs to Duracell in all
other parts of the world than the US, where they lost it to Energizer.)

- that 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.)

- that all the games in the software box, except three, are parodies of other
games? The exceptions are the SQ4 hintbook, the box for "King's Quest 48:
Quest for Disk Space" and the Checkerboard Construction Set from ScumSoft.
Here is a list of the parodies:
* "Boom" is a parody on LucasArts' "Loom". The author of the original game
was called Brian Moriarty, but is renamed Morrie Brianarty in SQ4. The
parody box describes the game as having no interface, no conflicts, no
puzzles, no other characters and no chance of dying; as does "Loom". :)
* "Sim Sim" from MaxThis is a parody on the Sim-games from Maxis - obviously,
Josh Mandel (who wrote the boxes) think, Maxis is releasing too many Sim-
games. ;) (I'm liable to agree with him.)
* "Where in the World is Hymie Lipschitz (And Who Really Cares?)" from
BroderBuns, is of course a parody on the Carmen Sandiago games from
BroderBund. (The company parody name is probably the best of the lot, ;)
* "It Came For Dessert" from Enemaware is a parody on an old Amiga-adventure
called "It Came from the Desert" from Cinemaware, featuring a horde of
really big ants. Another note is, that the box mentions "Defender of the
Crown Rib Roast", which is a parody on an earlier strategy game by the
same company, with the same title - except for the rib roast part.
* "Cluck Egger" lets you design a chicken and make it fly over real barnyard
scenery. This is a parody on a flight simulator, called "Chuck Yeager".
(Name correction by Daniel Lundmark)

[4.5.5] Space Quest V
-----------------------

Did you know ...

- that all the planets in Space Quest V are either parodies of something, or
just names that have been horribly misspelled? Here's the most obvious...
* Thrakus
Mark Crowe told me, that Thrakus is not a spoof on anything.
He just liked the sound of it. :)
* Kiz Urazgubi
Try "mispronouncing" it, and you'll come up with the
colorful phrase: "Kiss your ass goodbye."
* Lukaszuk II
Mispronounce this and it'll become a very unsubtle
greeting to the competitor, LucasArts.
* Gingivitis
A disease.
* Monostadt VII
This is a treatment for women's vaginal yeast infections.
(Yummy!)
* 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)

- that the coordinates to Klorox II are 90210 - same as in that totally
ridiculous television series?

- that the moons of Klorox II are called Larry, Moe and Curly?

- that 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".

- that the sequence where the Eureka picks up the trash bag is accompanied by
the theme song from Stanley Kubric's "2001: A Space Oddysey", "Thus Spoke
Zarathusta"? 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).

- that 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.

- that 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)

- that WD40 is a parody on a lubricant? (Submitted by Guy Lavoie)

- that Captain Raemes T. Quirk is a parody on Captain James T. Kirk from the
original Star Trek series? (Submitted by Itay Cohai)

- that 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!)

[4.5.6] Space Quest VI
------------------------

Did you know ...

- what happens when you click the EYE-cursor on the background image of the
Information Superhighway? Gary sais "You saw it here first: A preview of the
famed information superhighway! Wow!" But if you keep on clicking,
eventually he'll add "This makes my nipples hard!" to the sentence. :D

- that 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!

- that 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

- what happens if you enter 8-Rear and your computer date is set to Halloween
or Michael Lytton's birthday? Circuit Sydney's head will start following you
around, with its eyes glowing.

- that if you Ctrl+Click on the video screen in 8-Rear 6-7 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.

- that if there's a nebulae in the 8-Rear window, click on it several times.
Eventually it should start to palette cycle.

- that 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.

- that 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.

- that the name kielbasa, as in Commander Kielbasa, is actually that of a
Polish sausage? (Submitted by Tovi Almozlino)

- that 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. Unfortunately, you can't pick up the files
in the drawer. Darn ...!

- that the arcade games on Polysorbate LX are all spoofs on some recognizable
games? I'm not going to mention them all here (they should be very easy to
figure out), but there's one in particular, that's puzzling. One game
features two clay fighters (as in the SNES game "Clay Fighter"), but they're
pitted against each other on a tall, narrow stone bridge (as in Acclaim's
first "Mortal Kombat" game).

- that 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)

- that, if you haven't noticed, the DeepShip is shaped like a jockstrap?
(Corrected by Brad Fellows)

- that 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".

- that 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.

- that 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.

- that one of the random exit-messages is "Aren't you glad your middle name
isn't Lawrence?"? And did you know that 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.

- that when talking to the brig replicator, Roger will say: "Tea. Earl Grey.
Hot," in reference to Captain Picard in Star Trek: The Next Generation?

- that during Stellars funeral, Roger sais: "Of all the souls I have
encountered in my cleaning, her's were the most scu ... scuff ... SCUFF-
RESISTANT! "? This sequence is completely reminiscant of
the burial scene in "Star Trek II" (or was that number three?), where Kirk
gives Spock his last words before they shoot the coffin into outer space.

- that 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".

