Andere Lösungen

The Space Bar (e)

Cover
The Space Bar distributed by SegaSoft Partial walkthrough by Raven - 
raven@redraven.com

 This is by no means intended as a sequential walkthrough, but as a reference 
for when you get  hopelessly stuck.  Normally, I'd wait till I completed the 
game before posting this, but I've  not seen any hints around and thought this 
would help answer some questions until I can work  up a full version.  These 
hints are divided into sections for Emp/Tel flaskbacks, followed by  a section 
on the Bar area itself.

Note - time spent in the Bar is critical (Flashbacks are more forgiving).  You 
should keep a  saved game with very few wasted moves which you can restore when 
you've poked around.

Emp/Tel Flashbacks:  These are achieved by GREETing a character, then CHATting 
with them until  a flashback is triggered.  Not every character in the Bar will 
trigger a flashback.  Once  you're in a flashback scene, check your log for 
information.

FLEEBIX & THUD:  (at the bar)

First chat with Thud.  Once the flashback is triggered, all you must do is pick 
up the cup and  go outside.  If you hang around, you'll hear Fleebix tell you to 
do just that.   (Relax, they get harder.)

Chat with Fleebix.  Read the audition notice.  Click on the door to your house 
to call to Thud  and order him (?) to "take the cup."  Then tell him to "come 
outside".  Look in the cup, and  Thud will remove the bus token for you.  Wait 
for the bus then click the token on Thud and  ORDER him to "board the bus".  
Wait for the next bus and he'll carry you aboard bound for Glom  Hole.

Order Thud to "open the mailbox" (use the Thud shortcut bottom-right), then to 
"get the letter"  and "open the letter".  Read the letter, order thud to "take 
the mailing label" and read it.   By now you should have been buzzed and seen an 
explosion.  Head towards it.  Zoom in with the  magnifying glass and order Thud 
to "take the nav dial". Exit the close-up and read the box.   Examine the 'to' 
and 'from' addresses.  Pick up the mailing label and click on Thud (again,  
bottom-right) with it.  Order him to "lick the label," then to "paste the label 
on the box".   (Surprise, another fouled effort.)  Exit the close-up and have 
Thud "take the box."  Head back  to the mailbox and have Thud "drop the box".  
Enter the box and wait to be transported.   (Now's a good time to examine your 
inventory, like your newly-aquired nav dial, if you wish.)  

Once you're in the truck, exit the box.  It's important you hang around here 
long enough to  overhear the destination code for the Quantelope Lodge.  While 
you're waiting, examine and  read the small box, then have Thud take it, open 
it, and get the crystal from it.  After you've  heard that the destination code 
is 42, enter the box and wait to be delivered.  

When they leave to get their nav dial, quickly exit the box, have Thud drop the 
nav dial, then  re-enter the box.  Wait for them to come back and leave again to 
get goggles.  Exit the box,  zoom in on the scooter control panel, have Thud set 
the nav dial to 42, (He'll screw up this one  too - don't panic) then re-enter 
the box.  Wait to be delivered to the Quantelope Lodge.

When things quiet down, exit the box.  Order Thud to climb the clock tower, then 
to come back  down.  He'll tell you what he saw.  Order him to climb the tower, 
then to press the yellow  button, then to come back down.  Read the status 
report - looks like a crystal is broken  (the one with an "X").  Order Thud to 
climb the tower, then to press the red button, then to  pull the lever.  He'll 
return with all the crystals.  Have him climb the tower again.   Counting from 
the top on the status report and going clockwise, number the crystals 1-5.  Have  
Thud replace the crystals (by putting a crystal - starting with Crystal 1 -  in 
the slot, then  turning the knob, then putting the next crystal in the slot, 
etc.), but when you get to the  damaged one, use the crystal from the small box 
instead. Have Thud pull the lever when you're  done.  If you wish, you can press 
the yellow button for another status report to see if you've  replaced the 
broken crystal - all the positions should now read "o".  Have Thud press the 
green  button, then the blue button and the clock will reset.  Have Thud come 
down and knock on the  Lodge door.  

The shipping simulator was pretty easy, but it may be randomized.  Just try to 
ditch heavy cargo early and try to take advantage of  the low numbers for fuel 
usage.  If the tests aren't  randomized (I don't think they are), and if anyone 
has problems with these, I'll include a  moves list in the next version of this 
walkthrough.  After three of these, you'll learn you are  to report to Fringel 
II.  See the Bar section for what you can do with this info. End of flashback.

