Space Quest (Reihen-FAQ) (e)


------------------------------------------------------------------------------

             The 10th Incarnation of the increasingly misnamed
                          OFFICIAL SPACE QUEST FAQ

                                 featuring

              personal additions by former Guy from Andromeda,
                                SCOTT MURPHY
               (marked with a + throughout the contents list)

                                    and

                             an introduction by
                              JESS MORRISSETTE,
       the webmaster of the first SQ fansite, "The Virtual Broomcloset"
                              (see section [1])

------------------------------------------------------------------------------

 

                                ĿĿĿ Ŀ 
   T H E    O F F I C I A L     Ŀٳij              by
                                                Troels
ķ ķ ķ ķ ķ ķ    Pleimert
  ͸   Ը  ɼ Ը  ɼ Ը  ͸    ͸   ͸  ͸   Version: 2.0
                         ͼ       ͼ ͼ    ͼ
                      ķ      ķ      
                      ͼ    ͸       
   ķ                   ķ ķ ۳              
                         ӷ    
͸ ͼ  ͼ  ͼ ͼ    ͼ   
      ͼ              ASCII by T.Pleimert              

                         Edited by Craig Alexander
                       

                           Quote of the Version:

 "I think I'm overdue for a vacation.  I'm not even gonna THINK about anything
  brave or heroic for at least, ah, six months.  I'll be kicking back on some
sandy beach, soaking up x-rays.  Heck, maybe I'll even check out Robertaland!"
                                                      -- Roger Wilco


	CONTENTS:

	0.  Disclaimer

#	1.  Introduction to the FAQ ..................... by Jess Morrissette
	  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
	    2.3.8  The Space Quest 6 Interactive Demo
	      2.3.8.1  Solution for the SQ6 demo
	  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
	      2.4.8.1  Free Labion Terror Beast Mating Whistle?
	    2.4.9  The Labion Terror Beast
	    2.4.10 Spike
	    2.4.11 Droole
	    2.4.12 Flo
	    2.4.13 Cliffy
}	  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

	3.  Hints
	  3.1  How to ...
	    3.1.1  How to avoid the Sequel Police in the Skate-o-Rama (SQ4)
	    3.1.2  Three ways to avoid the security droids in the Super
	           Computer (SQ4)
}	    3.1.3  How to cut the card right on Genetix (SQ5)
	    3.1.4  Two ways to beat Elmo Pug in Nukem Dukem Robots (SQ3)
	    3.1.5  Three ways to beat Quirk at Battle Cruiser (SQ5)
	    3.1.6  How to avoid the Sequel Police on Xenon (SQ4)
	    3.1.7  Two ways to kill the Arnoid Annihilator on Phleebhut (SQ3)
	    3.1.8  Two ways to kill the Orat on Kerona (SQ1)
}	    3.1.9  Three ways to beat the Monolith Burger sequence (SQ4)
	  3.2  Need more hints?
	    3.2.1  I've lost my manual!  Can you give me the copy protection?

	4.  Behind the Scenes
	  4.1  Space Quest I
}	    4.1.1  Cameos
}+	    4.1.2  Easter Eggs
}+	    4.1.3  Spoofs and References
}+	    4.1.4  Plot inconsistencies
}+	    4.1.5  How to Get More Points
	    4.1.6  Cheats and Debugs
}+	    4.1.7  Fun Facts
	  4.2  Space Quest I VGA
}+	    4.2.1  Cameos
	    4.2.2  Easter Eggs
	    4.2.3  Spoofs and References
	    4.2.4  Plot inconsistencies
	    4.2.5  How to Get More Points
	    4.2.6  Cheats and Debugs
	    4.2.7  Fun Facts
	  4.3  Space Quest II
	    4.3.1  Cameos
	    4.3.2  Easter Eggs
}+	    4.3.3  Spoofs and References
}+	    4.3.4  Plot inconsistencies
	    4.3.5  How to Get More Points
	    4.3.6  Cheats and Debugs
	    4.3.7  Fun Facts
	  4.4  Space Quest III
	    4.4.1  Cameos
	    4.4.2  Easter Eggs
}	    4.4.3  Spoofs and References
}	    4.4.4  Plot inconsistencies
	    4.3.5  How to Get More Points
}+	    4.4.6  Cheats and Debugs
}	    4.4.7  Fun Facts
	  4.5  Space Quest IV
}+	    4.5.1  Cameos
	    4.5.2  Easter Eggs
}+	    4.5.3  Spoofs and References
	    4.5.4  Plot inconsistencies
	    4.5.5  How to Get More Points
	    4.5.6  Cheats and Debugs
}+	    4.5.7  Fun Facts
	  4.6  Space Quest V
}	    4.6.1  Cameos
	    4.6.2  Easter Eggs
	    4.6.3  Spoofs and References
	    4.6.4  Plot inconsistencies
	    4.6.5  How to Get More Points
	    4.6.6  Cheats and Debugs
}	    4.6.7  Fun Facts
	  4.7  Space Quest VI
}+	    4.7.1  Cameos
}	    4.7.2  Easter Eggs
}+	    4.7.3  Spoofs and References
}	    4.7.4  Plot inconsistencies
}	    4.7.5  How to Get More Points
}	    4.7.6  Cheats and Debugs
}	    4.7.7  Fun Facts
	  4.8  Space Quest in other games
	    4.8.1  Leisure Suit Larry III
}+	    4.8.2  King's Quest II
	    4.8.3  Jones in the Fast Lane
	    4.8.4  Quest for Glory I / Hero's Quest I
	    4.8.5  Police Quest I
}	    4.8.6  Police Quest 4: Open Season
	    4.8.7  King's Quest IV
#	    4.8.8  Leisure Suit Larry I EGA
#	    4.8.9  Quest for Glory II
#	    4.8.10 Take a Break! Pinball
#	    4.8.11 Leisure Suit Larry I (Russian version)
#	    4.8.12 Leisure Suit Larry II
#	    4.8.13 Conquests of the Longbow
#	    4.8.14 Quest for Glory II - Trial by Fire
	  4.9  What the Sierra guys didn't think of
	    4.9.1  How to escape the Sequel Police on Estros in SQ4
	    4.9.2  How to get speech & text in SQ4
	    4.9.3  How to skip the Skate-o-Rama sequence in SQ4
	    4.9.4  How to get past the Skate-o-Rama sequence in SQ4
	  4.10  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.
+  This tag means, the section contains personal input from Scott Murphy.
   (The tag will only appear in this version)

-------------------------------------------------------------------------------
[0]  DISCLAIMER, otherwise known as LEGAL QUAGMIRE
-------------------------------------------------------------------------------

   This document is the sole property of Troels Pleimert, (C) 1996-1997.  It
may not be redistributed, copied, sold, or publicated without explicit written
permission from the author.  (E-mail will do just nicely.)  No alterations of
any kind may be submitted to this document without prior notice and permission
from the author.
   The author reserves the right to rewrite contributions, add/subtract
information at his discretion, and decide who lives and who dies.  Remember
the Golden Rule, folks:  DO NOT CHARGE ANYTHING FOR THIS DOCUMENT!  Do not
try to sell this, either for money or for any other goods, no matter how
insignificant.  If some slimy creep is trying to SELL you this FAQ, contact
me and I'll give it to you for free.
   This FAQ is written, maintained and is the sole property of Troels
Pleimert.  Although it has been approved and "officialized" by Sierra, it is
not a Sierra-product, and Sierra does not support or redistribute it.  All
comments and so forth regarding this FAQ should be directed to ME, and not
Sierra.
   Enough quagmire already...  Let's FAQ!

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

[1]  An Introduction to the FAQ 			by Jess Morrissette
--------------------------------

   The date was June 15, 1987.  It was my birthday and I had just received a
copy of Space Quest I: The Sarien Encounter from my parents.  That entire day,
my best friend and I were glued to the monitor, working our way out of the
Arcada and down to Kerona.  As a matter of fact, one of my other gifts that
birthday was a cassette recorder.  I still have an audio tape of my friend
and me the first time we played Space Quest, cracking up at the jokes and
brainstorming our way through the puzzles.

   Jump ahead to November, 1995.  I toiled away in my dorm room at school,
working on my first website.  I had just discovered the Internet a couple of
months prior when I first came to college.  I was busy teaching myself to use
graphics programs, writing walk-throughs, and preparing Roger Wilco's Virtual
Broomcloset for release on November 29.  Day and night I was glued to my
monitor, working on the site.  When I released it, it was the only Space
Quest site on the Web.  That first day, other than myself, I had two visitors.

   Jump ahead to today, June 15, 1997.  It's been exactly ten years since I
played my first Space Quest game.  We've seen sequels come and go, sending
Roger to the past, the future, and even into cyberspace.  Perhaps even more
impressive is the following Roger Wilco has developed on the Internet.  Just
a little over a year and a half ago, there was one Space Quest website.
Today, there are a couple of dozen sites devoted to Roger, with new sites
appearing by the week.  Perhaps most impressive, though, is this document
you are reading now:  The Space Quest FAQ.

   Troels Pleimert (the maintainer of the FAQ) and I have been corresponding
for quite awhile now.  When this Danish wonder first contacted me, I realized
I had found a kindred spirit -- another person who appreciated Space Quest
as much as I did.  In the early days, he started out by doing some great
articles for the Broomcloset.  However, one day when he mailed me the first
version of the Space Quest FAQ, I knew he was really on to something.  This
document, even in its earliest stages, was a treasure trove of facts and
trivia about the Space Quest universe.  From seasoned Space Quest veterans to
those new to Roger Wilco, the FAQ had something for everyone.  Of course, this
was only the first incarnation.  It grew...

   Soon, Troels began expanding the FAQ, including everything from character
biographies to voice credits for the CD-ROM versions.  Input from Space Quest
designers like Scott Murphy, Mark Crowe, and Josh Mandel, brought more inside
stories to the FAQ than Roger has sponge mops.  Today, the document appears on
sites all around the Internet, outclassing FAQs for 'other' games, like Quake
and Duke Nukem.  By version 2.0, the FAQ is a massive document, serving as the
official, Sierra-approved tome of Space Quest knowledge.  Each installment is
full of more Space Quest surprises than the last, and all are a joy to read.
Once again, I'm glued to my monitor.

						Jess Morrissette

						Webmaster of the first Space
						Quest fan site ever,
						"The Virtual Broomcloset"

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

   Greetings, fellow WilcoWorshippers!
   My name is Troels Pleimert, and I am a 16 year old Danish WilcoWorshipper
and high school sophomore. My first Space Quest game was SQ2, which I played
sometime in 1987 on an old 8086 with a Hercules-monitor. Then, when a mail-
order company screwed up my order for Sam & Max, I got the remake of SQ1 as
a token of apology. I immediately ordered the SQ Collection afterwards, and
got really hooked.
   Today, I live with my parents and annoying kidbrother in a nice, two-story
house with a garden we never use and a masochistic pet cat in the small Danish
town of Holbaek. I love computer gaming, the Internet and playing around with
musical instruments. And of course, working on this FAQ, which I find to be
an enormous, but quite enjoyable task.
   I consider myself the "Freelance Space Quest Historian". I have taken it
upon myself to study the history of Space Quest as thoroughly as I can. I can
answer any question about Space Quest that you throw at me, provided the
information can be retrieved from some valid source of information (not much
info is provided through the games themselves, but it doesn't take much to 
piece the info from the documentations and websites and e-mails together).
I got this idea from a friend of mine who was a complete Star Wars fanatic,
and could answer absolutely ANY question you threw at him about Star Wars --
down to the planet names in the galaxy where the action takes place. I'm
trying to be like that. If you wish to test my knowledge, please don't let me
stand in your way.
   Ah, enough blabber already. Let's FAQ!!!

[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 Realms'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 the summer of 96, 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, 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.

   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.  And now, with
Space Quest 7 in the horizon, things are really picking up...

   Jess Morrissette, the Virtual Broomcloset webmaster, has written his own
very touching introduction to the FAQ, as a tribute to the 10th incarnation
of it, which you will find at section [1].

[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:			Sorry, but I don't go on IRC, for two reasons:
				1.  No time.
				2.  No time.
				Now I realize, that technically speaking that's
				only one reason, but I thought it was such an
				important one, it was worth mentioning
				twice...

	ICQ:			I've been connected to the ICQ network.  My
				number is 1428949.

	Wilco's Domain:		http://www.geocities.com/area51/4800

   ANY comments/critiques/contributions would be welcomed.  Hint beggars are
also welcome -- check section 3.2 for more information.
   I'm also looking for more people to correspond with.  My addressbook is
getting hungry. :)

   Please ensure to keep my mail quota above 10 per day...  :)

[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 5.3.2
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 homepage (about SQ or something else), and would like
to post my FAQ on it, please send me an e-mail (bjpl@post2.tele.dk) with the
following information:
		Your real name (please, not Fronzel Neekburm!)
		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
   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.
   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:
		Your name (please, not Fronzel Neekburm!)
		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
   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 send 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?
Well, take a look at my mail list.  It'd be a bit hard to send out each version
via snail-mail to fifty different people.  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			Canada		denis@shaw.wave.ca
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		zznnchen@msn.com
Guy Lavoie			Canada		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
Domen Novak			Slovenia	novakdom@perftech.si
Florian Heise			Australia	florian@OntheNet.com.au
Douglas Peltz			US		dpeltz@gte.net
Christian Giegerich		Germany		Cyberwilco@t-online.de
Andre Stein			Australia	andre@magna.com.au
Fernando Andres Jimenez		Costa Rica	fandres@geocities.com
Jarred Olsen			US		yoda@whoever.com
Tomer Fishman (Deep Freeze)	Israel		tomerfi@shani.net
Allan Wong			China		awong@att.net.hk
Mor				Israel		morme@bushwack.gilo.jlm.k12.il
Leonard Kramer			Denmark		lkramer@vip.cybercity.dk
Thor				(Valhalla?)	s39903@gettysburg.edu
Justin Barker			US		justbark@mindspring.com
Larry Petersen			US		gamer8000@hotmail.com
Liam Smith			Australia	ldsmith@dynamite.com.au
Jason Hadricky			US		Jason@Hadricky.com
Tom Seabourne			US		spacesheep@geocities.com
The Mysterious Sleeray		(Who knows?)	sleeray@geocities.com
Joseph Sutedja			Indonesian	sutedja@pdq.net
Eric Yeo			Malaysia	yeowh@pl.jaring.my
Janez Kranjc			Slovenia	rogerwilco@mindless.com
Trevor Senecal			Canada		tror@hotmail.com
Dave Vos			Can/American	jhvos@bhip.infi.net
Dan Cerulo			American	sky-blue.erie@worldnet.att.net
Nicholas Cross			Australian	gcross@mail.usyd.edu.au
Theodore Reiker			Hungarian	reiker@usa.net
Devin Sperling			USA		platypu1@ix.netcom.com
Vsevolod Alexeev		Russia		ourown@dol.ru
Daniel Lagerkvist		Sweden		fronzel@hotmail.com
Scott Murphy			USA		scott.murphy@sierra.com
David Liu			Singapore	davidliu@mbox2.singnet.com.sg
Matthew Arcilla			Phillipines	viper@world.net.ph
Daniel Stacey			Australia	daniels@tne.net.au
Andy Wynn			USA		stevew2@icon.net
Andrew Aldrich			USA		phatbooch@hotmail.com
Peter Kelly			USA		ptrkelly@ozemail.com.au
Matias Jakobsen			Denmark		k_arthur@hotmail.com
Emma Roos			Sweden		pt94ero@student.hk-r.se
Mike Schock			US		jschock@conpoint.com
Diego Calugi			Italy		scalugi@biuno.dada.it

                 There are currently 67 people on the mail list!

