I've split it up into sections to which you can jump if you want to:
Make your way to the right and pick up the rope that is near the bottom of the screen to the right [5]. Then make your way back left to the screen you started on and left again, where you will see a wrecked hover-car. Look inside it and open the glovebox. Take out the PocketPal laptop [10]. Close the glove-box again if you have a sense of neatness, otherwise don't worry about it. Make your way up the screen to the middle left screen. Look in the hole in the tank and take the unstable ordinance [35]. Use your better judgement and put it back [15].
Make your way up again, into the upper left corner. Hide behind the bank's pillars and lay the rope out on the ground. Wait for the cute little pink bunny to come hopping along. When it hops into your noose, pull on the rope [25]. Take the power cell out of the bunny [28] and put it into the laptop [31]. You get points for successfully hiding from the flying robot. So find somewhere to hide, for example under the overhanging roof at the right of the top right screen or under the big pipes at the right of the bottom right screen. After quite a while the robot will come, it won't be able to see you and will leave [36].
Then make your way down to the middle right screen. Open the topmost grating and hop in [41]. Take the bottle into custody [46] and press the button that's under the blotter on the table [56]. Listen to the message, then open the sewer hatch and enter the sewer. The easiest way to the other side is just up a bit, then left all the way to the other side then down to the ladder. Some green slime will come out of a grating and follow you. Scoop some of the slime up in the bottle [61] and then leave and climb up the ladder before the slime decides to scoop _you_ up.
When you open the hatch into the street, you'll see a Sequel Police patrol ship land. When the Sequel Police have left the ship, get out of the manhole [64] and make you way to the ship. Get in the landing gear hatch [69]. (When I first played the game on my 386 I didn't have any trouble with this bit. When I played the CD version of the game on my Pentium the Space Police kept getting me. The Space Police get quicker, even if you put the game speed down. So you have to push the game speed up and make a run towards the ship as quickly as you can. You must click the hand icon on the hatch to get into it.) You'll get taken up to the headquarters. Go to the left, you will see a time pod appear. When the Sequel Policeman has left the pod, make a run for it and jump in [79]. (If you're playing the original diskette version of the game you'll have to answer a copy protection question here. The Multimedia CD version doesn't have the copy protection bit.) Now you will be faced with a row of symbols on a screen; write these down because you'll need them to get back here later. Now you'll have to enter other symbols to get elsewhere. Try a few combinations of symbols and eventually it'll take you to Space Quest X.
Then get out of the hole in the bottom left of the nest, you'll fall into some
water and get captured by some women. Zondra, who we assume Roger meets
somewhere between Space Quest IV and Space Quest X, is ever so slightly peeved
and drags you off to their fortress.
You'll be tied to a chair and Zondra will leave you at the mercy of Thoreen and
her EpiRip 357. A giant sea slug will appear and scare the women off. When the
slug reaches for you with its tentacles, it will accidentally open your
restraints, allowing you to press the little red button near your right hand
[89]. This will zap the slug's tentacles with the same things that took your
pants legs off. Take this opportunity to grab an oxygen cylinder [94] which you
throw into the slug's mouth when he grabs you again [99]. The girls are ever so
happy, Roger is forgiven his misdemeanors, and they decide to go off to the
Galaxy Galleria to shop and celebrate.
Try to use the ATM and it won't work because you don't look like Zondra. Then
go to Sacks and buy some women's clothing, it will cost you B$60 [119]. Then go
to the ATM near the Software shop and clean house [129]. Go into the Software
shop and buy the Space Quest IV Hint Book [134]. Go and retrieve your clothes
from the changing booth at Sacks [137].
Make your way to the Arcade. Have a game of Ms Astro Chicken if you want to. (No
points attached though, unfortunately.) If you have done everything in the
Galleria that you're supposed to have, the a Sequel Police time pod will appear.
It's best to be standing on the right hand side of the arcade when this happens.
Now you have to try to avoid the Sequel Police and get back to their time pod.
This was quite simple for me the first time I played it. I did the following:
Get out of the Arcade and go to the near entrance of the Skate-O-Rama. Float up
into the top half of it. Stay near the left and wait for the Sequel Police to
arrive from the right, then go back down into the bottom half and get back to
the arcade.