 SOLDIER 714-Z-367:  (bartender)

Remember, scroll lock will toggle the compound eye graphics.  Toggling this off 
will make it  easier.

Roll the egg to the Mess Hall, then follow it there.  It's wedged in a doorway, 
so go to the  food preparation area through the door to the right.  From here, 
exit through the other door,  take the pike, go through the rounded door, and 
push the egg.  Enter the mess hall, and go  straight through back to the great 
hall.  Pry the lift doors with the pike and enter them.   Take the outdoor 
access card from the floor.  Enter the mine tunnel on the left and continue up  
the tunnel until you get to the mine cart unloading area.  Examine the control 
panel - these  buttons control the security doors - three can be depressed at 
once.  depress the black  button - this one must be depressed.  I chose green 
and yellow as the other two for now in  order to make the mine maze less 
frustrating.  (I haven't mapped the maze yet, so the exact  moves will be in the 
next version of this file.)

Head through the newly-opened black door into the mine maze.  There are two 
objects to find in  here: a hairball and a ventilation access card.  I don't 
know if their locations are randomized. (My hairball, for example, was through 
the first green door - the next black door led back to  the battlestation.)  
After you get the hairball, you can return to the mine cart unloading  area, 
disable the yellow button and select the "down" button to open the chutes.  I 
found the  ventilation card at the bottom of the first chute.  Head back to the 
mess hall  - if you come  out of the maze near the mine cart unloading area, you 
can bypass the maze by using the outdoor  access card in the card reader next to 
the closed gate.

Head through the right door to the swimming area.  Take the plunger, and throw 
the hairball  into the water. Wait a couple ticks for the water to flood through 
the air duct.  (If you look  at your map, you'll see where it will come out.)  
Return to the mess hall and roll the egg to  the food preparation area.  Go to 
the battle station and use your outdoor access card in the  card reader next to 
the gate.  Enter the lookout.  Aim the spear cannon right, so it's pointing  at 
the middle of the river.  If you like, you can fire it and reel it in to get a 
fish.  Pick up  the spear from the cannon, then mount the plunger on the cannon.  
Head to the food preparation  area.

Zoom in on the ventilation duct, then slide your ventilation access card through 
the card reader.   Open the grate and exit the close-up.  SAVE YOUR GAME HERE!  
Roll the egg into the river and  quickly enter the ventilation shaft.  You'll 
emerge on the bridge - quickly fire the cannon  (with the plunger loaded) and 
you should hit the egg.  If not, restore.  Reel it in, open the  gate to the 
unloading area, and roll it that way.  Follow.  Again, SAVE YOUR GAME HERE!  The  
map is useful here for keeping tabs on the egg's location.  The idea is to push 
the egg, then  rush through the maze to beat it to the shuttle area.  Make sure 
the "down" button is pressed,  then push the egg.  I hate mazes, so upon 
entering, I went green, down, black, ran along the  tunnel (ahead of the egg 
now) to the last door on the right, then green, black into the shuttle area.  
I'm sure there's a better way to do that, but if you're quick, this should work.   
Quickly roll the egg to the shuttle.  You'll learn the combination to Soldier's 
brooch.   End of Flashback.

 SEEDROT:  (Vedj at a table close to the band)

Read through your log to discover that you need to drop a fruit and why.

The first order of business is to turn on the TV.  You'll have to sit through a 
lot of this!   You're listening for four phone numbers - three commercials: for 
Nitrogen Fixation Attractor,  for photography modelling, and for a free day of 
beauty.  The last number is for "Dr. Root's"  call-in show.  Feel free to poke 
around while listening to the TV.  Channel 1 is the most  useful, while channel 
3 is the least.  Once you have the day of beauty number  (leaf-flower-flower-
fruit), you can call it to get rid of your mom (she'll leave soon after you  
call).  Also, once you have Dr. Root's number, turn off the TV and call  
(flower-flower-fruit-fruit) - turn the TV back on after you've called if you 
don't have all  the numbers yet.  When a channel starts to repeat, change 
channels.  (I got the day of beauty  number and Dr. Root's number from channel 
1, photography on channel 2  (mushroom, root, pine cone, mushroom.), and NFA on 
channel 4 (mushroom, seed, seed, seed).

Meanwhile, pick up the collar at your feet (uh, roots) and put it on the 
sheeplant.  Poke  around or wait till your mom leaves (sorry), then stash the 
spoon, and look under the table  for a key.  Unlock the desk with the key, open 
the drawer, and stash the book (you learned  from Dr. Root to fantasize about a 
picture to drop a fruit).  Open the book and leaf (sorry)  through it till you 
find a picture you like - I thought page 5 was appropriate  - then  "mark 
page and close".