- that the Vulgar nervegrip is obviously a spoof on the Vulcan nervegrip, that
Spock so often uses in the original Star Trek series?

- that 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)

- that the only replicator code, that produces a response, is the Bjorn Chow
code from the Space Quest 6 demo? (Number 7469410)

- that one of the movie titles on the Polysorbate Theater-marquee reads
"MICHELE ALESHIRE, WILL YOU MARRY ME?". Michele Aleshire is Bill
Shockley's fiancee, and they were recently married. (Submitted by Craig
Alexander)

- that the name "Polysorbate" (as in Polysorbate LX) is a food additive?
(Submitted by Guy Lavoie)

[4.5.7] Space Quest I VGA
---------------------------

Did you know...

- that not only is the Droids-B-Us still there, it even has a modified version
of the Toys-R-Us giraff logo?

- that 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?

[4.5.8] The series in general
-------------------------------

Did you know...

- that when Space Quest I was released, a certain employee at Sierra forgot to
check if the title "Space Quest" was copyrighted. Come to think of it, he
probably should have, because it already was. So Sierra has to pay the
Childrens Museum of Indianapolis in order to use it. And they have to pay
extra to use it in commercials and such, so they try to shove off the
"Space Quest" bit and instead put bigger emphasis on the "Roger Wilco" bit.

- that Roger Wilco's name is a spoof on radio talk? "Roger" is what you say
when you acknowledge something over the radio. "Wilco" is an abbreviation
for "Will comply". Radio operators often use sentences like, "Roger!
Wilco! Over and out!" Haven't you ever seen M*A*S*H??!! (Submitted by
Guy Lavoie)

- that the name of Roger's homeplanet, Xenon, is actually element 54 in the
Periodic Table of Elements?

[4.6] 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 he's done for me and for being a
great guy in every aspect.
- KEN WILLIAMS for talking to me about SQ7, for
referring me to Craig Alexander and for being a great guy in every aspect.
- CRAIG ALEXANDER for being a great guy (in
every aspect) with tons of good info.
- BILL SHOCKLEY for taking the time to answer a few
questions, and for spilling his collective knowledge on SQ6 secrets -- oh,
and for being a great guy in every aspect.
- JESS MORRISSETTE for all he's done for me and for being my
best Internet-pal ever ... and being a great guy in every aspect.
- MATAN KALMAN for his great contributions and for
giving me the chance to work on his site -- and for being a great guy in
every aspect.
- TOVI ALMOZLINO for his cool contributions and
for being a great guy in every aspect (although he has violent tendencies).
- PETER KELLY for his wealth of information and for
being a cool hacker-guy in every aspect.
- GUY LAVOIE for his groovy contributions and for being a
great guy in every aspect.
- RICHARD BUNNELL for a couple of good tidbits and
for being a guy in every aspect. ;)
- DANIEL LUNDMARK for his good tidbits of info,
posting my FAQ on his page and for being a great guy in every aspect.
- TOM GRAY for his Skate-o-Rama tidbits and love for a
good chat -- and for being a really great guy in every aspect.
- SCOTT CLARK for his cameo tidbits and for being a great
egoist in every aspect. ;) (I hope you understand the joke in this, Scott.)
- DENIS LEMIRE for his wealth of groovy tidbits, for
posting this FAQ on his site and for being a great guy in every aspect.
- ANTHONY ROCHE for his mondus e-mail regarding the
Space Quest 3 cheat and for being an educated guy in every aspect.
(Princeton... whoa... education. He-he-he. He-he-he. Cool. He-he-he.)
- FRED ZANFARDINO for his tons and tons of cameos and
being a cool guy in every aspect.
- KARA JOHNSON for her tidbits and death threats (we
have a real love/hate thing going), and for being a great guy in... uh,
wait... that can't be right...
- MICHELLE DAVID > for giving me the idea for "Quote of
the Version" and for being a great guy... no, that's still not right...
- KEVIN WALLACE for posting this FAQ on his site and
being a great and very productive guy in every aspect.
- MATIAS JAKOBSEN for the secret SQ4 time code and for being a
great guy in every aspect.
- LEO KRAMER for some minor tidbits and for being an
asshole in every aspect.

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.

PLEASE NOTE, that none of these were placed in any particular order. I'm
not the sort of person. ;)

[5.2] FAQoutes
----------------

I'm sorry, I just couldn't help myself. Because of all the great response,
I've been getting, I thought I'd make it into a little quotes-section. These
are all the wonderful quotes, that people have been sending me.

"Your FAQ is absolutely marvelous--I'd be
surprised if Sierra doesn't offer you a job
soon." - Jess Morrissette,
"Virtual Broomcloset"
"It may be the most complete compendium of
Space Quest info, both in front of and behind
the scenes, ever." - Josh Mandel,
initial SQ6 designer
"The FAQ looks great! You've done an
extraordinary amount of work." - Michael Hutchison,
SQ6 art director
"Not everything relates to a females
menstrual cycle, you know." - Kara Johnson,
"Djamine's Domain"
"Yer SQ FAQ is really neat." - Kevin Wallace,
"WilcoWeb"
"Your FAQ is the best Space Quest FAQ ever
written." - Matan Kalman,
"Popular Janitronics"
"[Your FAQ is] truly great and informative!" - Daniel Lundmark
"[Your FAQ is] very well done." - Richard Bunnell
"Enjoyed your work and comments." - Tom Gray
"I love your Space Quest FAQ's!" - Matthew Gies
"Your FAQ makes finding Space Quest info a
mop-up job!" - Tovi Almozlino

[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!