   Thanks for all the lovely response, guys (and two girls)!  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 65 on it, and three 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 received,
but I messed up somewhere...
   
[1.6]  Revision history
------------------------

   Yes, the Official Space Quest FAQ has lived a long and relatively useful
life.  And it's far from over yet!  :)

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

   There's so much in this version, I couldn't even BEGIN to put it down.  But
a brief overview of the cool stuff in this edition of the Space Quest FAQ:

	* Personal additions by former Guy from Andromeda, Scott Murphy.
	  You can find them by going to the sections marked with a + in the
	  contents list.

	* Jess Morrissette, maintainer of the first ever SQ site, The Virtual
	  Broomcloset, wrote a really touching intro, which you can find in
	  section [1].  Hmm.  That means you've read it already.  Oh well.

	* Lots more SQ sightings in other games.

	* Plot inconsistencies, cameos, easter eggs, the lot.  And plenty of
	  'em.  :)

[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:	(Same as v1.4)
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
Version 1.7	Space Quest in Other Games additions, great cheat for SQ2,
		removed "Favourite Links". Other great additions to the
		"usual sections."
	Quote:	"You're not sure what that is, but you bet it'd look cool
		spewing through the propellars."	- Gary Owens
Version 1.8	Rewrote entire section 4. More SQ sightings, Spike as
		character description, and more hints. This is a big one.
		Don't be late, Johnny.
	Quote:	"Enough smarm already. Let's funeral!"	- Gary Owens
Version 1.9	Fixed major screwup with Vohaul's name.  Plenty of cool
		secrets for SQ1EGA; an SQ-sighting in KQ4; more "How to" hints;
		better cheats for SQ1 and SQ2; review and solution for the
		SQ6 demo; Flo, Cliffy and Droole as character descriptions;
		and section 4.6.7 now exists.  :)
	Quote:	"Fronzel Neekburm.  If I had a buckazoid for every time I'd
		seen that name, I'd be sittin' pretty.  I could afford one
		of those fancy furlined doughnut thingies!  Uh, anyway, what
		was I saying?"     -- The Dew Beam Inn manager
		
[1.7]  News in the Space Questiverse
-------------------------------------

	* THE SPACE QUEST COLLECTION
	  Leslie Balfour informed me, that the upcoming Space Quest Collection
	  won't be out until the end of August.  However, a rolling promo for
	  Space Quest 7 will be featured on the CD, and the Current Inside
	  Copy AVI will appear in higher resolution!  My usually well-informed
	  sources (cough cough) says 14th of August.  But Sierra's been
	  pushing the release date so much, who knows...?

	* LESLIE BALFOUR INTERVIEW
	  Leslie Balfour, co-designer of upcoming Space Quest 7, is featured
	  at the Celebrity Interview Library at Wilco's Domain, which you
	  can find at
		http://www.geocities.com/Area51/4800/interviews.html

	* THE BROOMCLOSET SPRINGS BACK TO LIFE!
	  It was perhaps a few months ago that the Space Questiverse was
	  shocked by the closing of the first and undisputed best of the
	  Space Quest fansites, The Virtual Broomcloset.  The reason was,
	  according to webmaster Jess Morrissette, creative stagnation.
	  Now, however, a breath of inspiration suddenly washed over Jess,
	  and the Broomcloset is about to spring back to life with a new
	  look, new content, and plenty of cool things to browse.  Among
	  them, probably the coolest interview with Scott Murphy thus far.
	  You can check out this fabulous piece of HTML at:
		http://www.wiw.org/~jess/roger.html

	* PINKUNZ ON PATROL
	  If you've enjoyed some of Chris Geroux's other games based on the
	  Space Quest series, such as Orat Sportz Soccer or Eureka Trash
	  Pickup, here's another cute arcade game.  It is based on the cute
	  little purple guys in Space Quest 2, labelled "Pinkunz" by Justin
	  Barker, and revolves loosely around the profile Justin wrote about
	  them on his website.  Once again, it'll be programmed in Maxis
	  Klik-n-Play and I'll be throwing a few musical tidbits in there.
	  Look for it soon at Chris' webpage, ScumSoft HQ:
		http://www.geocities.com/Area51/Vault/5837

	* SPACE QUEST NOVELS
	  Two more Space Quest novels are in the works, both of which with
	  original stories, as opposed to the first novel which was basically
	  The Sarien Encounter in novel form.  These two new novels are:
		"Lone Voyager" by Troels Pleimert
		"Future's History" by Daniel Stacey
	  Both will be made avaliable at Wilco's Domain (Area51/4800), and
	  you should expect to see some previews sooner or later.  (No,
	  really, I mean it this time.)

-------------------------------------------------------------------------------
[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 (most
noticeably the EARTHSIEGE series), 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).

   More info on the beginning of the SQ-series can be found when browsing
the Celebrity Interview Library, back at my website at
	http://www.geocities.com/Area51/4800/interviews.html

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

   The Two Guys from Andromeda broke up shortly after work on SQ4 was
complete.  There was no big feud or fall-out between the two, they just
plain and simple went their seperate ways.  One of the Guys, Mark Crowe,
was offered to move to Eugene, Oregon to work for Sierra's sister company,
Dynamix, while the other Guy, Scott Murphy, began juggling other projects.
   Scott Murphy tells it this way:  "It wasn't so much 'running out of ideas'
as it was that we needed some change.  Each Space Quest except for a few
months before SQ4 were done back to back to back.  I felt that we had been
forced into a very deep rut due to that.  It's like every farmer knows,
that he must allow fields to fallow a season or two so that they may regain
their richness and to not be drained of potential."
   However, maybe it was the fresh air in Oregon, but shortly after Mark's
transfer to Dynamix, he began work on SQ5.  (More on that in section [2.2.2])
After SQ5's release, however, Mark let go of Roger, and has not since done any
work on a Space Quest project.
   After SQ5's release, Sierra decided they wanted another SQ, and called
upon Scott Murphy to do it.  However, he was currently busy programming for
Police Quest IV, so Sierra recruited Josh Mandel, a contributing writer to
most Sierra products since 1990, to do the design work.  Scott later joined
the team as creative consultant, but ended up having influences on storyline
and design as well.  Shortly before SQ6 was finished, Josh packed his stuff
and left Sierra due to some sort of management problem.  Scott Murphy was
left with the job of getting SQ6 done, which he did.
   Not only that, but Scott Murphy is now collaborating with Leslie Balfour
and Jay Lee to create upcoming Space Quest VII.  I guess they just can't let
Roger go...

[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, the upcoming SQ7
is being produced in Oakhurst, just like SQ6.

   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
http://www.geocities.com/area51/4800/mark.html.

[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.  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".
   Scott Murphy tells it this way:  "I agree with Josh as far as the credits
go.  I can't agree that it 'only needed text', though."  [Previously, I had
stated that SQ6 only needed extra text when Scott joined the project.  My
mistake.  -ed]  "The Popular Janitronics deal was just an oversight, to the
best of my recollection.  Josh did the bulk of the design of SQ6.  Sierra
was making promises they weren't keeping and, after being told that I was the
one they wanted to design the game, I was later relegated to the title of
'creative consultant' because the project I had been involved with at the
time (Police Quest IV) ran several months late.  I wasn't made aware of
Josh's involvement until he'd been working on it for at least a couple of
months.  This meant that Josh ran his design past me, we talked about it,
but things were pretty much on their way, I think Josh might agree that it
wasn't a good time to be a Sierra employee.  At any rate, from the control I
had over things I want to personally apologize to Josh.  He put tons of
effort and time into it.  I take a major chunk of responsibility for credit
problems at the software end.  (I had my own bitter personal feelings about
a few things from that time, I must admit.)  I want to publically apologize
to Josh for this.  It was a difficult situation for both of us.  The 'solo
job' thing I honestly had no clue about until I got my packaged copy of the
game.  Anyway, Josh did get screwed over and I hope he accepts my too-late
apology for any part I may have played.  I made a mistake I'm not proud of."
   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's latest project,
"Callahan's Crosstime Saloon", is out now.

   You can read more at my exclusive interview with Josh Mandel at
http://www.geocities.com/area51/4800/josho.html.

[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 are now my OWN reviews, and NOT the
general views of the SQ-population!

[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 beginning of the Space Quest series.  The
game sported really beautiful low-res EGA-graphics, drawn exclusively by
one man:  Co-designer Mark Crowe.  SQ1 was also the first Sierra-game that
used the position of the on-screen character as part of the puzzle -- you
had to move Roger through drops of acid, evade grate monsters in underground
caves ... and need I mention the skimmer sequence?
   The game's interface is the old-style "type-til-you-bleed" parser
interface.  Although for the most part it works very well, its vocabulary of
synonyms isn't mammothly large, and it has a problem with accepting full-
sentence input, as opposed to the basic "verb-noun" adventure-ish input.
   However, for a game released in 1986, SQ1 is a technological wonder.  The
story is perhaps one of the best in the entire series, and does a good job
in keeping the player locked to his seat throughout the game.

[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.

   After the great success of The Sarien Encounter, the Two Guys were pressed
into service again, and a year later, in the paeolithic age of 1987, they
turned up Space Quest 2: Vohaul's Revenge.  As the title suggests, this
installment is a very melodramatic servicing.
   The overall look is nearly indistinguishable from SQ1, as the graphics
quality and interface are completely identical.  The story of the game kinda
reminds me of a King's Quest game set in outer space, and humor in the game
is very scarce.  Plus, it's not a great technological improvement over SQ1.
   Jess Morrissette, webmaster of The Virtual Broomcloset, once stated:
"It's more like Roberta Williams on a particularily funny day."  I rest my
case.

[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...

   SQ3 has time and time again been recognized as the funniest, best-looking
and overall greatest Space Quest game so far.  The graphics are outstanding,
the interface works at its best, the story is so far out it's a stroke of
genius, and most importantly, the humor is unbeatable.
   Although the graphics are still 16 color EGA, the resolution has gone a
few notches up to 320x200, and at various points, the graphics comes close
to 256 color VGA.  The graphics artwork is still a one-man job, still drawn
by co-designer Mark Crowe, which only serves to make the graphic presentation
even more impressive.
   SQ3 is also one of the first Sierra-games to support music cards.  The
Adlib and the Roland MT-32 were the most popular sound cards at the time, as
no SoundBlaster cards yet existed.  The MT-32 was definitely preferable,
since it had within its power to play "digital" midi.  Scott Murphy states,
that "the Roland MT-32 made the AdLib sound like a PC speaker at the very
best.  There's an unbelievable difference!"  All the music was composed by
former SuperTramp band member, Bob Siebenberg, which provides the game with
a very good rock'n'roll soundtrack.
   Even though the interface is still a "type-til-you-bleed" parser interface,
the parser understands almost everything you try, and the puzzles in the game
are logic and unobstrusive.  The only thing I can think of that speaks against
SQ3 is the length of the game -- the game is relatively short, and ends very
quickly.
   Upon release, SQ3 was swamped with awards and was even awarded the Best
Adventure Game of the Year.  And it still stands as one of the best games in
the history of Space Quest.

[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 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 think of 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, particularly 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...

   SQ5 was unfortunately developed without the sarcastic input of Scott
Murphy, the story of which you can read about in section [2.2] of this FAQ.
Developed at Dynamix, though using Sierra's SCI development system, SQ5 is
presented like an animated comic book, and with a broad serving of Star Trek
parodies.
   The graphics are still VGA 320x200x256, but they have a cleaner look than
SQ4 (no pun intended), and even though animation in closeups are scarce,
the animation that IS in the game is very well done, occasionally utilizing
video captured actors, painted over with computer graphics.
   The sound is also stunning.  All that's missing are the voice over actors
-- do wonder why Sierra didn't release SQ5 on CD-ROM with voices.  [The
answer you can find in section [4.6.7].  The sound effects and music are
extremely well done, and it's easy (particularly during the WD40 fight) to
hear that the music/sfx guys, Christopher Stevens and Tim Clarke, had a good
sense of humor as well.  :)
   The only criticism I can think of, is the lack of acidic sarcasm, which was
the trademark input of Scott Murphy.  The game IS extremely funny, and
contains a lot of gags, but it's easy to see that Mark Crowe's visual type
of humor takes the forefront instead, and the merciless parody of popular
culture has been pushed a few notches down.  There's a lot of slapstick and
sightgags in the game, and if you're into that -- and get a kick out of
great Star Trek parodies -- SQ5 is a great game.  And it definately takes
the role as one of the best games in the series, beyond a shadow of a doubt.

[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.

   The first of the SQ games to come out on CD-only.  SQ6 is one of the
weirdest, best-looking, funniest, and challenging games in the series.  It
may sound like I'm contradicting myself, considering what was written here
in previous versions of the FAQ, but I looked it over and realized that a lot
of the info was very unjustful to the game.  I was giving it criticism after
criticism, hardly giving it any words of compliments, which the game most
definitely deserves.
   Anyway, SQ6 made the big move to Super-VGA graphics (640x480x256 resolu-
tion).  The graphics were finer, more detailed, and the animation was
terrific.  SQ6 also took advantage of raytracing technology, and tries to
bring back the old SQ4 look, while keeping Roger's goofiness and the
sillyness of the situations intact.
   The sound behind the game, however, could've been better.  The music is
very much based on string-instruments, which in itself is fine, but with
hardly any other instruments to back them up, it sounds a little empty.
Don't get me wrong, SQ6 has its fair share of chart stoppers, just like all
the other games in the series, but not as many as one would hope.
   Scott Murphy had this to say about the music of SQ6:  "Personally, I
think the music for Space Quest 6 sucked hard for the most part.  The
musician we originally had relocated to Dynamix very early into the
programming process, unfortunately."
   The sound effects are there, but they don't make a lasting impression, and
they seem to be very low in number.  The voice actors are good, although if it
came to a fight, I'd still vote for Jeff Bender, who played Roger in SQ4.
But the voice actors in SQ6 ARE very talented, and I was relieved to see
Gary Owens back in action as the narrator.  Roger and him have some very
interesting conversations together, although unfortunately, it's easy to hear
that the dialogue was recorded seperately.
   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. 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

[2.3.8]  The Space Quest 6 Interactive Demo
--------------------------------------------

   The story of the SQ6 playable demo takes place aboard the DeepShip 86.
It's a perfectly normal, trivial, boring day.  Roger is cleaning the outside
windows of the DeepShip, and the bridge is buzzing with normal, trivial, boring
activity.  Suddenly, the Bjorn Collective appears, in their impossible-cube-
shaped spaceship, beams aboard the bridge and transforms all crew members into
scoops of lemon sorbet.  Roger is the only one to go unnoticed.
   He ventures inside and must rescue his crewmates by defeating the head
Bjorn, who is currently sucking out all the data from the ships harddrive.

   The SQ6 playable demo deserves a mention in this FAQ, because it is a
totally unique story and has almost nothing to do with the real game.  None
of what goes on in the demo happens in SQ6.  It's a little mini-game in
itself.
   The entire game takes place aboard the DS86, with only four rooms
avaliable to explore:  The shuttlebay, Roger's quarters, the bridge and
8-Rear.
   The SQ6 demo is only avaliable on CD, because the demo has also gone through
the voice-over process.  You should be able to get it through Sierra, or by
looking through some of the old magazine cover-CD's you no doubt have lying
around.  :)

[2.3.8.1]  Solution for the SQ6 demo
-------------------------------------

   Originally, this FAQ was intended to bear the solutions for all six
games, but that would've used up too much space, and the walkthroughs for
the games are avaliable many other places.  However, not so many offer the
walkthrough for the SQ6 demo.