Zoom in on the control panel.  Move retractor 3 to the zero position to get rid 
of the sheeplant  (did you notice the 3 on the collar?)  If you've tried to 
bloom one of your buds, you've found  that it's not getting enough light or 
water to bloom.  So, we'll move all the lights to  maximum (far right).  Now, 
for the water.  Look at your map (and zoom it).  See that water main  just under 
your roots?  OK, zoom in on the control panel again and set the ground 
temperature  to one notch above zero.  Wait till you get a warning about 
frostbite, then wait some more.   Listen for the sound of the water main 
breaking, then set the ground and air temperature to max  (100).

If you've got the photography number, call it.  When he shows up, just do as he 
asks.  While  he's there, put the spoon in his camera bag.  (If you examined the 
bee or asked the photographer  about it, you'll know it's a homing bee.  It will 
follow him when he leaves and return laden  with his pollen. Kinky!)  So, just 
rustle your leaves (pan up and click on one), then raise  them, then stroke a 
bud.

Once you've made some gallons by modelling, call the NFA number to order some.  
When it arrives,  examine and read it if you like, then pour it on you (using 
the portrait lower-left).  

By now you should have gotten a message saying your roots are now toasy warm and 
another saying  it's getting nice and swampy in here.  Click on bud 3 (left of 
the roof support) and select  "bloom."  Wait for the bee to show up over the 
pink plant, then dim the right bank (the light  over the pink plant).  The 
pollen-laden bee should be attracted to your flower.  You've been  pollenated!  
(and you'll grow a fruit.)  Now just fantasize about the book to drop your 
fruit.   You'll learn which page Seedrot prefers - the one you chose.  See the 
Bar section for details  on how to use this info.  End of flashback.

 CLICK:  (the Auditon in the balcony over the casino)

You begin with a note telling you the alarm code - make note of it (4650).  
Check your log and  read your email.  Most important is the cerebomb recipe.  
Auditons "see" with sound, so click  on the clock and set the alarm.  While it's 
ringing, you should be able to see the objects on  the table.  Take the jelly 
jar and the Doz tablet.  Click on the waterfall and select "reach  hand into".  
Enter the waterfall.

Pick up the basket with rope, and drop it through the west window (you'll hear a 
splash).  Pull  up the basket and remove the eel from it.  Put the jelly jar in 
the basket, pick up the basket,  and drop it through the east window (you'll 
hear licking).  Pull up the basket, remove the jar  (which now contains 
Slathercat saliva), and stash the jar. 

Zoom in on the right side of the table to see insects and the jars they escaped 
from.  Stash  the insects (though you don't really need the dragonfly.)  Exit 
the close-up and click the  center of the table to examine the drug processor.  
Save here, just in case.  You can find out  which insect is which by putting it 
in the processor then pressing the green button, but you'll  have to restore.  
The red button flushes the contents of the processor.  OK, put the sprig of  
flutterweed, the butterfly (crackle snap pop), the eel, and the saliva from the 
jar into the  processor.  Click on the mantis (crunch crunch) and select "pull 
leg off" (I just love these  wholesome games!)  Put five mantis legs in the 
processor, as per the recipe.  Press the green  analyze button and you should 
automatically stash the cerebomb.  Head back through the  waterfall.

Examine your remote controller and enter the alarm deactivation code (4650).  
Exit the  safehouse.  Answer the phone by zooming on it and clicking "talk".  
Exit whenever you're ready.   The map is helpful here.  Head East, north, north, 
west, SW.  Pick up the lunch pail and put the cerebomb in it.  Head NE, E, E, 
and reach your tail into the flashing knothole to get a  phone token.  Head S, 
W, S, W then examine your remote and enter the alarm code before  proceeding W 
into the safehouse.  Save your game.

Wait for the alarm to reactivate (that's the buzz you hear), then exit the 
safehouse without  entering the code - that should get the cop's attention.  The 
idea here is to avoid the cop  and get to the platform he was originally on.  
So, quickly go E, N, E.  When the cop is on  the platform immediately to your 
west, go N, NE, then E.  That'll piss him off.  (You can call  him on the pay 
phone and taunt him if you wish - just club the phone to get your token back.)

