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