   You start out in the shuttlebay.

(SHUTTLEBAY)
Open the hatch to the DS86 shuttle (middle, right row).

(DS86 SHUTTLE)
Open the glove compartment.  Take the duct tape and pliers.  Combine the
duct tape and pliers.  Go outside and use the ComPost to travel to Roger's
quarters.

(ROGER'S QUARTERS)
Take the ClapMaster from the dresser.  Use the pliers with reinforced handle
on the plug, where one of the ClapMaster pins are stuck.  Combine the pin
with the ClapMaster.  Travel to 8-Rear.

(8-REAR)
Look in the ComPost entity database under "Bjorn".  Find the replicator code
for Bjorn Chow.  Use the Mr. Soylent food replicator in 8-Rear to get some
Bjorn Chow (replicator code 7469410).  Travel to the bridge.

(BRIDGE)
Put the Bjorn Chow on Commander Kielbasa's command center/scratching post.
The Bjorn leader will start chowing down on it.  Put the ClapMaster into the
socket on the command center/scratching post.  Roger will automatically use
the ClapMaster to fry the Bjorn.
After the Bjorn leader is dead, search him and get the Sorbet Bioconverter
belt.  In your inventory, click the HAND-icon on the belt.

   Computer...  end simulation...

[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
   Rank:		Janitor Second Class
   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.
   Rank:		Freedom fighter
   Birthplace:          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 Creakworm Wankmeister
----------------------------------------

   Name:		Beatrice Creakworm Wankmeister
			(Submitted by Jeff Budzynski)
   Rank:		Ambassador for the G6 quadrant
   Birthplace:		Unknown
   Planet, Galaxy:	Unknown, Earnon (speculation: Xenon, Earnon)
   Age:			29, at time of SQ5 (Submitted by Nate Chomilo)
   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, his 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
   Rank:		Brother of Slash Vohaul, Xenon's lead scientist
   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.
   As things've turned out, Slash Vohaul was Sludge's good-natured brother,
who had his invention kidnapped by Sludge, who was cooperating with the
Sariens.
   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 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.
   Scott Murphy also states, that Sludge has another reason for being mad
at Xenon.  In his own words:  "He was originally a siamese twin."  [Not
Slash.  -ed]  "The other twin got the good organs and Sludge was sold off to
research.  He has not lived peacefully with this knowledge.  Kinda put him
in a full time pissy mood. Never quite made peace with that."  However, none
of this is mentioned in any of the games.  Sludge states, in Space Quest 2,
that the reason why he stole the Generator was to make Xenon pay.  According
to Scott, he also holds a grudge against his parents for playing with his
genetics.  However, he *did* work with Slash on the Generator, until he found
out it was to be used for *saving* lives rather than destroying them, as he
states in SQ2, and confirmed by Scott Murphy.
   The plan failed, as every Space Quest I player would know, and Vohaul was
presumed dead when the battlecruiser Deltaur exploded.  Scott Murphy states
that "the tubes and hoses were not from the Deltaur incident. He wasn't
aboard."  This is true, however, in the Sarien Encounter novel (which is
fan-written), Vohaul is aboard the Deltaur, manages to escape, but is killed
by the shock.  However, as Scott correctly states, he is not aboard the
Deltaur in the game -- at least, we never hear about him in Space Quest I.
It it up to you to decide if you want to consider fan-written material valid
information.
   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.
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.
   Scott Murphy notes:  "Vohaul is presumed dead, but his disk still remains
on the floor of the super computer in Space Quest 12.  Another thing that
should be noted is that, as mentioned in Space Quest 2, he was the mastermind
behind the Sarien involvement in SQ1."

   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 fan fiction story, "A Final
Vengeance", at http://www.geocities.com/area51/4800/fanfiction.html!

   Thanks to Matan Kalman, for reasons I am too humiliated to disclose at
present time...

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

   Sigh...  Okay, I guess this proves that EVERYBODY can be wrong at SOME
points.  The following letter, which was written by Scott Murphy to Matan
Kalman (webmaster of Popular Janitronics On-Line), demonstrates that I've
been sadly mistaken all along concerning Slash's "double-identity"...  Okay,
Matan, you can stop laughing now!

   "The backstory at that time was that Slash Vohaul was actually related to
Sludge Vohaul, who we later found out was the mastermind behind what the
Sariens were up to. He kept track of his brother's activities. Sludge saw this
as an excellent opportunity to gain access to the most powerful device in the
universe -- or weapon, as he saw it -- and knew he could exact his personal
revenge on Xenon and those he held very bitter contempt for. And if a few
(million) innocent beings were also wasted, in his mind, it was their fault
for being in the wrong place at the wrong time. Well, Slash died and we never
followed up on him. Sludge was then brotherless, or so it seems.... hahahaha!"

   Gee, cryptic guy, eh?  :)

[2.4.5]  Captain Raemes Tipper Quirk
-------------------------------------

   Name:		Raemes Tipper Quirk (Submitted by Jeff Budzynski)
   Rank:		Captain
   Birthplace:		Unknown
   Planet, Galaxy:	Unknown
   Age:			38, at time of SQ5 (Submitted by Nate Chomilo)
   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 (actually PERFORMING the illegal dumping activities from the
StarCon flagship, the SCS Goliath) who in turn were one of StarCon's most
prized, 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 resulted 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 and were genetically altered,
then attacked the colony, under the control of the brainwashing effect of the
mutagenic slop, 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
   Rank:		Widow of an Admiral
   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:		Stellar Santiago
   Rank:		Leutenant First Class
   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.

[2.4.8.1]  Free Labion Terror Beast Mating Whistle?
----------------------------------------------------

   The Two Guys from Andromeda made a horrible mistake when designing Space
Quest II. In this game, Roger orders a Labion Terror Beast Mating Whistle.
In later games, he is pursued across the galaxy by two bill collectors from
the creators of the whistle, the Gippazoid Novelty Company, because he didn't
pay for the whistle. In theory, that's all mighty fine, but try examining the
order form when playing SQ2. The description says: "Free Mating Whistle".

   When asked about the incident, Mark Crowe -- former Guy from Andromeda --
stated: "Hmmm, uuhh!... Perhaps a billing computer malfunction at Gippazoid?
Yeah! That's the ticket!"

   Every snafu is born by the responsible person. When asked about who held
the blame, Mark Crowe confessed: "I'm afraid I'm responsible for the mail
fraud scheme. It was a quick solution to the problem of how to tie Arnoid to
the previous game's storyline."

   On a side note, my fan fiction story "Shore Leave" tries to get ahold of
the situation, and perhaps try to save it. It is avaliable by going to my
website at http://www.geocities.com/area51/4800 and accessing Roger Wilco's
Fan Fiction Library.

   Thanks to Matan Kalman.

[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
upon request from Daniel Lundmark of Sweden.

[2.4.10]  Spike
----------------

   Spike is a creature of unknown origin, which Roger found on the planet
Peeyu while on garbage patrol in Space Quest 5. Spike has a unique ability to
produce a waste product, which has the same effect on substances as highly
concentrated acid. This ability proved to be quite an immense danger to the
SCS Eureka and its crew, so Roger had Spike put into a small specimen habitat.
Spike proved to be a great help in freeing the Chief Engineer of the SCS
Eureka from prison, and in finding a cure for the genetic mutation caused by
the primordial soup. Unfortunately, Spike also has a bad habit of clinging to
people's faces.
   To many SQ-fans' great disappointment, Roger's new pet wasn't included in
Space Quest 6. The reason for this, Josh Mandel explains, is that Beatrice
Wankmeister probably has him planetside. He was too much of a danger to be
aboard a starbase or spaceship, and the habitats were found to be too cruel.
The only place where he could roam free was on a planet.

   My thanks to Brett Rhymestine for forwarding Josh's letter to me for
inclusion in this FAQ.

[2.4.11]  Droole
-----------------

	Name:		Droole
	Rank:		Weapons/navigations officer
	Birthplace:	Unknown
	Planet, Galaxy:	Unknown
	Age:		102, at time of SQ5 (Submitted by Jeff Budzynski)
	Starred in:	SQ5

   Droole's background is a sad one, to be perfectly honest.  He was the
weapons officer on the SCS Stupendous, but was reassigned after having
opened fire on one of StarCon's own robotic freighters.  His new post was at
the SCS Eureka.
   Droole is a rare species with a red, almost hood-like facial configuration.
The only recognizable feature about his face is his two bulging white eyes.
Droole is very protective of his personal heritage, particularly his mother,
and prefers to keep his past in the shadows.
   Droole was on the SCS Eureka throughout Space Quest 5, serving under
Captain Roger Wilco, and managed to live through it.  However, when Roger was
decommisioned in SQ6 and assigned to the SCS DeepShip 86, Droole faded out of
the spotlight and nothing was ever heard from him again.

[2.4.12]  Flo
--------------

	Name:		Florence Qwerty
	Rank:		Communications Officer
	Birthplace:	Unknown
	Planet, Galaxy:	Unknown
	Age:		Forty-something (Submitted by Jeff Budzynski)
	Starred in:	SQ5

   Flo used to serve on the SCS Phlegm, but a feud with her previous self-
important male scum-- er, Captain, left her serving as communications officer
aboard the SCS Eureka.
   Flo's past is somewhat shrouded in secrecy, but she has alledgedly had
over fourteen husbands, and managed to divorce them all.  Serving under
Captain Roger Wilco throughout SQ5, she developed the proverbial hots for
him after his heroic deeds rescuing the Eureka's chief engineer Cliffy from
an exploding spacebar.  This soon turned to jealousy when the Eureka rescued
Ambassador Beatrice Wankmeister from the planet Thrakus, which (if nobody's
been paying attention) was Roger's wife-to-be.
   After surviving the adventures of SQ5, Flo -- like the rest of the crew
of the SCS Eureka -- faded into the background and nothing was ever heard
from her again.

[2.4.13]  Cliffy
-----------------

	Name:		Clifford Crawford
	Rank:		Chief engineer
	Birthplace:	Unknown
	Planet, Galaxy:	Unknown
	Age:		51, at time of SQ5 (Submitted by Jeff Budzynski)
	Starred in:	SQ5

   Cliffy is -- or rather, was -- the Chief Engineer for the garbage scow
SCS Eureka, fixing things that weren't broke, and breaking things that needed
fixing.  Being an incredibly handy guy, Cliffy unfortunately also had a knack
for getting in trouble.  This is demonstrated perfectly when he managed to get
in a fight with a member of the SCS Goliath in the Nova Station spacebar,
which resulted in him being thrown in the slammer.  He was rescued by Captain
Roger Wilco, commanding officer of the SCS Eureka.
   Very little is known about Cliffy's past assignments, but it seems he was
assigned to the SCS Eureka around the same time as Flo and Droole.  Roger was
their second captain; the first one managed to blow himself out of the airlock
by "accident".
   Like the rest of the Eureka-crew, nothing was heard from Cliffy after
Space Quest 5.  Although he still owes Roger two favors: One for saving him
in the EVA pod, another for rescuing him from jail.

[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

   The first four games were also released on the Amiga.  Also re-released
by KIXX for this format.  (Submitted by Theodore Reiker)

   Space Quests 1, 2 and 3 were released on the Atari ST.  SQ4 is uncertain.
Also re-released by KIXX for this format.  An "equivalent" of SQ1VGA was also
released for the Apple Macintosh, utilizing the same techniques as the Apple-
version of SQ4.  (Submitted by Theodore Reiker)

   An old release, which came out on 5 1/4" and possibly 3 1/2" disks was
called "The Space Quest Saga", which included Space Quests 1, 2 and 3.  Any
more information?

   Another edition of "The Space Quest Saga" was released in 1993, which
included Space Quests 1 (VGA only), 2, 3 and 4 (disk version).  It was released
on 3 1/2" disks only.   (Submitted by Theodore Reiker)

   A "Space Quest Collection" CD was released on June 22nd 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,
was released in September 1995.  This new box was entitled "Roger Wilco
Unclogged".  (Submitted by Craig Alexander)

   A new Space Quest Collection is in preparation, which will include Space
Quests 1-6, a promo for Space Quest 7, the Current Inside Copy AVI in higher
resolution, and perhaps even a version of this FAQ.  It is planned to be
released near the end of August.  (Submitted by Leslie Balfour)

   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, and perhaps also SQ1 EGA, have also been re-released
by KIXX, but only as disk versions (no CD).  Release dates unknown.

   Ms. Astro Chicken (an arcade sequence in SQ4) was released as independent
freeware on a single HD disk (actual game size is around 440k).  This was
released in November, 1991.  This disk is no longer avaliable through Sierra,
but Kevin Wallace has the game avaliable for download on his webpage,
WilcoWeb.  See section 5.3.2.  (Submitted by Theodore Reiker)

   A package entitled "Nick's Picks" was released around 1993, which included
three arcade sequences from the VGA Space Quest games:  The Ms. Astrochicken
game and Monolith Burger sequence from SQ4, and the Skimmer sequence from SQ1.
Release date unknown.  The original package is not avaliable today, but it
was included on the Space Quest Collection CD.

   It is very probable that the music of Space Quest was released on an audio
CD entitled "Sierra Soundtrack Collection".  Unfortunately, this CD has not
been avaliable since 1994.  Actual content unknown; release date unknown.
(Submitted by Theodore Reiker)

   Space Quest IV was also released as a part of the CD-ROM bundles entitled
"5 feet 10 pack Vol. 1" and "CD Pack Vol.2" from MegaMedia.

   Still looking for the precise dates ...!

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

   So far, the Space Quest 7 team consists of...
	Scott Murphy		- Co-designer and writer
	Leslie Balfour		- Co-designer and writer
	Mark Aro		- Graphics
	Jay Lee			- Programming
	Bill Shockley		- Programming
	Lori Lucia		- Project Manager

   The team is currently developing a) a Space Quest 7 prototype, which will
be a playable demo, and b) a rolling SQ7 promo, which will be included on the
upcoming Space Quest Collection CD-ROM.  Since the project is still so young,
not much has been decided regarding story line, interface, etc. etc.

   The team will also be trying to introduce a multiplayer aspect to SQ7,
as well as a single-player mode.  It remains to be decided whether they want
to go for the RPG-style in multiplayer, or a hybrid.  (Let's hope not.)

   According to Scott Murphy, SQ7 WILL contain some 3D elements, however,
these elements will NOT require the use of a 3D accelerator card, and
the game should retain its standard, 2D-alike scrolling view, we have come
to know and love from SQ6.

   Leslie Balfour is avaliable for questions regarding Space Quest 7.  You
can reach her at .  Don't be alarmed if it takes
her a little while to get back to you; SQ7 is not the only project underway
over in Oakhurst.  ;)

You can read more about Space Quest 7 at Wilco's Domain's SQ7 Dirt page:
	http://www.geocities.com/Area51/4800/sq7.html
Also check out the Celebrity Interview Library for interviews with Scott
Murphy and Leslie Balfour:
	http://www.geocities.com/Area51/4800/interviews.html

[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.  According to Scott Murphy,
"Jeff Bender is actually a relative by marriage to Mark Seibert.  He is a
struggling actor, as they say."

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, Cyberspace
Director ......................................... William Hall
Stellar Santiago, Sharpei, Wriggley, Sys Inny .... Carol Bach Y Rita
Doctor Beleauxs, Commander Kielbasa,
Blaine Rohmer, Admiral Toolman ................... Jarion Monroe
Endodroid, Singent Flembukit, 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
Scott Murphy ..................................... Himself

   Scott sez:  "I also played myself in a brief discussion/argument between
the director (played by William Hall) and the writer (me).  I even (lamely)
did my lines in French and German for the dubbed versions.  (Ugh.)  To
those of you who speak either of these language, I apologize for it."