OK, enter the spaceport and read the notice on the wall - note the phone number 
for the head  queep trainer - this varies from game to game.  Exit the close-up 
and examine the locker with  the green light over it.  Click on the green light 
and select "press tail to".  The locker will  open and you can stash the quiet 
device.  Put the lunchpail (containing the cerebomb) in the  locker and exit the 
close-up.  Go back outside.  Put the token in the payphone and call the  Happy 
Branches telemarketing number (it's in your log - 88300).  At the menu, press 2 
to  sign up a 'friend' for this call, and enter the number for the queep trainer 
you got from the  notice.  Enter the kennel.  The trainer should be distracted 
by the phone.  Read the logbook  and make note of the rotation schedule.  Notice 
which queeps are missing from the cages (they're  currently on duty), select the 
Doz tablet and choose "break".  Work out the rotation schedule so  you'll know 
which food dishes to put the Doz into - or you can just save, wait till the 
watch  changes, and restore.  (For example, A & E were on duty in my case, so I 
put the Doz in bowls  D & I)  Anyway, after you've drugged the appropriate 
bowls, head outside and wait a few ticks  for the guards to rotate - you can re-
enter the kennel to see when this happens:  the two cages  that were originally 
empty should be occupied, and two formerly-occupied cages should be empty.   If 
the empty cages aren't the ones you drugged, restore and try again.

Enter the spaceport.  The queep guards should look suitably drugged.  Zoom in on 
the locker  where you put your cerebomb and press your tail to the red light 
above the door.  Take the  lunch pail, turn on the quiet device and put it in 
the pail (along with the cerebomb).  Hold  your breath and walk through the 
arch.  You'll learn Click's lucky number - see the Bar section  for details on 
how to use this info.  End of flashback.

 BETTAKER:  (aka "Dirtkicker" - Bibblebonk bonkier in the casino)

You can search the trashcan for an unusable chip if you like, and you could also 
vacuum up the  remnants of your shattered memory chip.  We've got to get this 
graffiti off your face!  Head to  the barber shop, where you'll find another 
useless chip.  Sit in the barber's chair, greet the  barber, then order him to 
give you a facial.  (Oh, go ahead, get a manicure and a scraping while  you're 
at it - looks like you had a rough night.)  Exit the barber shop and you should 
soon meet  Veeblecoach, who will transport you to the stadium.

Turn on your radio receiver by clicking on your portrait to the lower-left.  
Wear the colorful  cloth strips, the steel-tipped booties, and the leg pads.  
Stash everything else. (If you're a  veteran adventure game player, that is.  
The club is the only other item that will prove useful.)   Wait until the radio 
announces you (Dirtkicker), then pick up your club and head out onto the  field 
(with club in hand) for your ovation, then return.  If you are improperly 
equipped, the  announcer will let you know.  In the meantime, you can amuse 
yourself by reading the rulebook  and poking around.

Hang around listening to the events until the "arguing with the referee" event 
comes up.  The  visitors go first, so pay attention to what he does.  When he's 
done, go up the steps onto the  field.  Zoom in on the ref.  Argue with him 
twice.  Curse him twice.  Kick dirt onto him twice.  Bump him twice. Hit him 
twice.  Hit him with your club twice.  You should win the match and be  spirited 
away to the President's talk show.

As soon as you can, pick up the black chip from the floor and install it by 
clicking it on your  icon and selecting "put in".  Pay attention to the PIN 
number, then chat with the President.   You've learned Bettaker's PIN - see the 
bar section on how to use it.  End of flashback.

 CILIA:  (Triseck singer in the band - you'll have to catch her on break, I 
caught her around  19:28)

Check your log - it says to use the QWERTY code in R mode to decode the tips 
there.  If you want  the hints, you've got to do it manually.  Look down at your 
keyboard (Really, YOUR keyboard),  and shift each letter one space to the left.    
You should get something like:

1. Override lock controls to pass inspection station 2. Use a barge train to 
block police boat 3. Grentilbeasts love Babaloo meat

Spin around and stash the drill from the wall, then exit the house.  Open the 
locker and stash  the gas can.  Soon your other mate will arrive.  When he does, 
board the rowboat and untie it.   Click on the barge, tie the rope to it, then 
board the barge.  Wait until you get to the lock -  you'll see signs telling you 
when you're near.  At the lock, exit the barge. 