When I replayed the CD version on a faster computer it was harder. I got it to
work like this though: Go out of the arcade and go around to the other entrance
of the Skate-O-Rama. You have to go around the back because the Sequel Police
are waiting at the front where the entrance of the Galleria is. As with the
bit where you get into the patrol bit in the beginning, you have to push the
speed up and do this next bit as quickly as you can; you should probably save
the game on the steps just outside the Skate-O-Rama so that you can keep trying
it. As quickly as possible, jump into the Skate-O-Rama and float up to the top
half. When you get there, go to the left half of the top and wait near the
left hand side. Then when the Sequel Police appear from the right you can go
down and back to the arcade. Once you've left the Skate-O-Rama you can slow
the speed down again so that you can deal with the moving walkways more easily.
When you're back in the arcade get into the time pod [152]. Write down the code
that is currently on the screen. Put together the pieces of the codes from the
gum wrapper and the hint book (the bit from the hint book coming first) and
type it in [157].
Now would be a good idea to plug the connector that you bought into the
PocketPal [225]. Go into the computer. Plug the PocketPal into one of the
connections if you want to, to see where you are [235], but be quick because
there are a few nasty droids that will shoot at you if they see you. The place
you want to go to is the place in the bottom left. Make your way there without
being shot [245], type in the code from the hint book and enter the room
[255].
You will be presented with a Windows-type interface. First flush the droid icon
down the toilet [260] and the brain icon [275]. This will start a timer, which
means you should hurry for the rest of the game. Flush the other icons for fun
if you want to. If you're going to flush the SQIV icon, save first. (The effect
is great though.)
Next, make your way to the top level and to the top of the screen where you will
enter a tunnel and emerge in Vohaul's chamber, which you will have seen before
from the 'Meanwhile, back in Space Quest XII' bit [280]. After a bit of
dialogue, you'll have a fight with Vohaul who has inhabited Roger Junior's body.
Push forward every now and then and try not to be killed. After a while you'll
knock Vohaul back into the beam and he'll be suspended. Climb down the ladder
and fetch the disk that Vohaul threw away [285].
Put the disk into the computer that is on the platform [290]. Upload disk,
upload beam, change the pointer on the right to point to Roger Jr, download
beam [315/315]. Roger Jr is restored, Sludge Vohaul is defeated and everything
ends happily, albeit a bit confusingly for poor Roger.
Space Quest X
You can do quite a bit of wandering here, but there is only one sequence that
is essential. Go left first, and then to the left-most side of that screen. You
should see the shadow of a large bird-like creature pass. Then make your way
back right to where your time pod is and go down the slope that looks rather
step-like. You'll get grabbed by the big bird and taken off to its nest. After
a short while a Sequel Policeman will be dropped into the nest too, having a
rather less comfortable landing than yours was. Search him and get the gum
wrapper [84], which you should look at more closely. The Galaxy Galeria
The girls all run off, leaving Roger alone at the entrance. Zondra drops
her ATM card, which you pick up [101]. There are a number of shops arranged in
a circle around the central Skate-O-Rama. Clockwise, the shops are: Sacks,
Arcade, Big and Tall, Monolith Burger, Radio Shock, Software. (In the CD
version Radio Shock has been renamed to Hz. So Good. First go to Big
and Tall and get some new clothes which will cost you B$20 [106]. Next, go to
Monolith Burger and work for some money [109]. (You must actually do the arcade
bit, otherwise you lose 3 points instead of gaining them. If you go back to
Monolith to work again, you will lose 3 points again if you don't want to do
the arcade bit.) You must have more than B$60, preferably about 70. When you
get fired, go back to the entrance of the Galleria and pick up the boss's cigar
butt that he threw at you [114]. Space Quest I
You'll end up in Ulence Flats from Space Quest I. Go into the bar, have a nice
friendly chat with the monochrome boys and get thrown out. Then kick over their
bikes [162]. Go back into the bar and pick up the matchbook that is lying on the
bar [167]. Now, or perhaps earlier, you will meet one of the monochrome boys on
a sand bike and he'll try to run you over. You'll have to dive out of the way
using the walk icon [172]. You have to dive at the last moment, it seems. Space Quest XII Again
Get back into the time pod and type in the Space Quest XII code. Go to the
rightmost screen, use the green slime on the lock [182], and go inside. Use the
matches on the cigar and expose the lasers [192] then, using the keypad on the
wall (calibrated in degrees), turn the lasers so that you can walk through them
[207]. Walk through into the computer and have a look at one of the terminal
connection sockets and remember the shape of the plug. Leave the computer, get
back into the time pod, go back to the Arcade, go to Radio Shock (or Hz. So
Good) and buy the correct connector [222], then get back in the time pod and go
back to Space Quest XII.
Last changed: 97/07/04
If you have any comments (or if there are any errors), email me...
Stephen Tjasink
([email protected])
The latest version of this walkthrough should be available from
here.