   The argument Scott mentions can be found in the contractor's office in
cyberspace.  BEFORE taking the number card, look at them.  It doesn't work
AFTER you've taken the card.

[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, due to the inclusion of raytraced graphics in
the game.
      
[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

   You can also find the script of the movie at my website, located at
http://www.geocities.com/Area51/4800.

   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
	"Best Space Quest Game" - Virtual Broomcloset Survey, 1996
   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

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

[3.1]  How to ...
------------------

   This section gives out hints on completing certain puzzles that causes the
most problems for gamers.

[3.1.1]  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.

   Some gamers may have problems when playing SQ4 on a Pentium.  The timer
that controls the arrival of SP droids is poorly programmed, and will cause
them to appear too soon.  Disabling the internal CPU cache in your BIOS-
setup will correct the problem.  An external cache, if present, should not
cause any problems.  (Submitted by Hagix)

[3.1.2]  Three ways to escape the security droids in the Super Computer in SQ4
-------------------------------------------------------------------------------

My method:

   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 from Popular Janitronics On-Line's method:

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
on 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.
   
Tanaquil Furfoot submitted this method, which is probably the easiest of all:

   When you exit the tunnel with the lasers, stand there for a few seconds.
A droid should appear on the walkway you're on, heading straight for you. Go
back into the tunnel as fast as you can. Wait there for about ten seconds. Go
out again. The droid will be gone. Hurry and left to the command room. No
droids should bother you. From here, you just enter the code and flush the
droids--which I find extremely rewarding.

Yeah, me too, Tan! :)

Thanks very much, Mate and Tanaquil!

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

   While on Genetix, you're supposed to enter the 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 been given a
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
	Ŀ   confuse some people, here's a more thorough
	 .     .  NELO JONES    explanation.  Cut the first square on the
            .     MERCHANT OF   top row and the third square.  On the second
         .     .     VENUS      row, cut the second square.  On the third
	   row, cut exactly as the first row.  So it's
				  basically just a big X.
   If you fail the puzzle, it will allow you to try again.  This happens five
times; the fifth time will kill Roger.

[3.1.4]  Two ways 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.

   John Maier submitted the following method:

	The EASIEST way to win the Robo Match in SQ3 (that's Nukem Dukem
	Robots, John ;) -ed) is to hit the up arrow 2 or 3 times, then just
	start walking, and push Pug to the wall, then don't take your finger
	off the right arrow, and you've got it made! He will punch, but
	can't hurt you.

   Thanks, John!

   There's also an unconfirmed rumor of a cheat combination for the fight.
See section 4.4.6 for more information.

[3.1.5]  Two ways to beat Quirk at Battle Cruiser (SQ5)
--------------------------------------------------------

   Brett Rhymestine submitted the following method:

	Start playing the game. When they are giving you the instructions to
	the game, save. Then play the game and when you hit a ship, write
	down the coordinates. It doesn't really matter if you lose, just try
	and get all or most of the coordinates down. Then restore the game.
	His ships will all have the same coordinates as they did before. All
	you have to do is look at the ones you wrote down, punch 'em in and
	blow 'em up.

   I myself use a different method, which I find to be slightly easier:

	Start playing the game. Save here, then go absolutely probe-and-laser
	wild; do everything humanly possible to obtain one of Quirk's
	coordinates. Now restore your game and shoot the ship down you got
	before. The smart thing is, you get all your probes back, and you get
	extra probes for every ship you blast. When you've destroyed the ship,
	save your game once again, then go probe-and-laser nuts again. Repeat
	the process to beat Quirk.

   And wouldn't you know it? Tomer Fishman pops up with another method:

	Instead of just going wild and guessing every time, you need to fire
	only at every other space (so it finally looks kinda like a checkered
	flag, or a chess gameboard), because no ship takes only 1 square, so
	you can understand there'll not be a ship there. Here's an ASCII-
	diagram to explain:

		[]--[]--[]--[]--  | [] fired and missed
		--[]--()--[]--[]  | () fired and hit
		[]--()++()--[]--  | ++ not fired but know it's there
		--[]--()--[]--[]  | -- not fired and know nothing's there
		[]--[]--[]--[]--  |
		--[]--[]--[]--[]  | (the ship is the Starbase, of course)

	If you don't understand (and I'm sure you won't--I'm not a good
	ASCII-artist), just e-mail me  and I'll send you
	a gif from the game so you can understand...

   Remember that this sequence is especially tricky, because if you nail one
of Quirk's ships, you gain points. But if he shoots down one of YOUR ships,
you LOSE points. If he finds one of your ships during the game, it is best to
restore your game and start again. Quirk is very simpleminded (figures), and
will not shoot at the same spot again.

   Thanks to Brett Rhymestine for the first mentioned method, and Tomer
Fishman for the third. (Nice ASCII, Tomer. Don't give up your day job. :)

[3.1.6]  How to avoid the Sequel Police on Xenon (SQ4)
-------------------------------------------------------

   Here's a solution for those who can't seem to reach the patrol ship on
Xenon, and who are playing on a Pentium CPU, courtesy of the ever-wonderful
Mr. Hagix...  Here's the explanation, in his own words:

   "I found the reason why so many people (including me) are having problems
with SQ4.  The timer that controls the arrival of enemies (droids and
policemen) is ill-programmed and does not work with the internal processor
cache of a Pentium CPU.
   I disabled the internal CPU cache in the BIOS setup (an external cache,
if present, does not cause any trouble) and ran SQ4 again.  The game itself
was only slightly slower, but now it behaves properly.  For instance, at
the Sequel Police patrol ship on Xenon, Roger should have about three seconds
to climb in before the patrols arrive.  When played with enabled cache, the
guards are already there when Roger enters the screen, so he's dead before he
can move one step.  The same goes for all other time-critical puzzles, like
stealing the time pod at the SP HQ or the Skate-o-Rama sequence."

   My everlasting thanks!

[3.1.7]  How to beat the Arnoid Annihilator on Phleebhut (SQ3)
---------------------------------------------------------------

   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).

[3.1.8]  Two ways to kill the Orat on Kerona (SQ1)
---------------------------------------------------

   Killing the Orat-monster on Kerona in Space Quest I can be done in two
ways. One is the easiest, but very impractical; the next one is harder but
works better. Here goes...

	Method 1: The Easy, But Impractical
	Enter the Orat-cave. Throw the water canister at him. This is
	impractical, because Roger quickly gets thirsty, and has to reach
	the hidden elevator before fainting from the heat.

	Method 2: The Harder, But Preferable (And Funnier)
	Don't kill the Spiderdroid with the stone/rib portion (depending on
	which version you're playing). Instead, walk up to the Orat cave,
	making sure the Spiderdroid is following you, then enter the cave.
	EGA VERSION: Quickly walk behind the rocks in the lower portion of
		     the screen so that neither the Orat nor the droid can
		     follow you. The Orat and Spiderdroid will collide.
	VGA VERSION: Click the WALK or HAND-icon on the small collection of
		     rocks in the center of the room. Roger should crouch
		     down behind one of them when done correctly. (This is
		     hard, because you have to click in a certain spot.)

   There. :)

[3.1.9]  How to beat the Monolith Burger sequence (SQ4)
--------------------------------------------------------

   In the Monolith Burger sequence, just turn the speed all the way down.
Then it's childs play.  (Submitted by John Maier)  This one works, but the
speed will steadily increase, so after the 15th-17th burger it becomes rather
tough even with the lowest speed setting.  (Submitted by Vsevolod Alexeev)

   You can also do it easily by using the keyobard.  When the empty bun begins
its way right, the cursor is positioned over the leftmost ingredient; pressing
the up arrow moves the cursor to the burger whereever it is and follows it;
the down arrow will move you back to the selected ingredient; left and right
cycles through ingredients; enter works as a left-click.  So the sequence
---- always places the selected ingredient
and moves on to the next one.  Repeat it 6 times to get a perfect burger.
After a while, you should be able to do the combination as fast as lightning.
There is a bug in the programming, though, and sometimes the ingredient
visibly appears one or two seconds after the click.  Do not be afraid of
that and just continue kicking the keys--it's nothing more than a visual
annoyance!  Six times the mentioned key sequence (at any key speed) will
make a burger (and, more importantly, a buckazoid) whatever is displayed
on the screen.  (Submitted by Vsevolod Alexeev)

   Another, slightly simpler, method is to keep on going inside Monolith after
Roger's been fired.  The owner will rehire him.  To the best of my knowledge,
you can only do this until you have enough money to purchase the dress,
afterwhich he'll tell you to take a hike.  (Submitted by Vsevolod Alexeev)

[3.2]  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 in the Land of the Lounge
	   Lizards (LSL1)				Sierra
	Leisure Suit Larry Goes Looking for Love
	   (In Several Wrong Places) (LSL2)		Sierra
	Leisure Suit Larry: Passionate Patti in
	   Pursuit of the Pulsating Pectorals (LSL3)	Sierra
	Leisure Suit Larry: Passionate Patti Does
	   A Little Undercover Work (LSL5)		Sierra
	Leisure Suit Larry: Shape Up or Slip Out (LSL6)	Sierra
	Leisure Suit Larry: Love for Sail (LSL7)	Sierra
	Space Quest I: The Sarien Encounter		Sierra
	Space Quest II: Vohaul's Revenge		Sierra
	Space Quest III: The Pirates of Pestulon	Sierra
	Space Quest IV: R.W. and the Time Rippers	Sierra
	Space Quest V: The Next Mutation		Sierra
	Space Quest VI: The Spinal Frontier		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
	Mean Streets (Tex Murphy I)			Access Software
	The 7th Guest					Trilobyte / Virgin
	The 11th Hour - The Sequel to the 7th Guest	Trilobyte / Virgin
	The Pandora Directive (Tex Murphy IV)		Access Software
	   (Entertainment Level)
	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 a lot of the games mentioned above, 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/messages, 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.

[3.2.1]  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.

   The answer is no.  Doing so is a violation of copyright laws.  People
writing me for copy protection codes should not expect a reply, and if they
do, don't expect it to be friendly.  People who're stupid enough to pirate a
great game like Space Quest don't deserve to be able to play the game.

   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.

-------------------------------------------------------------------------------
[4]  BEHIND THE SCENES
-------------------------------------------------------------------------------

[4.1]  Space Quest I
---------------------

[4.1.1]  Cameos
----------------

   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)
   Addendum:  Not only do you wind up in KQ1, you also hear Ken and Roberta
Williams (the Sierra On-Line CEO's) discussing inside the castle:
	- Ken?  Did you hear something?
	- It was probably just the gators entertaining another Space Quest
	  player.  Go back to sleep, 'Berta.
(Submitted by Theodore Reiker)

   Ken Williams had a cameo appearance in Space Quest 1, as chronicled in
section 4.1.2 of this FAQ...

[4.1.2]  Easter Eggs
---------------------

   You can step around the left side of Droids-B-Us, walk as far north from
there, and then step partially behind it.  Type "TAKE LEAK" and you'll get
one of three oh-so-clever messages.  (Sorry, no graphics.)  Oh yeah, there's
also a spare buckazoid stashed there.  And no, it isn't affected by the
easter egg, so you have no biohazard problems.  (Submitted by Scott Murphy)

   In early versions of Space Quest I, when you typed "ken" in the first
screen aboard the Arcada, Ken Williams would walk onto the screen and complain
that the game was behind schedule. Doing it twice would produce the message
"Dave? Dave's not here". This does NOT work with version 2.2, which is
supplied with the Space Quest Collection CD. (Submitted by Peter Kelly using
AGI LOGIC)

   At any time during play, typing "scott" or "scott murphy" will provide you
with a personal message from co-designer and programmer Scott Murphy, asking
you to drop him a line at Sierra and tell him if you enjoyed playing or not...
(Submitted by Peter Kelly using AGI LOGIC)
   This does not seem to work with the old version 1.0X, but with version
2.2 (supplied with the Collection) only!  (Submitted by Theodore Reiker)

[4.1.3]  Spoofs and References
-------------------------------

   The planet Kerona is a spoof on a reported alien crash site in 1987.
(Submitted by Jimmbo)
   Scott Murphy's two cents:  "I don't know what Jimmbo is talking about
regarding Kerona.  That had to be accidental.  I'd like to claim we did it
but the truth is it was actually our favorite beer at that time.  (There was
an additional reason but it's too sophomoric for even me to mention.)  More
details, Jimmbo!  You've peaked my curiosity."
   Jimmbo later responded, saying he'd heard it on the Discovery Channel.
Can somebody confirm what Jimmbo stated?

   When you approach the Deltaur, the inside view of the ship with your droid
resembles the rebel attack on the Death Star from Star Wars.  (Submitted by
Theodore Reiker)

   The mugger at Ulence Flats is one of the headhunters working for Jabba,
who tried to kill Han Solo in the Mos Eisley cantina in the first Star Wars
film.  (Submitted by Theodore Reiker)

   The Sarien Spider Droid is actually derived from the Imperial Scout Droid
from The Empire Strikes Back.  (Submitted by Theodore Reiker)

   The building of Tiny's Used Spaceships at Ulence Flats has a similar
design to Luke Skywalker's home on Tattoine.  (Submitted by Theodore Reiker)

   The Sarien Guard aboard the Deltaur is a King's Quest fan.  Besides of his
mention of KQ2, which awards you bonus points (see [4.1.5]), you can actually
talk with him about KQ3 (yes, he just bought it for 128,000 buckazoids at
Tiny's Holodisk Shop), and his favorite massacre was The Great Daventry
Rout.  (Submitted by, yes you guessed it, Theodore Reiker)
   Check section 4.1.5, where Scott Murphy explains who is *really* behind
all this King's Quest business in SQ1...

[4.1.4]  Plot Inconsistencies
------------------------------

   When you broke the slot machine in the Ulence Flats bar, a message says
that the Gippazoid Novelty Company would pay you back.  (Submitted,
inadvertedly, by Jess Morrissette)

   The address for the Gippazoid Novelty Company in SQ1 differs from the
one written in the SQ2 "Space Piston" manual. A minor whoopsie.
   According to Scott Murphy, "Gippazoid simply got bigger and had to
relocate for more office space."  Yeah...right.  :)

   The droid at Deltaur's weapons dispensary says "Silly human", but Roger
is dressed in a Sarien uniform, and the guards aboard the ship recognizes
him as a Sarien.  (Submitted by Theodore Reiker)
   One possible explanation is, that the droid meant to say "human-OID",
which means a human-like person, i.e. walking on two feet, etc.  In that case,
it wouldn't have been mistaking, because Sariens are a type of humanoids.

[4.1.5]  How to Get More Points
--------------------------------

   To top off the tasteless trait, kissing a Sarien will earn you an extra
point. (Submitted by Douglas Peltz)
   Scott Murphy adds:  "Kissing the Sarien was all Ken Williams' doing,
as was the KQ2 reference(s).  We let him do some programming and just
because he runs the company he thinks he can do whatever he wants.  Go
figure."

   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.