Zoom in on the police boat, and take the motor.  Put the motor on your rowboat, 
then fill it  with gas from the gas can.  Enter the control tower and read the 
notes posted about.  Examine  the control panel.  The top number is the river 
level downstream, the middle number is the river  level in the lock, and the 
bottom number is the river level upstream (where you came from).   Enter the 
code you found nearby (617), and raise the lever.  Wait for the middle number to  
equal the top number, then lower the lever.  Press the top button, and your 
barge should enter  the lock.  Now raise the lever and wait for it to max out at 
10 - the lever will automatically  return to the center position.  Exit the 
close-up and press the emergency override button to  your left.  Quickly exit 
the tower towards the police boat, and you should be back on the  barge.  Wait 
for the surge of water to whisk you past the inspection station.

Wait for the current to carry you past two more signs, then board the rowboat, 
untie it, turn  on the motor, and steer it.  (Barman offers to steer for you, 
how sweet.)  Head to starboard -  away from the barge toward the tower.  Turn 
off the motor to save gas, then tie the boat to the  dock.  Exit the rowboat and 
head for the tower.  Save here.  Examine the control panel.  You  need to ride 
that single barge while using the barge train to block the police boat.  The 
rocker  switches turn on and off the artificial current, and the levers 
determine its direction.    Try this:

Turn on the middle switch and reverse its direction.  Reverse the direction of 
the bottom  current by flipping the bottom lever.  Wait.  Turn on the top 
current by flipping the top  switch.  Wait twice.  Turn off the top and bottom 
currents.  Reverse the direction of the middle current by flipping the middle 
lever. Wait.  The barge train should be blocking the  middle channel, and the 
single barge should be at the far left of the lower channel.  Turn  off the 
middle current, and turn on the lower current.  Reverse the lower current so 
that it  points right.  Exit the tower, board the rowboat, untie it,  turn on 
the motor, and dock with  the barge (click on the barge, tie the rope to it, and 
turn off the motor).  This rowboat is  going to blow your cover, so pick up the 
drill and drill it.  You'll automatically board the  barge as the rowboat sinks 
- just wait until you reach the loading dock, then exit the barge.

If you like, you can examine and read the Shangri-La II brochure on the floor.  
Examine the  crates.  Given the choice, you know you want to choose the 
grentilbeast's crate - it's the only  one that sounds dangerous, and it's bound 
for Armpit VI.  Remember the clue in your log...   Pick up the sandwich from 
your inventory, and hold it up to the airholes.  Next, throw it into  the water, 
and press the button which opens the crate.  The Grentilbeast should follow the  
scent into the water.  Get in the crate and wait.  (Pay attention to what the 
soldier says as  he reads the letter)  You've learned Cilia's contact - see the 
Bar section for how this helps.   End of flashback.

 DEVIN - 7:  (Sraffan who arrives around 19:40.  Can be found in the raised 
booths just outside  the casino)

Time is critical in this flashback - save as soon as you trigger it.  Zoom in on 
the computer  console, then sit at it.  Read the bios, email, deal status, etc, 
then restore your game.   There's probably a better way to do this - I'll work 
on it for the next version, but this  should work.   Right; send Lentil to deal 
with the Environmentalists, and the rest to deal with  the politicians.  Exit 
the close-up and head up the stairs.

Click on Irk, greet her and chat with her about her terms.  Head back to the 
computer console  after she's said she's downloaded her terms to you.  Check on 
negotiations.  You can click on  the "current time" line to advance the clock.  
When Lentil is free, if her negotiations with  the environmentalists were 
successful, dispatch her to meet with Yeef-8.  Your other team  should be able 
to talk down the politicians.  When they do, send Zig and Norg to Dork.   Send 
the rest (including Lentil, who should be done around now) to Swonza-5.  Exit 
the  computer screen and head down the back hall.

Knock on the bathroom door to talk to Quosh.  Be nice - validate his neuroses, 
tell an anecdote,  then head back to the computer console. 

I bet there's a better way to do this, but I talked down the politicians, 
environmentalists and  Yeef, got Swonza-5 on-board, and talked up Dork and Gild.  
Then selected Dippik, Vebbil, Gild,  Dork, Rawley, Jella, and the Mineral Mart 
for Rg.  Just barely broke even.  Still, it was  enough to successfully complete 
the deal and learn Devin's secret password.  Back at the bar,  bet him that you 
can guess it and you'll win a high frequency jammer.  See bar section for what  
to do with this.  End of flashback.



THE BAR:

While still in the entry area at the beginning, examine the terminal (come back 
around 18:90)  and turn on your Voice Printer.

After you complete Soldier's flashback, search the DrinkVendor 2000 (behind 
him), then click on  the brown bump upper-left.  Open it with Soldier's brooch 
combination (in your clue list), and stash the key.