Anybody know the publishers of these books? This is not a joke, c'mon, I
really *want* to know!!!

[5.3.2] Internet sites
------------------------

* "ROGER WILCO'S VIRTUAL BROOMCLOSET"
http://www.wiw.org/~jess/roger.html
Jess Morrissette, the owner of the Broomcloset, recently announced the closing
of this site. However, it still remains as one of the largest and best SQ-sites
in the universe (Earnon too, yeah). The only update you should expect to see
on this site in the future is the Space Quest FAQ.

* "SPACE QUEST NETWORK"
http://www.freenet.edmonton.ab.ca/~lemire/spaceque.htm
Denis Lemire's page has recently moved. I've not had the chance to do a
thorough examination of his page, but from what I can see, it hasn't been
undergoing a lot of changes since the movement.

* "POPULAR JANITRONICS ON-LINE
http://www.geocities.com/Hollywood/8993/sq.html
This is a Space Quest-inspired newsletter on the Internet. It contains
numerous references to Space Quest, and is build up about like the documen-
tation in Space Quest 6.

* "WILCOWEB"
http://www.geocities.com/area51/5970
This is another great Space Quest-website, run by Kevin Wallace. WilcoWeb
has recently moved to Geocities, where he has expanded a bit. (This guy's a
wizard with TrueSpace--just check that rendered graphics! :)

* "WILCO'S DOMAIN"
http://www.geocities.com/area51/4800/index.htm
This is my own homepage, operating under the restrictions of Geocities. *But*
I guarantee you'll find stuff here you won't find anywhere else, like Roger's
Celebrity Interview Library and the Fan Fiction Library.

"ROGER WILCO'S SPACE QUEST PAGE"
http://users.deltanet.com/~mhiggins/sq.htm
A new Space Quest-page, containing all the usual stuff, such as downloads,
background info, trivia and such. The webmaster spends a lot of time on
graphics, it seems.

"STARCON DATABASE"
http://OntheNet.com.au/~florian/welcome.htm
Florian Heise has changed his previous page, "The Space Quest Page", into
something a bit more stylish. Check it out and form your own opinions.

"SPACE QUEST CENTRAL"
http://home.inreach.com/olsen/index.html
It's yet another Space Quest fanpage, with all the usual stuff: trivias,
hints and the like. This is a very technically stunning webpage, and features
some cool javascript and background music (created by me, tee-hee).

"ROGER WILCO'S SPACE QUEST PAGE"
http://users.deltanet.com/~mhiggins/sq.htm
And another typical Space Quest page. The owner of this page, though, seems to
have a thing for graphics, and likes to fill his page with some pretty cool
art.

"BIGFAN'S SPACE QUEST PAGE"
http://www.geocities.com/area51/2131
Bigfan's homepage has a bit more than just Space Quest-stuff, as he also has
some tidbits of his own, like a tribute to the Borg Queen from the new Star
Trek-movie. (What the hell is that doing in an SQ-fanpage, anyway?) Seriously,
this page is also very well made.

"THE WEBPAGE OF A HERO"
http://idibbs.com/user/roger/top.htm
This is actually a personal homepage, with a Space Quest twist. It's a German
page (in English, though) by a guy who calls himself Roger Wilco. If you're
looking for a lot of SQ info, this is not the place, but it's very well done.

"ROGER'S SPACE ADVENTURES"
http://www.sno.net/afonseca/sq.html
This is a very small Space Quest site. In fact, it only deals with Space
Quest IV - Roger Wilco and the Time Rippers. But, it's got the story, the
walkthrough, the lots.

* "COOLESTBOY HOMEPAGE"
http://www.geocities.com/TimesSquare/2961
This is also a Space Quest homepage, with plenty of neat stuff on it. It
also has some great links to other fan pages, such as Mortal Kombat 3 or
Duke Nukem 3D.

"THE SIERRA WEB"
http://www.sierra.com
This is Sierra On-Line's homepage, where you should probably find a lot of
neat stuff concerning Sierra-authors, designers and games - including Space
Quest, of course. There's even an (unfortunately all too slow) chatnet build
in, if you want to chat with other Sierra-fans/friends.

* means, these sites have my FAQ posted.

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) 1986-1996 Sierra On-Line.
This FAQ, however, is (C) 1996 Troels Pleimert.
Scope the DISCLAIMER-section for more legal rambling.

The FAQ central: http://www.geocities.com/area51/4800/sqfaq.htm
The rest of Wilco's Domain: http://www.geocities.com/area51/4800
My own personal webpage: http://www.geocities.com/TimesSquare/3176

Hi, Dad!