[4.1.6]  Cheats and Debugs
---------------------------

   Thanks to Per Hansson of Sweden, I now have the complete AGI-cheat list in
my possession.  The cheat is activated by pressing ALT+D during play.  Clear
the following message screens.  Now, type the following:

	TP			Asks for room number.  (It's a warp-code, ok?)
				Incorrect room number will throw you to DOS.
	GET OBJECT		Gives you an object, 1-23 is allowed
	SHOW FLAG		Displays one of 256 flags
	SET FLAG		Set one of 256 flags
	RESET FLAG		Reset one of 256 flags
	SHOW VAR		Show one of 256 variables
	SET VAR			Change one of 256 variables (#90 is buckazoids)
	POSITION		Change position of on-screen character

   In Space Quest 1, a few extra cheats have been added:

	CLOCK			Displays a clock in the upper right corner
	DRINK FLIGHT SUIT	Magically change into flight suit
	DRINK JETPACK		Magically change into wearing the jetpack
	BE ALIEN		Magically change into Sarien officer
	NO HELMET		Magically change into Sarien officer sans
				helmet
	CASH			Gives you any amount of cash ($0-200)

(The extra cheats were submitted by Peter Kelly using AGI LOGIC.)

   Also, there's a way to quickly beat the slot machine, which only works with
version 2.2. While playing the slot machine, type "holy shit" (trust me on
this). This will let you choose what type of symbol you want next time you
roll. (Submitted by Peter Kelly using AGI LOGIC)

[4.1.7]  Fun Facts
-------------------

   A few details were altered between version 1.0X and version 2.2 of Space
Quest 1. For instance, the Data Archive retriever aboard the Arcada. V1.0X
describes it as a D12 model, but V2.2 describes it as a DX model. Also, the
claw is slightly longer than the D12, but looks the same length when it is
holding the cartridge. (Submitted by Peter Kelly)

   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."

   Mark Crowe (yeah, the graphic artist) originally composed the theme song.

   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)
   Scott Murphy corrects:  "The film wasn't overdeveloped.  Some doofus
(translation: a well intended but exceptionally incompetent individual who is
constantly in the dark due to the very close proximity of his/her head and
ass) doing the final layout for that second box just put the film in
backwards.  There are only a few thousand of them out there.  Collectors
items, maybe?"

[4.2]  Space Quest I VGA
-------------------------

[4.2.1]  Cameos
----------------

   The Xenonian man who awards you with the Golden Mop in the ending sequence
is none other than King Graham from the King's Quest series. (Submitted by
Domen Novak)

   The Warbird from Star Trek pops up occasionally when you select the wrong
coordinates for your ship. It also appears during the introduction sequence.
(Submitted by Fred Zanfardino)

   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."
   Scott Murphy adds:  "The ZZ Top thing was a problem for us.  Somehow
after a couple of years they found out about their satirical cameo appearance.
Even though we didn't portray them in any bad light, someone there had no
sense of humor about it.  We then got one of those real solid envelopes in
the mail with the return address overloaded with names of supposed importance,
at least in their eyes.  The policy decision at Sierra was that it is easier
to make a change to the game rather than go to court and spend a bunch of
shark money (legal fees) even if we were found to be within our rights.  We
do have free speech in this country, but it ain't cheap."

   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".  (Submitted by Daniel
Lundmark)

   The triple-breasted hooker from Eroticon VI (another Hitchhiker's Guide to
the Galaxy reference) is sitting in the bar.  (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 arm on the counter, from SQ3. (Corrected by
	  Fred Zanfardino)
	* The head on the counter is described as an "Ultron-17". Ultron is
	  a robot character from a Marvel comic, and looks exactly like the
	  head in SQ1VGA. (Submitted by Fred Zanfardino)
	* The DEF-TECH droid on the screen is the Riflemen mech from
	  Battletech. (Submitted by Devin Sperling)
	* The HU-1D droid is "Huey" from the movie Silent Running. (Submitted
	  by Devin Sperling)

   Instead of King's Quest I, you wind up at Nottingham Castle, featured in
"Conquests of the Longbow" 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)

[4.2.2]  Easter Eggs
---------------------

   Currently, I know of no Easter Eggs in Space Quest I VGA.

[4.2.3]  Spoofs and References
-------------------------------

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

   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.

[4.2.4]  Plot Inconsistencies
------------------------------

   The planet Kerona is stated to have only one known settlement, which is
Ulence Flats (the Keronian underground city is not a "known settlement").
However, when looking at the mountains in Ulence Flats, you're told about a
place called "Yomammy National Park" (a spoof on the Yosemite National Park,
which lies in close proximity to the Sierra Oakhurst HQ).

[4.2.5]  How to Get More Points
--------------------------------

   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.

[4.2.6]  Cheats and Debugs
---------------------------

   There are no cheat modes or debug modes for Space Quest I VGA.

[4.2.7]  Fun Facts
-------------------

   Gosh, it looks sorta empty here, doesn't it?

[4.3]  Space Quest II
----------------------

[4.3.1]  Cameos
----------------

   Check the comic book documentation, that comes with the game.  There's
a lot of silly secrets in there. Here's the most obvious:
	* Spock is sitting in the bar, saying "Look at the action that just
	  walked in. Nice biped material, eh?"
		(Public notice: I remember somebody contributing this
		to me via e-mail, but I lost that mail in the limbo void
		of my disorganized mail program. Will the contributor
		please raise his hand?)
	* 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
	  diaper
	* 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".

[4.3.2]  Easter Eggs
---------------------

   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.

[4.3.3]  Spoofs and References
-------------------------------

   The bathroom aboard Vohaul's asteroid also makes references to Al Lowe
(designer of Leisure Suit Larry) as fell as Johnny Williams, whom is
affectionately referred to as "Brownfog" around the Sierra-offices.  (In SQ2,
if you sit long enough in the toilet stall, you will eventually get a message
that states, that something smells around here, and that the name "John"
suddenly springs to mind.)  (Submitted by Scott Murphy)

   Vohaul's monkey men seems to be a poke at the monkeys from "The Planet
of the Apes".  (Submitted by Theodore Reiker)

   Trivial, but true:  The Cubix Rube is a spoof on Rubic's Cube, a little
puzzle made by Erno Rubik, a Hungarian.  (Submitted by Theodore Reiker, who
"just happens" to be a Hungarian too.  :)

   A grafitti on the bathroom wall aboard Vohaul's asteroid reads: "KING
GRAHAM CROSS DRESSES."  King Graham is, of course, the ruler of the Kingdom
of Daventry in the King's Quest series.

   When Roger is caught in the hunters snare on Labion, he dreams he is
Leisure Suit Larry.

   The Labion Terror Beast is clearly a spoof on the Tazmanian Devil.
(Submitted by Daniel Lundmark)

[4.3.4]  Plot Inconsistencies
------------------------------

   The cryo chamber at the end of the game seems to have a strange effect on
boots.  When Roger climbs in the chamber in SQ2, his boots are purple, but
when he emerges again in SQ3, they've suddenly become black.  (Submitted by
Daniel Stacey)

   One of the best known plot inconsistencies in the history of Space Quest
is the one concerning the Gippazoid Novelty Company and their Labion Terror
Beast Mating Whistle. In SQ3 and SQ5, Roger is pursued by bill collectors from
the Agency, demanding that he pays for the whistle. However, in SQ2, try
examining the order form for the whistle--it reads "FREE Labion Terror Beast
Mating Whistle".
   Scott Murphy blushes:  "Mark and I both missed it.  I hadn't a clue until
I read it here.  I don't think either of us thought that if you actually
bought this game, you'd be looking that closely."
   See also section 2.4.8.1.

   The Gippazoid Novelty Company is called the "Jippazoid Novelty Company"
in the manual.  Oops.

[4.3.5]  How to Get More Points
--------------------------------

   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. ;)

[4.3.6]  Cheats and Debugs
---------------------------

   Typing BACKSTAGE or DBG while playing will activate the debug-mode.
(Submitted by Peter Kelly)

   Here's the complete SQ2 cheat list, courtesy of Per Hansson:

	TESTER			Display coordinates of character
	TP			Warp-code; asks for room number.  Incorrect
				room number bombs you to DOS.
	GET OBJECT		Gives you any object, asks for object no.
	SHOW FLAG		Show one of 256 flags.
	SET FLAG		Change one of 256 flags.
	RESET FLAG		Clear one of 256 flags.
	SHOW VAR		Show one of 256 variables.
	SET VAR			Change one of 256 variables.
	POSITION		Change character's position on-screen.
	SHOW PRI		Show priorities for current room.
	SHOW MEM		Shows memory allocation information.
	WHO			Tells you who you are.  (Displays the name
				you entered at the start of the game.)
	CLOCK			Displays clock.
	PRAY			Says you have one minute left.  (Hmmm.)

   Here's something to try...  Type the following, in sequential order:
	DBG (or BACKSTAGE)
	SET FLAG
	5
	SET FLAG
	68
	TP
	95
   Note, that simply typing "CHEAT" while playing will also do this.  :)

[4.3.7]  Fun Facts
-------------------

   When aborting the salesman launch in SQ2, the code TITS will also work.
(Submitted by Peter Kelly using AGI LOGIC)
   The reason:  The original code was SHSR.  If you did what Kubric and Clarke
did to get the name HAL in 2001, you'd get the word TITS.  They simply took
the name "IBM" and used the previous letter in the alphabet.  So "I" becomes
"H", "B" becomes "A" and "M" becomes "L".  Same thing with the SQ2 code.
(Submitted by Scott Murphy)

   Sierra got a letter from an angry mom because of the use of a jockstrap
as inventory item. This also made the marketing guys very anxious when Josh
Mandel decided to make the DeepShip 86 look like a jockstrap... ;)

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

[4.4]  Space Quest III
-----------------------

[4.4.1]  Cameos
----------------

   Inside the programmer's cubicles in ScumSoft, there are two guys walking
down the aisles 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, which is a blatant reference to the Terminator-droid from the
Terminator-movies.  (Submitted by Matan Kalman)

[4.4.2]  Easter Eggs
---------------------

[4.4.3]  Spoofs and References
-------------------------------

   The game's subtitle, "The Pirates of Pestulon", could be a twist of the
musical "The Pirates of Penzance".  (Submitted by Mike Schock)

   ScumSoft is a parody on Microsoft, and Elmo Pug seems to bear a striking
resemblance to Microsoft CEO, Bill Gates.  (Submitted by Daniel Stacey)

   The ships in the junk freighter are also spoofs on some well recognized
ships from other scifi-movies. There's a TIE-fighter from Star Wars, being
re-described as a bow-tie fighter from the "cologne-wars" (the original movie
mentions the "clone wars").  (Check [4.4.7] for additional information.)  The
ship, Jupiter 2, is from the old "Lost in Space" series. There's also an
old-age rocket, built by the ACME-company, a blatant reference to Warner Bros.
(Submitted by Fred Zanfardino)

   Fester Blatz has a postcard from Arrakis in his shop on Phleebhut. Arrakis
is the planet from the movie "Dune" with all the valuable spice and annoying
sandworms, etc. etc.

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

[4.4.4]  Plot Inconsistencies
------------------------------

   Check section 4.3.4 for an interesting plot inconsistency about the
credentials of the Arnoid Annihilator droid, and about Roger's boots...

[4.4.5]  How to Get More Points
--------------------------------

   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.  :)
   Alternatively, if you *have* already bought a Fun Meal and found the
decoder wheel inside, just "use" it on the Astrochicken end screen.  The
encryption code will appear at the bottom of the screen.  (Submitted by
Leonard Kramer)

   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.

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

[4.4.6]  Cheats and Debugs
---------------------------

   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 owner.  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. :)  Some corrections by Andrew Aldrich.

   Scott Murphy makes a quick, meaningless, but stylish note:  "Ah, the good
old Debug window.  It was a real great tool for development. You players
weren't supposed to get that 'feature'."

   There's also an unconfirmed rumor, that it's possible to cheat during the
Nukem Dukem Robots sequence in ScumSoft.  Pressing the N or M key should
bring up a debug-window.  Some people claim this is the ticket to cheating
your way through the fight, although I have yet to find a use for it.
(Valuable contributors to the issue: Tovi Almozlino and Domen Novak)

[4.4.7]  Fun Facts
-------------------

   "We did get censored by Ken Williams in SQ3.  In one of the early screens
inside the junk freighter, there is a Star Wars-type craft in the lower left.
Mark had spray painted graffiti-style on the wing 'The Empire Sucks!'.  I
thought it was great.  The Empire were the bad guys.  No one was insulted.
Then Ken popped up out of nowhere and wanted to see what we had.  He got a
bit bent out of shape about that and insisted that we remove it.  We
explained and pleaded, but he was firm onthis one.  Never understood it.
But then, you just have to remember all the things you HAVE gotten away with.
(HA!)"  (Submitted by Scott Murphy)
   [Editor's Note:  The Star Wars-craft is still there, but the spray paint
has been removed.  It is now labelled a "bow-tie fighter" from the "cologne
wars".]

   If you order a Big Belcher Combo at Monolith Burger, after you've eaten it,
when you go back to your ship, Roger will come back out and throw up. Yummy.

   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).

[4.5]  Space Quest IV
----------------------

[4.5.1]  Cameos
----------------

   The security droids in the Super Computer look exactly like the Probots
(Imperial Probe Droids) in Star Wars: The Empire Strikes Back.  (Submitted by
Zon-Nan Chen)

   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.
   Also playing is:  The Space Quest theme, the King's Quest theme, and the
Leisure Suit Larry theme.  (Submitted by Theodore Reiker)

   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.  This is former Sierra On-Line
programmer, Bob Andrews.
   Bob Andrews himself explains how to find him:
	"Having me show up is actually pretty simple. Go to Big & Tall after
	 clearing out the ATM and changing back to your Roger clothes, but
	 before buying the adapter plug from Radio Sho...er, Hz So Good."
   On a side-note, Bob is also responsible for the CD-ROM-only ATM machine
image, and his cameo also has an appearance in Bruce Balfour's Dagger of
Amon Ra.
   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.)
   According to Scott Murphy, "This cameo was conceived by programmer Jerry
Shaw.  He was in his Don Adams period at that time."

[4.5.2]  Easter Eggs
---------------------

   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)

[4.5.3]  Spoofs and References
-------------------------------

   On the destroyed streets of Xenon, if you click the tongue icon on the
fortress in the background, the game responds with: "The only way your tongue
would reach that far was if you were in a Leisure Suit Larry game!"
(Submitted by Mike Schock)

   One of the questions in the hintbook reads:  "I can't find the one-armed
man anywhere."  The answer is given as, "Ask Bob".  This is a reference to
Twin Peaks.  (Submitted by Theodore Reiker)

   When arriving at the Galaxy Galleria, there's a huge crowd in front of the
Software Excess store.  When talking to one of the people in the crowd, he'll
inform you that "the Two Geeks from Andromeda are in there, signing copies of
their latest release".  (Submitted by Theodore Reiker)

   The whole inside artwork of the Super Computer resembles an H.R. Giger
album (the art designer of Alien and Species).  Remember the alien ship on
LV-426 (Alien)...?  (Submitted by Theodore Reiker)

   A small reference to the "Frogger" game, published for systems such as the
Atari VCS 2600, ColecoVision, Apple ][, etc.  It's the one that shows a frog,
jumping from log to log.  (Submitted by Theodore Reiker)

   The subtitle for Ms. Astro Chicken, "Flight of the Pullet", may have been
a poke at Spectrum Holobyte's "Flight of the Intruder".  (Submitted by
Theodore Reiker)

   The "Ms." in the title "Ms. Astro Chicken" is a spoof on the old console
games PacMan (Namco) and Donkey Kong.  It was a trend to rerelease a game with
kiddie graphics and a title like "Ms. PacMan" or "Donkey Kong Jr.", just like
the nowadays trend with the secret "kids" mode in famous 3D fighting games
(i.e. "Virtua Fighter Kids", "Toshinden Kids", etc.)  (Submitted by Theodore
Reiker)

   The title for Space Quest X, "Latex Babes of Estros", seems to be a poke
at the old Infocom text adventure, "Leather Goddesses of Phobos".  (Submitted
by Theodore Reiker)

   The name of the arcade game, "Monaco Princess Stunt Drivin'", is an
interesting mixture of the titles "Super Monaco Grand Prix", "Stunt Driver"
and Tengen/Domark's "Hard Drivin'" series.  (Submitted by Theodore Reiker)

   The electronics store in the Galleria in the disk version of SQ4 was called
"Radio Shock", in reference to a large chain of radio shacks in the States,
which was called "Radio Shack". The CD-ROM version of SQ4 changed this to "Hz
So Good". My guess is, The Two Guys got their asses kicked for calling it
Radio Shock. (Submitted by Tomer Fishman)
   Scott Murphy corrects:  "Radio Shack did whimper and, no, we didn't get
our asses kicked.  The way it worked from the company side is that it is
easier and far more economically sensible to make an art and writing change
than go to nearly any level of litigation.  It's costly and time consuming.
Oh, and did I mention costly?  Mark and I hated to have to make any changes
submitted from outside the team but on occasion you could see the logic.
(Sometimes I really hate logic!)"