In the kitchen is an energy detector, and you can tear off a piece of tin foil.  
If you open  the energy detector, you'll discover a rag that's being used to 
silence it.  Press the history  button to download its records.  (Those energy 
spikes relate to the Shifter.)  Zoom in on the megawave, open it, put the tin 
foil into it, and close it.  set the timer, then press the button - that'll 
ditch the cook for a few ticks.  Unlock the store room door with the key you got 
from Soldier's brooch.  Enter the store room and stash the nose plugs.

When you get a message from HQ telling you to consult a computer terminal on the 
Kur'pupu,  go back to where you started - around 18:90 the terminal should be 
fixed.  While you're here,  snag a battery for your residue printer from the 
advertising sign.  Once you've read about the  Kur'pupu and completed Fleebix's 
flashback, go chat with him and propose a deal - he'll trade  you the frequency 
for his destination.  Set the jammer you get from Devin-7 to the number  Fleebix 
gives you and you should be immune to the shapeshifter's neural scan.

You'll need to find an antidote to the poison dart that's headed your way.   
Complete the Click and Seedrot flashbacks, and discover the body in the kelp 
trap in the Lily  Pad (after 19:50) .  Search the body to recover a microdart.  
Don't hang around!  Go to Click's  locker (second from left) and enter his lucky 
number as the combination (2569).  Take the  cerebomb (residue print it if you 
like), go see Click and ask him about the microdart.  Chat  with him, but refuse 
to show him the cerebomb - tell him his combination instead.  A deal will  be 
reached - an antidote for his stash.  Give Click the cerebomb and he'll tell you 
to get a  Vedj fruit and how long to megawave it.  To get a fruit, snag the 
plastic fruit from the table  near the restrooms, then return to Seedrot.  Open 
her book, turn to the page you selected  before (check your log under "clues" if 
you don't remember), and order her to look at the  book.  When she drops her 
fruit, replace it with the plastic fruit, then head for the kitchen  (also near 
the restrooms). Megawave the fruit for the duration Click gave you, then eat the  
fruit.  You'll be immune to that nasty little dart.  Now you can discover the 
repairman's  corpe in the Steamy Parlor off the back corridor.

 Around 20:00, you'll lose your voice printer, residue printer, and energy 
detector due to  infrared jamming.   When you have the nose plugs, go to the bar 
and zoom in on the DrinkMaster 2000.  According to the computer terminal, Oy-
Vee-Ai prefer drinks that contain mercury.  Turn on the DrinkMaster, select 
"list all ingredients", select mercury, select "What drinks are made with 
this?", and  order one of those drinks (My choice was Full Metal Jacket). Then 
head for the Moist Grotto  (off the back corridor) and wear the nose plugs.  
Enter the water and notice the Oy-Vee-Ai.   Exit and put the drink on the floor 
grating - It should surface and drink it.  Enter the water and notice the 
infrared jammer. 

 In the kitchen, you can hide behind the spice rack to overhear Borksh and 
Paksha.  In the  balcony  over the casino, you can hide behind the vending 
machine to overhear the Blobsters.

 You can zoom in on the screen in Bettaker's chest - enter his PIN and read the 
information  there - note the Recording Station access code.  If you change the 
Bibblebonk odds, make sure  it's worth it.  After you win big,  you can hold 
your credit chip up to the monitor in the  catwalk over the casino to get a 
meeting with Gorb.  Unplug his stimulant sprayer, and use  the Recording Station 
Access code (from Bettaker) to open his video cabinet.  Click on the  vid disk 
and select "put in", then hit the rewind button.  Hit Play, thrn fast-forward to  
cycle through the cameras.

 In exchange for her contact's name, Cilia will agree to help you keep an eye 
out for suspicious characters in the Bar.  Later she'll give you a vid disc she 
found in the bathroom - you can use the recording station to view it.  That 
looks like she shifter shifting into a Napthaleen...



This is about as far as I've prodeeded.  I hope this will help a bit, until I 
can work on the  final version of this walkthrough.  Any suggestions or 
corrections are appreciated.



--------------------------------------------------------------------------------
----------- Ah, yes, the legal stuff:

The Space Bar is copyright 1997 Rocket Science Games, Inc., Boffo Games, Inc., 
and SegaSoft.   SegaSoft is a registered trademark of SegaSoft Inc.  The Space 
Bar is a trademark of Boffo  Games, Inc.   This partial walkthrough copyright 
1997 Ken Crosby - raven@redraven.com All rights reserved