   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.
  * "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.
  * "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)

[4.5.4]  Plot Inconsistencies
------------------------------

   Deddi Shy  submitted this interesting idea...
   "In the mall in Space Quest 4, it is said about the Dandy Recipe Beamer,
that the uplink won't be up until summer 2735, which indicates that the game
takes place sometime before that. However, in Space Quest 6, the sign near the
information superhighway offices sais it's to be completed "Never", scratched
out from "9345", scratched out from "8345", scratched out from "7345",
scratched out from "6345". This indicates that the game takes place much later
in time than SQ4. To top it, the mall scene from SQ4 is supposed to be in the
future."
   I replied to him and posed a suggestion that maybe the Xenonian calendar
doesn't work the way ours does. But Deddi managed to knock that one out of the
sky...
   "When you untangle the hookah hoses in the beginning of SQ6, Roger is
reminded of his childhood celebrating Christmas. If he celebrates Christmas,
he should also count the years from the birth of Jesus (like we do)."
   Any comments? Please mail them to *both* Deddi and me .

   Also see 4.7.4 for an interesting plot inconsistency, involving the
Autobucks ATM-card found in the Galaxy Galleria and the cigar stump from the
Galaxy Galleria...

[4.5.5]  How to Get More Points
--------------------------------

   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.

[4.5.6]  Cheats and Debugs
---------------------------

   Unfortunately, I currently know of no cheat or debug mode for Space
Quest IV.

[4.5.7]  Fun Facts
-------------------

   "Amazingly enough, no women's organization sued us."  [Previously, this
FAQ stated that The Two Guys were sued by a women's rights group.  Again, my
mistake.  -ed]  "I was practically astounded and disappointed by the lack of
protest.  NOT that I want that.  No way.  I just thought someone would say
something."  (Submitted by Scott Murphy)

   The Super Computer's hard disk contains King's Quest XLIII and Leisure
Suit Larry IV.  The hologram of the scientist talks about a virus actually
emerging from an LSL game, and Roger Jr. refers to it as the "Vohaul Virus".
In this case, Al Lowe really wrote the LSL4 game, which was stolen by the
Sequel Police droids using a time warp, then infected by the evil Sludge
Vohaul.  (Submitted by Theodore Reiker)

   You can talk to the ingredients in Monolith Burger. Also try sniffing
and tasting them. This can only be done in the CD-ROM version of SQ4,
though.

   The RESOURCE.AUD file on the Space Quest IV CD-ROM version is *not*
encoded, meaning it's a big pile of wave-files, which you can listen to with
a standard player, and if you have the space for the temporary file, you can
also steal the voice files.  You should actually try listening to it!  There
are some interesting files hiding in there, which didn't make it into the
actual game!

   In Space Quest IV, there's an appearance by an Eveready Energizer-bunny.
Sierra wrote Duracell and asked for permission, since the bunny is owned by
Duracell everywhere except in the States, where they lost it to Eveready.
Later, they got an angry letter about it.
   Scott Murphy adds to the story:  "Our legal counsel at the time did
contact Duracell asking permission to use a likeness of the bunny in our
game.  I'm sure they thought this as amusing as the rest of us did.  I don't
think he'll ever forget this nor live it down.  He eventually contacted some-
one by phone at Eveready and got a verbal agrement with a token fee in
exchange and all looked fine.  Hey, free advertising or 'product placement',
as they call it now.  After the disk version had been out for a full year and
we had been working away on the CD speech version of SQ4 we did get one of
those letters from a different member of the Eveready company.  Ken's
thought and rationalization for continuing to use it on the CD version was
that we had already sold most of the number of units we expected to sell, we
had the verbal agreement, it was a legal parody blah blah blah...  Anyway,
the back of the rabbit has a black and copper looking battery in it, it was
ignored and finally went away."

   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.)

   Co-writer, Josh Mandel, posed as Hymie Lipschitz for the parody box
cover. The glasses, hair and other accessories aren't his own, but it's him
underthere. ;)

[4.6]  Space Quest V
---------------------

[4.6.1]  Cameos
----------------

   One of the ships in the Academy landing bay has an engine like the one on
the old USS Enterprise. (Submitted by Tomer Fishman)

   One of the Skull Fighters from Space Quest III is in the Academy landing
bay.

   When you enter the Rotunda area at the StarCon Academy, the guard
in the foreground is playing an old game called "Missile Command", and doing
a poor job too. (Submitted by Fred Zanfardino)

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

   Near where Elvis appears, there's another guard blocking your admission to
the south. He's playing another old game, called "Asteroids". (Submitted by,
yes you guessed it, Fred Zanfardino)

   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.
   According to Sean Murphy, who was an artist on Space Quest V at the time,
it is *not* the Lone Ranger, as Daniel Lundmark suggested in previous versions
of the FAQ.  I'll let him explain:
	"We did a lot of video-capture for the game; most of the characters
	 you see walking around are actual actors who were videotaped and
	 then modified in Deluxe Paint (I played Roger Wilco!).  A couple of
	 the artists got up in random costumes (much of them lifted from the
	 'Betrayal at Krondor' costume library, which was being made at the
	 same time and shot in the same studio) to play background characters
	 and such; the two characters in that scene are artists wearing
	 bizarre, random sci-fi costumes (I know one of them was artist
	 Rhonda Conley; I can't remember who the other one was).
	 Unfortunately because of the low resolution, it's hard to make out
	 who they are."
   In the manual for SQ5, you can see Sean as Roger in the "Production of
Space Quest V" section.  He's the one dressed as Roger about to be set on
fire, and being hoisted bodily onto a scanner.  He says himself that "that
shot involved some serious acrobatics".  (Submitted by Sean Murphy)

   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.

   Patrick Stewart (who plays Jean-Luc Picard on Star Trek: TNG) stars as the
mutant colonist on Klorox II.

   The Tazmanian Devil appears in the Genetix lab.  Try opening the cage that
"makes an odd whirring sound" (but save your game before doing so).
   Daniel Lundmark suggests it might also be the Labion Terror Beast from
Space Quest 2. (Submitted by Helge the Moose)

   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!)

[4.6.2]  Easter Eggs
---------------------

    Go down to the pod bay and open the locker to the far left in the screen.
The AstroChicken will pop out.

[4.6.3]  Spoofs and References
-------------------------------

   When Roger is shuttled to his new command, it is mentioned that he
"underwent a week of extensive Captains training on the planet Oakhurst".
Oakhurst is, as we all know, the seat for the Sierra On-Line HQ.
(Submitted by Domen Novak)

   One of the ships in the Academy landing bay is for sale. It shows a
telephone number and tells you to ask for Fester Blatz (who owned the
World-o-Wonders shop in SQ3).

   Another ship is described as "belonging to the Two Guys from Andromeda".

   When entering the Rotunda area aboard the Academy, the moon outside is
described as "one of the nine moons of Nova", in reference to a Dynamix game
called "Nova 9". Also, exit the screen to the right. The planet in the
background here is called "Vulcan", in reference to Star Trek. The planet
Vulcan is Spock's homeplanet. (Submitted by Tomer "The Ex-Trekkie" Fishman)

   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.

   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.
		It might also be a reference to two employees at Dynamix,
		named Piotr (credited "Peter" in 1992) and Darek Lukaszuk.
		(Submitted by Theodore Reiker)
	* Gingivitis
		A disease.
	* Monostadt VII
		This is a treatment for women's vaginal yeast infections.
		(Yummy!) (Submitted by tons of people)
	* 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)
		It might also be a spoof on Luke Skywalker's home planet,
		which was called Tattoine (hope that's correctly spelled, for
		all you Star Wars-fans out there...)

   The coordinates to Klorox II are 90210 - same as in that totally
ridiculous television series.

   The moons of Klorox II are called Larry, Moe and Curly.

   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".

   The sequence where the Eureka picks up the trash bag is accompanied by
the theme song from Stanley Kubric's "2001: A Space Oddysey".

   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).

   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.

   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)

   The entire Spacebar sequence is a steal from the Star Trek TOS episode,
"The Trouble with Tribbles". Not only does Nelo Jones show up, as mentioned
in the above contribution from Tovi, and sells you rapidly-growing space
monkeys (the original had a salesman called Cyrano Jones who sold Kirk
tribbles). Also, Scotty (from the Enterprise) gets in a fight with a guy
who calls the Enterprise a garbage scow. The exact same thing happens when
Quirk and Roger come down from their game of Battle Cruiser, where Cliffy
is fighting with a member of the Goliath, because he called the Eureka a
garbage scow (although in this case, it actually IS a garbage scow).
(Submitted by Fred Zanfardino - Thanks to Tovi Almozlino)

   WD40 is a parody on a lubricant. (Submitted by Guy Lavoie)

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

   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!)

[4.6.4]  Plot Inconsistencies
------------------------------

   See 4.7.4 for an interesting plot inconsistency about the well-being of
the SCS Eureka...

[4.6.5]  How to Get More Points
--------------------------------

   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)

[4.6.6]  Cheats and Debugs
---------------------------

   In previous versions, I was looking for info regarding a cheat for SQ5
that allowed you to view other death-messages.  The cheat is as follows:
When you're dead and on the Restore/Restart/Quit screen, there's an invisible
button a few centimeters below the word "Space" on the title bar.  The
message should change.
   Jason Hadricky informed me, that this *only happens in a beta version of
SQ5*, and thusly does not work with the version supplied with the Collection,
nor the SQ5 that is sold in the stores today.  Anyway, the cheat also has a
reputation for crashing the game often, sooo...
   Thanks to Jason Hadricky.

[4.6.7]  Fun Facts
-------------------

   Ever wondered why SQ5 wasn't released on CD, now that SQ4 and SQ6 were?
Sean Murphy, graphics artist at Dynamix at the time (now an Origin-employee)
explains:
	"I can't say for certain; I seem to recall that we had actually
	 started work on doing just that [preparing a CD-ROM version of SQ5].
	 I think that politics and the fact that Dynamix was going through
	 a very rough financial period at that time prevented us from doing
	 any supplemental work on it . . . I suspect that the management was
	 eager to move on to another 'big profit' project instead of spending
	 time and resources for a 'gold' version of an already-released game."
   (Submitted by Sean Murphy)

   Although SQ5 was designed and created at Dynamix, the game utilizes
Sierra's SCI system.  This was because when Sierra CEO Ken Williams saw that
Dynamix was doing adventure games, he wanted them to use Sierra's adventure
development system instead.

   The Russian version of this game changed a lot.  For instance, Flash
Gordon's listing on the Grade-o-Matic in the Academy is changed to Boris
Yeltsin, some music themes were replaced by those from old Soviet movies, and
the word "buckazoid" is translated to "babking"; a derivative of the
corresponding slang word for "money" - babki, which literally means something
else.  If you're not grasping any of this, that's probably because you're
not Russian.  (Submitted by Vsevolod S. Alexeev)

[4.7]  Space Quest VI
----------------------

[4.7.1]  Cameos
----------------

   Hang around inside the Arcade hall on Polysorbate LX.  Eventually, the
theme from Quest for Glory will play.  If you click with any icons on the
screen, though, the music will stop and the normal bleeps-and-bloops will
resume.  (Submitted by Domen Novak)

   R2D2 from the Star Wars-movies has been reduced to a GenBlood-blender in
Fester's "Implants-N-Stuff".

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

   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.  Although it's an Imperial
	  shuttle, and it's described as a Rebel shuttle, it might be because
	  after the defeat of the Empire, the Rebels acquired a bunch of these
	  ships.  The type of ship looks like a Lambada-class shuttle.
	  (Submitted by Andrew O'Brien)
	* The ship in the bottom right row is a marine dropship from the
	  Alien movies.  (Corrected by Theodore Reiker)
	* A Star Trek-shuttle (with the unmistakeable NCC-1701D insignia) is
	  located in the middle of the left row.
	* The shuttle in the upper left corner could be from Battlestar
	  Galactica.  (Submitted by Christian Giegerich)
	* Could the bottom left ship be from Lost In Space?  When talking to
	  the ship, Roger asks if there's any little genius teenage brats
	  in there.
	* The red shuttle in the bottom-right corner is "Shuttle 2" from the
	  old TV-series, "Thunderbirds".  (Submitted by James Dangerfield)
   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."
   Scott Murphy adds:  "The Pelvis Brelsford poster was fun being had at the
expense of Oliver Brelsford, our third and final Project Manager on SQ6.
Oliver already had some SQ background from his tour of programming duty on
SQ4.  Well, maybe it was a tribute.  One of the great things about Oliver as
a project Manager is that he has very, very high caloric needs so he always
makes sure we have as much food and junk as we need to get through those long,
long days and nights."

   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.  However, the song he is singing is not an Elton John song, but in
fact, the title music from KQ6, "Girl in the Tower".  The original piece was
only avaliable on the CD-ROM version of KQ6.  (Submitted, amongst others,
by Christian Giegerich)

   The frog from Loony Tunes also appear, with its cane and top hat, singing
"Hello my baby, hello my honey...", when Magnum transforms.  (Submitted by
Richard Bunnell)  The frog appears in the Warner Bros. cartoon, "One Froggy
Evening". (Submitted by Fred Zanfardino)

   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!")

[4.7.2]  Easter Eggs
---------------------

   In the cyberspace office, clicking the EYE-cursor on the background
produces the response:  "You saw it here first.  A preview of the famed
information superhighway.  Wow!".  However, after six or seven more clicks,
Gary will say:  "Wow!  This makes my nipples hard!" instead.

   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

   If you enter 8-Rear and your computer date is set to Halloween (31st Oct)
or Michael Lytton's birthday, Circuit Sydney's head will start following you
around, with its eyes glowing.

   If you Ctrl+Click on the video screen in 8-Rear 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.

   If there's a nebulae in the 8-Rear window, click on it several times.
Eventually it should start to palette cycle.  (Has anybody gotten this to
work?  My SQ6 thinks I'm an idiot for trying.)

   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.  Among the files in the drawers, two instantly
spring to eye: "Space Quest 7" and "Space Quest Team".

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

[4.7.3]  Spoofs and References
-------------------------------

   A reference to Wayne's World in one of the shuttles.  When looking at it,
Gary gives a description, afterwhich Roger delivers the W.W.-clich:  "It
will be mine, oh yes, it will be mine."  (Submitted by Andrew Aldrich)

   When Roger looks in the mirror, Gary says he sees a brunette overacting in
a stone tower, afterwhich Roger squeals, "Mother, mother, come quick!".  A
reference to King's Quest VI.  (Submitted by Andrew Aldrich)

   The Popular Tecktronics CD-ROM in Nigel and Singent's apartment mentions
an e-mail magazine called Mired.  This is a spoof on an actual e-mag called
"Wired".  (Submitted by Domen Novak)

   Circuit Sydney might be a poke at Data from Star Trek: TNG.  (Submitted by
Gerald Dangerfield)
   I personally don't believe it, but I've put it here just in case...

   A lot of people claim that Commander Kielbasa is a poke at both Jean-Luc
Picard from ST:TNG and the Kilrathi's in Origin's Wing Commander series.
(Submitted by Tomer Fishman, Gerald Dangerfield, and tons of other people)

   When Gary during the intro says, "In a deserted warehouse just outside the
galaxy", it could be a poke at the Carmen Sandiago game, where each game
begins with a similar remark.  (Submitted by Steven Stein)

   Admiral Toolman could be a spoof on the Admiral Tolwyn from the Wing
Commander series.  (Submitted by Tomer Fishman)

   The "Abby Normal" brain in Fester's Implants-N-Stuff is from "Young
Frankenstein".  (Submitted by Cedric Henry)

   The endodroid is a mixture of the T-1000 Terminator from "Terminator 2:
Judgment Day" and Roy Batty, who was the leader of the escaped Replicants
in the movie "Blade Runner".  This becomes apparent when Roger freezes the
endodroid, and makes fun of the "Hasta la vista" phrase from T2.  He says,
"Frosta la kiester, baby".  (Submitted by Theodore Reiker)

   Blaine Rohmer is obviously a spoof on the Blade Runners, from Ridley
Scott's "Blade Runner" movie.

   Another Star Trek reference:  Click the EYE-icon on the Sectors-command
in the cyberspace office.  Gary says, "You probably want us to say something
corny, like 'klingons in sector 2.8, Captain'."  (Submitted by Theodore
Reiker)

   Flembukit's multimedia wondermachine, 3DOA, is a spoof on Panasonic's
3DO console.  Also manufactured by Goldstar.  And yes, the 3DO console is
also highpriced and plays a half dozen bad arcade games.  ;)  (Submitted
by Theodore Reiker)

   One of Singent Flembukit's 3DOA CD's is "The Outpost Project Survival
Guide".  A spoof on Bruce Balfour's space strategy game, Outpost.
(Submitted by Theodore Reiker)

   Stellar's first name might be derived from Dynamix's Stellar 7 games.
(Submitted by Theodore Reiker)

   Stellar's last name, Santiago, might be derived from Broderbund's "Carmen
Santiago" games.

   An UN-COMPLETE movie title guide to the movies at the Polysorbate LX
cinema marquee:
	* Aliens's (Aliens with Sigourney Weaver, or Sir-Tech's Jagged
	  Aliens?)
	* Bucket Dreams (Hoop Dreams)
	* Fist Full of Buckazoids ("Fistfull of Dollars", a Clint Eastwood
	  western)
	* For a Few Buckazoids More ("For a Few Dollars More", another
	  Clint Eastwood spaghetti western)
	* Future Schlock ("Future Shock", a scifi thriller in VR, ca.1994)
	* Gumby vs. Mr Bill (Gumby is a green stop-motion character and
	  Mr. Bill is a character from the TV show Saturday Night Live,
	  fighting as in Godzilla vs. Mothra)
	* Hudson Hawk Goes to Washington ("Hudson Hawk", Bruce Willis)
	* Johnny Pneumatic ("Johnny Mnemonic", William Gibson scifi with
	  Keanu Reeves)
	* Josh Mandela: The Legend Continues (Josh Mandel was the original
	  designer of SQ6, "Mandela" is a reference to Nelson Mandela)
	* The Last of the Andromedans ("The Last of the Mohicans")
	* The Last Stoogefighter ("The Last Starfighter")
	* Linoleum Cheese: A Janitor's Tale (?)
	* Little Debbie Does Delta Burksilon (an American porn film,
	  Debbie Does Dallas)
	* Mary Ann vs. Ginger ("Gilligan's Island", the Mary Ann/Ginger
	  sweetness feud)
	* The Organ ("The Piano")
	* Outpost: The Movie (A reference to Bruce Balfour's scifi strategy
	  game, Outpost)
	* Raiders of the Lost Semicircle ("Raiders of the Lost Ark", the first
	  Indiana Jones movie)
	* Razing Arizona ("Raising Arizona", with Nicholas Cage)
	* So I Married an Endodroid ("So I Married an Axe-Murderer", horror)
	* Space Quest 1: The Sarien Encounter
	* Space Quest 2: Vohaul's Revenge
	* Space Quest 3: The Pirates of Pestulon
	* Space Quest 4: Roger Wilco and the Time Rippers
	* Space Quest 5: The Next Mutation
	* Space Quest 6: Roger Wilco and the Colon of Doom
	* Space Quest 7: The Musical
	* Star Trek XVIII: The Search for Kahn's Implanted Pecs
	  ("Star Trek 2: Kahn's Revenge" and "Star Trek 3: The Search for
	  Spock)
	* Superman vs. Batman
	* Tango & Cash XXVII: The Sequel ("Tango and Cash", Sly Stallone)
	* Think Tank Girl ("Tank Girl", comic based movie)
	* Triple X-Files ("X-Files", supernatural tv-series)
	* True Flies ("True Lies", Arnold Schwarzenegger)
	* Zorbot the Greek ("Zorba the Greek, Anthony Quinn)
(Submitted by Theodore Reiker, with gap fill-ins by Leslie Balfour and myself)

   Beleauxs' books in the lab include "The Hunt for Red Corpuscle" (The Hunt
for Red October) and "All I Need to Know I Learned from the Q Continuum" -
the Q Continuum is the being-place for the Q entity in Star Trek TNG and DS9.
(Submitted by Theodore Reiker)

   A graffiti on the wall outside the arcade on Polysorbate LX reads
"DARMOK+JALOD 4EVER".  A reference to the Star Trek: TNG episode, "Darmok".
(Submitted by Theodore Reiker)

   The Qodrac Mobile Photo Booth is a spoof on the Kodak Non-Mobile Photo
Booth.  (Submitted by Theodore Reiker)

   The Mister Soylent food replicators is a spoof on an old scifi movie
entitled "Soylent Green".  The movie is in the future where humans have used
up all of the Earth's resources and have to live underground because the air
is so polluted.  The only thing left to eat on the planet is a nutrient
supplement called Soylent Green.  Also in the future, the "leaders" decide
when you're old enough to die.  When it's your "time", you're sent to a
special room where you can be "enlightened" before dying.  Well, the story
goes, two guys who were deemed fit to die, didn't want to.  So they got away
and began to wander around.  They found the "enlightenment room" and found
out what they were doing with the dead people.  They were processing them
into, yes you guessed it, the Soylent Green machines!  So now you know what
the Soylent Clear jingle means when it says, "Clearly less people, clearly
more taste!"  (Submitted by "Goober King")

   During the introduction, Admiral Toolman throws Roger's underpants up into
the air, and they turn into the DeepShip 86.  This is a take-off of the intro
from Stanley Kubric's "2001: A Space Oddysey", in which a monkey throws a
skeleton bone into the air which turns into a spaceship.

   Jebba the Hop is a spoof on the evil snail-guy, Jabba the Hutt, in the
third (sixth) Star Wars movie. (Submitted by Itay Cohai)

   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! ;)

   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.

   When talking to the portal in the Ascend-o-Pad on Delta Burksilon, you get
a highpitched voice saying "If you're going in there, Graham, I'm staying out
here!". This is from King's Quest V, where Cedric the Owl sais that to King
Graham. (Names brought on by Fred Zanfardino)

   8-Rear is a spoof on 10-Forward, the ship's lounge on "Star Trek: The Next
Generation".

   The Bjorn collective is a spoof on the Borg from Star Trek: The Next
Generation. (Submitted by Douglas Peltz)
   The name for the Bjorn collective may have come from a Swedish tennis
player, whose name was (and probably still is) Bjorn Borg.  (Submitted by
Daniel Lundmark)
   Scott Murphy adds:  "The theory on the Bjorn is correct.  Tennis great
Bjorn Borg was well known to both Josh and I.  It was a natural."

   Almost all the drinks on Polysorbate LX are spoofs of famous scifi writers.
	- Raymond E. Feisterbray (Raymond E. Feist)
	- Samuel Douglas Adams (Douglas Adams + Sam Adams (beer))
	- Alan Dean Foster's Draft Ale (Alan Dean Foster)
	- "wicked ale from Ray's Bradbrewery" (Ray Bradbury)
	- Silverberg Bullet (Robert Silverberg)
	- Ursula K. LeGuinness Stout (Ursula K. LeGuin + Guinness (beer))
	  (This one is the winner of the Nebuale award (Nebula Award))
	- Harlon Aleison (Harlan Ellison)
	- Beers Anthony (Piers Anthony)
	- "a wild-roddenberry flavored stuff" (Gene Roddenberry)
	- Heinleinekin (Robert Heinlein + Heineken (beer))
	- Sappournelle (Jerry Pournelle + Sauvignon (white wine))
	- Marion Zima Bradley (Bradley Denton)
	  (Zima is a "clear beverage", a.k.a. "clear beer".  Anybody know
	  what Marion stands for?)
	- Watney's Red Planet (?)
	- Asimov Cocktail (Isaac Asimov)
	- William Gibson (William Gibson)
   Submitted by Theodore Reiker, except two last ones, submitted by Douglas
Peltz.

   Drinks on Polysorbate LX that are not spoofs on scifi writers:
	- Jurassic Dark (a spoof on Spielberg's "Jurassic Park" movie)
	- Babylon .45 (a spoof on the tv-series "Babylon V")
	- Star Beck (a spoof on "Star Trek"; the slogan for this beer is
	  "it makes you go where no man has gone before", a spoof on the
	  wellknown Star Trek opening monologue)
	- Major Kirin (maybe Major Kira, from Star Trek DS9?)
	- Red Dog (maybe Red Bull, energy drink?)
   Submitted by Theodore Reiker, except Major Kirin.

   The game's "slogan", "In Space No One Can Hear You Clean", is a spoof on
Ridley Scott's slogan for the Alien movies, "In Space No One Can Hear You
Scream".  (Submitted by Theodore Reiker)

   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 hightech company that invented the Skynet-chips in the Terminator-
movies. (Undying thanks to Tovi here... ;)

   The opening sequence is kidding around with the movie JUDGE DREDD, in
which Stallone is also stripped, although they didn't go as far out as in
SQ6. (Submitted by Christian Giegerich)

   About the name of the DeepShip 86... "DeepShip" is a re-write of the
colorful phrase, "being in deep shit".  To be "86'ed" means to be forced to
leave a place or premises and be encouraged not to come back.  (86 explanation
corrected by Scott Murphy)
   The name might also come from the third Star Trek series, which was
entitled Deep Space Nine. (Submitted by Tomer Fishman)

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

   The arcade games on Polysorbate LX are all spoofs on some recognizable
games.
	* "NBA ToeJam"			--> Acclaim's "NBA Jam"
	* "Mixed up Mother Theresa"	--> Roberta Williams' "Mixed Up
					    Mother Goose"
	* "Stooge Fighter III"		--> Capcom's "Street Fighter II"
	* "Secret Recipes of the
	   Luftwaffe"			--> LucasArts' "Secret Weapons of the
					    Luftwaffe"
	* "Beat the Crap out of Urkel"	--> (Urkel was the annoying geek-star
					    of a comedy show in 80's. He would
					    constantly play accordion and act
					    all stupid and clumsy.)
	* "More Dull Kombat II"		--> Acclaim's "Mortal Kombat II"
	* "Disembowling for Dollars"	--> "Bowling for Bucks" (a US game
					    show) (Submitted by Brad Fellows)
   As a side remark, the parody on MK2 features two clay fighters fighting,
as in the game "Clay Fighter", but they're pitted against each other on a
tall, narrow stone bridge like in the first MK-game from Acclaim. Hmm...

   Commander Kielbasa's scratching post/command center is capable of
getting him to level six of "Super Nunzio World". (This is a parody of
Nintendo's "Super Mario World".) Also, a part of the console looks exactly
like those Gravis GamePads. (I'm convinced now.  It's NOT an SNES joypad!)

   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)

   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.

   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.

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

   During Stellars funeral, Roger says:  "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.

   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".

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

   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)

   The name "Polysorbate" (as in Polysorbate LX) is a food additive.
(Submitted by Guy Lavoie)

[4.7.4]  Plot Inconsistencies
------------------------------

   In Space Quest IV, Roger brings the cigar stump from the mall, and after
using it in the Super Computer in SQ12, he DISCARDS it, and does not go back
to pick it up after rescuing Roger Jr.  But in SQ6, it is lying on the table
in Roger's room as a souvenir.  (Submitted by Daniel Stacey)

   When you're in the Holocabana about the DS86 for Stellar's funeral, the
chaplain is described as a "holo-chaplain", which means he must be a
hologram.  However, he leaves through the pneumatic transport system -- if
he was a hologram, he wouldn't be able to leave the confines of the room.
(Submitted by Dan Cerulo)
   A possible theory is that he's described as a holo-chaplain because all
funerals aboard the DS86 are conducted in the Holosuite, but the LOOK-
message to the chaplain reads, "Stunningly real, don't you think?".  He IS
a hologram.

   During the opening sequence, Admiral Toolman states: "However, due to your
successful return of the SCS Eureka, your rescue of the Goliath's crew..."
Any SQ5-player would know that Roger blows up the SCS Eureka at the end of
SQ5 and returns with the SCS Goliath!

   Roger offers Jebba the Hop a "free plunge job, day or night". But when
trying to take the Autobucks-card in Roger's quarters, you're told that
"you have no need for money aboard the DeepShip--everything's free".

   The Autobucks ATM-card was found in the future of Space Quest 10 in the
Galaxy Galleria, where it is fully functional (Roger uses the money from
the card to purchase a dress). However, in the present of Space Quest 6, the
card is expired.

   See section 4.5.4 for an interesting plot inconsistency about the
Xenonian calendar.

[4.7.5]  How to Get More Points
--------------------------------

   BUG ALERT!  The code of SQ6 contains a bug in the points scoring that
allows you to gain as many points as you want.  When inside Stellar's
stomach, you can retrieve secretion from the Isles of Langerhans, return to
the stomach, pour the contents over the pill, then return and get more --
and you get three points for it every time!  So, in theory, you can get as
many points as you want.  (Submitted by Christian Giegerich)

   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)

[4.7.6]  Cheats and Debugs
---------------------------

   Although perhaps not a real cheat, check [4.7.5] for a bug alert
concerning the points system.

[4.7.7]  Fun Facts
-------------------

   Josh originally wanted to call the SQ6 documentation "Janitalia: The
Magazine of Space Janitors", but management wouldn't let him, so it was
changed to "Popular Janitronics".  In the words of Leslie Balfour, "Josh is
a very bad lad".  (Submitted by Leslie Balfour)

   Okay, this is a weird one:  In the intro, Kielbasa says "Thank you" 36
times.  On the screens shown during that time, there are definitely not 36
crew members.  However, if you count ALL the people showing up on the
DeepShip, including the 7 storm poopers, excluding the monster in the brig
and the gravedigger at the funeral, the summa is 36.  Strange.  (Submitted
by Theodore Reiker)

   In the basement of Orion's Belt, to the far left there's a spider on one
of the pipes in the foreground. Click the HAND-icon on it. It will fall
screaming to the floor. This can only be done ONCE per game. (Submitted by
Chapin)

   When the game was in development (and Josh Mandel was still on the
project), the Marketing Director was a bit concerned about the DeepShip 86
being formed as a jockstrap. He tried to get Josh and Scott to turn it into
a "normal" ship, but they ignored him. Then, when the first advertisement
for SQ6 comes out, what picture do they use? The DeepShip jockstrap!

   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!

   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.

   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.

   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".

   One of the random exit-messages is "Aren't you glad your middle name
isn't Lawrence?" 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.

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

[4.8]  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:

[4.8.1]  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
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.

   Also, during the ending sequence, there's the genetically engineered
salesmen from SQ2 and the Monolith Burger-sign from SQ3 on the prop-screen.

[4.8.2]  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.

   Scott Murphy adds to the explanation:  "I was doing an EGA AGI conversion
of King's Quest 2.  Ken Williams was actually the one to suggest that I slip
in a mention of Space Quest.  I thought of a way that I thought was relatively
unobtrusive and not automatic, and put it in a small hole in a rock.  In work
on a re-release of KQ2 it was reported that Roberta Williams (the designer)
found out about it and didn't like it and had it extracted from the game.
I think most of them sold had the SQ plug, however."

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

   The burger bar in this game is called "Monolith Burger". You can also
order an "Astro Chicken" there.
   The reason could be because of Josh Mandel's input in this game.

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

   Go to the Guild Master inside the Guild Hall and ask him about Antwerps.
He will tell you that "two strange tourists" almost made the Antwerps extinct.
These two strange tourists are, yes you guessed it, the Two Guys from
Andromeda. (Thanks to Tovi Almozlino for first reporting it, Fred Zanfardino
for additional information, and Matias Jakobsen for showing me.)

[4.8.5]  Police Quest I
------------------------

   In this game, a fellow called the "Gremlin" is angry with the boss, and in
once instant, ties a chicken to his desk. When you enter the room and see the
chicken on his desk, the theme from Astrochicken is played. (Submitted by
Leo Kramer, Fred Zanfardino and Matan Kalman)

[4.8.6]  Police Quest IV: Open Season
--------------------------------------

   When trying to use the computer in Luella Parker's office, the game
responds that you don't have time to play Space Quest V: The Final Frontier.
(Submitted by Domen Novak)

   Some people have been having troubles getting this to work, for any odd
reason.  The trouble is, they click it on the closeup of the desk.  You're
supposed to click the screen of the computer when the entire room is
displayed.  (Also submitted by Domen Novak)

[4.8.7]  King's Quest IV
-------------------------

   When Rosella breaks into the witch's castle to get the chicken that lays
golden eggs back, the music from Astrochicken is played. (Submitted by Matan
Kalman)

[4.8.8]  Leisure Suit Larry I EGA
----------------------------------

   When dying and being transported underground to be "rebuild", there are a
lot of characters from other Sierra games down there.  One of them is Roger's
navigation droid from Space Quest I.  (Submitted by Matan Kalman)

[4.8.9]  Quest for Glory II
----------------------------

   When you ask the astrologer about the model, he'll tell you that it shows
the relations between stars called "Xenon", "Ortega", "Phleebhut", etc.
Naturally, the aforementioned celestrial bodies have all starred in Space
Quest games.  (Submitted by Matan Kalman)

[4.8.10]  Take a Break! Pinball
--------------------------------

   Released in April, 1992.  Developed by Dynamix, published by Sierra (duh).
Avaliable for IBM PC and compatibles running Windows 3.1(+) only.  Two of the
eight tables included were named "Planet Pinball", which featured Roger Wilco
in the Space Quest 4 setting.  The first table's artwork features a Xenon
background from Vohaul's Revenge II (with lanes entitled "Rope Me",
"Energize!" and "Shoot the Sewer").  The second one is a Galaxy Galleria
table.  (Submitted by Theodore Reiker)

   Also, Roger looks like a distorted Manga character.  Blasphemy!

[4.8.11]  Leisure Suit Larry I VGA (Russian version)
-----------------------------------------------------

   The Russian translation of Larry I was done by the same people that also
translated SQ4 and SQ5 into Russian.  In the bathroom, a graffiti on the wall
reads "Dr. Vohaul is a bastard!  R. Wilco".  This only appears in the Russian
version of the game.  (Submitted by Vsevolod S. Alexeev)

[4.8.12]  Leisure Suit Larry II
--------------------------------

   When you're in Los Angeles in the beginning of the game, one of the screens
depict a number of shining office blocks and a couple of hedges in the front.
(South of the expensive dress shoppe.)  If you type "look", you'll be told
that "this place looks like it belongs in Space Quest IV, The Coarsegold
Encounter".

[4.8.13]  Conquests of the Longbow
-----------------------------------

   If you go into the control panel and hit the Sierra-button, the game will
give you the credits, then inform you that "no guys from Andromeda" partook
in the creation of the game.

[4.8.14]  Quest for Glory II - Trial By Fire
---------------------------------------------

   In keapon Laffin's magic shop, there's a collection of Orats-on-a-Stick
lining the wall.  When you look at them, the game says, "You'll have to
agree these are quite clearly 'Orats-on-a-Stick'.  Quite useful.
Somewhere."  (Submitted by Jess Morrissette)

[4.9]  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...

[4.9.1]  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. PLEASE BE NOTED, that this only happens in the CD-ROM version
of Space Quest IV!
   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.  :)

[4.9.2]  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.)

[4.9.3]  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?

[4.9.4]  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.

[4.10]  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 his valuable assistance.
- KEN WILLIAMS  for talking to me about SQ7 and for
  referring me to Craig Alexander.
- CRAIG ALEXANDER  for being a great guy with
  tons of good info.
- LESLIE BALFOUR  for being immensely talkative,
  and loaded with excellent info.
- SCOTT MURPHY  for being such a great guy.
- LORI LUCIA for great information regarding SQ7.
- SEAN MURPHY  for his nifty stuff about Space Quest 5.
- BILL SHOCKLEY  for taking the time to answer a few
  questions, and for spilling his collective knowledge on SQ6 secrets.
- JESS MORRISSETTE  for, well, everything.
- MATAN KALMAN  for his great contributions.
- TOVI ALMOZLINO  for his cool contributions
- PETER KELLY  for his wealth of hush-hush
  information.
- DOUGLAS PELTZ  for his cool contributions.
- GUY LAVOIE  for his groovy contributions.
- RICHARD BUNNELL  for a couple of good tidbits.
- DANIEL LUNDMARK  for his good tidbits of good info
  and for having the strength to convert my FAQ to true HTML with every
  release.
- TOM GRAY  for his Skate-o-Rama tidbits and love for a
  good chat.
- SCOTT CLARK  for his cameo tidbits.
- DENIS LEMIRE  for his wealth of groovy tidbits and for
  posting this FAQ on his site.
- ANTHONY ROCHE  for his mondus e-mail regarding the
  Space Quest 3 cheat.
- FRED ZANFARDINO  for his tons and tons of cameos.
- JIMMBO  for his great contributions.
- TANAQUIL FURRFOOT  for his great contributions and
  unnecessarily cool name. :)
- TOMER FISHMAN  for his groovy contributions.
- KARA JOHNSON  for her tidbits, death threats, mood
  swings, etc.
- MICHELLE DAVID  for giving me the idea for "Quote
  of the Version", and for accusing me of being a horny bastard. :)
- KEVIN WALLACE  for posting this FAQ on his site and
  for all his great contributions.
- JOHN MAIER  for his neat-o
  contributions.  ***JOHN, IF YOU'RE READING THIS, EVERY TIME I TRY TO SEND
  YOU MAIL, MY SERVER SPITS IT BACK AT ME!  HAVE YOU CHANGED YOUR
  ADDRESS???***
- BRAD FELLOWS  for having nothing to say, and saying
  it continuously.
- JASON HADRICKY  for his cool contributions.
- PER HANSSON  for his great SQ1/SQ2
  cheat lists
- NATE CHOMILO  for his info from the SQ5 hint book.
- JOSEPH SUTEDJA  for some good info.
- HAGIX  for his tremendously helpful SQ4 information.
- "GOOBER KING"  for his cool SQ6 contribution.
- THEODORE REIKER  for his massively cool list of
  contributions for almost all of the games!
- DEVIN SPERLING  for his cool contributions.
- VSEVOLOD S. ALEXEEV  for his nifty stuff concerning the
  Russian version of the games.
- CEDRIC HENRY  for being generally cool.
- ANDREW O'BRIEN  for his Star Wars fanaticism.
- JAMES DANGERFIELD  for some cool stuff.
- STEVEN STEIN  for his cool suggestions and contributions.
- ANDREW ALDRICH  for some corrections, etc.
- DANIEL STACEY  for plot inconsitencies, contributions,
  and writing nice stuff.  :)
- MATIAS JAKOBSEN  for the secret SQ4 time code.
- LEO KRAMER  for some minor tidbits.

   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.
   If your name is not mentioned here, and you feel it should, then write me
and I will put things right!
   PLEASE NOTE, that none of these were placed in any particular order.  I'm
not that sort of person.  Most were just shoved in randomly.  Really!

[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.  

	
	"I'm amazed at some of the things all of you
	 have come up with and found in the games.
	 There's some stuff in there that I didn't
	 even know!  . . .  Good stuff, Troels!"	- Scott Murphy,
							  Guy from Andromeda
	"Love the FAQ!"					- Leslie Balfour,
							  SQ7 co-designer (Girl
							  from Andromeda?)
	"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,
							  SQ6 co-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 by Troels Pleimert."			- Matan Kalman,
		(Gee, thanks.)				  "Popular Janitronics"
	"[Your FAQ is] truly great and informative!"	- Daniel Lundmark
							  HTML-FAQ maintainer
	"[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
	"The FAQ is more than amazing, more than
	 excellent...it's...amazingly excellent!"	- Douglas Peltz
	"Thanks for the FAQ on Space Quest. I was
	 reading it while I was in the audience for
	 Royal Canadian Air Farce waiting for the
	 taping to start and I couldn't stop the
	 giggles. Thanks for the fun."			- Andrew Riches,
							  via postcard
	"I beat SQ6 in two days because I found out
	 most about it in the FAQ before I got the
	 game.  It really helped me . . . I couldn't
	 have done it without the FAQ."			- Domen Novak,
							  "D.N.'s SQ Page"

[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!

   "THE SARIEN ENCOUNTER"
   by Troels Pleimert
This is a novelization of Space Quest I, written by me, which is only pub-
lished on my website, and thusly can't be found in any bookstores.  Go to
http://www.geocities.com/Area51/4800/fanfiction.html and find it there.  If
you like it, please let me know (bjpl@post2.tele.dk).

   "DIE SPACE QUEST STORY"
   by Jrgen Darr					(German Only!)
   150 pages, ISBN 3-9011-280-3, Published by Data Becker
This is a large hint book / novelization of the first three Space Quest
games, in German.  (Contributed by Theodore Reiker)

   "LONE VOYAGER"					(IN PREPARATION)
   by Troels Pleimert
Roger Wilco and the crew of the DeepShip 86 encounter an old Earth Voyager
satellite with a deranged personality.  Very Hitchhiker's-Guide-ish.  Look for
previews at Wilco's Domain, and upon release it will be published exclusively
at the Domain.

   "FUTURE'S HISTORY"					(IN PREPARATION)
   by Daniel Stacey
Details what happened to Roger Jr. and his rebel friends in the future of
Space Quest 12.  Written by Australian writer Daniel Stacey.  Will be
published exclusively at Wilco's Domain, and you should expect to see some
previews soon.

   If you're interested in Space Quest fiction, there's a lot of Space Quest
fan fiction at my webpage at http://www.geocities.com/area51/4800.

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

   If you're looking for precise, up-to-date links, check out Wilco's Domain's
links section at http://www.geocities.com/Area51/4800/sqlinks.htm.

- Roger Wilco's Virtual Broomcloset
	http://www.wiw.org/~jess/roger.html
  (The fanpage we're all trying to be like...)

- Popular Janitronics On-Line
	http://www.geocities.com/Hollywood/8993
  (A monthly fanzine about Space Quest.)

- WilcoWeb
	http://www.geocities.com/Area51/5970
  (Kooky Kevin Wallace's page, with lots of graphical goodies and spoofs.)

- The Space Quest Network
	http://www.freenet.edmonton.ab.ca/~lemire/denis
  (A true old-timer on the Net.  Has, well, everything.)

- Roger Wilco's Stellar Voyages
	http://www.usmo.com/~dustin
  (Well-done website about Roger's latest adventure, SQ6.)

- Sludge Vohaul's Page
	http://www.geocities.com/TimesSquare/2961/frame2b.html
  (Mainly an informational page.  Well done.)

- Space Quest ComPost
	http://www.aim4game/wilco
  (Enhanced screenshots and great source of information.)

- World-o-Wonders
	http://www.geocities.com/Area51/Corridor/1303
  (Visit Fester's World-o-Wonders, with Brains of SQ Heroes and Fester Awards.)

- ScumSoft HQ
	http://www.geocities.com/Area51/Vault/5837
  (The main resource for fan-made SQ games.  A great place to hang out.)

- BigFan's Home Page
	http://www.geocities.com/Area51/2131
  (Mainly deals with walkthroughs and information.)

- StarCon 3000
	http://www.geocities.com/Area51/Vault/7155
  (If you're looking for neat downloads, this is the place to be.)

- The Roger Wilco Memorial
	http://www.geocities.com/Area51/Vault/4994
  (A memorial to the memory of our great hero.  Sleeray, who runs this site,
  is also the man behind our Space Quest web ring.)

- Roger Wilco's Space Quest Page
	http://users.deltanet.com/~mhiggins/sq.htm
  (Mainly deals with downloads and info.  Has quite a supply of neat grafx.)

- Space Quest Central
	http://home.inreach.com/olsen/index.html
  (A neat page, good both technically and content-wise.)

- Roger's Space Adventures
	http://www.sno.net/afonseca/sq.html
  (A small SQ-fansite that only deals with SQ4.)

- The Keronian Bar
	http://www.geocities.com/Area51/Cavern/3008
  (Colin, the icon-god's, homepage.  Just started up, so there isn't much
  content up right now.)

- Xenon
	http://www.yi.com/home/KranjcJanez
  (A home-"planet", with plenty of neat downloads.)

- Space Quest Net
	http://members.aol.com/BRUISER207/wilco1.html
  (A relatively young, new homepage.  Soon to flourish, I'll wager.)

- Roger Wilco: Intergalactic Defender of Justice
	http://www.idibbs.com/user/roger/top.htm
  (A personal webpage with an SQ-twist.  The webmaster calls himself "Roger
  Wilco".)

- Daniel Lundmark's Gateway to Infinity
	http://www.infoscandic.se/~dan.lun
  (Not an SQ-fanpage, but it has this FAQ posted in real HTML-format.)

             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) 1986-1997 Sierra On-Line.
               This FAQ, however, is (C) 1996-1997 Troels Pleimert.
              Scope the DISCLAIMER-section for more legal rambling.

      Visit the FAQ central: http://www.geocities.com/area51/4800/sqfaq.htm

                              Editorial Ramblings:

 There is a theory which states that if ever anyone discovers exactly what the
     Universe is for and why it is here, it will instantly disappear and be
             replaced by something even more bizarre and inexplicable.
      There is another theory which states that this has already happened.

 Why am I listening to the theme song of Micro Machines 2 while writing this?
     I should be listening to the tunes of Time Commando!  Now that rocks!
                             Or maybe Carmageddon?
                 Ahh, too much cheap supermarket cola again...